2 * Copyright (C) 2005-2008 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"
24 #include "ObjectMgr.h"
27 #include "WorldPacket.h"
28 #include "WorldSession.h"
29 #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"
50 #include "SpellAuras.h"
52 #include "Transports.h"
54 #include "BattleGround.h"
55 #include "BattleGroundMgr.h"
56 #include "ArenaTeam.h"
58 #include "Database/DatabaseImpl.h"
60 #include "SocialMgr.h"
61 #include "AchievementMgr.h"
65 #define ZONE_UPDATE_INTERVAL 1000
67 #define PLAYER_SKILL_INDEX(x) (PLAYER_SKILL_INFO_1_1 + ((x)*3))
68 #define PLAYER_SKILL_VALUE_INDEX(x) (PLAYER_SKILL_INDEX(x)+1)
69 #define PLAYER_SKILL_BONUS_INDEX(x) (PLAYER_SKILL_INDEX(x)+2)
71 #define SKILL_VALUE(x) PAIR32_LOPART(x)
72 #define SKILL_MAX(x) PAIR32_HIPART(x)
73 #define MAKE_SKILL_VALUE(v, m) MAKE_PAIR32(v,m)
75 #define SKILL_TEMP_BONUS(x) int16(PAIR32_LOPART(x))
76 #define SKILL_PERM_BONUS(x) int16(PAIR32_HIPART(x))
77 #define MAKE_SKILL_BONUS(t, p) MAKE_PAIR32(t,p)
81 CHARACTER_FLAG_NONE
= 0x00000000,
82 CHARACTER_FLAG_UNK1
= 0x00000001,
83 CHARACTER_FLAG_UNK2
= 0x00000002,
84 CHARACTER_LOCKED_FOR_TRANSFER
= 0x00000004,
85 CHARACTER_FLAG_UNK4
= 0x00000008,
86 CHARACTER_FLAG_UNK5
= 0x00000010,
87 CHARACTER_FLAG_UNK6
= 0x00000020,
88 CHARACTER_FLAG_UNK7
= 0x00000040,
89 CHARACTER_FLAG_UNK8
= 0x00000080,
90 CHARACTER_FLAG_UNK9
= 0x00000100,
91 CHARACTER_FLAG_UNK10
= 0x00000200,
92 CHARACTER_FLAG_HIDE_HELM
= 0x00000400,
93 CHARACTER_FLAG_HIDE_CLOAK
= 0x00000800,
94 CHARACTER_FLAG_UNK13
= 0x00001000,
95 CHARACTER_FLAG_GHOST
= 0x00002000,
96 CHARACTER_FLAG_RENAME
= 0x00004000,
97 CHARACTER_FLAG_UNK16
= 0x00008000,
98 CHARACTER_FLAG_UNK17
= 0x00010000,
99 CHARACTER_FLAG_UNK18
= 0x00020000,
100 CHARACTER_FLAG_UNK19
= 0x00040000,
101 CHARACTER_FLAG_UNK20
= 0x00080000,
102 CHARACTER_FLAG_UNK21
= 0x00100000,
103 CHARACTER_FLAG_UNK22
= 0x00200000,
104 CHARACTER_FLAG_UNK23
= 0x00400000,
105 CHARACTER_FLAG_UNK24
= 0x00800000,
106 CHARACTER_FLAG_LOCKED_BY_BILLING
= 0x01000000,
107 CHARACTER_FLAG_DECLINED
= 0x02000000,
108 CHARACTER_FLAG_UNK27
= 0x04000000,
109 CHARACTER_FLAG_UNK28
= 0x08000000,
110 CHARACTER_FLAG_UNK29
= 0x10000000,
111 CHARACTER_FLAG_UNK30
= 0x20000000,
112 CHARACTER_FLAG_UNK31
= 0x40000000,
113 CHARACTER_FLAG_UNK32
= 0x80000000
116 // corpse reclaim times
117 #define DEATH_EXPIRE_STEP (5*MINUTE)
118 #define MAX_DEATH_COUNT 3
120 static uint32 copseReclaimDelay
[MAX_DEATH_COUNT
] = { 30, 60, 120 };
122 //== PlayerTaxi ================================================
124 PlayerTaxi::PlayerTaxi()
127 memset(m_taximask
, 0, sizeof(m_taximask
));
130 void PlayerTaxi::InitTaxiNodesForLevel(uint32 race
, uint32 chrClass
, uint32 level
)
132 // capital and taxi hub masks
135 case RACE_HUMAN
: SetTaximaskNode(2); break; // Human
136 case RACE_ORC
: SetTaximaskNode(23); break; // Orc
137 case RACE_DWARF
: SetTaximaskNode(6); break; // Dwarf
138 case RACE_NIGHTELF
: SetTaximaskNode(26);
139 SetTaximaskNode(27); break; // Night Elf
140 case RACE_UNDEAD_PLAYER
: SetTaximaskNode(11); break;// Undead
141 case RACE_TAUREN
: SetTaximaskNode(22); break; // Tauren
142 case RACE_GNOME
: SetTaximaskNode(6); break; // Gnome
143 case RACE_TROLL
: SetTaximaskNode(23); break; // Troll
144 case RACE_BLOODELF
: SetTaximaskNode(82); break; // Blood Elf
145 case RACE_DRAENEI
: SetTaximaskNode(94); break; // Draenei
150 case CLASS_DEATH_KNIGHT
: // TODO: figure out initial known nodes
154 // new continent starting masks (It will be accessible only at new map)
155 switch(Player::TeamForRace(race
))
157 case ALLIANCE
: SetTaximaskNode(100); break;
158 case HORDE
: SetTaximaskNode(99); break;
160 // level dependent taxi hubs
162 SetTaximaskNode(213); //Shattered Sun Staging Area
165 void PlayerTaxi::LoadTaxiMask(const char* data
)
167 Tokens tokens
= StrSplit(data
, " ");
170 Tokens::iterator iter
;
171 for (iter
= tokens
.begin(), index
= 0;
172 (index
< TaxiMaskSize
) && (iter
!= tokens
.end()); ++iter
, ++index
)
174 // load and set bits only for existed taxi nodes
175 m_taximask
[index
] = sTaxiNodesMask
[index
] & uint32(atol((*iter
).c_str()));
179 void PlayerTaxi::AppendTaximaskTo( ByteBuffer
& data
, bool all
)
183 for (uint8 i
=0; i
<TaxiMaskSize
; i
++)
184 data
<< uint32(sTaxiNodesMask
[i
]); // all existed nodes
188 for (uint8 i
=0; i
<TaxiMaskSize
; i
++)
189 data
<< uint32(m_taximask
[i
]); // known nodes
193 bool PlayerTaxi::LoadTaxiDestinationsFromString( const std::string
& values
)
195 ClearTaxiDestinations();
197 Tokens tokens
= StrSplit(values
," ");
199 for(Tokens::iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
)
201 uint32 node
= uint32(atol(iter
->c_str()));
202 AddTaxiDestination(node
);
205 if(m_TaxiDestinations
.empty())
209 if(m_TaxiDestinations
.size() < 2)
212 for(size_t i
= 1; i
< m_TaxiDestinations
.size(); ++i
)
216 objmgr
.GetTaxiPath(m_TaxiDestinations
[i
-1],m_TaxiDestinations
[i
],path
,cost
);
224 std::string
PlayerTaxi::SaveTaxiDestinationsToString()
226 if(m_TaxiDestinations
.empty())
229 std::ostringstream ss
;
231 for(size_t i
=0; i
< m_TaxiDestinations
.size(); ++i
)
232 ss
<< m_TaxiDestinations
[i
] << " ";
237 uint32
PlayerTaxi::GetCurrentTaxiPath() const
239 if(m_TaxiDestinations
.size() < 2)
245 objmgr
.GetTaxiPath(m_TaxiDestinations
[0],m_TaxiDestinations
[1],path
,cost
);
250 //== Player ====================================================
252 const int32
Player::ReputationRank_Length
[MAX_REPUTATION_RANK
] = {36000, 3000, 3000, 3000, 6000, 12000, 21000, 1000};
254 UpdateMask
Player::updateVisualBits
;
256 Player::Player (WorldSession
*session
): Unit(), m_achievementMgr(this)
263 m_objectType
|= TYPEMASK_PLAYER
;
264 m_objectTypeId
= TYPEID_PLAYER
;
266 m_valuesCount
= PLAYER_END
;
273 if(GetSession()->GetSecurity() >= SEC_GAMEMASTER
)
274 SetAcceptTicket(true);
276 // players always accept
277 if(GetSession()->GetSecurity() == SEC_PLAYER
)
278 SetAcceptWhispers(true);
286 m_usedTalentCount
= 0;
289 m_weaponChangeTimer
= 0;
292 m_zoneUpdateTimer
= 0;
296 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
298 // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
299 // this must help in case next save after mass player load after server startup
300 m_nextSave
= urand(m_nextSave
/2,m_nextSave
*3/2);
302 clearResurrectRequestData();
304 m_SpellModRemoveCount
= 0;
306 memset(m_items
, 0, sizeof(Item
*)*PLAYER_SLOTS_COUNT
);
310 // group is initialized in the reference constructor
311 SetGroupInvite(NULL
);
312 m_groupUpdateMask
= 0;
313 m_auraUpdateMask
= 0;
317 m_GuildIdInvited
= 0;
318 m_ArenaTeamIdInvited
= 0;
320 m_atLoginFlags
= AT_LOGIN_NONE
;
329 PlayerTalkClass
= new PlayerMenu( GetSession() );
330 m_currentBuybackSlot
= BUYBACK_SLOT_START
;
332 for ( int aX
= 0 ; aX
< 8 ; aX
++ )
333 m_Tutorials
[ aX
] = 0x00;
334 m_TutorialsChanged
= false;
336 m_DailyQuestChanged
= false;
337 m_lastDailyQuestTime
= 0;
340 m_weaponChangeTimer
= 0;
348 m_deathExpireTime
= 0;
352 m_DetectInvTimer
= 1000;
354 m_bgBattleGroundID
= 0;
355 for (int j
=0; j
< PLAYER_MAX_BATTLEGROUND_QUEUES
; j
++)
357 m_bgBattleGroundQueueID
[j
].bgQueueType
= 0;
358 m_bgBattleGroundQueueID
[j
].invitedToInstance
= 0;
362 m_logintime
= time(NULL
);
363 m_Last_tick
= m_logintime
;
364 m_WeaponProficiency
= 0;
365 m_ArmorProficiency
= 0;
368 m_canDualWield
= false;
369 m_canTitanGrip
= false;
372 m_temporaryUnsummonedPetNumber
= 0;
373 //cache for UNIT_CREATED_BY_SPELL to allow
374 //returning reagents for temporarily removed pets
375 //when dying/logging out
378 ////////////////////Rest System/////////////////////
385 rest_type
=REST_TYPE_NO
;
386 ////////////////////Rest System/////////////////////
388 m_mailsLoaded
= false;
389 m_mailsUpdated
= false;
391 m_nextMailDelivereTime
= 0;
393 m_resetTalentsCost
= 0;
394 m_resetTalentsTime
= 0;
395 m_itemUpdateQueueBlocked
= false;
397 for (int i
= 0; i
< MAX_MOVE_TYPE
; ++i
)
398 m_forced_speed_changes
[i
] = 0;
402 /////////////////// Instance System /////////////////////
405 m_InstanceValid
= true;
406 m_dungeonDifficulty
= DIFFICULTY_NORMAL
;
408 for (int i
= 0; i
< BASEMOD_END
; i
++)
410 m_auraBaseMod
[i
][FLAT_MOD
] = 0.0f
;
411 m_auraBaseMod
[i
][PCT_MOD
] = 1.0f
;
414 for (int i
= 0; i
< MAX_COMBAT_RATING
; i
++)
415 m_baseRatingValue
[i
] = 0;
418 m_lastHonorUpdateTime
= time(NULL
);
427 //Default movement to run mode
428 m_unit_movement_flags
= 0;
433 m_bgAfkReportedTimer
= 0;
434 m_contestedPvPTimer
= 0;
436 m_declinedname
= NULL
;
442 CleanupsBeforeDelete();
444 // it must be unloaded already in PlayerLogout and accessed only for loggined player
447 // Note: buy back item already deleted from DB when player was saved
448 for(int i
= 0; i
< PLAYER_SLOTS_COUNT
; ++i
)
455 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
458 //all mailed items should be deleted, also all mail should be deallocated
459 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
462 for (ItemMap::iterator iter
= mMitems
.begin(); iter
!= mMitems
.end(); ++iter
)
463 delete iter
->second
; //if item is duplicated... then server may crash ... but that item should be deallocated
465 delete PlayerTalkClass
;
469 m_transport
->RemovePassenger(this);
472 for(size_t x
= 0; x
< ItemSetEff
.size(); x
++)
474 delete ItemSetEff
[x
];
476 // clean up player-instance binds, may unload some instance saves
477 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
478 for(BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
479 itr
->second
.save
->RemovePlayer(this);
481 delete m_declinedname
;
485 void Player::CleanupsBeforeDelete()
487 if(m_uint32Values
) // only for fully created Object
490 DuelComplete(DUEL_INTERUPTED
);
492 Unit::CleanupsBeforeDelete();
495 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
)
497 //FIXME: outfitId not used in player creating
499 Object::_Create(guidlow
, 0, HIGHGUID_PLAYER
);
503 PlayerInfo
const* info
= objmgr
.GetPlayerInfo(race
, class_
);
506 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
510 for (int i
= 0; i
< PLAYER_SLOTS_COUNT
; i
++)
516 SetMapId(info
->mapId
);
517 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
);
519 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(class_
);
522 sLog
.outError("Class %u not found in DBC (Wrong DBC files?)",class_
);
526 uint8 powertype
= cEntry
->powerType
;
534 unitfield = 0x00000000;
537 unitfield = 0x00110000;
539 case POWER_RUNIC_POWER:
540 unitfield = 0x0000EE00; //TODO: find correct unitfield here
543 sLog.outError("Invalid default powertype %u for player (class %u)",powertype,class_);
547 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, DEFAULT_WORLD_OBJECT_SIZE
);
548 SetFloatValue(UNIT_FIELD_COMBATREACH
, 1.5f
);
553 SetDisplayId(info
->displayId_f
);
554 SetNativeDisplayId(info
->displayId_f
);
557 SetDisplayId(info
->displayId_m
);
558 SetNativeDisplayId(info
->displayId_m
);
561 sLog
.outError("Invalid gender %u for player",gender
);
566 setFactionForRace(m_race
);
568 uint32 RaceClassGender
= ( race
) | ( class_
<< 8 ) | ( gender
<< 16 );
570 SetUInt32Value(UNIT_FIELD_BYTES_0
, ( RaceClassGender
| ( powertype
<< 24 ) ) );
571 //SetUInt32Value(UNIT_FIELD_BYTES_1, unitfield);
572 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_PVP
);
573 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
);
574 SetFlag(UNIT_FIELD_FLAGS_2
, UNIT_FLAG2_REGENERATE_POWER
);
575 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
); // fix cast time showed in spell tooltip on client
576 SetFloatValue(UNIT_FIELD_HOVERHEIGHT
, 1.0f
); // default for players in 3.0.3
578 // -1 is default value
579 SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX
, uint32(-1));
581 SetUInt32Value(PLAYER_BYTES
, (skin
| (face
<< 8) | (hairStyle
<< 16) | (hairColor
<< 24)));
582 SetUInt32Value(PLAYER_BYTES_2
, (facialHair
| (0x00 << 8) | (0x00 << 16) | (0x02 << 24)));
583 SetByteValue(PLAYER_BYTES_3
, 0, gender
);
585 SetUInt32Value( PLAYER_GUILDID
, 0 );
586 SetUInt32Value( PLAYER_GUILDRANK
, 0 );
587 SetUInt32Value( PLAYER_GUILD_TIMESTAMP
, 0 );
589 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES
, 0 ); // 0=disabled
590 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES1
, 0 ); // 0=disabled
591 SetUInt32Value( PLAYER_CHOSEN_TITLE
, 0 );
592 SetUInt32Value( PLAYER_FIELD_KILLS
, 0 );
593 SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 0 );
594 SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION
, 0 );
595 SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0 );
597 for(uint32 i
= 0; i
< sGlyphSlotStore
.GetNumRows(); ++i
)
599 GlyphSlotEntry
const * gs
= sGlyphSlotStore
.LookupEntry(i
);
601 SetGlyphSlot(gs
->Order
- 1, gs
->Id
);
604 // set starting level
605 uint32 start_level
= getClass() != CLASS_DEATH_KNIGHT
606 ? sWorld
.getConfig(CONFIG_START_PLAYER_LEVEL
)
607 : sWorld
.getConfig(CONFIG_START_HEROIC_PLAYER_LEVEL
);
609 if (GetSession()->GetSecurity() >= SEC_MODERATOR
)
611 uint32 gm_level
= sWorld
.getConfig(CONFIG_START_GM_LEVEL
);
612 if(gm_level
> start_level
)
613 start_level
= gm_level
;
616 SetUInt32Value(UNIT_FIELD_LEVEL
, start_level
);
620 SetUInt32Value (PLAYER_FIELD_COINAGE
, sWorld
.getConfig(CONFIG_START_PLAYER_MONEY
));
621 SetUInt32Value (PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_START_HONOR_POINTS
));
622 SetUInt32Value (PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_START_ARENA_POINTS
));
625 m_Last_tick
= time(NULL
);
626 m_Played_time
[0] = 0;
627 m_Played_time
[1] = 0;
629 // base stats and related field values
631 InitTaxiNodesForLevel();
632 InitGlyphsForLevel();
633 InitTalentForLevel();
634 InitPrimaryProffesions(); // to max set before any spell added
636 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
637 UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
638 SetHealth(GetMaxHealth());
639 if (getPowerType()==POWER_MANA
)
641 UpdateMaxPower(POWER_MANA
); // Update max Mana (for add bonus from intellect)
642 SetPower(POWER_MANA
,GetMaxPower(POWER_MANA
));
645 if(getPowerType() == POWER_RUNIC_POWER
)
647 SetPower(POWER_RUNE
, 8);
648 SetMaxPower(POWER_RUNE
, 8);
649 SetPower(POWER_RUNIC_POWER
, 0);
650 SetMaxPower(POWER_RUNIC_POWER
, 1000);
654 learnDefaultSpells(true);
656 // original action bar
657 std::list
<uint16
>::const_iterator action_itr
[4];
658 for(int i
=0; i
<4; i
++)
659 action_itr
[i
] = info
->action
[i
].begin();
661 for (; action_itr
[0]!=info
->action
[0].end() && action_itr
[1]!=info
->action
[1].end();)
664 for(int i
=0; i
<4 ;i
++)
665 taction
[i
] = (*action_itr
[i
]);
667 addActionButton((uint8
)taction
[0], taction
[1], (uint8
)taction
[2], (uint8
)taction
[3]);
669 for(int i
=0; i
<4 ;i
++)
674 CharStartOutfitEntry
const* oEntry
= NULL
;
675 for (uint32 i
= 1; i
< sCharStartOutfitStore
.GetNumRows(); ++i
)
677 if(CharStartOutfitEntry
const* entry
= sCharStartOutfitStore
.LookupEntry(i
))
679 if(entry
->RaceClassGender
== RaceClassGender
)
689 for(int j
= 0; j
< MAX_OUTFIT_ITEMS
; ++j
)
691 if(oEntry
->ItemId
[j
] <= 0)
694 uint32 item_id
= oEntry
->ItemId
[j
];
697 // Hack for not existed item id in dbc 3.0.3
701 ItemPrototype
const* iProto
= objmgr
.GetItemPrototype(item_id
);
704 sLog
.outErrorDb("Initial item id %u (race %u class %u) from CharStartOutfit.dbc not listed in `item_template`, ignoring.",item_id
,getRace(),getClass());
708 uint32 count
= iProto
->Stackable
; // max stack by default (mostly 1)
709 if(iProto
->Class
==ITEM_CLASS_CONSUMABLE
&& iProto
->SubClass
==ITEM_SUBCLASS_FOOD
)
711 switch(iProto
->Spells
[0].SpellCategory
)
714 if(iProto
->Stackable
> 4)
718 if(iProto
->Stackable
> 2)
724 StoreNewItemInBestSlots(item_id
, count
);
728 for (PlayerCreateInfoItems::const_iterator item_id_itr
= info
->item
.begin(); item_id_itr
!=info
->item
.end(); ++item_id_itr
++)
729 StoreNewItemInBestSlots(item_id_itr
->item_id
, item_id_itr
->item_amount
);
731 // bags and main-hand weapon must equipped at this moment
732 // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
733 // or ammo not equipped in special bag
734 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
736 if(Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
739 // equip offhand weapon/shield if it attempt equipped before main-hand weapon
740 uint8 msg
= CanEquipItem( NULL_SLOT
, eDest
, pItem
, false );
741 if( msg
== EQUIP_ERR_OK
)
743 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
744 EquipItem( eDest
, pItem
, true);
746 // move other items to more appropriate slots (ammo not equipped in special bag)
749 ItemPosCountVec sDest
;
750 msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, sDest
, pItem
, false );
751 if( msg
== EQUIP_ERR_OK
)
753 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
754 pItem
= StoreItem( sDest
, pItem
, true);
757 // if this is ammo then use it
758 uint8 msg
= CanUseAmmo( pItem
->GetProto()->ItemId
);
759 if( msg
== EQUIP_ERR_OK
)
760 SetAmmo( pItem
->GetProto()->ItemId
);
764 // all item positions resolved
769 bool Player::StoreNewItemInBestSlots(uint32 titem_id
, uint32 titem_amount
)
771 sLog
.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id
, titem_amount
);
773 // attempt equip by one
774 while(titem_amount
> 0)
777 uint8 msg
= CanEquipNewItem( NULL_SLOT
, eDest
, titem_id
, false );
778 if( msg
!= EQUIP_ERR_OK
)
781 EquipNewItem( eDest
, titem_id
, true);
782 AutoUnequipOffhandIfNeed();
786 if(titem_amount
== 0)
787 return true; // equipped
790 ItemPosCountVec sDest
;
791 // store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
792 uint8 msg
= CanStoreNewItem( INVENTORY_SLOT_BAG_0
, NULL_SLOT
, sDest
, titem_id
, titem_amount
);
793 if( msg
== EQUIP_ERR_OK
)
795 StoreNewItem( sDest
, titem_id
, true, Item::GenerateItemRandomPropertyId(titem_id
) );
796 return true; // stored
799 // item can't be added
800 sLog
.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id
,getRace(),getClass(),msg
);
804 void Player::StartMirrorTimer(MirrorTimerType Type
, uint32 MaxValue
)
806 uint32 BreathRegen
= (uint32
)-1;
808 WorldPacket
data(SMSG_START_MIRROR_TIMER
, (21));
809 data
<< (uint32
)Type
;
814 data
<< (uint32
)0; // spell id
815 GetSession()->SendPacket(&data
);
818 void Player::ModifyMirrorTimer(MirrorTimerType Type
, uint32 MaxValue
, uint32 CurrentValue
, uint32 Regen
)
820 if(Type
==BREATH_TIMER
)
821 m_breathTimer
= ((MaxValue
+ 1000) - CurrentValue
) / Regen
;
823 WorldPacket
data(SMSG_START_MIRROR_TIMER
, (21));
824 data
<< (uint32
)Type
;
825 data
<< CurrentValue
;
829 data
<< (uint32
)0; // spell id
830 GetSession()->SendPacket( &data
);
833 void Player::StopMirrorTimer(MirrorTimerType Type
)
835 if(Type
==BREATH_TIMER
)
838 WorldPacket
data(SMSG_STOP_MIRROR_TIMER
, 4);
839 data
<< (uint32
)Type
;
840 GetSession()->SendPacket( &data
);
843 void Player::EnvironmentalDamage(uint64 guid
, EnviromentalDamage type
, uint32 damage
)
845 WorldPacket
data(SMSG_ENVIRONMENTALDAMAGELOG
, (21));
846 data
<< (uint64
)guid
;
847 data
<< (uint8
)(type
!=DAMAGE_FALL_TO_VOID
? type
: DAMAGE_FALL
);
848 data
<< (uint32
)damage
;
851 SendMessageToSet(&data
, true);
853 DealDamage(this, damage
, NULL
, SELF_DAMAGE
, SPELL_SCHOOL_MASK_NORMAL
, NULL
, false);
855 if(type
==DAMAGE_FALL
&& !isAlive()) // DealDamage not apply item durability loss at self damage
857 DEBUG_LOG("We are fall to death, loosing 10 percents durability");
858 DurabilityLossAll(0.10f
,false);
859 // durability lost message
860 WorldPacket
data(SMSG_DURABILITY_DAMAGE_DEATH
, 0);
861 GetSession()->SendPacket(&data
);
865 void Player::HandleDrowning()
870 //if player is GM, have waterbreath, is dead or if breathing is disabled then return
871 if(waterbreath
|| isGameMaster() || !isAlive() || GetSession()->GetSecurity() >= sWorld
.getConfig(CONFIG_DISABLE_BREATHING
))
873 StopMirrorTimer(BREATH_TIMER
);
878 uint32 UnderWaterTime
= 1*MINUTE
*1000; // default length 1 min
880 AuraList
const& mModWaterBreathing
= GetAurasByType(SPELL_AURA_MOD_WATER_BREATHING
);
881 for(AuraList::const_iterator i
= mModWaterBreathing
.begin(); i
!= mModWaterBreathing
.end(); ++i
)
882 UnderWaterTime
= uint32(UnderWaterTime
* (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
);
884 if ((m_isunderwater
& 0x01) && !(m_isunderwater
& 0x80) && isAlive())
886 //single trigger timer
887 if (!(m_isunderwater
& 0x02))
889 m_isunderwater
|= 0x02;
890 m_breathTimer
= UnderWaterTime
+ 1000;
892 //single trigger "Breathbar"
893 if ( m_breathTimer
<= UnderWaterTime
&& !(m_isunderwater
& 0x04))
895 m_isunderwater
|= 0x04;
896 StartMirrorTimer(BREATH_TIMER
, UnderWaterTime
);
898 //continuous trigger drowning "Damage"
899 if ((m_breathTimer
== 0) && (m_isunderwater
& 0x01))
901 //TODO: Check this formula
902 uint64 guid
= GetGUID();
903 uint32 damage
= GetMaxHealth() / 5 + urand(0, getLevel()-1);
905 EnvironmentalDamage(guid
, DAMAGE_DROWNING
,damage
);
906 m_breathTimer
= 2000;
909 //single trigger retract bar
910 else if (!(m_isunderwater
& 0x01) && !(m_isunderwater
& 0x08) && (m_isunderwater
& 0x02) && (m_breathTimer
> 0) && isAlive())
912 m_isunderwater
= 0x08;
914 uint32 BreathRegen
= 10;
915 ModifyMirrorTimer(BREATH_TIMER
, UnderWaterTime
, m_breathTimer
,BreathRegen
);
916 m_isunderwater
= 0x10;
919 else if ((m_breathTimer
< 50) && !(m_isunderwater
& 0x01) && (m_isunderwater
== 0x10))
921 StopMirrorTimer(BREATH_TIMER
);
926 void Player::HandleLava()
928 if ((m_isunderwater
& 0x80) && isAlive())
930 // Single trigger Set BreathTimer
931 if (!(m_isunderwater
& 0x80))
933 m_isunderwater
|= 0x04;
934 m_breathTimer
= 1000;
937 // Reset BreathTimer and still in the lava
940 uint64 guid
= GetGUID();
941 uint32 damage
= urand(600, 700); // TODO: Get more detailed information about lava damage
943 // if not gamemaster then deal damage
944 if ( !isGameMaster() )
945 EnvironmentalDamage(guid
, DAMAGE_LAVA
, damage
);
947 m_breathTimer
= 1000;
950 else if (m_deathState
== DEAD
) // Disable breath timer and reset underwater flags
957 ///The player sobers by 256 every 10 seconds
958 void Player::HandleSobering()
962 uint32 drunk
= (m_drunk
<= 256) ? 0 : (m_drunk
- 256);
963 SetDrunkValue(drunk
);
966 DrunkenState
Player::GetDrunkenstateByValue(uint16 value
)
969 return DRUNKEN_SMASHED
;
971 return DRUNKEN_DRUNK
;
973 return DRUNKEN_TIPSY
;
974 return DRUNKEN_SOBER
;
977 void Player::SetDrunkValue(uint16 newDrunkenValue
, uint32 itemId
)
979 uint32 oldDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
981 m_drunk
= newDrunkenValue
;
982 SetUInt32Value(PLAYER_BYTES_3
,(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFF0001) | (m_drunk
& 0xFFFE));
984 uint32 newDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
986 // special drunk invisibility detection
987 if(newDrunkenState
>= DRUNKEN_DRUNK
)
988 m_detectInvisibilityMask
|= (1<<6);
990 m_detectInvisibilityMask
&= ~(1<<6);
992 if(newDrunkenState
== oldDrunkenState
)
995 WorldPacket
data(SMSG_CROSSED_INEBRIATION_THRESHOLD
, (8+4+4));
996 data
<< uint64(GetGUID());
997 data
<< uint32(newDrunkenState
);
998 data
<< uint32(itemId
);
1000 SendMessageToSet(&data
, true);
1003 void Player::Update( uint32 p_time
)
1009 if(m_nextMailDelivereTime
&& m_nextMailDelivereTime
<= time(NULL
))
1014 // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
1015 m_nextMailDelivereTime
= 0;
1018 Unit::Update( p_time
);
1020 // update player only attacks
1021 if(uint32 ranged_att
= getAttackTimer(RANGED_ATTACK
))
1023 setAttackTimer(RANGED_ATTACK
, (p_time
>= ranged_att
? 0 : ranged_att
- p_time
) );
1026 if(uint32 off_att
= getAttackTimer(OFF_ATTACK
))
1028 setAttackTimer(OFF_ATTACK
, (p_time
>= off_att
? 0 : off_att
- p_time
) );
1031 time_t now
= time (NULL
);
1035 UpdateContestedPvP(p_time
);
1037 UpdateDuelFlag(now
);
1039 CheckDuelDistance(now
);
1041 UpdateAfkReport(now
);
1043 CheckExploreSystem();
1045 // Update items that have just a limited lifetime
1046 if (now
>m_Last_tick
)
1047 UpdateItemDuration(uint32(now
- m_Last_tick
));
1049 if (!m_timedquests
.empty())
1051 std::set
<uint32
>::iterator iter
= m_timedquests
.begin();
1052 while (iter
!= m_timedquests
.end())
1054 QuestStatusData
& q_status
= mQuestStatus
[*iter
];
1055 if( q_status
.m_timer
<= p_time
)
1057 uint32 quest_id
= *iter
;
1058 ++iter
; // current iter will be removed in FailTimedQuest
1059 FailTimedQuest( quest_id
);
1063 q_status
.m_timer
-= p_time
;
1064 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
1070 if (hasUnitState(UNIT_STAT_MELEE_ATTACKING
))
1072 Unit
*pVictim
= getVictim();
1073 if( !IsNonMeleeSpellCasted(false) && pVictim
)
1075 // default combat reach 10
1076 // TODO add weapon,skill check
1078 float pldistance
= ATTACK_DISTANCE
;
1080 if (isAttackReady(BASE_ATTACK
))
1082 if(!IsWithinDistInMap(pVictim
, pldistance
))
1084 setAttackTimer(BASE_ATTACK
,100);
1085 if(m_swingErrorMsg
!= 1) // send single time (client auto repeat)
1087 SendAttackSwingNotInRange();
1088 m_swingErrorMsg
= 1;
1091 //120 degrees of radiant range
1092 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1094 setAttackTimer(BASE_ATTACK
,100);
1095 if(m_swingErrorMsg
!= 2) // send single time (client auto repeat)
1097 SendAttackSwingBadFacingAttack();
1098 m_swingErrorMsg
= 2;
1103 m_swingErrorMsg
= 0; // reset swing error state
1105 // prevent base and off attack in same time, delay attack at 0.2 sec
1106 if(haveOffhandWeapon())
1108 uint32 off_att
= getAttackTimer(OFF_ATTACK
);
1109 if(off_att
< ATTACK_DISPLAY_DELAY
)
1110 setAttackTimer(OFF_ATTACK
,ATTACK_DISPLAY_DELAY
);
1112 AttackerStateUpdate(pVictim
, BASE_ATTACK
);
1113 resetAttackTimer(BASE_ATTACK
);
1117 if ( haveOffhandWeapon() && isAttackReady(OFF_ATTACK
))
1119 if(!IsWithinDistInMap(pVictim
, pldistance
))
1121 setAttackTimer(OFF_ATTACK
,100);
1123 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1125 setAttackTimer(OFF_ATTACK
,100);
1129 // prevent base and off attack in same time, delay attack at 0.2 sec
1130 uint32 base_att
= getAttackTimer(BASE_ATTACK
);
1131 if(base_att
< ATTACK_DISPLAY_DELAY
)
1132 setAttackTimer(BASE_ATTACK
,ATTACK_DISPLAY_DELAY
);
1134 AttackerStateUpdate(pVictim
, OFF_ATTACK
);
1135 resetAttackTimer(OFF_ATTACK
);
1139 Unit
*owner
= pVictim
->GetOwner();
1140 Unit
*u
= owner
? owner
: pVictim
;
1141 if(u
->IsPvP() && (!duel
|| duel
->opponent
!= u
))
1144 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT
);
1149 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
))
1151 if(roll_chance_i(3) && GetTimeInnEnter() > 0) //freeze update
1153 int time_inn
= time(NULL
)-GetTimeInnEnter();
1154 if (time_inn
>= 10) //freeze update
1156 float bubble
= 0.125*sWorld
.getRate(RATE_REST_INGAME
);
1157 //speed collect rest bonus (section/in hour)
1158 SetRestBonus( GetRestBonus()+ time_inn
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
1159 UpdateInnerTime(time(NULL
));
1164 if(m_regenTimer
> 0)
1166 if(p_time
>= m_regenTimer
)
1169 m_regenTimer
-= p_time
;
1172 if (m_weaponChangeTimer
> 0)
1174 if(p_time
>= m_weaponChangeTimer
)
1175 m_weaponChangeTimer
= 0;
1177 m_weaponChangeTimer
-= p_time
;
1180 if (m_zoneUpdateTimer
> 0)
1182 if(p_time
>= m_zoneUpdateTimer
)
1184 uint32 newzone
= GetZoneId();
1185 if( m_zoneUpdateId
!= newzone
)
1186 UpdateZone(newzone
); // also update area
1189 // use area updates as well
1190 // needed for free far all arenas for example
1191 uint32 newarea
= GetAreaId();
1192 if( m_areaUpdateId
!= newarea
)
1193 UpdateArea(newarea
);
1195 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
1199 m_zoneUpdateTimer
-= p_time
;
1207 if (m_deathState
== JUST_DIED
)
1214 if(p_time
>= m_nextSave
)
1216 // m_nextSave reseted in SaveToDB call
1218 sLog
.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
1222 m_nextSave
-= p_time
;
1227 if(m_breathTimer
> 0)
1229 if(p_time
>= m_breathTimer
)
1232 m_breathTimer
-= p_time
;
1236 //Handle Water/drowning
1242 //Handle detect stealth players
1243 if (m_DetectInvTimer
> 0)
1245 if (p_time
>= m_DetectInvTimer
)
1247 m_DetectInvTimer
= 3000;
1248 HandleStealthedUnitsDetection();
1251 m_DetectInvTimer
-= p_time
;
1255 if (now
> m_Last_tick
)
1257 uint32 elapsed
= uint32(now
- m_Last_tick
);
1258 m_Played_time
[0] += elapsed
; // Total played time
1259 m_Played_time
[1] += elapsed
; // Level played time
1265 m_drunkTimer
+= p_time
;
1267 if (m_drunkTimer
> 10000)
1271 // not auto-free ghost from body in instances
1272 if(m_deathTimer
> 0 && !GetBaseMap()->Instanceable())
1274 if(p_time
>= m_deathTimer
)
1281 m_deathTimer
-= p_time
;
1284 UpdateEnchantTime(p_time
);
1285 UpdateHomebindTime(p_time
);
1288 SendUpdateToOutOfRangeGroupMembers();
1290 Pet
* pet
= GetPet();
1291 if(pet
&& !IsWithinDistInMap(pet
, OWNER_MAX_DISTANCE
) && (GetCharmGUID() && (pet
->GetGUID() != GetCharmGUID())))
1293 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
, true);
1298 void Player::setDeathState(DeathState s
)
1300 uint32 ressSpellId
= 0;
1302 bool cur
= isAlive();
1304 if(s
== JUST_DIED
&& cur
)
1306 // drunken state is cleared on death
1308 // lost combo points at any target (targeted combo points clear in Unit::setDeathState)
1311 clearResurrectRequestData();
1313 // remove form before other mods to prevent incorrect stats calculation
1314 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId
);
1316 //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
1317 RemovePet(NULL
, PET_SAVE_NOT_IN_SLOT
, true);
1319 // remove uncontrolled pets
1323 // save value before aura remove in Unit::setDeathState
1324 ressSpellId
= GetUInt32Value(PLAYER_SELF_RES_SPELL
);
1328 ressSpellId
= GetResurrectionSpellId();
1329 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP
, 1);
1331 Unit::setDeathState(s
);
1333 // restore resurrection spell id for player after aura remove
1334 if(s
== JUST_DIED
&& cur
&& ressSpellId
)
1335 SetUInt32Value(PLAYER_SELF_RES_SPELL
, ressSpellId
);
1337 if(isAlive() && !cur
)
1339 //clear aura case after resurrection by another way (spells will be applied before next death)
1340 SetUInt32Value(PLAYER_SELF_RES_SPELL
, 0);
1342 // restore default warrior stance
1343 if(getClass()== CLASS_WARRIOR
)
1344 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
1348 void Player::BuildEnumData( QueryResult
* result
, WorldPacket
* p_data
)
1350 Field
*fields
= result
->Fetch();
1352 *p_data
<< uint64(GetGUID());
1355 *p_data
<< uint8(getRace());
1356 uint8 pClass
= getClass();
1357 *p_data
<< uint8(pClass
);
1358 *p_data
<< uint8(getGender());
1360 uint32 bytes
= GetUInt32Value(PLAYER_BYTES
);
1361 *p_data
<< uint8(bytes
);
1362 *p_data
<< uint8(bytes
>> 8);
1363 *p_data
<< uint8(bytes
>> 16);
1364 *p_data
<< uint8(bytes
>> 24);
1366 bytes
= GetUInt32Value(PLAYER_BYTES_2
);
1367 *p_data
<< uint8(bytes
);
1369 *p_data
<< uint8(getLevel()); // player level
1370 // do not use GetMap! it will spawn a new instance since the bound instances are not loaded
1371 uint32 zoneId
= MapManager::Instance().GetZoneId(GetMapId(), GetPositionX(),GetPositionY());
1372 sLog
.outDebug("Player::BuildEnumData: m:%u, x:%f, y:%f, z:%f zone:%u", GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), zoneId
);
1373 *p_data
<< uint32(zoneId
);
1374 *p_data
<< uint32(GetMapId());
1376 *p_data
<< GetPositionX();
1377 *p_data
<< GetPositionY();
1378 *p_data
<< GetPositionZ();
1381 *p_data
<< (result
? fields
[13].GetUInt32() : 0);
1383 uint32 char_flags
= 0;
1384 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_HELM
))
1385 char_flags
|= CHARACTER_FLAG_HIDE_HELM
;
1386 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_CLOAK
))
1387 char_flags
|= CHARACTER_FLAG_HIDE_CLOAK
;
1388 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
))
1389 char_flags
|= CHARACTER_FLAG_GHOST
;
1390 if(HasAtLoginFlag(AT_LOGIN_RENAME
))
1391 char_flags
|= CHARACTER_FLAG_RENAME
;
1392 if(sWorld
.getConfig(CONFIG_DECLINED_NAMES_USED
) && (fields
[14].GetCppString() != ""))
1393 char_flags
|= CHARACTER_FLAG_DECLINED
;
1395 *p_data
<< uint32(char_flags
); // character flags
1396 // character customize (flags?)
1397 *p_data
<< uint32(HasAtLoginFlag(AT_LOGIN_CUSTOMIZE
) ? 1 : 0);
1398 *p_data
<< uint8(1); // unknown
1402 uint32 petDisplayId
= 0;
1403 uint32 petLevel
= 0;
1404 uint32 petFamily
= 0;
1406 // show pet at selection character in character list only for non-ghost character
1407 if(result
&& isAlive() && (pClass
== CLASS_WARLOCK
|| pClass
== CLASS_HUNTER
))
1409 uint32 entry
= fields
[10].GetUInt32();
1410 CreatureInfo
const* cInfo
= sCreatureStorage
.LookupEntry
<CreatureInfo
>(entry
);
1413 petDisplayId
= fields
[11].GetUInt32();
1414 petLevel
= fields
[12].GetUInt32();
1415 petFamily
= cInfo
->family
;
1419 *p_data
<< uint32(petDisplayId
);
1420 *p_data
<< uint32(petLevel
);
1421 *p_data
<< uint32(petFamily
);
1424 for (uint8 slot
= 0; slot
< EQUIPMENT_SLOT_END
; slot
++)
1426 uint32 visualbase
= PLAYER_VISIBLE_ITEM_1_0
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
);
1427 uint32 item_id
= GetUInt32Value(visualbase
);
1428 const ItemPrototype
* proto
= objmgr
.GetItemPrototype(item_id
);
1429 SpellItemEnchantmentEntry
const *enchant
= NULL
;
1431 for(uint8 enchantSlot
= PERM_ENCHANTMENT_SLOT
; enchantSlot
<=TEMP_ENCHANTMENT_SLOT
; enchantSlot
++)
1433 uint32 enchantId
= GetUInt32Value(visualbase
+1+enchantSlot
);
1434 if(enchant
= sSpellItemEnchantmentStore
.LookupEntry(enchantId
))
1440 *p_data
<< uint32(proto
->DisplayInfoID
);
1441 *p_data
<< uint8(proto
->InventoryType
);
1442 *p_data
<< uint32(enchant
? enchant
->aura_id
: 0);
1446 *p_data
<< uint32(0);
1447 *p_data
<< uint8(0);
1448 *p_data
<< uint32(0); // enchant?
1451 *p_data
<< uint32(0); // first bag display id
1452 *p_data
<< uint8(0); // first bag inventory type
1453 *p_data
<< uint32(0); // enchant?
1456 bool Player::ToggleAFK()
1458 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1460 bool state
= HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1462 // afk player not allowed in battleground
1463 if(state
&& InBattleGround())
1464 LeaveBattleground();
1469 bool Player::ToggleDND()
1471 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1473 return HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1476 uint8
Player::chatTag() const
1493 bool Player::TeleportTo(uint32 mapid
, float x
, float y
, float z
, float orientation
, uint32 options
)
1495 if(!MapManager::IsValidMapCoord(mapid
, x
, y
, z
, orientation
))
1497 sLog
.outError("TeleportTo: invalid map %d or absent instance template.", mapid
);
1501 // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
1502 Pet
* pet
= GetPet();
1504 MapEntry
const* mEntry
= sMapStore
.LookupEntry(mapid
);
1506 // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
1507 // don't let gm level > 1 either
1508 if(!InBattleGround() && mEntry
->IsBattleGroundOrArena())
1511 // client without expansion support
1512 if(GetSession()->Expansion() < mEntry
->Expansion())
1514 sLog
.outDebug("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid
);
1517 RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
1519 SendTransferAborted(mapid
, TRANSFER_ABORT_INSUF_EXPAN_LVL
, mEntry
->Expansion());
1521 return false; // normal client can't teleport to this map...
1525 sLog
.outDebug("Player %s will teleported to map %u", GetName(), mapid
);
1528 // if we were on a transport, leave
1529 if (!(options
& TELE_TO_NOT_LEAVE_TRANSPORT
) && m_transport
)
1531 m_transport
->RemovePassenger(this);
1533 m_movementInfo
.t_x
= 0.0f
;
1534 m_movementInfo
.t_y
= 0.0f
;
1535 m_movementInfo
.t_z
= 0.0f
;
1536 m_movementInfo
.t_o
= 0.0f
;
1537 m_movementInfo
.t_time
= 0;
1540 SetSemaphoreTeleport(true);
1542 // The player was ported to another map and looses the duel immediately.
1543 // We have to perform this check before the teleport, otherwise the
1544 // ObjectAccessor won't find the flag.
1545 if (duel
&& GetMapId()!=mapid
)
1547 GameObject
* obj
= ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER
));
1549 DuelComplete(DUEL_FLED
);
1552 // reset movement flags at teleport, because player will continue move with these flags after teleport
1553 SetUnitMovementFlags(0);
1555 if ((GetMapId() == mapid
) && (!m_transport
))
1557 // prepare zone change detect
1558 uint32 old_zone
= GetZoneId();
1561 if(!GetSession()->PlayerLogout())
1564 BuildTeleportAckMsg(&data
, x
, y
, z
, orientation
);
1565 GetSession()->SendPacket(&data
);
1566 SetPosition( x
, y
, z
, orientation
, true);
1569 // this will be used instead of the current location in SaveToDB
1570 m_teleport_dest
= WorldLocation(mapid
, x
, y
, z
, orientation
);
1571 SetFallInformation(0, z
);
1573 //BuildHeartBeatMsg(&data);
1574 //SendMessageToSet(&data, true);
1575 if (!(options
& TELE_TO_NOT_UNSUMMON_PET
))
1577 //same map, only remove pet if out of range
1578 if(pet
&& !IsWithinDistInMap(pet
, OWNER_MAX_DISTANCE
))
1580 if(pet
->isControlled() && !pet
->isTemporarySummoned() )
1581 m_temporaryUnsummonedPetNumber
= pet
->GetCharmInfo()->GetPetNumber();
1583 m_temporaryUnsummonedPetNumber
= 0;
1585 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
);
1589 if(!(options
& TELE_TO_NOT_LEAVE_COMBAT
))
1592 if (!(options
& TELE_TO_NOT_UNSUMMON_PET
))
1595 if(pet
&& m_temporaryUnsummonedPetNumber
)
1597 Pet
* NewPet
= new Pet
;
1598 if(!NewPet
->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber
, true))
1601 m_temporaryUnsummonedPetNumber
= 0;
1605 if(!GetSession()->PlayerLogout())
1607 // don't reset teleport semaphore while logging out, otherwise m_teleport_dest won't be used in Player::SaveToDB
1608 SetSemaphoreTeleport(false);
1610 UpdateZone(GetZoneId());
1614 if(old_zone
!= GetZoneId())
1617 if(pvpInfo
.inHostileArea
)
1618 CastSpell(this, 2479, true);
1623 // far teleport to another map
1624 Map
* oldmap
= IsInWorld() ? GetMap() : NULL
;
1625 // check if we can enter before stopping combat / removing pet / totems / interrupting spells
1627 // Check enter rights before map getting to avoid creating instance copy for player
1628 // this check not dependent from map instance copy and same for all instance copies of selected map
1629 if (!MapManager::Instance().CanPlayerEnter(mapid
, this))
1631 SetSemaphoreTeleport(false);
1635 // If the map is not created, assume it is possible to enter it.
1636 // It will be created in the WorldPortAck.
1637 Map
*map
= MapManager::Instance().FindMap(mapid
);
1638 if (!map
|| map
->CanEnter(this))
1644 ResetContestedPvP();
1646 // remove player from battleground on far teleport (when changing maps)
1647 if(BattleGround
const* bg
= GetBattleGround())
1649 // Note: at battleground join battleground id set before teleport
1650 // and we already will found "current" battleground
1651 // just need check that this is targeted map or leave
1652 if(bg
->GetMapId() != mapid
)
1653 LeaveBattleground(false); // don't teleport to entry point
1656 // remove pet on map change
1659 //leaving map -> delete pet right away (doing this later will cause problems)
1660 if(pet
->isControlled() && !pet
->isTemporarySummoned())
1661 m_temporaryUnsummonedPetNumber
= pet
->GetCharmInfo()->GetPetNumber();
1663 m_temporaryUnsummonedPetNumber
= 0;
1665 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
);
1668 // remove all dyn objects
1669 RemoveAllDynObjects();
1671 // stop spellcasting
1672 // not attempt interrupt teleportation spell at caster teleport
1673 if(!(options
& TELE_TO_SPELL
))
1674 if(IsNonMeleeSpellCasted(true))
1675 InterruptNonMeleeSpells(true);
1677 if(!GetSession()->PlayerLogout())
1679 // send transfer packets
1680 WorldPacket
data(SMSG_TRANSFER_PENDING
, (4+4+4));
1681 data
<< uint32(mapid
);
1684 data
<< m_transport
->GetEntry() << GetMapId();
1686 GetSession()->SendPacket(&data
);
1688 data
.Initialize(SMSG_NEW_WORLD
, (20));
1691 data
<< (uint32
)mapid
<< m_movementInfo
.t_x
<< m_movementInfo
.t_y
<< m_movementInfo
.t_z
<< m_movementInfo
.t_o
;
1695 data
<< (uint32
)mapid
<< (float)x
<< (float)y
<< (float)z
<< (float)orientation
;
1697 GetSession()->SendPacket( &data
);
1698 SendSavedInstances();
1700 // remove from old map now
1701 if(oldmap
) oldmap
->Remove(this, false);
1704 // new final coordinates
1708 float final_o
= orientation
;
1712 final_x
+= m_movementInfo
.t_x
;
1713 final_y
+= m_movementInfo
.t_y
;
1714 final_z
+= m_movementInfo
.t_z
;
1715 final_o
+= m_movementInfo
.t_o
;
1718 m_teleport_dest
= WorldLocation(mapid
, final_x
, final_y
, final_z
, final_o
);
1719 SetFallInformation(0, final_z
);
1720 // if the player is saved before worldportack (at logout for example)
1721 // this will be used instead of the current location in SaveToDB
1723 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP
);
1725 // move packet sent by client always after far teleport
1726 // SetPosition(final_x, final_y, final_z, final_o, true);
1729 // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
1737 void Player::AddToWorld()
1739 ///- Do not add/remove the player from the object storage
1740 ///- It will crash when updating the ObjectAccessor
1741 ///- The player should only be added when logging in
1744 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; i
++)
1747 m_items
[i
]->AddToWorld();
1751 void Player::RemoveFromWorld()
1756 ///- Release charmed creatures, unsummon totems and remove pets/guardians
1758 UnsummonAllTotems();
1763 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; i
++)
1766 m_items
[i
]->RemoveFromWorld();
1769 ///- Do not add/remove the player from the object storage
1770 ///- It will crash when updating the ObjectAccessor
1771 ///- The player should only be removed when logging out
1772 Unit::RemoveFromWorld();
1775 void Player::RewardRage( uint32 damage
, uint32 weaponSpeedHitFactor
, bool attacker
)
1779 float rageconversion
= ((0.0091107836 * getLevel()*getLevel())+3.225598133*getLevel())+4.2652911;
1783 addRage
= ((damage
/rageconversion
*7.5 + weaponSpeedHitFactor
)/2);
1785 // talent who gave more rage on attack
1786 addRage
*= 1.0f
+ GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT
) / 100.0f
;
1790 addRage
= damage
/rageconversion
*2.5;
1792 // Berserker Rage effect
1793 if(HasAura(18499,0))
1797 addRage
*= sWorld
.getRate(RATE_POWER_RAGE_INCOME
);
1799 ModifyPower(POWER_RAGE
, uint32(addRage
*10));
1802 void Player::RegenerateAll()
1804 if (m_regenTimer
!= 0)
1806 uint32 regenDelay
= 2000;
1808 // Not in combat or they have regeneration
1809 if( !isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) ||
1810 HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
) || IsPolymorphed() )
1813 if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN
))
1815 Regenerate(POWER_RAGE
);
1816 if(getClass() == CLASS_DEATH_KNIGHT
)
1817 Regenerate(POWER_RUNIC_POWER
);
1821 Regenerate( POWER_ENERGY
);
1823 Regenerate( POWER_MANA
);
1825 if(getClass() == CLASS_DEATH_KNIGHT
)
1826 Regenerate( POWER_RUNE
);
1828 m_regenTimer
= regenDelay
;
1831 void Player::Regenerate(Powers power
)
1833 uint32 curValue
= GetPower(power
);
1834 uint32 maxValue
= GetMaxPower(power
);
1836 float addvalue
= 0.0f
;
1842 bool recentCast
= IsUnderLastManaUseEffect();
1843 float ManaIncreaseRate
= sWorld
.getRate(RATE_POWER_MANA
);
1846 // Mangos Updates Mana in intervals of 2s, which is correct
1847 addvalue
= GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER
) * ManaIncreaseRate
* 2.00f
;
1851 addvalue
= GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER
) * ManaIncreaseRate
* 2.00f
;
1854 case POWER_RAGE
: // Regenerate rage
1856 float RageDecreaseRate
= sWorld
.getRate(RATE_POWER_RAGE_LOSS
);
1857 addvalue
= 30 * RageDecreaseRate
; // 3 rage by tick
1859 case POWER_ENERGY
: // Regenerate energy (rogue)
1862 case POWER_RUNIC_POWER
:
1864 float RunicPowerDecreaseRate
= sWorld
.getRate(RATE_POWER_RUNICPOWER_LOSS
);
1865 addvalue
= 30 * RunicPowerDecreaseRate
; // 3 RunicPower by tick
1869 for(uint32 i
= 0; i
< MAX_RUNES
; ++i
)
1870 if(uint8 cd
= GetRuneCooldown(i
)) // if we have cooldown, reduce it...
1871 SetRuneCooldown(i
, cd
- 1); // ... by 2 sec (because update is every 2 sec)
1874 case POWER_HAPPINESS
:
1878 // Mana regen calculated in Player::UpdateManaRegen()
1879 // Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras
1880 if(power
!= POWER_MANA
)
1882 AuraList
const& ModPowerRegenPCTAuras
= GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT
);
1883 for(AuraList::const_iterator i
= ModPowerRegenPCTAuras
.begin(); i
!= ModPowerRegenPCTAuras
.end(); ++i
)
1884 if ((*i
)->GetModifier()->m_miscvalue
== power
)
1885 addvalue
*= ((*i
)->GetModifier()->m_amount
+ 100) / 100.0f
;
1888 if (power
!= POWER_RAGE
&& power
!= POWER_RUNIC_POWER
)
1890 curValue
+= uint32(addvalue
);
1891 if (curValue
> maxValue
)
1892 curValue
= maxValue
;
1896 if(curValue
<= uint32(addvalue
))
1899 curValue
-= uint32(addvalue
);
1901 SetPower(power
, curValue
);
1904 void Player::RegenerateHealth()
1906 uint32 curValue
= GetHealth();
1907 uint32 maxValue
= GetMaxHealth();
1909 if (curValue
>= maxValue
) return;
1911 float HealthIncreaseRate
= sWorld
.getRate(RATE_HEALTH
);
1913 float addvalue
= 0.0f
;
1916 if ( IsPolymorphed() )
1917 addvalue
= GetMaxHealth()/3;
1918 // normal regen case (maybe partly in combat case)
1919 else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) )
1921 addvalue
= OCTRegenHPPerSpirit()* HealthIncreaseRate
;
1924 AuraList
const& mModHealthRegenPct
= GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT
);
1925 for(AuraList::const_iterator i
= mModHealthRegenPct
.begin(); i
!= mModHealthRegenPct
.end(); ++i
)
1926 addvalue
*= (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
;
1928 else if(HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
))
1929 addvalue
*= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) / 100.0f
;
1935 // always regeneration bonus (including combat)
1936 addvalue
+= GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
);
1941 ModifyHealth(int32(addvalue
));
1944 bool Player::CanInteractWithNPCs(bool alive
) const
1946 if(alive
&& !isAlive())
1954 bool Player::IsUnderWater() const
1956 return IsInWater() &&
1957 GetPositionZ() < (MapManager::Instance().GetBaseMap(GetMapId())->GetWaterLevel(GetPositionX(),GetPositionY())-2);
1960 void Player::SetInWater(bool apply
)
1962 if(m_isInWater
==apply
)
1965 //define player in water by opcodes
1966 //move player's guid into HateOfflineList of those mobs
1967 //which can't swim and move guid back into ThreatList when
1969 //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
1970 m_isInWater
= apply
;
1972 // remove auras that need water/land
1973 RemoveAurasWithInterruptFlags(apply
? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER
: AURA_INTERRUPT_FLAG_NOT_UNDERWATER
);
1975 getHostilRefManager().updateThreatTables();
1978 void Player::SetGameMaster(bool on
)
1982 m_ExtraFlags
|= PLAYER_EXTRA_GM_ON
;
1984 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
1986 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_FFA_PVP
);
1987 ResetContestedPvP();
1989 getHostilRefManager().setOnlineOfflineState(false);
1994 m_ExtraFlags
&= ~ PLAYER_EXTRA_GM_ON
;
1995 setFactionForRace(getRace());
1996 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
1998 // restore FFA PvP Server state
1999 if(sWorld
.IsFFAPvPRealm())
2000 SetFlag(PLAYER_FLAGS
,PLAYER_FLAGS_FFA_PVP
);
2002 // restore FFA PvP area state, remove not allowed for GM mounts
2003 UpdateArea(m_areaUpdateId
);
2005 getHostilRefManager().setOnlineOfflineState(true);
2008 ObjectAccessor::UpdateVisibilityForPlayer(this);
2011 void Player::SetGMVisible(bool on
)
2015 m_ExtraFlags
&= ~PLAYER_EXTRA_GM_INVISIBLE
; //remove flag
2017 // Reapply stealth/invisibility if active or show if not any
2018 if(HasAuraType(SPELL_AURA_MOD_STEALTH
))
2019 SetVisibility(VISIBILITY_GROUP_STEALTH
);
2020 else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY
))
2021 SetVisibility(VISIBILITY_GROUP_INVISIBILITY
);
2023 SetVisibility(VISIBILITY_ON
);
2027 m_ExtraFlags
|= PLAYER_EXTRA_GM_INVISIBLE
; //add flag
2029 SetAcceptWhispers(false);
2030 SetGameMaster(true);
2032 SetVisibility(VISIBILITY_OFF
);
2036 bool Player::IsGroupVisibleFor(Player
* p
) const
2038 switch(sWorld
.getConfig(CONFIG_GROUP_VISIBILITY
))
2040 default: return IsInSameGroupWith(p
);
2041 case 1: return IsInSameRaidWith(p
);
2042 case 2: return GetTeam()==p
->GetTeam();
2046 bool Player::IsInSameGroupWith(Player
const* p
) const
2048 return p
==this || GetGroup() != NULL
&&
2049 GetGroup() == p
->GetGroup() &&
2050 GetGroup()->SameSubGroup((Player
*)this, (Player
*)p
);
2053 ///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
2054 /// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
2055 void Player::UninviteFromGroup()
2057 Group
* group
= GetGroupInvite();
2061 group
->RemoveInvite(this);
2063 if(group
->GetMembersCount() <= 1) // group has just 1 member => disband
2065 if(group
->IsCreated())
2067 group
->Disband(true);
2068 objmgr
.RemoveGroup(group
);
2071 group
->RemoveAllInvites();
2077 void Player::RemoveFromGroup(Group
* group
, uint64 guid
)
2081 if (group
->RemoveMember(guid
, 0) <= 1)
2083 // group->Disband(); already disbanded in RemoveMember
2084 objmgr
.RemoveGroup(group
);
2086 // removemember sets the player's group pointer to NULL
2091 void Player::SendLogXPGain(uint32 GivenXP
, Unit
* victim
, uint32 RestXP
)
2093 WorldPacket
data(SMSG_LOG_XPGAIN
, 21);
2094 data
<< uint64(victim
? victim
->GetGUID() : 0); // guid
2095 data
<< uint32(GivenXP
+RestXP
); // given experience
2096 data
<< uint8(victim
? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
2099 data
<< uint32(GivenXP
); // experience without rested bonus
2100 data
<< float(1); // 1 - none 0 - 100% group bonus output
2102 data
<< uint8(0); // new 2.4.0
2103 GetSession()->SendPacket(&data
);
2106 void Player::GiveXP(uint32 xp
, Unit
* victim
)
2114 uint32 level
= getLevel();
2116 // XP to money conversion processed in Player::RewardQuest
2117 if(level
>= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
2120 // handle SPELL_AURA_MOD_XP_PCT auras
2121 Unit::AuraList
const& ModXPPctAuras
= GetAurasByType(SPELL_AURA_MOD_XP_PCT
);
2122 for(Unit::AuraList::const_iterator i
= ModXPPctAuras
.begin();i
!= ModXPPctAuras
.end(); ++i
)
2123 xp
= uint32(xp
*(1.0f
+ (*i
)->GetModifier()->m_amount
/ 100.0f
));
2125 // XP resting bonus for kill
2126 uint32 rested_bonus_xp
= victim
? GetXPRestBonus(xp
) : 0;
2128 SendLogXPGain(xp
,victim
,rested_bonus_xp
);
2130 uint32 curXP
= GetUInt32Value(PLAYER_XP
);
2131 uint32 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2132 uint32 newXP
= curXP
+ xp
+ rested_bonus_xp
;
2134 while( newXP
>= nextLvlXP
&& level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2138 if ( level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2139 GiveLevel(level
+ 1);
2142 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2145 SetUInt32Value(PLAYER_XP
, newXP
);
2148 // Update player to next level
2149 // Current player experience not update (must be update by caller)
2150 void Player::GiveLevel(uint32 level
)
2152 if ( level
== getLevel() )
2155 PlayerLevelInfo info
;
2156 objmgr
.GetPlayerLevelInfo(getRace(),getClass(),level
,&info
);
2158 PlayerClassLevelInfo classInfo
;
2159 objmgr
.GetPlayerClassLevelInfo(getClass(),level
,&classInfo
);
2161 // send levelup info to client
2162 WorldPacket
data(SMSG_LEVELUP_INFO
, (4+4+MAX_POWERS
*4+MAX_STATS
*4));
2163 data
<< uint32(level
);
2164 data
<< uint32(int32(classInfo
.basehealth
) - int32(GetCreateHealth()));
2165 // for(int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6)
2166 data
<< uint32(int32(classInfo
.basemana
) - int32(GetCreateMana()));
2174 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
) // Stats loop (0-4)
2175 data
<< uint32(int32(info
.stats
[i
]) - GetCreateStat(Stats(i
)));
2177 GetSession()->SendPacket(&data
);
2179 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, MaNGOS::XP::xp_to_level(level
));
2181 //update level, max level of skills
2182 if(getLevel()!= level
)
2183 m_Played_time
[1] = 0; // Level Played Time reset
2185 UpdateSkillsForLevel ();
2187 // save base values (bonuses already included in stored stats
2188 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2189 SetCreateStat(Stats(i
), info
.stats
[i
]);
2191 SetCreateHealth(classInfo
.basehealth
);
2192 SetCreateMana(classInfo
.basemana
);
2194 InitTalentForLevel();
2195 InitTaxiNodesForLevel();
2196 InitGlyphsForLevel();
2200 // set current level health and mana/energy to maximum after applying all mods.
2201 SetHealth(GetMaxHealth());
2202 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2203 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2204 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2205 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2206 SetPower(POWER_FOCUS
, 0);
2207 SetPower(POWER_HAPPINESS
, 0);
2209 // give level to summoned pet
2210 Pet
* pet
= GetPet();
2211 if(pet
&& pet
->getPetType()==SUMMON_PET
)
2212 pet
->GivePetLevel(level
);
2213 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL
);
2216 void Player::InitTalentForLevel()
2218 uint32 level
= getLevel();
2219 // talents base at level diff ( talents = level - 9 but some can be used already)
2222 // Remove all talent points
2223 if(m_usedTalentCount
> 0) // Free any used talents
2226 SetFreeTalentPoints(0);
2231 uint32 talentPointsForLevel
= uint32((level
-9)*sWorld
.getRate(RATE_TALENT
));
2232 // if used more that have then reset
2233 if(m_usedTalentCount
> talentPointsForLevel
)
2235 if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR
)
2238 SetFreeTalentPoints(0);
2240 // else update amount of free points
2242 SetFreeTalentPoints(talentPointsForLevel
-m_usedTalentCount
);
2246 void Player::InitStatsForLevel(bool reapplyMods
)
2248 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2249 _RemoveAllStatBonuses();
2251 PlayerClassLevelInfo classInfo
;
2252 objmgr
.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo
);
2254 PlayerLevelInfo info
;
2255 objmgr
.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info
);
2257 SetUInt32Value(PLAYER_FIELD_MAX_LEVEL
, sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) );
2258 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, MaNGOS::XP::xp_to_level(getLevel()));
2260 UpdateSkillsForLevel ();
2262 // set default cast time multiplier
2263 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
);
2265 // reset size before reapply auras
2266 SetFloatValue(OBJECT_FIELD_SCALE_X
,1.0f
);
2268 // save base values (bonuses already included in stored stats
2269 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2270 SetCreateStat(Stats(i
), info
.stats
[i
]);
2272 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2273 SetStat(Stats(i
), info
.stats
[i
]);
2275 SetCreateHealth(classInfo
.basehealth
);
2278 SetCreateMana(classInfo
.basemana
);
2280 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2284 //reset rating fields values
2285 for(uint16 index
= PLAYER_FIELD_COMBAT_RATING_1
; index
< PLAYER_FIELD_COMBAT_RATING_1
+ MAX_COMBAT_RATING
; ++index
)
2286 SetUInt32Value(index
, 0);
2288 SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS
,0);
2289 for (int i
= 0; i
< 7; i
++)
2291 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG
+i
, 0);
2292 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS
+i
, 0);
2293 SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT
+i
, 1.00f
);
2296 //reset attack power, damage and attack speed fields
2297 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
, 2000.0f
);
2298 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
+ 1, 2000.0f
); // offhand attack time
2299 SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME
, 2000.0f
);
2301 SetFloatValue(UNIT_FIELD_MINDAMAGE
, 0.0f
);
2302 SetFloatValue(UNIT_FIELD_MAXDAMAGE
, 0.0f
);
2303 SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
, 0.0f
);
2304 SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
, 0.0f
);
2305 SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
, 0.0f
);
2306 SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
, 0.0f
);
2308 SetUInt32Value(UNIT_FIELD_ATTACK_POWER
, 0 );
2309 SetUInt32Value(UNIT_FIELD_ATTACK_POWER_MODS
, 0 );
2310 SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER
,0.0f
);
2311 SetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER
, 0 );
2312 SetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS
,0 );
2313 SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER
,0.0f
);
2315 // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2316 SetFloatValue(PLAYER_CRIT_PERCENTAGE
,0.0f
);
2317 SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE
,0.0f
);
2318 SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE
,0.0f
);
2320 // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2321 for (uint8 i
= 0; i
< 7; ++i
)
2322 SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1
+i
, 0.0f
);
2324 SetFloatValue(PLAYER_PARRY_PERCENTAGE
, 0.0f
);
2325 SetFloatValue(PLAYER_BLOCK_PERCENTAGE
, 0.0f
);
2326 SetUInt32Value(PLAYER_SHIELD_BLOCK
, 0);
2329 SetFloatValue(PLAYER_DODGE_PERCENTAGE
, 0.0f
);
2331 // set armor (resistance 0) to original value (create_agility*2)
2332 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2333 SetResistanceBuffMods(SpellSchools(0), true, 0.0f
);
2334 SetResistanceBuffMods(SpellSchools(0), false, 0.0f
);
2335 // set other resistance to original value (0)
2336 for (int i
= 1; i
< MAX_SPELL_SCHOOL
; i
++)
2338 SetResistance(SpellSchools(i
), 0);
2339 SetResistanceBuffMods(SpellSchools(i
), true, 0.0f
);
2340 SetResistanceBuffMods(SpellSchools(i
), false, 0.0f
);
2343 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE
,0);
2344 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE
,0);
2345 for(int i
= 0; i
< MAX_SPELL_SCHOOL
; ++i
)
2347 SetFloatValue(UNIT_FIELD_POWER_COST_MODIFIER
+i
,0.0f
);
2348 SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER
+i
,0.0f
);
2350 // Reset no reagent cost field
2351 for(int i
= 0; i
< 3; i
++)
2352 SetUInt32Value(PLAYER_NO_REAGENT_COST_1
+ i
, 0);
2353 // Init data for form but skip reapply item mods for form
2354 InitDataForForm(reapplyMods
);
2357 for (int i
= POWER_MANA
; i
< MAX_POWERS
; i
++)
2358 SetMaxPower(Powers(i
), uint32(GetCreatePowers(Powers(i
))));
2360 SetMaxHealth(classInfo
.basehealth
); // stamina bonus will applied later
2362 // cleanup mounted state (it will set correctly at aura loading if player saved at mount.
2363 SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID
, 0);
2365 // cleanup unit flags (will be re-applied if need at aura load).
2366 RemoveFlag( UNIT_FIELD_FLAGS
,
2367 UNIT_FLAG_NON_ATTACKABLE
| UNIT_FLAG_DISABLE_MOVE
| UNIT_FLAG_NOT_ATTACKABLE_1
|
2368 UNIT_FLAG_PET_IN_COMBAT
| UNIT_FLAG_SILENCED
| UNIT_FLAG_PACIFIED
|
2369 UNIT_FLAG_STUNNED
| UNIT_FLAG_IN_COMBAT
| UNIT_FLAG_DISARMED
|
2370 UNIT_FLAG_CONFUSED
| UNIT_FLAG_FLEEING
| UNIT_FLAG_NOT_SELECTABLE
|
2371 UNIT_FLAG_SKINNABLE
| UNIT_FLAG_MOUNT
| UNIT_FLAG_TAXI_FLIGHT
);
2372 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
); // must be set
2374 // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
2375 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
| PLAYER_FLAGS_DND
| PLAYER_FLAGS_GM
| PLAYER_FLAGS_GHOST
| PLAYER_FLAGS_FFA_PVP
);
2377 SetByteValue(UNIT_FIELD_BYTES_1
, 2, 0x00); // one form stealth modified bytes
2379 // restore if need some important flags
2380 SetUInt32Value(PLAYER_FIELD_BYTES2
, 0 ); // flags empty by default
2382 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2383 _ApplyAllStatBonuses();
2385 // set current level health and mana/energy to maximum after applying all mods.
2386 SetHealth(GetMaxHealth());
2387 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2388 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2389 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2390 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2391 SetPower(POWER_FOCUS
, 0);
2392 SetPower(POWER_HAPPINESS
, 0);
2393 SetPower(POWER_RUNIC_POWER
, 0);
2396 void Player::SendInitialSpells()
2398 uint16 spellCount
= 0;
2400 WorldPacket
data(SMSG_INITIAL_SPELLS
, (1+2+4*m_spells
.size()+2+m_spellCooldowns
.size()*(2+2+2+4+4)));
2403 size_t countPos
= data
.wpos();
2404 data
<< uint16(spellCount
); // spell count placeholder
2406 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2408 if(itr
->second
->state
== PLAYERSPELL_REMOVED
)
2411 if(!itr
->second
->active
|| itr
->second
->disabled
)
2414 data
<< uint16(itr
->first
);
2415 data
<< uint16(0); // it's not slot id
2420 data
.put
<uint16
>(countPos
,spellCount
); // write real count value
2422 uint16 spellCooldowns
= m_spellCooldowns
.size();
2423 data
<< uint16(spellCooldowns
);
2424 for(SpellCooldowns::const_iterator itr
=m_spellCooldowns
.begin(); itr
!=m_spellCooldowns
.end(); ++itr
)
2426 SpellEntry
const *sEntry
= sSpellStore
.LookupEntry(itr
->first
);
2430 data
<< uint16(itr
->first
);
2432 time_t cooldown
= 0;
2433 time_t curTime
= time(NULL
);
2434 if(itr
->second
.end
> curTime
)
2435 cooldown
= (itr
->second
.end
-curTime
)*1000;
2437 data
<< uint16(itr
->second
.itemid
); // cast item id
2438 data
<< uint16(sEntry
->Category
); // spell category
2439 if(sEntry
->Category
) // may be wrong, but anyway better than nothing...
2441 data
<< uint32(0); // cooldown
2442 data
<< uint32(cooldown
); // category cooldown
2446 data
<< uint32(cooldown
); // cooldown
2447 data
<< uint32(0); // category cooldown
2451 GetSession()->SendPacket(&data
);
2453 sLog
.outDetail( "CHARACTER: Sent Initial Spells" );
2456 void Player::RemoveMail(uint32 id
)
2458 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
2460 if ((*itr
)->messageID
== id
)
2462 //do not delete item, because Player::removeMail() is called when returning mail to sender.
2469 void Player::SendMailResult(uint32 mailId
, uint32 mailAction
, uint32 mailError
, uint32 equipError
, uint32 item_guid
, uint32 item_count
)
2471 WorldPacket
data(SMSG_SEND_MAIL_RESULT
, (4+4+4+(mailError
== MAIL_ERR_BAG_FULL
?4:(mailAction
== MAIL_ITEM_TAKEN
?4+4:0))));
2472 data
<< (uint32
) mailId
;
2473 data
<< (uint32
) mailAction
;
2474 data
<< (uint32
) mailError
;
2475 if ( mailError
== MAIL_ERR_BAG_FULL
)
2476 data
<< (uint32
) equipError
;
2477 else if( mailAction
== MAIL_ITEM_TAKEN
)
2479 data
<< (uint32
) item_guid
; // item guid low?
2480 data
<< (uint32
) item_count
; // item count?
2482 GetSession()->SendPacket(&data
);
2485 void Player::SendNewMail()
2487 // deliver undelivered mail
2488 WorldPacket
data(SMSG_RECEIVED_MAIL
, 4);
2490 GetSession()->SendPacket(&data
);
2493 void Player::UpdateNextMailTimeAndUnreads()
2495 // calculate next delivery time (min. from non-delivered mails
2496 // and recalculate unReadMail
2497 time_t cTime
= time(NULL
);
2498 m_nextMailDelivereTime
= 0;
2500 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
2502 if((*itr
)->deliver_time
> cTime
)
2504 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> (*itr
)->deliver_time
)
2505 m_nextMailDelivereTime
= (*itr
)->deliver_time
;
2507 else if(((*itr
)->checked
& MAIL_CHECK_MASK_READ
) == 0)
2512 void Player::AddNewMailDeliverTime(time_t deliver_time
)
2514 if(deliver_time
<= time(NULL
)) // ready now
2519 else // not ready and no have ready mails
2521 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> deliver_time
)
2522 m_nextMailDelivereTime
= deliver_time
;
2526 bool Player::addSpell(uint32 spell_id
, bool active
, bool learning
, bool loading
, uint16 slot_id
, bool disabled
)
2528 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
2531 // do character spell book cleanup (all characters)
2532 if(loading
&& !learning
) // spell load case
2534 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id
);
2535 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2538 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id
);
2543 if(!SpellMgr::IsSpellValid(spellInfo
,this,false))
2545 // do character spell book cleanup (all characters)
2546 if(loading
&& !learning
) // spell load case
2548 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id
);
2549 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2552 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id
);
2557 PlayerSpellState state
= learning
? PLAYERSPELL_NEW
: PLAYERSPELL_UNCHANGED
;
2559 bool disabled_case
= false;
2560 bool superceded_old
= false;
2562 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2563 if (itr
!= m_spells
.end())
2565 // update active state for known spell
2566 if(itr
->second
->active
!= active
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->disabled
)
2568 itr
->second
->active
= active
;
2570 // loading && !learning == explicitly load from DB and then exist in it already and set correctly
2571 if(loading
&& !learning
)
2572 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2573 else if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2574 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2578 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
2579 data
<< uint16(spell_id
);
2580 GetSession()->SendPacket(&data
);
2582 return active
; // learn (show in spell book if active now)
2585 if(itr
->second
->disabled
!= disabled
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
)
2587 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2588 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2589 itr
->second
->disabled
= disabled
;
2594 disabled_case
= true;
2596 else switch(itr
->second
->state
)
2598 case PLAYERSPELL_UNCHANGED
: // known saved spell
2600 case PLAYERSPELL_REMOVED
: // re-learning removed not saved spell
2603 m_spells
.erase(itr
);
2604 state
= PLAYERSPELL_CHANGED
;
2605 break; // need re-add
2607 default: // known not saved yet spell (new or modified)
2609 // can be in case spell loading but learned at some previous spell loading
2610 if(loading
&& !learning
)
2611 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2618 if(!disabled_case
) // skip new spell adding if spell already known (disabled spells case)
2620 // talent: unlearn all other talent ranks (high and low)
2621 if(TalentSpellPos
const* talentPos
= GetTalentSpellPos(spell_id
))
2623 if(TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry( talentPos
->talent_id
))
2625 for(int i
=0; i
<5; ++i
)
2627 // skip learning spell and no rank spell case
2628 uint32 rankSpellId
= talentInfo
->RankID
[i
];
2629 if(!rankSpellId
|| rankSpellId
==spell_id
)
2632 // skip unknown ranks
2633 if(!HasSpell(rankSpellId
))
2636 removeSpell(rankSpellId
);
2640 // non talent spell: learn low ranks (recursive call)
2641 else if(uint32 prev_spell
= spellmgr
.GetPrevSpellInChain(spell_id
))
2643 if(loading
) // at spells loading, no output, but allow save
2644 addSpell(prev_spell
,active
,true,loading
,SPELL_WITHOUT_SLOT_ID
,disabled
);
2645 else // at normal learning
2646 learnSpell(prev_spell
);
2649 PlayerSpell
*newspell
= new PlayerSpell
;
2650 newspell
->active
= active
;
2651 newspell
->state
= state
;
2652 newspell
->disabled
= disabled
;
2654 // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
2655 if(newspell
->active
&& !newspell
->disabled
&& !SpellMgr::canStackSpellRanks(spellInfo
) && spellmgr
.GetSpellRank(spellInfo
->Id
) != 0)
2657 for( PlayerSpellMap::iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2659 if(itr
->second
->state
== PLAYERSPELL_REMOVED
) continue;
2660 SpellEntry
const *i_spellInfo
= sSpellStore
.LookupEntry(itr
->first
);
2661 if(!i_spellInfo
) continue;
2663 if( spellmgr
.IsRankSpellDueToSpell(spellInfo
,itr
->first
) )
2665 if(itr
->second
->active
)
2667 if(spellmgr
.IsHighRankOfSpell(spell_id
,itr
->first
))
2669 if(!loading
) // not send spell (re-/over-)learn packets at loading
2671 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, (4));
2672 data
<< uint16(itr
->first
);
2673 data
<< uint16(spell_id
);
2674 GetSession()->SendPacket( &data
);
2677 // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
2678 itr
->second
->active
= false;
2679 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2680 superceded_old
= true; // new spell replace old in action bars and spell book.
2682 else if(spellmgr
.IsHighRankOfSpell(itr
->first
,spell_id
))
2684 if(!loading
) // not send spell (re-/over-)learn packets at loading
2686 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, (4));
2687 data
<< uint16(spell_id
);
2688 data
<< uint16(itr
->first
);
2689 GetSession()->SendPacket( &data
);
2692 // mark new spell as disable (not learned yet for client and will not learned)
2693 newspell
->active
= false;
2694 if(newspell
->state
!= PLAYERSPELL_NEW
)
2695 newspell
->state
= PLAYERSPELL_CHANGED
;
2702 uint16 tmpslot
=slot_id
;
2704 if (tmpslot
== SPELL_WITHOUT_SLOT_ID
)
2707 PlayerSpellMap::iterator itr
;
2708 for (itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2710 if(itr
->second
->state
== PLAYERSPELL_REMOVED
)
2712 if (itr
->second
->slotId
> maxid
)
2713 maxid
= itr
->second
->slotId
;
2715 tmpslot
= maxid
+ 1;
2718 newspell
->slotId
= tmpslot
;
2719 m_spells
[spell_id
] = newspell
;
2721 // return false if spell disabled
2722 if (newspell
->disabled
)
2726 uint32 talentCost
= GetTalentSpellCost(spell_id
);
2728 // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
2729 // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
2730 if( talentCost
> 0 && IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_LEARN_SPELL
) )
2732 // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
2733 CastSpell(this, spell_id
, true);
2735 // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
2736 else if (IsPassiveSpell(spell_id
))
2738 // if spell doesn't require a stance or the player is in the required stance
2739 if( ( !spellInfo
->Stances
&&
2740 spell_id
!= 5420 && spell_id
!= 5419 && spell_id
!= 7376 &&
2741 spell_id
!= 7381 && spell_id
!= 21156 && spell_id
!= 21009 &&
2742 spell_id
!= 21178 && spell_id
!= 33948 && spell_id
!= 40121 ) ||
2743 m_form
!= 0 && (spellInfo
->Stances
& (1<<(m_form
-1))) ||
2744 (spell_id
== 5420 && m_form
== FORM_TREE
) ||
2745 (spell_id
== 5419 && m_form
== FORM_TRAVEL
) ||
2746 (spell_id
== 7376 && m_form
== FORM_DEFENSIVESTANCE
) ||
2747 (spell_id
== 7381 && m_form
== FORM_BERSERKERSTANCE
) ||
2748 (spell_id
== 21156 && m_form
== FORM_BATTLESTANCE
)||
2749 (spell_id
== 21178 && (m_form
== FORM_BEAR
|| m_form
== FORM_DIREBEAR
) ) ||
2750 (spell_id
== 33948 && m_form
== FORM_FLIGHT
) ||
2751 (spell_id
== 40121 && m_form
== FORM_FLIGHT_EPIC
) )
2752 //Check CasterAuraStates
2753 if (!spellInfo
->CasterAuraState
|| HasAuraState(AuraState(spellInfo
->CasterAuraState
)))
2754 CastSpell(this, spell_id
, true);
2756 else if( IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_SKILL_STEP
) )
2758 CastSpell(this, spell_id
, true);
2762 // update used talent points count
2763 m_usedTalentCount
+= talentCost
;
2765 // update free primary prof.points (if any, can be none in case GM .learn prof. learning)
2766 if(uint32 freeProfs
= GetFreePrimaryProffesionPoints())
2768 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
2769 SetFreePrimaryProffesions(freeProfs
-1);
2772 // add dependent skills
2773 uint16 maxskill
= GetMaxSkillValueForLevel();
2775 SpellLearnSkillNode
const* spellLearnSkill
= spellmgr
.GetSpellLearnSkill(spell_id
);
2779 uint32 skill_value
= GetPureSkillValue(spellLearnSkill
->skill
);
2780 uint32 skill_max_value
= GetPureMaxSkillValue(spellLearnSkill
->skill
);
2782 if(skill_value
< spellLearnSkill
->value
)
2783 skill_value
= spellLearnSkill
->value
;
2785 uint32 new_skill_max_value
= spellLearnSkill
->maxvalue
== 0 ? maxskill
: spellLearnSkill
->maxvalue
;
2787 if(skill_max_value
< new_skill_max_value
)
2788 skill_max_value
= new_skill_max_value
;
2790 SetSkill(spellLearnSkill
->skill
,skill_value
,skill_max_value
);
2794 // not ranked skills
2795 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
2796 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
2798 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
2800 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
2804 if(HasSkill(pSkill
->id
))
2807 if(_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
||
2808 // lockpicking special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2809 pSkill
->id
==SKILL_LOCKPICKING
&& _spell_idx
->second
->max_value
==0 )
2811 switch(GetSkillRangeType(pSkill
,_spell_idx
->second
->racemask
!=0))
2813 case SKILL_RANGE_LANGUAGE
:
2814 SetSkill(pSkill
->id
, 300, 300 );
2816 case SKILL_RANGE_LEVEL
:
2817 SetSkill(pSkill
->id
, 1, GetMaxSkillValueForLevel() );
2819 case SKILL_RANGE_MONO
:
2820 SetSkill(pSkill
->id
, 1, 1 );
2829 // learn dependent spells
2830 SpellLearnSpellMap::const_iterator spell_begin
= spellmgr
.GetBeginSpellLearnSpell(spell_id
);
2831 SpellLearnSpellMap::const_iterator spell_end
= spellmgr
.GetEndSpellLearnSpell(spell_id
);
2833 for(SpellLearnSpellMap::const_iterator itr
= spell_begin
; itr
!= spell_end
; ++itr
)
2835 if(!itr
->second
.autoLearned
)
2837 if(loading
) // at spells loading, no output, but allow save
2838 addSpell(itr
->second
.spell
,true,true,loading
);
2839 else // at normal learning
2840 learnSpell(itr
->second
.spell
);
2846 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL
);
2847 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS
);
2850 // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
2851 return active
&& !disabled
&& !superceded_old
;
2854 void Player::learnSpell(uint32 spell_id
)
2856 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2858 bool disabled
= (itr
!= m_spells
.end()) ? itr
->second
->disabled
: false;
2859 bool active
= disabled
? itr
->second
->active
: true;
2861 bool learning
= addSpell(spell_id
,active
);
2863 // learn all disabled higher ranks (recursive)
2864 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
2865 for(SpellChainMapNext::const_iterator i
= nextMap
.lower_bound(spell_id
); i
!= nextMap
.upper_bound(spell_id
); ++i
)
2867 PlayerSpellMap::iterator iter
= m_spells
.find(i
->second
);
2868 if (disabled
&& iter
!= m_spells
.end() && iter
->second
->disabled
)
2869 learnSpell(i
->second
);
2872 // prevent duplicated entires in spell book
2876 WorldPacket
data(SMSG_LEARNED_SPELL
, 4);
2877 data
<< uint32(spell_id
);
2878 GetSession()->SendPacket(&data
);
2881 void Player::removeSpell(uint32 spell_id
, bool disabled
)
2883 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2884 if (itr
== m_spells
.end())
2887 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| disabled
&& itr
->second
->disabled
)
2890 // unlearn non talent higher ranks (recursive)
2891 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
2892 for(SpellChainMapNext::const_iterator itr2
= nextMap
.lower_bound(spell_id
); itr2
!= nextMap
.upper_bound(spell_id
); ++itr2
)
2893 if(HasSpell(itr2
->second
) && !GetTalentSpellPos(itr2
->second
))
2894 removeSpell(itr2
->second
,disabled
);
2897 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
2898 data
<< uint16(spell_id
);
2899 GetSession()->SendPacket(&data
);
2903 itr
->second
->disabled
= disabled
;
2904 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2905 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2909 if(itr
->second
->state
== PLAYERSPELL_NEW
)
2912 m_spells
.erase(itr
);
2915 itr
->second
->state
= PLAYERSPELL_REMOVED
;
2918 RemoveAurasDueToSpell(spell_id
);
2921 if(PetAura
const* petSpell
= spellmgr
.GetPetAura(spell_id
))
2922 RemovePetAura(petSpell
);
2924 // free talent points
2925 uint32 talentCosts
= GetTalentSpellCost(spell_id
);
2928 if(talentCosts
< m_usedTalentCount
)
2929 m_usedTalentCount
-= talentCosts
;
2931 m_usedTalentCount
= 0;
2934 // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
2935 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
2937 uint32 freeProfs
= GetFreePrimaryProffesionPoints()+1;
2938 if(freeProfs
<= sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
))
2939 SetFreePrimaryProffesions(freeProfs
);
2942 // remove dependent skill
2943 SpellLearnSkillNode
const* spellLearnSkill
= spellmgr
.GetSpellLearnSkill(spell_id
);
2946 uint32 prev_spell
= spellmgr
.GetPrevSpellInChain(spell_id
);
2947 if(!prev_spell
) // first rank, remove skill
2948 SetSkill(spellLearnSkill
->skill
,0,0);
2951 // search prev. skill setting by spell ranks chain
2952 SpellLearnSkillNode
const* prevSkill
= spellmgr
.GetSpellLearnSkill(prev_spell
);
2953 while(!prevSkill
&& prev_spell
)
2955 prev_spell
= spellmgr
.GetPrevSpellInChain(prev_spell
);
2956 prevSkill
= spellmgr
.GetSpellLearnSkill(spellmgr
.GetFirstSpellInChain(prev_spell
));
2959 if(!prevSkill
) // not found prev skill setting, remove skill
2960 SetSkill(spellLearnSkill
->skill
,0,0);
2961 else // set to prev. skill setting values
2963 uint32 skill_value
= GetPureSkillValue(prevSkill
->skill
);
2964 uint32 skill_max_value
= GetPureMaxSkillValue(prevSkill
->skill
);
2966 if(skill_value
> prevSkill
->value
)
2967 skill_value
= prevSkill
->value
;
2969 uint32 new_skill_max_value
= prevSkill
->maxvalue
== 0 ? GetMaxSkillValueForLevel() : prevSkill
->maxvalue
;
2971 if(skill_max_value
> new_skill_max_value
)
2972 skill_max_value
= new_skill_max_value
;
2974 SetSkill(prevSkill
->skill
,skill_value
,skill_max_value
);
2981 // not ranked skills
2982 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
2983 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
2985 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
2987 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
2991 if(_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
||
2992 // lockpicking special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2993 pSkill
->id
==SKILL_LOCKPICKING
&& _spell_idx
->second
->max_value
==0 )
2995 // not reset skills for professions and racial abilities
2996 if( (pSkill
->categoryId
==SKILL_CATEGORY_SECONDARY
|| pSkill
->categoryId
==SKILL_CATEGORY_PROFESSION
) &&
2997 (IsProfessionSkill(pSkill
->id
) || _spell_idx
->second
->racemask
!=0) )
3000 SetSkill(pSkill
->id
, 0, 0 );
3005 // remove dependent spells
3006 SpellLearnSpellMap::const_iterator spell_begin
= spellmgr
.GetBeginSpellLearnSpell(spell_id
);
3007 SpellLearnSpellMap::const_iterator spell_end
= spellmgr
.GetEndSpellLearnSpell(spell_id
);
3009 for(SpellLearnSpellMap::const_iterator itr2
= spell_begin
; itr2
!= spell_end
; ++itr2
)
3010 removeSpell(itr2
->second
.spell
, disabled
);
3013 void Player::RemoveArenaSpellCooldowns()
3015 // remove cooldowns on spells that has < 15 min CD
3016 SpellCooldowns::iterator itr
, next
;
3017 // iterate spell cooldowns
3018 for(itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); itr
= next
)
3022 SpellEntry
const * entry
= sSpellStore
.LookupEntry(itr
->first
);
3023 // check if spellentry is present and if the cooldown is less than 15 mins
3025 entry
->RecoveryTime
<= 15 * MINUTE
* 1000 &&
3026 entry
->CategoryRecoveryTime
<= 15 * MINUTE
* 1000 )
3029 WorldPacket
data(SMSG_CLEAR_COOLDOWN
, (4+8));
3030 data
<< uint32(itr
->first
);
3032 GetSession()->SendPacket(&data
);
3034 m_spellCooldowns
.erase(itr
);
3039 void Player::RemoveAllSpellCooldown()
3041 if(!m_spellCooldowns
.empty())
3043 for(SpellCooldowns::const_iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); ++itr
)
3045 WorldPacket
data(SMSG_CLEAR_COOLDOWN
, (4+8));
3046 data
<< uint32(itr
->first
);
3047 data
<< uint64(GetGUID());
3048 GetSession()->SendPacket(&data
);
3050 m_spellCooldowns
.clear();
3054 void Player::_LoadSpellCooldowns(QueryResult
*result
)
3056 m_spellCooldowns
.clear();
3058 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
3062 time_t curTime
= time(NULL
);
3066 Field
*fields
= result
->Fetch();
3068 uint32 spell_id
= fields
[0].GetUInt32();
3069 uint32 item_id
= fields
[1].GetUInt32();
3070 time_t db_time
= (time_t)fields
[2].GetUInt64();
3072 if(!sSpellStore
.LookupEntry(spell_id
))
3074 sLog
.outError("Player %u have unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id
);
3078 // skip outdated cooldown
3079 if(db_time
<= curTime
)
3082 AddSpellCooldown(spell_id
, item_id
, db_time
);
3084 sLog
.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id
, item_id
, uint32(db_time
-curTime
));
3086 while( result
->NextRow() );
3092 void Player::_SaveSpellCooldowns()
3094 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
3096 time_t curTime
= time(NULL
);
3098 // remove outdated and save active
3099 for(SpellCooldowns::iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end();)
3101 if(itr
->second
.end
<= curTime
)
3102 m_spellCooldowns
.erase(itr
++);
3105 CharacterDatabase
.PExecute("INSERT INTO character_spell_cooldown (guid,spell,item,time) VALUES ('%u', '%u', '%u', '" I64FMTD
"')", GetGUIDLow(), itr
->first
, itr
->second
.itemid
, uint64(itr
->second
.end
));
3111 uint32
Player::resetTalentsCost() const
3113 // The first time reset costs 1 gold
3114 if(m_resetTalentsCost
< 1*GOLD
)
3117 else if(m_resetTalentsCost
< 5*GOLD
)
3119 // After that it increases in increments of 5 gold
3120 else if(m_resetTalentsCost
< 10*GOLD
)
3124 uint32 months
= (sWorld
.GetGameTime() - m_resetTalentsTime
)/MONTH
;
3127 // This cost will be reduced by a rate of 5 gold per month
3128 int32 new_cost
= int32(m_resetTalentsCost
) - 5*GOLD
*months
;
3129 // to a minimum of 10 gold.
3130 return (new_cost
< 10*GOLD
? 10*GOLD
: new_cost
);
3134 // After that it increases in increments of 5 gold
3135 int32 new_cost
= m_resetTalentsCost
+ 5*GOLD
;
3136 // until it hits a cap of 50 gold.
3137 if(new_cost
> 50*GOLD
)
3144 bool Player::resetTalents(bool no_cost
)
3146 // not need after this call
3147 if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS
))
3149 m_atLoginFlags
= m_atLoginFlags
& ~AT_LOGIN_RESET_TALENTS
;
3150 CharacterDatabase
.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_TALENTS
), GetGUIDLow());
3153 uint32 level
= getLevel();
3154 uint32 talentPointsForLevel
= level
< 10 ? 0 : uint32((level
-9)*sWorld
.getRate(RATE_TALENT
));
3156 if (m_usedTalentCount
== 0)
3158 SetFreeTalentPoints(talentPointsForLevel
);
3166 cost
= resetTalentsCost();
3168 if (GetMoney() < cost
)
3170 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, 0, 0, 0);
3175 for (unsigned int i
= 0; i
< sTalentStore
.GetNumRows(); i
++)
3177 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry(i
);
3179 if (!talentInfo
) continue;
3181 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentInfo
->TalentTab
);
3186 // unlearn only talents for character class
3187 // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
3188 // to prevent unexpected lost normal learned spell skip another class talents
3189 if( (getClassMask() & talentTabInfo
->ClassMask
) == 0 )
3192 for (int j
= 0; j
< 5; j
++)
3194 for(PlayerSpellMap::iterator itr
= GetSpellMap().begin(); itr
!= GetSpellMap().end();)
3196 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->disabled
)
3202 // remove learned spells (all ranks)
3203 uint32 itrFirstId
= spellmgr
.GetFirstSpellInChain(itr
->first
);
3205 // unlearn if first rank is talent or learned by talent
3206 if (itrFirstId
== talentInfo
->RankID
[j
] || spellmgr
.IsSpellLearnToSpell(talentInfo
->RankID
[j
],itrFirstId
))
3208 removeSpell(itr
->first
,!IsPassiveSpell(itr
->first
));
3209 itr
= GetSpellMap().begin();
3218 SetFreeTalentPoints(talentPointsForLevel
);
3222 ModifyMoney(-(int32
)cost
);
3224 m_resetTalentsCost
= cost
;
3225 m_resetTalentsTime
= time(NULL
);
3228 //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
3229 RemovePet(NULL
,PET_SAVE_NOT_IN_SLOT
, true);
3234 bool Player::_removeSpell(uint16 spell_id
)
3236 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
3237 if (itr
!= m_spells
.end())
3240 m_spells
.erase(itr
);
3246 Mail
* Player::GetMail(uint32 id
)
3248 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
3250 if ((*itr
)->messageID
== id
)
3258 void Player::_SetCreateBits(UpdateMask
*updateMask
, Player
*target
) const
3262 Object::_SetCreateBits(updateMask
, target
);
3266 for(uint16 index
= 0; index
< m_valuesCount
; index
++)
3268 if(GetUInt32Value(index
) != 0 && updateVisualBits
.GetBit(index
))
3269 updateMask
->SetBit(index
);
3274 void Player::_SetUpdateBits(UpdateMask
*updateMask
, Player
*target
) const
3278 Object::_SetUpdateBits(updateMask
, target
);
3282 Object::_SetUpdateBits(updateMask
, target
);
3283 *updateMask
&= updateVisualBits
;
3287 void Player::InitVisibleBits()
3289 updateVisualBits
.SetCount(PLAYER_END
);
3291 updateVisualBits
.SetBit(OBJECT_FIELD_GUID
);
3292 updateVisualBits
.SetBit(OBJECT_FIELD_TYPE
);
3293 updateVisualBits
.SetBit(OBJECT_FIELD_ENTRY
);
3294 updateVisualBits
.SetBit(OBJECT_FIELD_SCALE_X
);
3295 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
+ 0);
3296 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
+ 1);
3297 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
+ 0);
3298 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
+ 1);
3299 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
+ 0);
3300 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
+ 1);
3301 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
+ 0);
3302 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
+ 1);
3303 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
+ 0);
3304 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
+ 1);
3305 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_0
);
3306 updateVisualBits
.SetBit(UNIT_FIELD_HEALTH
);
3307 updateVisualBits
.SetBit(UNIT_FIELD_POWER1
);
3308 updateVisualBits
.SetBit(UNIT_FIELD_POWER2
);
3309 updateVisualBits
.SetBit(UNIT_FIELD_POWER3
);
3310 updateVisualBits
.SetBit(UNIT_FIELD_POWER4
);
3311 updateVisualBits
.SetBit(UNIT_FIELD_POWER5
);
3312 updateVisualBits
.SetBit(UNIT_FIELD_POWER6
);
3313 updateVisualBits
.SetBit(UNIT_FIELD_POWER7
);
3314 updateVisualBits
.SetBit(UNIT_FIELD_MAXHEALTH
);
3315 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER1
);
3316 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER2
);
3317 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER3
);
3318 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER4
);
3319 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER5
);
3320 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER6
);
3321 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER7
);
3322 updateVisualBits
.SetBit(UNIT_FIELD_LEVEL
);
3323 updateVisualBits
.SetBit(UNIT_FIELD_FACTIONTEMPLATE
);
3324 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 0);
3325 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 1);
3326 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 2);
3327 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS
);
3328 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS_2
);
3329 updateVisualBits
.SetBit(UNIT_FIELD_AURASTATE
);
3330 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
+ 0);
3331 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
+ 1);
3332 updateVisualBits
.SetBit(UNIT_FIELD_BOUNDINGRADIUS
);
3333 updateVisualBits
.SetBit(UNIT_FIELD_COMBATREACH
);
3334 updateVisualBits
.SetBit(UNIT_FIELD_DISPLAYID
);
3335 updateVisualBits
.SetBit(UNIT_FIELD_NATIVEDISPLAYID
);
3336 updateVisualBits
.SetBit(UNIT_FIELD_MOUNTDISPLAYID
);
3337 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_1
);
3338 updateVisualBits
.SetBit(UNIT_FIELD_PETNUMBER
);
3339 updateVisualBits
.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP
);
3340 updateVisualBits
.SetBit(UNIT_DYNAMIC_FLAGS
);
3341 updateVisualBits
.SetBit(UNIT_CHANNEL_SPELL
);
3342 updateVisualBits
.SetBit(UNIT_MOD_CAST_SPEED
);
3343 updateVisualBits
.SetBit(UNIT_FIELD_BASE_MANA
);
3344 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_2
);
3345 updateVisualBits
.SetBit(UNIT_FIELD_HOVERHEIGHT
);
3347 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
+ 0);
3348 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
+ 1);
3349 updateVisualBits
.SetBit(PLAYER_FLAGS
);
3350 updateVisualBits
.SetBit(PLAYER_GUILDID
);
3351 updateVisualBits
.SetBit(PLAYER_GUILDRANK
);
3352 updateVisualBits
.SetBit(PLAYER_BYTES
);
3353 updateVisualBits
.SetBit(PLAYER_BYTES_2
);
3354 updateVisualBits
.SetBit(PLAYER_BYTES_3
);
3355 updateVisualBits
.SetBit(PLAYER_DUEL_TEAM
);
3356 updateVisualBits
.SetBit(PLAYER_GUILD_TIMESTAMP
);
3358 // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
3359 for(uint16 i
= PLAYER_QUEST_LOG_1_1
; i
< PLAYER_QUEST_LOG_25_2
; i
+= 4)
3360 updateVisualBits
.SetBit(i
);
3362 // Players visible items are not inventory stuff
3363 for(uint16 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
3365 uint32 offset
= i
* MAX_VISIBLE_ITEM_OFFSET
;
3368 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR
+ 0 + offset
);
3369 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR
+ 1 + offset
);
3372 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_0
+ 0 + offset
);
3374 // item enchantments
3375 for(uint8 j
= 0; j
< MAX_ENCHANTMENT_SLOT
; ++j
)
3376 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_0
+ 1 + j
+ offset
);
3378 // random properties
3379 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ offset
);
3380 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_SEED
+ offset
);
3381 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_PAD
+ offset
);
3384 updateVisualBits
.SetBit(PLAYER_CHOSEN_TITLE
);
3387 void Player::BuildCreateUpdateBlockForPlayer( UpdateData
*data
, Player
*target
) const
3389 for(int i
= 0; i
< EQUIPMENT_SLOT_END
; i
++)
3391 if(m_items
[i
] == NULL
)
3394 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3399 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
3401 if(m_items
[i
] == NULL
)
3404 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3406 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
3408 if(m_items
[i
] == NULL
)
3411 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3415 Unit::BuildCreateUpdateBlockForPlayer( data
, target
);
3418 void Player::DestroyForPlayer( Player
*target
) const
3420 Unit::DestroyForPlayer( target
);
3422 for(int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
3424 if(m_items
[i
] == NULL
)
3427 m_items
[i
]->DestroyForPlayer( target
);
3432 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
3434 if(m_items
[i
] == NULL
)
3437 m_items
[i
]->DestroyForPlayer( target
);
3439 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
3441 if(m_items
[i
] == NULL
)
3444 m_items
[i
]->DestroyForPlayer( target
);
3449 bool Player::HasSpell(uint32 spell
) const
3451 PlayerSpellMap::const_iterator itr
= m_spells
.find((uint16
)spell
);
3452 return (itr
!= m_spells
.end() && itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->disabled
);
3455 TrainerSpellState
Player::GetTrainerSpellState(TrainerSpell
const* trainer_spell
) const
3458 return TRAINER_SPELL_RED
;
3460 if (!trainer_spell
->spell
)
3461 return TRAINER_SPELL_RED
;
3464 if(HasSpell(trainer_spell
->spell
))
3465 return TRAINER_SPELL_GRAY
;
3467 // check race/class requirement
3468 if(!IsSpellFitByClassAndRace(trainer_spell
->spell
))
3469 return TRAINER_SPELL_RED
;
3471 // check level requirement
3472 if(getLevel() < trainer_spell
->reqlevel
)
3473 return TRAINER_SPELL_RED
;
3475 if(SpellChainNode
const* spell_chain
= spellmgr
.GetSpellChainNode(trainer_spell
->spell
))
3477 // check prev.rank requirement
3478 if(spell_chain
->prev
&& !HasSpell(spell_chain
->prev
))
3479 return TRAINER_SPELL_RED
;
3481 // check additional spell requirement
3482 if(spell_chain
->req
&& !HasSpell(spell_chain
->req
))
3483 return TRAINER_SPELL_RED
;
3486 // check skill requirement
3487 if(trainer_spell
->reqskill
&& GetBaseSkillValue(trainer_spell
->reqskill
) < trainer_spell
->reqskillvalue
)
3488 return TRAINER_SPELL_RED
;
3490 // exist, already checked at loading
3491 SpellEntry
const* spell
= sSpellStore
.LookupEntry(trainer_spell
->spell
);
3493 // secondary prof. or not prof. spell
3494 uint32 skill
= spell
->EffectMiscValue
[1];
3496 if(spell
->Effect
[1] != SPELL_EFFECT_SKILL
|| !IsPrimaryProfessionSkill(skill
))
3497 return TRAINER_SPELL_GREEN
;
3499 // check primary prof. limit
3500 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell
->Id
) && GetFreePrimaryProffesionPoints() == 0)
3501 return TRAINER_SPELL_RED
;
3503 return TRAINER_SPELL_GREEN
;
3506 void Player::DeleteFromDB(uint64 playerguid
, uint32 accountId
, bool updateRealmChars
)
3508 uint32 guid
= GUID_LOPART(playerguid
);
3510 // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
3511 // bones will be deleted by corpse/bones deleting thread shortly
3512 ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid
);
3514 // remove from guild
3515 uint32 guildId
= GetGuildIdFromDB(playerguid
);
3518 Guild
* guild
= objmgr
.GetGuildById(guildId
);
3520 guild
->DelMember(guid
);
3523 // remove from arena teams
3524 LeaveAllArenaTeams(playerguid
);
3526 // the player was uninvited already on logout so just remove from group
3527 QueryResult
*resultGroup
= CharacterDatabase
.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid
);
3530 uint64 leaderGuid
= MAKE_NEW_GUID((*resultGroup
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
3532 Group
* group
= objmgr
.GetGroupByLeader(leaderGuid
);
3535 RemoveFromGroup(group
, playerguid
);
3539 // remove signs from petitions (also remove petitions if owner);
3540 RemovePetitionsAndSigns(playerguid
, 10);
3542 // return back all mails with COD and Item 0 1 2 3 4 5 6
3543 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
);
3548 Field
*fields
= resultMail
->Fetch();
3550 uint32 mail_id
= fields
[0].GetUInt32();
3551 uint16 mailTemplateId
= fields
[1].GetUInt16();
3552 uint32 sender
= fields
[2].GetUInt32();
3553 std::string subject
= fields
[3].GetCppString();
3554 uint32 itemTextId
= fields
[4].GetUInt32();
3555 uint32 money
= fields
[5].GetUInt32();
3556 bool has_items
= fields
[6].GetBool();
3558 //we can return mail now
3559 //so firstly delete the old one
3560 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id
);
3565 // data needs to be at first place for Item::LoadFromDB
3566 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
);
3571 Field
*fields2
= resultItems
->Fetch();
3573 uint32 item_guidlow
= fields2
[1].GetUInt32();
3574 uint32 item_template
= fields2
[2].GetUInt32();
3576 ItemPrototype
const* itemProto
= objmgr
.GetItemPrototype(item_template
);
3579 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow
);
3583 Item
*pItem
= NewItemOrBag(itemProto
);
3584 if(!pItem
->LoadFromDB(item_guidlow
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
),resultItems
))
3586 pItem
->FSetState(ITEM_REMOVED
);
3587 pItem
->SaveToDB(); // it also deletes item object !
3591 mi
.AddItem(item_guidlow
, item_template
, pItem
);
3593 while (resultItems
->NextRow());
3599 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id
);
3601 uint32 pl_account
= objmgr
.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
3603 WorldSession::SendReturnToSender(MAIL_NORMAL
, pl_account
, guid
, sender
, subject
, itemTextId
, &mi
, money
, mailTemplateId
);
3605 while (resultMail
->NextRow());
3610 // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
3611 // Get guids of character's pets, will deleted in transaction
3612 QueryResult
*resultPets
= CharacterDatabase
.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid
);
3614 // NOW we can finally clear other DB data related to character
3615 CharacterDatabase
.BeginTransaction();
3620 Field
*fields3
= resultPets
->Fetch();
3621 uint32 petguidlow
= fields3
[0].GetUInt32();
3622 Pet::DeleteFromDB(petguidlow
);
3623 } while (resultPets
->NextRow());
3627 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",guid
);
3628 CharacterDatabase
.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid
);
3629 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid
);
3630 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid
);
3631 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid
);
3632 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid
);
3633 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid
);
3634 CharacterDatabase
.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid
);
3635 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid
);
3636 CharacterDatabase
.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid
);
3637 CharacterDatabase
.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid
);
3638 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid
);
3639 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid
);
3640 CharacterDatabase
.PExecute("DELETE FROM character_ticket WHERE guid = '%u'",guid
);
3641 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid
);
3642 CharacterDatabase
.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid
,guid
);
3643 CharacterDatabase
.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid
);
3644 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid
);
3645 CharacterDatabase
.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid
);
3646 CharacterDatabase
.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid
);
3647 CharacterDatabase
.PExecute("DELETE FROM character_achievement WHERE guid = '%u'",guid
);
3648 CharacterDatabase
.PExecute("DELETE FROM character_achievement_progress WHERE guid = '%u'",guid
);
3649 CharacterDatabase
.CommitTransaction();
3651 //loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID);
3652 if(updateRealmChars
) sWorld
.UpdateRealmCharCount(accountId
);
3655 void Player::SetMovement(PlayerMovementType pType
)
3660 case MOVE_ROOT
: data
.Initialize(SMSG_FORCE_MOVE_ROOT
, GetPackGUID().size()+4); break;
3661 case MOVE_UNROOT
: data
.Initialize(SMSG_FORCE_MOVE_UNROOT
, GetPackGUID().size()+4); break;
3662 case MOVE_WATER_WALK
: data
.Initialize(SMSG_MOVE_WATER_WALK
, GetPackGUID().size()+4); break;
3663 case MOVE_LAND_WALK
: data
.Initialize(SMSG_MOVE_LAND_WALK
, GetPackGUID().size()+4); break;
3665 sLog
.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType
);
3668 data
.append(GetPackGUID());
3670 GetSession()->SendPacket( &data
);
3674 - a resurrectable corpse must not be loaded for the player (only bones)
3675 - the player must be in world
3677 void Player::BuildPlayerRepop()
3679 WorldPacket
data(SMSG_PRE_RESURRECT
, GetPackGUID().size());
3680 data
.append(GetPackGUID());
3681 GetSession()->SendPacket(&data
);
3683 if(getRace() == RACE_NIGHTELF
)
3684 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)
3685 CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)
3687 // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
3688 // there must be SMSG.STOP_MIRROR_TIMER
3689 // there we must send 888 opcode
3691 // the player cannot have a corpse already, only bones which are not returned by GetCorpse
3694 sLog
.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
3698 // create a corpse and place it at the player's location
3700 Corpse
*corpse
= GetCorpse();
3703 sLog
.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
3706 GetMap()->Add(corpse
);
3708 // convert player body to ghost
3711 SetMovement(MOVE_WATER_WALK
);
3712 if(!GetSession()->isLogingOut())
3713 SetMovement(MOVE_UNROOT
);
3715 // BG - remove insignia related
3716 RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_SKINNABLE
);
3718 SendCorpseReclaimDelay();
3720 // to prevent cheating
3721 corpse
->ResetGhostTime();
3723 StopMirrorTimers(); //disable timers(bars)
3725 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, (float)1.0); //see radius of death player?
3727 SetByteValue(UNIT_FIELD_BYTES_1
, 3, PLAYER_STATE_FLAG_ALWAYS_STAND
);
3730 void Player::SendDelayResponse(const uint32 ml_seconds
)
3732 //FIXME: is this delay time arg really need? 50msec by default in code
3733 WorldPacket
data( SMSG_QUERY_TIME_RESPONSE
, 4+4 );
3734 data
<< (uint32
)time(NULL
);
3736 GetSession()->SendPacket( &data
);
3739 void Player::ResurrectPlayer(float restore_percent
, bool applySickness
)
3741 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // remove spirit healer position
3746 GetSession()->SendPacket(&data
);
3748 // speed change, land walk
3750 // remove death flag + set aura
3751 SetByteValue(UNIT_FIELD_BYTES_1
, 3, 0x00);
3752 if(getRace() == RACE_NIGHTELF
)
3753 RemoveAurasDueToSpell(20584); // speed bonuses
3754 RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
3756 setDeathState(ALIVE
);
3758 SetMovement(MOVE_LAND_WALK
);
3759 SetMovement(MOVE_UNROOT
);
3763 // set health/powers (0- will be set in caller)
3764 if(restore_percent
>0.0f
)
3766 SetHealth(uint32(GetMaxHealth()*restore_percent
));
3767 SetPower(POWER_MANA
, uint32(GetMaxPower(POWER_MANA
)*restore_percent
));
3768 SetPower(POWER_RAGE
, 0);
3769 SetPower(POWER_ENERGY
, uint32(GetMaxPower(POWER_ENERGY
)*restore_percent
));
3772 // update visibility
3773 ObjectAccessor::UpdateVisibilityForPlayer(this);
3775 // some items limited to specific map
3776 DestroyZoneLimitedItem( true, GetZoneId());
3781 //Characters from level 1-10 are not affected by resurrection sickness.
3782 //Characters from level 11-19 will suffer from one minute of sickness
3783 //for each level they are above 10.
3784 //Characters level 20 and up suffer from ten minutes of sickness.
3785 int32 startLevel
= sWorld
.getConfig(CONFIG_DEATH_SICKNESS_LEVEL
);
3787 if(int32(getLevel()) >= startLevel
)
3789 // set resurrection sickness
3790 CastSpell(this,SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,true);
3792 // not full duration
3793 if(int32(getLevel()) < startLevel
+9)
3795 int32 delta
= (int32(getLevel()) - startLevel
+ 1)*MINUTE
;
3797 for(int i
=0; i
< 3; ++i
)
3799 if(Aura
* Aur
= GetAura(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,i
))
3801 Aur
->SetAuraDuration(delta
*1000);
3802 Aur
->SendAuraUpdate(false);
3809 void Player::KillPlayer()
3811 SetMovement(MOVE_ROOT
);
3813 StopMirrorTimers(); //disable timers(bars)
3815 setDeathState(CORPSE
);
3816 //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
3818 SetFlag(UNIT_DYNAMIC_FLAGS
, 0x00);
3819 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, !sMapStore
.LookupEntry(GetMapId())->Instanceable());
3821 // 6 minutes until repop at graveyard
3822 m_deathTimer
= 6*MINUTE
*1000;
3824 UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
3826 // don't create corpse at this moment, player might be falling
3828 // update visibility
3829 ObjectAccessor::UpdateObjectVisibility(this);
3832 void Player::CreateCorpse()
3834 // prevent existence 2 corpse for player
3837 uint32 _uf
, _pb
, _pb2
, _cfb1
, _cfb2
;
3839 Corpse
*corpse
= new Corpse( (m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
) ? CORPSE_RESURRECTABLE_PVP
: CORPSE_RESURRECTABLE_PVE
);
3842 if(!corpse
->Create(objmgr
.GenerateLowGuid(HIGHGUID_CORPSE
), this, GetMapId(), GetPositionX(),
3843 GetPositionY(), GetPositionZ(), GetOrientation()))
3849 _uf
= GetUInt32Value(UNIT_FIELD_BYTES_0
);
3850 _pb
= GetUInt32Value(PLAYER_BYTES
);
3851 _pb2
= GetUInt32Value(PLAYER_BYTES_2
);
3853 uint8 race
= (uint8
)(_uf
);
3854 uint8 skin
= (uint8
)(_pb
);
3855 uint8 face
= (uint8
)(_pb
>> 8);
3856 uint8 hairstyle
= (uint8
)(_pb
>> 16);
3857 uint8 haircolor
= (uint8
)(_pb
>> 24);
3858 uint8 facialhair
= (uint8
)(_pb2
);
3860 _cfb1
= ((0x00) | (race
<< 8) | (getGender() << 16) | (skin
<< 24));
3861 _cfb2
= ((face
) | (hairstyle
<< 8) | (haircolor
<< 16) | (facialhair
<< 24));
3863 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_1
, _cfb1
);
3864 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_2
, _cfb2
);
3866 uint32 flags
= CORPSE_FLAG_UNK2
;
3867 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_HELM
))
3868 flags
|= CORPSE_FLAG_HIDE_HELM
;
3869 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_CLOAK
))
3870 flags
|= CORPSE_FLAG_HIDE_CLOAK
;
3871 if(InBattleGround())
3872 flags
|= CORPSE_FLAG_LOOTABLE
; // to be able to remove insignia
3873 corpse
->SetUInt32Value( CORPSE_FIELD_FLAGS
, flags
);
3875 corpse
->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID
, GetNativeDisplayId() );
3877 corpse
->SetUInt32Value( CORPSE_FIELD_GUILD
, GetGuildId() );
3880 uint16 iIventoryType
;
3882 for (int i
= 0; i
< EQUIPMENT_SLOT_END
; i
++)
3886 iDisplayID
= m_items
[i
]->GetProto()->DisplayInfoID
;
3887 iIventoryType
= (uint16
)m_items
[i
]->GetProto()->InventoryType
;
3889 _cfi
= (uint16(iDisplayID
)) | (iIventoryType
)<< 24;
3890 corpse
->SetUInt32Value(CORPSE_FIELD_ITEM
+ i
,_cfi
);
3894 // we don't SaveToDB for players in battlegrounds so don't do it for corpses either
3895 const MapEntry
*entry
= sMapStore
.LookupEntry(corpse
->GetMapId());
3897 if(entry
->map_type
!= MAP_BATTLEGROUND
)
3900 // register for player, but not show
3901 ObjectAccessor::Instance().AddCorpse(corpse
);
3904 void Player::SpawnCorpseBones()
3906 if(ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()))
3907 SaveToDB(); // prevent loading as ghost without corpse
3910 Corpse
* Player::GetCorpse() const
3912 return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID());
3915 void Player::DurabilityLossAll(double percent
, bool inventory
)
3917 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; i
++)
3918 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3919 DurabilityLoss(pItem
,percent
);
3923 // bags not have durability
3924 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
3926 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
3927 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3928 DurabilityLoss(pItem
,percent
);
3930 // keys not have durability
3931 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
3933 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
3934 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3935 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
3936 if(Item
* pItem
= GetItemByPos( i
, j
))
3937 DurabilityLoss(pItem
,percent
);
3941 void Player::DurabilityLoss(Item
* item
, double percent
)
3946 uint32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
3951 uint32 pDurabilityLoss
= uint32(pMaxDurability
*percent
);
3953 if(pDurabilityLoss
< 1 )
3954 pDurabilityLoss
= 1;
3956 DurabilityPointsLoss(item
,pDurabilityLoss
);
3959 void Player::DurabilityPointsLossAll(int32 points
, bool inventory
)
3961 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; i
++)
3962 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3963 DurabilityPointsLoss(pItem
,points
);
3967 // bags not have durability
3968 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
3970 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
3971 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3972 DurabilityPointsLoss(pItem
,points
);
3974 // keys not have durability
3975 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
3977 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
3978 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3979 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
3980 if(Item
* pItem
= GetItemByPos( i
, j
))
3981 DurabilityPointsLoss(pItem
,points
);
3985 void Player::DurabilityPointsLoss(Item
* item
, int32 points
)
3987 int32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
3988 int32 pOldDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
3989 int32 pNewDurability
= pOldDurability
- points
;
3991 if (pNewDurability
< 0)
3993 else if (pNewDurability
> pMaxDurability
)
3994 pNewDurability
= pMaxDurability
;
3996 if (pOldDurability
!= pNewDurability
)
3998 // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
3999 if ( pNewDurability
== 0 && pOldDurability
> 0 && item
->IsEquipped())
4000 _ApplyItemMods(item
,item
->GetSlot(), false);
4002 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, pNewDurability
);
4004 // modify item stats _after_ restore durability to pass _ApplyItemMods internal check
4005 if ( pNewDurability
> 0 && pOldDurability
== 0 && item
->IsEquipped())
4006 _ApplyItemMods(item
,item
->GetSlot(), true);
4008 item
->SetState(ITEM_CHANGED
, this);
4012 void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot
)
4014 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
))
4015 DurabilityPointsLoss(pItem
,1);
4018 uint32
Player::DurabilityRepairAll(bool cost
, float discountMod
, bool guildBank
)
4020 uint32 TotalCost
= 0;
4021 // equipped, backpack, bags itself
4022 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
4023 TotalCost
+= DurabilityRepair(( (INVENTORY_SLOT_BAG_0
<< 8) | i
),cost
,discountMod
, guildBank
);
4025 // bank, buyback and keys not repaired
4027 // items in inventory bags
4028 for(int j
= INVENTORY_SLOT_BAG_START
; j
< INVENTORY_SLOT_BAG_END
; j
++)
4029 for(int i
= 0; i
< MAX_BAG_SIZE
; i
++)
4030 TotalCost
+= DurabilityRepair(( (j
<< 8) | i
),cost
,discountMod
, guildBank
);
4034 uint32
Player::DurabilityRepair(uint16 pos
, bool cost
, float discountMod
, bool guildBank
)
4036 Item
* item
= GetItemByPos(pos
);
4038 uint32 TotalCost
= 0;
4042 uint32 maxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4046 uint32 curDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
4050 uint32 LostDurability
= maxDurability
- curDurability
;
4051 if(LostDurability
>0)
4053 ItemPrototype
const *ditemProto
= item
->GetProto();
4055 DurabilityCostsEntry
const *dcost
= sDurabilityCostsStore
.LookupEntry(ditemProto
->ItemLevel
);
4058 sLog
.outError("ERROR: RepairDurability: Wrong item lvl %u", ditemProto
->ItemLevel
);
4062 uint32 dQualitymodEntryId
= (ditemProto
->Quality
+1)*2;
4063 DurabilityQualityEntry
const *dQualitymodEntry
= sDurabilityQualityStore
.LookupEntry(dQualitymodEntryId
);
4064 if(!dQualitymodEntry
)
4066 sLog
.outError("ERROR: RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId
);
4070 uint32 dmultiplier
= dcost
->multiplier
[ItemSubClassToDurabilityMultiplierId(ditemProto
->Class
,ditemProto
->SubClass
)];
4071 uint32 costs
= uint32(LostDurability
*dmultiplier
*double(dQualitymodEntry
->quality_mod
));
4073 costs
= uint32(costs
* discountMod
);
4075 if (costs
==0) //fix for ITEM_QUALITY_ARTIFACT
4080 if (GetGuildId()==0)
4082 DEBUG_LOG("You are not member of a guild");
4086 Guild
*pGuild
= objmgr
.GetGuildById(GetGuildId());
4090 if (!pGuild
->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR
))
4092 DEBUG_LOG("You do not have rights to withdraw for repairs");
4096 if (pGuild
->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs
)
4098 DEBUG_LOG("You do not have enough money withdraw amount remaining");
4102 if (pGuild
->GetGuildBankMoney() < costs
)
4104 DEBUG_LOG("There is not enough money in bank");
4108 pGuild
->MemberMoneyWithdraw(costs
, GetGUIDLow());
4111 else if (GetMoney() < costs
)
4113 DEBUG_LOG("You do not have enough money");
4117 ModifyMoney( -int32(costs
) );
4121 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, maxDurability
);
4122 item
->SetState(ITEM_CHANGED
, this);
4124 // reapply mods for total broken and repaired item if equipped
4125 if(IsEquipmentPos(pos
) && !curDurability
)
4126 _ApplyItemMods(item
,pos
& 255, true);
4130 void Player::RepopAtGraveyard()
4132 // note: this can be called also when the player is alive
4133 // for example from WorldSession::HandleMovementOpcodes
4135 AreaTableEntry
const *zone
= GetAreaEntryByAreaID(GetAreaId());
4137 // Such zones are considered unreachable as a ghost and the player must be automatically revived
4138 if(!isAlive() && zone
&& zone
->flags
& AREA_FLAG_NEED_FLY
|| GetTransport())
4140 ResurrectPlayer(0.5f
);
4144 WorldSafeLocsEntry
const *ClosestGrave
= NULL
;
4146 // Special handle for battleground maps
4147 BattleGround
*bg
= sBattleGroundMgr
.GetBattleGround(GetBattleGroundId());
4149 if(bg
&& (bg
->GetTypeID() == BATTLEGROUND_AB
|| bg
->GetTypeID() == BATTLEGROUND_EY
))
4150 ClosestGrave
= bg
->GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetTeam());
4152 ClosestGrave
= objmgr
.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() );
4154 // stop countdown until repop
4157 // if no grave found, stay at the current location
4158 // and don't show spirit healer location
4161 TeleportTo(ClosestGrave
->map_id
, ClosestGrave
->x
, ClosestGrave
->y
, ClosestGrave
->z
, GetOrientation());
4162 if(isDead()) // not send if alive, because it used in TeleportTo()
4164 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // show spirit healer position on minimap
4165 data
<< ClosestGrave
->map_id
;
4166 data
<< ClosestGrave
->x
;
4167 data
<< ClosestGrave
->y
;
4168 data
<< ClosestGrave
->z
;
4169 GetSession()->SendPacket(&data
);
4174 void Player::JoinedChannel(Channel
*c
)
4176 m_channels
.push_back(c
);
4179 void Player::LeftChannel(Channel
*c
)
4181 m_channels
.remove(c
);
4184 void Player::CleanupChannels()
4186 while(!m_channels
.empty())
4188 Channel
* ch
= *m_channels
.begin();
4189 m_channels
.erase(m_channels
.begin()); // remove from player's channel list
4190 ch
->Leave(GetGUID(), false); // not send to client, not remove from player's channel list
4191 if (ChannelMgr
* cMgr
= channelMgr(GetTeam()))
4192 cMgr
->LeftChannel(ch
->GetName()); // deleted channel if empty
4195 sLog
.outDebug("Player: channels cleaned up!");
4198 void Player::UpdateLocalChannels(uint32 newZone
)
4200 if(m_channels
.empty())
4203 AreaTableEntry
const* current_zone
= GetAreaEntryByAreaID(newZone
);
4207 ChannelMgr
* cMgr
= channelMgr(GetTeam());
4211 std::string current_zone_name
= current_zone
->area_name
[GetSession()->GetSessionDbcLocale()];
4213 for(JoinedChannelsList::iterator i
= m_channels
.begin(), next
; i
!= m_channels
.end(); i
= next
)
4217 // skip non built-in channels
4218 if(!(*i
)->IsConstant())
4221 ChatChannelsEntry
const* ch
= GetChannelEntryFor((*i
)->GetChannelId());
4225 if((ch
->flags
& 4) == 4) // global channel without zone name in pattern
4229 char new_channel_name_buf
[100];
4230 snprintf(new_channel_name_buf
,100,ch
->pattern
[m_session
->GetSessionDbcLocale()],current_zone_name
.c_str());
4231 Channel
* new_channel
= cMgr
->GetJoinChannel(new_channel_name_buf
,ch
->ChannelID
);
4233 if((*i
)!=new_channel
)
4235 new_channel
->Join(GetGUID(),""); // will output Changed Channel: N. Name
4237 // leave old channel
4238 (*i
)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client
4239 std::string name
= (*i
)->GetName(); // store name, (*i)erase in LeftChannel
4240 LeftChannel(*i
); // remove from player's channel list
4241 cMgr
->LeftChannel(name
); // delete if empty
4244 sLog
.outDebug("Player: channels cleaned up!");
4247 void Player::LeaveLFGChannel()
4249 for(JoinedChannelsList::iterator i
= m_channels
.begin(); i
!= m_channels
.end(); ++i
)
4253 (*i
)->Leave(GetGUID());
4259 void Player::UpdateDefense()
4261 uint32 defense_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_DEFENSE
);
4263 if(UpdateSkill(SKILL_DEFENSE
,defense_skill_gain
))
4265 // update dependent from defense skill part
4266 UpdateDefenseBonusesMod();
4270 void Player::HandleBaseModValue(BaseModGroup modGroup
, BaseModType modType
, float amount
, bool apply
)
4272 if(modGroup
>= BASEMOD_END
|| modType
>= MOD_END
)
4274 sLog
.outError("ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!");
4283 m_auraBaseMod
[modGroup
][modType
] += apply
? amount
: -amount
;
4286 if(amount
<= -100.0f
)
4289 val
= (100.0f
+ amount
) / 100.0f
;
4290 m_auraBaseMod
[modGroup
][modType
] *= apply
? val
: (1.0f
/val
);
4294 if(!CanModifyStats())
4299 case CRIT_PERCENTAGE
: UpdateCritPercentage(BASE_ATTACK
); break;
4300 case RANGED_CRIT_PERCENTAGE
: UpdateCritPercentage(RANGED_ATTACK
); break;
4301 case OFFHAND_CRIT_PERCENTAGE
: UpdateCritPercentage(OFF_ATTACK
); break;
4302 case SHIELD_BLOCK_VALUE
: UpdateShieldBlockValue(); break;
4307 float Player::GetBaseModValue(BaseModGroup modGroup
, BaseModType modType
) const
4309 if(modGroup
>= BASEMOD_END
|| modType
> MOD_END
)
4311 sLog
.outError("ERROR: trial to access non existed BaseModGroup or wrong BaseModType!");
4315 if(modType
== PCT_MOD
&& m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4318 return m_auraBaseMod
[modGroup
][modType
];
4321 float Player::GetTotalBaseModValue(BaseModGroup modGroup
) const
4323 if(modGroup
>= BASEMOD_END
)
4325 sLog
.outError("ERROR: wrong BaseModGroup in GetTotalBaseModValue()!");
4329 if(m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4332 return m_auraBaseMod
[modGroup
][FLAT_MOD
] * m_auraBaseMod
[modGroup
][PCT_MOD
];
4335 uint32
Player::GetShieldBlockValue() const
4337 BaseModGroup modGroup
= SHIELD_BLOCK_VALUE
;
4339 float value
= GetTotalBaseModValue(modGroup
) + GetStat(STAT_STRENGTH
) * 0.5f
- 10;
4341 value
= (value
< 0) ? 0 : value
;
4343 return uint32(value
);
4346 float Player::GetMeleeCritFromAgility()
4348 uint32 level
= getLevel();
4349 uint32 pclass
= getClass();
4351 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4353 GtChanceToMeleeCritBaseEntry
const *critBase
= sGtChanceToMeleeCritBaseStore
.LookupEntry(pclass
-1);
4354 GtChanceToMeleeCritEntry
const *critRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4355 if (critBase
==NULL
|| critRatio
==NULL
)
4358 float crit
=critBase
->base
+ GetStat(STAT_AGILITY
)*critRatio
->ratio
;
4362 float Player::GetDodgeFromAgility()
4364 // Table for base dodge values
4365 float dodge_base
[MAX_CLASSES
] = {
4367 0.00652f
, // Paladin
4374 0.02011f
, // Warlock
4378 // Crit/agility to dodge/agility coefficient multipliers
4379 float crit_to_dodge
[MAX_CLASSES
] = {
4393 uint32 level
= getLevel();
4394 uint32 pclass
= getClass();
4396 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4398 // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
4399 GtChanceToMeleeCritEntry
const *dodgeRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4400 if (dodgeRatio
==NULL
|| pclass
> MAX_CLASSES
)
4403 float dodge
=dodge_base
[pclass
-1] + GetStat(STAT_AGILITY
) * dodgeRatio
->ratio
* crit_to_dodge
[pclass
-1];
4404 return dodge
*100.0f
;
4407 float Player::GetSpellCritFromIntellect()
4409 uint32 level
= getLevel();
4410 uint32 pclass
= getClass();
4412 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4414 GtChanceToSpellCritBaseEntry
const *critBase
= sGtChanceToSpellCritBaseStore
.LookupEntry(pclass
-1);
4415 GtChanceToSpellCritEntry
const *critRatio
= sGtChanceToSpellCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4416 if (critBase
==NULL
|| critRatio
==NULL
)
4419 float crit
=critBase
->base
+ GetStat(STAT_INTELLECT
)*critRatio
->ratio
;
4423 float Player::GetRatingCoefficient(CombatRating cr
) const
4425 uint32 level
= getLevel();
4427 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4429 GtCombatRatingsEntry
const *Rating
= sGtCombatRatingsStore
.LookupEntry(cr
*GT_MAX_LEVEL
+level
-1);
4431 return 1.0f
; // By default use minimum coefficient (not must be called)
4433 return Rating
->ratio
;
4436 float Player::GetRatingBonusValue(CombatRating cr
) const
4438 return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
)) / GetRatingCoefficient(cr
);
4441 uint32
Player::GetMeleeCritDamageReduction(uint32 damage
) const
4443 float melee
= GetRatingBonusValue(CR_CRIT_TAKEN_MELEE
)*2.0f
;
4444 if (melee
>25.0f
) melee
= 25.0f
;
4445 return uint32 (melee
* damage
/100.0f
);
4448 uint32
Player::GetRangedCritDamageReduction(uint32 damage
) const
4450 float ranged
= GetRatingBonusValue(CR_CRIT_TAKEN_RANGED
)*2.0f
;
4451 if (ranged
>25.0f
) ranged
=25.0f
;
4452 return uint32 (ranged
* damage
/100.0f
);
4455 uint32
Player::GetSpellCritDamageReduction(uint32 damage
) const
4457 float spell
= GetRatingBonusValue(CR_CRIT_TAKEN_SPELL
)*2.0f
;
4458 // In wow script resilience limited to 25%
4461 return uint32 (spell
* damage
/ 100.0f
);
4464 uint32
Player::GetDotDamageReduction(uint32 damage
) const
4466 float spellDot
= GetRatingBonusValue(CR_CRIT_TAKEN_SPELL
);
4467 // Dot resilience not limited (limit it by 100%)
4468 if (spellDot
> 100.0f
)
4470 return uint32 (spellDot
* damage
/ 100.0f
);
4473 float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType
) const
4478 return GetUInt32Value(PLAYER_EXPERTISE
) / 4.0f
;
4480 return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE
) / 4.0f
;
4487 float Player::OCTRegenHPPerSpirit()
4489 uint32 level
= getLevel();
4490 uint32 pclass
= getClass();
4492 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4494 GtOCTRegenHPEntry
const *baseRatio
= sGtOCTRegenHPStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4495 GtRegenHPPerSptEntry
const *moreRatio
= sGtRegenHPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4496 if (baseRatio
==NULL
|| moreRatio
==NULL
)
4499 // Formula from PaperDollFrame script
4500 float spirit
= GetStat(STAT_SPIRIT
);
4501 float baseSpirit
= spirit
;
4502 if (baseSpirit
>50) baseSpirit
= 50;
4503 float moreSpirit
= spirit
- baseSpirit
;
4504 float regen
= baseSpirit
* baseRatio
->ratio
+ moreSpirit
* moreRatio
->ratio
;
4508 float Player::OCTRegenMPPerSpirit()
4510 uint32 level
= getLevel();
4511 uint32 pclass
= getClass();
4513 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4515 // GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4516 GtRegenMPPerSptEntry
const *moreRatio
= sGtRegenMPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4517 if (moreRatio
==NULL
)
4520 // Formula get from PaperDollFrame script
4521 float spirit
= GetStat(STAT_SPIRIT
);
4522 float regen
= spirit
* moreRatio
->ratio
;
4526 void Player::ApplyRatingMod(CombatRating cr
, int32 value
, bool apply
)
4528 m_baseRatingValue
[cr
]+=(apply
? value
: -value
);
4530 int32 amount
= uint32(m_baseRatingValue
[cr
]);
4531 // Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT
4532 // stat used stored in miscValueB for this aura
4533 AuraList
const& modRatingFromStat
= GetAurasByType(SPELL_AURA_MOD_RATING_FROM_STAT
);
4534 for(AuraList::const_iterator i
= modRatingFromStat
.begin();i
!= modRatingFromStat
.end(); ++i
)
4535 if ((*i
)->GetMiscValue() & (1<<cr
))
4536 amount
+= GetStat(Stats((*i
)->GetMiscBValue())) * (*i
)->GetModifier()->m_amount
/ 100.0f
;
4539 SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
, uint32(amount
));
4541 float RatingCoeffecient
= GetRatingCoefficient(cr
);
4542 float RatingChange
= 0.0f
;
4544 bool affectStats
= CanModifyStats();
4548 case CR_WEAPON_SKILL
: // Implemented in Unit::RollMeleeOutcomeAgainst
4549 case CR_DEFENSE_SKILL
:
4550 UpdateDefenseBonusesMod();
4553 UpdateDodgePercentage();
4556 UpdateParryPercentage();
4559 UpdateBlockPercentage();
4562 UpdateMeleeHitChances();
4565 UpdateRangedHitChances();
4568 UpdateSpellHitChances();
4573 UpdateCritPercentage(BASE_ATTACK
);
4574 UpdateCritPercentage(OFF_ATTACK
);
4577 case CR_CRIT_RANGED
:
4579 UpdateCritPercentage(RANGED_ATTACK
);
4583 UpdateAllSpellCritChances();
4585 case CR_HIT_TAKEN_MELEE
: // Implemented in Unit::MeleeMissChanceCalc
4586 case CR_HIT_TAKEN_RANGED
:
4588 case CR_HIT_TAKEN_SPELL
: // Implemented in Unit::MagicSpellHitResult
4590 case CR_CRIT_TAKEN_MELEE
: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
4591 case CR_CRIT_TAKEN_RANGED
:
4593 case CR_CRIT_TAKEN_SPELL
: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
4595 case CR_HASTE_MELEE
:
4596 RatingChange
= value
/ RatingCoeffecient
;
4597 ApplyAttackTimePercentMod(BASE_ATTACK
,RatingChange
,apply
);
4598 ApplyAttackTimePercentMod(OFF_ATTACK
,RatingChange
,apply
);
4600 case CR_HASTE_RANGED
:
4601 RatingChange
= value
/ RatingCoeffecient
;
4602 ApplyAttackTimePercentMod(RANGED_ATTACK
, RatingChange
, apply
);
4604 case CR_HASTE_SPELL
:
4605 RatingChange
= value
/ RatingCoeffecient
;
4606 ApplyCastTimePercentMod(RatingChange
,apply
);
4608 case CR_WEAPON_SKILL_MAINHAND
: // Implemented in Unit::RollMeleeOutcomeAgainst
4609 case CR_WEAPON_SKILL_OFFHAND
:
4610 case CR_WEAPON_SKILL_RANGED
:
4615 UpdateExpertise(BASE_ATTACK
);
4616 UpdateExpertise(OFF_ATTACK
);
4622 void Player::SetRegularAttackTime()
4624 for(int i
= 0; i
< MAX_ATTACK
; ++i
)
4626 Item
*tmpitem
= GetWeaponForAttack(WeaponAttackType(i
));
4627 if(tmpitem
&& !tmpitem
->IsBroken())
4629 ItemPrototype
const *proto
= tmpitem
->GetProto();
4631 SetAttackTime(WeaponAttackType(i
), proto
->Delay
);
4633 SetAttackTime(WeaponAttackType(i
), BASE_ATTACK_TIME
);
4638 //skill+step, checking for max value
4639 bool Player::UpdateSkill(uint32 skill_id
, uint32 step
)
4645 for (; i
< PLAYER_MAX_SKILLS
; i
++)
4646 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill_id
)
4649 if(i
>=PLAYER_MAX_SKILLS
)
4652 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4653 uint32 value
= SKILL_VALUE(data
);
4654 uint32 max
= SKILL_MAX(data
);
4656 if ((!max
) || (!value
) || (value
>= max
))
4659 if (value
*512 < max
*urand(0,512))
4661 uint32 new_value
= value
+step
;
4665 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(new_value
,max
));
4666 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
);
4673 inline int SkillGainChance(uint32 SkillValue
, uint32 GrayLevel
, uint32 GreenLevel
, uint32 YellowLevel
)
4675 if ( SkillValue
>= GrayLevel
)
4676 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREY
)*10;
4677 if ( SkillValue
>= GreenLevel
)
4678 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREEN
)*10;
4679 if ( SkillValue
>= YellowLevel
)
4680 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_YELLOW
)*10;
4681 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_ORANGE
)*10;
4684 bool Player::UpdateCraftSkill(uint32 spellid
)
4686 sLog
.outDebug("UpdateCraftSkill spellid %d", spellid
);
4688 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spellid
);
4689 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spellid
);
4691 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
4693 if(_spell_idx
->second
->skillId
)
4695 uint32 SkillValue
= GetPureSkillValue(_spell_idx
->second
->skillId
);
4697 // Alchemy Discoveries here
4698 SpellEntry
const* spellEntry
= sSpellStore
.LookupEntry(spellid
);
4699 if(spellEntry
&& spellEntry
->Mechanic
==MECHANIC_DISCOVERY
)
4701 if(uint32 discoveredSpell
= GetSkillDiscoverySpell(_spell_idx
->second
->skillId
, spellid
, this))
4702 learnSpell(discoveredSpell
);
4705 uint32 craft_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_CRAFTING
);
4707 return UpdateSkillPro(_spell_idx
->second
->skillId
, SkillGainChance(SkillValue
,
4708 _spell_idx
->second
->max_value
,
4709 (_spell_idx
->second
->max_value
+ _spell_idx
->second
->min_value
)/2,
4710 _spell_idx
->second
->min_value
),
4717 bool Player::UpdateGatherSkill(uint32 SkillId
, uint32 SkillValue
, uint32 RedLevel
, uint32 Multiplicator
)
4719 sLog
.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId
, SkillValue
, RedLevel
);
4721 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
4723 // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
4726 case SKILL_HERBALISM
:
4727 case SKILL_LOCKPICKING
:
4728 case SKILL_JEWELCRAFTING
:
4729 case SKILL_INSCRIPTION
:
4730 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4731 case SKILL_SKINNING
:
4732 if( sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)==0)
4733 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4735 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)), gathering_skill_gain
);
4737 if (sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)==0)
4738 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4740 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)),gathering_skill_gain
);
4745 bool Player::UpdateFishingSkill()
4747 sLog
.outDebug("UpdateFishingSkill");
4749 uint32 SkillValue
= GetPureSkillValue(SKILL_FISHING
);
4751 int32 chance
= SkillValue
< 75 ? 100 : 2500/(SkillValue
-50);
4753 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
4755 return UpdateSkillPro(SKILL_FISHING
,chance
*10,gathering_skill_gain
);
4758 bool Player::UpdateSkillPro(uint16 SkillId
, int32 Chance
, uint32 step
)
4760 sLog
.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId
, Chance
/10.0);
4764 if(Chance
<= 0) // speedup in 0 chance case
4766 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
4771 for (; i
< PLAYER_MAX_SKILLS
; i
++)
4772 if ( SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_INDEX(i
))) == SkillId
) break;
4773 if ( i
>= PLAYER_MAX_SKILLS
)
4776 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4777 uint16 SkillValue
= SKILL_VALUE(data
);
4778 uint16 MaxValue
= SKILL_MAX(data
);
4780 if ( !MaxValue
|| !SkillValue
|| SkillValue
>= MaxValue
)
4783 int32 Roll
= irand(1,1000);
4785 if ( Roll
<= Chance
)
4787 uint32 new_value
= SkillValue
+step
;
4788 if(new_value
> MaxValue
)
4789 new_value
= MaxValue
;
4791 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(new_value
,MaxValue
));
4792 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
);
4793 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance
/10.0);
4797 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
4801 void Player::UpdateWeaponSkill (WeaponAttackType attType
)
4803 // no skill gain in pvp
4804 Unit
*pVictim
= getVictim();
4805 if(pVictim
&& pVictim
->GetTypeId() == TYPEID_PLAYER
)
4809 return; // always maximized SKILL_FERAL_COMBAT in fact
4811 if(m_form
== FORM_TREE
)
4812 return; // use weapon but not skill up
4814 uint32 weapon_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_WEAPON
);
4820 Item
*tmpitem
= GetWeaponForAttack(attType
,true);
4823 UpdateSkill(SKILL_UNARMED
,weapon_skill_gain
);
4824 else if(tmpitem
->GetProto()->SubClass
!= ITEM_SUBCLASS_WEAPON_FISHING_POLE
)
4825 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
4831 Item
*tmpitem
= GetWeaponForAttack(attType
,true);
4833 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
4837 UpdateAllCritPercentages();
4840 void Player::UpdateCombatSkills(Unit
*pVictim
, WeaponAttackType attType
, MeleeHitOutcome outcome
, bool defence
)
4842 /* Not need, this checked on call this func from trigger system
4845 case MELEE_HIT_CRIT:
4846 case MELEE_HIT_DODGE:
4847 case MELEE_HIT_PARRY:
4848 case MELEE_HIT_BLOCK:
4849 case MELEE_HIT_BLOCK_CRIT:
4856 uint32 plevel
= getLevel(); // if defense than pVictim == attacker
4857 uint32 greylevel
= MaNGOS::XP::GetGrayLevel(plevel
);
4858 uint32 moblevel
= pVictim
->getLevelForTarget(this);
4859 if(moblevel
< greylevel
)
4862 if (moblevel
> plevel
+ 5)
4863 moblevel
= plevel
+ 5;
4865 uint32 lvldif
= moblevel
- greylevel
;
4869 uint32 skilldif
= 5 * plevel
- (defence
? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType
));
4873 float chance
= float(3 * lvldif
* skilldif
) / plevel
;
4876 if(getClass() == CLASS_WARRIOR
|| getClass() == CLASS_ROGUE
)
4877 chance
*= 0.1f
* GetStat(STAT_INTELLECT
);
4880 chance
= chance
< 1.0f
? 1.0f
: chance
; //minimum chance to increase skill is 1%
4882 if(roll_chance_f(chance
))
4887 UpdateWeaponSkill(attType
);
4893 void Player::ModifySkillBonus(uint32 skillid
,int32 val
, bool talent
)
4895 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4896 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skillid
)
4898 uint32 bonus_val
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
4899 int16 temp_bonus
= SKILL_TEMP_BONUS(bonus_val
);
4900 int16 perm_bonus
= SKILL_PERM_BONUS(bonus_val
);
4902 if(talent
) // permanent bonus stored in high part
4903 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),MAKE_SKILL_BONUS(temp_bonus
,perm_bonus
+val
));
4904 else // temporary/item bonus stored in low part
4905 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),MAKE_SKILL_BONUS(temp_bonus
+val
,perm_bonus
));
4910 void Player::UpdateSkillsForLevel()
4912 uint16 maxconfskill
= sWorld
.GetConfigMaxSkillValue();
4913 uint32 maxSkill
= GetMaxSkillValueForLevel();
4915 bool alwaysMaxSkill
= sWorld
.getConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL
);
4917 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4918 if (GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
4920 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
4922 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(pskill
);
4926 if(GetSkillRangeType(pSkill
,false) != SKILL_RANGE_LEVEL
)
4929 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4930 uint32 max
= SKILL_MAX(data
);
4931 uint32 val
= SKILL_VALUE(data
);
4933 /// update only level dependent max skill values
4936 /// miximize skill always
4938 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(maxSkill
,maxSkill
));
4939 /// update max skill value if current max skill not maximized
4940 else if(max
!= maxconfskill
)
4941 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(val
,maxSkill
));
4946 void Player::UpdateSkillsToMaxSkillsForLevel()
4948 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4949 if (GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
4951 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
4952 if( IsProfessionSkill(pskill
) || pskill
== SKILL_RIDING
)
4954 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4956 uint32 max
= SKILL_MAX(data
);
4959 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(max
,max
));
4961 if(pskill
== SKILL_DEFENSE
)
4962 UpdateDefenseBonusesMod();
4966 // This functions sets a skill line value (and adds if doesn't exist yet)
4967 // To "remove" a skill line, set it's values to zero
4968 void Player::SetSkill(uint32 id
, uint16 currVal
, uint16 maxVal
)
4974 for (; i
< PLAYER_MAX_SKILLS
; i
++)
4975 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == id
) break;
4977 if(i
<PLAYER_MAX_SKILLS
) //has skill
4981 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
4982 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
);
4986 // clear skill fields
4987 SetUInt32Value(PLAYER_SKILL_INDEX(i
),0);
4988 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),0);
4989 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
4991 // remove spells that depend on this skill when removing the skill
4992 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(), next
= m_spells
.begin(); itr
!= m_spells
.end(); itr
= next
)
4995 if(itr
->second
->state
== PLAYERSPELL_REMOVED
)
4998 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(itr
->first
);
4999 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(itr
->first
);
5001 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
5003 if (_spell_idx
->second
->skillId
== id
)
5005 // this may remove more than one spell (dependents)
5006 removeSpell(itr
->first
);
5007 next
= m_spells
.begin();
5014 else if(currVal
) //add
5016 for (i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5017 if (!GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
5019 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(id
);
5022 sLog
.outError("Skill not found in SkillLineStore: skill #%u", id
);
5025 // enable unlearn button for primary professions only
5026 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
5027 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,1));
5029 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
5030 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
5031 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
);
5033 // apply skill bonuses
5034 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
5036 // temporary bonuses
5037 AuraList
const& mModSkill
= GetAurasByType(SPELL_AURA_MOD_SKILL
);
5038 for(AuraList::const_iterator i
= mModSkill
.begin(); i
!= mModSkill
.end(); ++i
)
5039 if ((*i
)->GetModifier()->m_miscvalue
== int32(id
))
5040 (*i
)->ApplyModifier(true);
5042 // permanent bonuses
5043 AuraList
const& mModSkillTalent
= GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT
);
5044 for(AuraList::const_iterator i
= mModSkillTalent
.begin(); i
!= mModSkillTalent
.end(); ++i
)
5045 if ((*i
)->GetModifier()->m_miscvalue
== int32(id
))
5046 (*i
)->ApplyModifier(true);
5048 // Learn all spells for skill
5049 learnSkillRewardedSpells(id
);
5055 bool Player::HasSkill(uint32 skill
) const
5057 if(!skill
)return false;
5058 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5060 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5068 uint16
Player::GetSkillValue(uint32 skill
) const
5073 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5075 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5077 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5079 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5080 result
+= SKILL_TEMP_BONUS(bonus
);
5081 result
+= SKILL_PERM_BONUS(bonus
);
5082 return result
< 0 ? 0 : result
;
5088 uint16
Player::GetMaxSkillValue(uint32 skill
) const
5091 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5093 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5095 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5097 int32 result
= int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5098 result
+= SKILL_TEMP_BONUS(bonus
);
5099 result
+= SKILL_PERM_BONUS(bonus
);
5100 return result
< 0 ? 0 : result
;
5106 uint16
Player::GetPureMaxSkillValue(uint32 skill
) const
5109 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5111 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5113 return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
5119 uint16
Player::GetBaseSkillValue(uint32 skill
) const
5122 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5124 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5126 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5127 result
+= SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5128 return result
< 0 ? 0 : result
;
5134 uint16
Player::GetPureSkillValue(uint32 skill
) const
5137 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5139 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5141 return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
5147 int16
Player::GetSkillTempBonusValue(uint32 skill
) const
5152 for (int i
= 0; i
< PLAYER_MAX_SKILLS
; i
++)
5154 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5156 return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5163 void Player::SendInitialActionButtons()
5165 sLog
.outDetail( "Initializing Action Buttons for '%u'", GetGUIDLow() );
5167 WorldPacket
data(SMSG_ACTION_BUTTONS
, (MAX_ACTION_BUTTONS
*4));
5168 for(int button
= 0; button
< MAX_ACTION_BUTTONS
; ++button
)
5170 ActionButtonList::const_iterator itr
= m_actionButtons
.find(button
);
5171 if(itr
!= m_actionButtons
.end() && itr
->second
.uState
!= ACTIONBUTTON_DELETED
)
5173 data
<< uint16(itr
->second
.action
);
5174 data
<< uint8(itr
->second
.misc
);
5175 data
<< uint8(itr
->second
.type
);
5183 GetSession()->SendPacket( &data
);
5184 sLog
.outDetail( "Action Buttons for '%u' Initialized", GetGUIDLow() );
5187 void Player::addActionButton(const uint8 button
, const uint16 action
, const uint8 type
, const uint8 misc
)
5189 if(button
>= MAX_ACTION_BUTTONS
)
5191 sLog
.outError( "Action %u not added into button %u for player %s: button must be < 132", action
, button
, GetName() );
5195 // check cheating with adding non-known spells to action bar
5196 if(type
==ACTION_BUTTON_SPELL
)
5198 if(!sSpellStore
.LookupEntry(action
))
5200 sLog
.outError( "Action %u not added into button %u for player %s: spell not exist", action
, button
, GetName() );
5204 if(!HasSpell(action
))
5206 sLog
.outError( "Action %u not added into button %u for player %s: player don't known this spell", action
, button
, GetName() );
5211 ActionButtonList::iterator buttonItr
= m_actionButtons
.find(button
);
5213 if (buttonItr
==m_actionButtons
.end())
5214 { // just add new button
5215 m_actionButtons
[button
] = ActionButton(action
,type
,misc
);
5218 { // change state of current button
5219 ActionButtonUpdateState uState
= buttonItr
->second
.uState
;
5220 buttonItr
->second
= ActionButton(action
,type
,misc
);
5221 if (uState
!= ACTIONBUTTON_NEW
) buttonItr
->second
.uState
= ACTIONBUTTON_CHANGED
;
5224 sLog
.outDetail( "Player '%u' Added Action '%u' to Button '%u'", GetGUIDLow(), action
, button
);
5227 void Player::removeActionButton(uint8 button
)
5229 ActionButtonList::iterator buttonItr
= m_actionButtons
.find(button
);
5230 if (buttonItr
==m_actionButtons
.end())
5233 if(buttonItr
->second
.uState
==ACTIONBUTTON_NEW
)
5234 m_actionButtons
.erase(buttonItr
); // new and not saved
5236 buttonItr
->second
.uState
= ACTIONBUTTON_DELETED
; // saved, will deleted at next save
5238 sLog
.outDetail( "Action Button '%u' Removed from Player '%u'", button
, GetGUIDLow() );
5241 void Player::SetDontMove(bool dontMove
)
5243 m_dontMove
= dontMove
;
5246 bool Player::SetPosition(float x
, float y
, float z
, float orientation
, bool teleport
)
5248 // prevent crash when a bad coord is sent by the client
5249 if(!MaNGOS::IsValidMapCoord(x
,y
,z
,orientation
))
5251 sLog
.outDebug("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x
,y
,z
,orientation
,teleport
,GetGUIDLow());
5257 const float old_x
= GetPositionX();
5258 const float old_y
= GetPositionY();
5259 const float old_z
= GetPositionZ();
5260 const float old_r
= GetOrientation();
5262 if( teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
|| old_r
!= orientation
)
5264 if (teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
)
5265 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE
| AURA_INTERRUPT_FLAG_TURNING
);
5267 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING
);
5269 // move and update visible state if need
5270 m
->PlayerRelocation(this, x
, y
, z
, orientation
);
5272 // reread after Map::Relocation
5279 if(GetGroup() && (old_x
!= x
|| old_y
!= y
))
5280 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION
);
5283 // code block for underwater state update
5284 UpdateUnderwaterState(m
, x
, y
, z
);
5286 CheckExploreSystem();
5291 void Player::SaveRecallPosition()
5293 m_recallMap
= GetMapId();
5294 m_recallX
= GetPositionX();
5295 m_recallY
= GetPositionY();
5296 m_recallZ
= GetPositionZ();
5297 m_recallO
= GetOrientation();
5300 void Player::SendMessageToSet(WorldPacket
*data
, bool self
)
5302 GetMap()->MessageBroadcast(this, data
, self
);
5305 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
)
5307 GetMap()->MessageDistBroadcast(this, data
, dist
, self
);
5310 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
, bool own_team_only
)
5312 GetMap()->MessageDistBroadcast(this, data
, dist
, self
,own_team_only
);
5315 void Player::SendDirectMessage(WorldPacket
*data
)
5317 GetSession()->SendPacket(data
);
5320 void Player::CheckExploreSystem()
5328 uint16 areaFlag
=MapManager::Instance().GetBaseMap(GetMapId())->GetAreaFlag(GetPositionX(),GetPositionY());
5329 if(areaFlag
==0xffff)
5331 int offset
= areaFlag
/ 32;
5335 sLog
.outError("ERROR: Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < 64 ).",areaFlag
,GetPositionX(),GetPositionY(),offset
,offset
);
5339 uint32 val
= (uint32
)(1 << (areaFlag
% 32));
5340 uint32 currFields
= GetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
);
5342 if( !(currFields
& val
) )
5344 SetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
, (uint32
)(currFields
| val
));
5346 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA
);
5348 AreaTableEntry
const *p
= GetAreaEntryByAreaFlagAndMap(areaFlag
,GetMapId());
5351 sLog
.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId());
5353 else if(p
->area_level
> 0)
5355 uint32 area
= p
->ID
;
5356 if (getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
5358 SendExplorationExperience(area
,0);
5362 int32 diff
= int32(getLevel()) - p
->area_level
;
5366 XP
= uint32(objmgr
.GetBaseXP(getLevel()+5)*sWorld
.getRate(RATE_XP_EXPLORE
));
5370 int32 exploration_percent
= (100-((diff
-5)*5));
5371 if (exploration_percent
> 100)
5372 exploration_percent
= 100;
5373 else if (exploration_percent
< 0)
5374 exploration_percent
= 0;
5376 XP
= uint32(objmgr
.GetBaseXP(p
->area_level
)*exploration_percent
/100*sWorld
.getRate(RATE_XP_EXPLORE
));
5380 XP
= uint32(objmgr
.GetBaseXP(p
->area_level
)*sWorld
.getRate(RATE_XP_EXPLORE
));
5384 SendExplorationExperience(area
,XP
);
5386 sLog
.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area
);
5391 uint32
Player::TeamForRace(uint8 race
)
5393 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5396 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5400 switch(rEntry
->TeamID
)
5402 case 7: return ALLIANCE
;
5403 case 1: return HORDE
;
5406 sLog
.outError("Race %u have wrong team id in DBC: wrong DBC files?",uint32(race
),rEntry
->TeamID
);
5410 uint32
Player::getFactionForRace(uint8 race
)
5412 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5415 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5419 return rEntry
->FactionID
;
5422 void Player::setFactionForRace(uint8 race
)
5424 m_team
= TeamForRace(race
);
5425 setFaction( getFactionForRace(race
) );
5428 void Player::UpdateReputation() const
5430 sLog
.outDetail( "WORLD: Player::UpdateReputation" );
5432 for(FactionStateList::const_iterator itr
= m_factions
.begin(); itr
!= m_factions
.end(); ++itr
)
5434 SendFactionState(&(itr
->second
));
5438 void Player::SendFactionState(FactionState
const* faction
) const
5440 if(faction
->Flags
& FACTION_FLAG_VISIBLE
) //If faction is visible then update it
5442 WorldPacket
data(SMSG_SET_FACTION_STANDING
, (16)); // last check 2.4.0
5443 data
<< (float) 0; // unk 2.4.0
5444 data
<< (uint8
) 0; // wotlk 8634
5445 data
<< (uint32
) 1; // count
5447 data
<< (uint32
) faction
->ReputationListID
;
5448 data
<< (uint32
) faction
->Standing
;
5450 GetSession()->SendPacket(&data
);
5454 void Player::SendInitialReputations()
5456 WorldPacket
data(SMSG_INITIALIZE_FACTIONS
, (4+128*5));
5457 data
<< uint32 (0x00000080);
5461 for (FactionStateList::const_iterator itr
= m_factions
.begin(); itr
!= m_factions
.end(); ++itr
)
5463 // fill in absent fields
5464 for (; a
!= itr
->first
; a
++)
5466 data
<< uint8 (0x00);
5467 data
<< uint32 (0x00000000);
5470 // fill in encountered data
5471 data
<< uint8 (itr
->second
.Flags
);
5472 data
<< uint32 (itr
->second
.Standing
);
5477 // fill in absent fields
5478 for (; a
!= 128; a
++)
5480 data
<< uint8 (0x00);
5481 data
<< uint32 (0x00000000);
5484 GetSession()->SendPacket(&data
);
5487 FactionState
const* Player::GetFactionState( FactionEntry
const* factionEntry
) const
5489 FactionStateList::const_iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5490 if (itr
!= m_factions
.end())
5491 return &itr
->second
;
5496 void Player::SetFactionAtWar(FactionState
* faction
, bool atWar
)
5498 // not allow declare war to own faction
5499 if(atWar
&& (faction
->Flags
& FACTION_FLAG_PEACE_FORCED
) )
5503 if(((faction
->Flags
& FACTION_FLAG_AT_WAR
) != 0) == atWar
)
5507 faction
->Flags
|= FACTION_FLAG_AT_WAR
;
5509 faction
->Flags
&= ~FACTION_FLAG_AT_WAR
;
5511 faction
->Changed
= true;
5514 void Player::SetFactionInactive(FactionState
* faction
, bool inactive
)
5516 // always invisible or hidden faction can't be inactive
5517 if(inactive
&& ((faction
->Flags
& (FACTION_FLAG_INVISIBLE_FORCED
|FACTION_FLAG_HIDDEN
)) || !(faction
->Flags
& FACTION_FLAG_VISIBLE
) ) )
5521 if(((faction
->Flags
& FACTION_FLAG_INACTIVE
) != 0) == inactive
)
5525 faction
->Flags
|= FACTION_FLAG_INACTIVE
;
5527 faction
->Flags
&= ~FACTION_FLAG_INACTIVE
;
5529 faction
->Changed
= true;
5532 void Player::SetFactionVisibleForFactionTemplateId(uint32 FactionTemplateId
)
5534 FactionTemplateEntry
const*factionTemplateEntry
= sFactionTemplateStore
.LookupEntry(FactionTemplateId
);
5536 if(!factionTemplateEntry
)
5539 SetFactionVisibleForFactionId(factionTemplateEntry
->faction
);
5542 void Player::SetFactionVisibleForFactionId(uint32 FactionId
)
5544 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(FactionId
);
5548 if(factionEntry
->reputationListID
< 0)
5551 FactionStateList::iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5552 if (itr
== m_factions
.end())
5555 SetFactionVisible(&itr
->second
);
5558 void Player::SetFactionVisible(FactionState
* faction
)
5560 // always invisible or hidden faction can't be make visible
5561 if(faction
->Flags
& (FACTION_FLAG_INVISIBLE_FORCED
|FACTION_FLAG_HIDDEN
))
5565 if(faction
->Flags
& FACTION_FLAG_VISIBLE
)
5568 faction
->Flags
|= FACTION_FLAG_VISIBLE
;
5569 faction
->Changed
= true;
5571 if(!m_session
->PlayerLoading())
5573 // make faction visible in reputation list at client
5574 WorldPacket
data(SMSG_SET_FACTION_VISIBLE
, 4);
5575 data
<< faction
->ReputationListID
;
5576 GetSession()->SendPacket(&data
);
5580 void Player::SetInitialFactions()
5582 for(unsigned int i
= 1; i
< sFactionStore
.GetNumRows(); i
++)
5584 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(i
);
5586 if( factionEntry
&& (factionEntry
->reputationListID
>= 0))
5588 FactionState newFaction
;
5589 newFaction
.ID
= factionEntry
->ID
;
5590 newFaction
.ReputationListID
= factionEntry
->reputationListID
;
5591 newFaction
.Standing
= 0;
5592 newFaction
.Flags
= GetDefaultReputationFlags(factionEntry
);
5593 newFaction
.Changed
= true;
5595 m_factions
[newFaction
.ReputationListID
] = newFaction
;
5600 uint32
Player::GetDefaultReputationFlags(const FactionEntry
*factionEntry
) const
5605 uint32 raceMask
= getRaceMask();
5606 uint32 classMask
= getClassMask();
5607 for (int i
=0; i
< 4; i
++)
5609 if( (factionEntry
->BaseRepRaceMask
[i
] & raceMask
) &&
5610 (factionEntry
->BaseRepClassMask
[i
]==0 ||
5611 (factionEntry
->BaseRepClassMask
[i
] & classMask
) ) )
5612 return factionEntry
->ReputationFlags
[i
];
5617 int32
Player::GetBaseReputation(const FactionEntry
*factionEntry
) const
5622 uint32 raceMask
= getRaceMask();
5623 uint32 classMask
= getClassMask();
5624 for (int i
=0; i
< 4; i
++)
5626 if( (factionEntry
->BaseRepRaceMask
[i
] & raceMask
) &&
5627 (factionEntry
->BaseRepClassMask
[i
]==0 ||
5628 (factionEntry
->BaseRepClassMask
[i
] & classMask
) ) )
5629 return factionEntry
->BaseRepValue
[i
];
5632 // in faction.dbc exist factions with (RepListId >=0, listed in character reputation list) with all BaseRepRaceMask[i]==0
5636 int32
Player::GetReputation(uint32 faction_id
) const
5638 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(faction_id
);
5642 sLog
.outError("Player::GetReputation: Can't get reputation of %s for unknown faction (faction template id) #%u.",GetName(), faction_id
);
5646 return GetReputation(factionEntry
);
5649 int32
Player::GetReputation(const FactionEntry
*factionEntry
) const
5651 // Faction without recorded reputation. Just ignore.
5655 FactionStateList::const_iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5656 if (itr
!= m_factions
.end())
5657 return GetBaseReputation(factionEntry
) + itr
->second
.Standing
;
5662 ReputationRank
Player::GetReputationRank(uint32 faction
) const
5664 FactionEntry
const*factionEntry
= sFactionStore
.LookupEntry(faction
);
5666 return MIN_REPUTATION_RANK
;
5668 return GetReputationRank(factionEntry
);
5671 ReputationRank
Player::ReputationToRank(int32 standing
) const
5673 int32 Limit
= Reputation_Cap
+ 1;
5674 for (int i
= MAX_REPUTATION_RANK
-1; i
>= MIN_REPUTATION_RANK
; --i
)
5676 Limit
-= ReputationRank_Length
[i
];
5677 if (standing
>= Limit
)
5678 return ReputationRank(i
);
5680 return MIN_REPUTATION_RANK
;
5683 ReputationRank
Player::GetReputationRank(const FactionEntry
*factionEntry
) const
5685 int32 Reputation
= GetReputation(factionEntry
);
5686 return ReputationToRank(Reputation
);
5689 ReputationRank
Player::GetBaseReputationRank(const FactionEntry
*factionEntry
) const
5691 int32 Reputation
= GetBaseReputation(factionEntry
);
5692 return ReputationToRank(Reputation
);
5695 bool Player::ModifyFactionReputation(uint32 FactionTemplateId
, int32 DeltaReputation
)
5697 FactionTemplateEntry
const* factionTemplateEntry
= sFactionTemplateStore
.LookupEntry(FactionTemplateId
);
5699 if(!factionTemplateEntry
)
5701 sLog
.outError("Player::ModifyFactionReputation: Can't update reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId
);
5705 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(factionTemplateEntry
->faction
);
5707 // Faction without recorded reputation. Just ignore.
5711 return ModifyFactionReputation(factionEntry
, DeltaReputation
);
5714 bool Player::ModifyFactionReputation(FactionEntry
const* factionEntry
, int32 standing
)
5716 SimpleFactionsList
const* flist
= GetFactionTeamList(factionEntry
->ID
);
5720 for (SimpleFactionsList::const_iterator itr
= flist
->begin();itr
!= flist
->end();++itr
)
5722 FactionEntry
const *factionEntryCalc
= sFactionStore
.LookupEntry(*itr
);
5723 if(factionEntryCalc
)
5724 res
= ModifyOneFactionReputation(factionEntryCalc
, standing
);
5729 return ModifyOneFactionReputation(factionEntry
, standing
);
5732 bool Player::ModifyOneFactionReputation(FactionEntry
const* factionEntry
, int32 standing
)
5734 FactionStateList::iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5735 if (itr
!= m_factions
.end())
5737 int32 BaseRep
= GetBaseReputation(factionEntry
);
5738 int32 new_rep
= BaseRep
+ itr
->second
.Standing
+ standing
;
5740 if (new_rep
> Reputation_Cap
)
5741 new_rep
= Reputation_Cap
;
5743 if (new_rep
< Reputation_Bottom
)
5744 new_rep
= Reputation_Bottom
;
5746 if(ReputationToRank(new_rep
) <= REP_HOSTILE
)
5747 SetFactionAtWar(&itr
->second
,true);
5749 itr
->second
.Standing
= new_rep
- BaseRep
;
5750 itr
->second
.Changed
= true;
5752 SetFactionVisible(&itr
->second
);
5754 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
5756 if(uint32 questid
= GetQuestSlotQuestId(i
))
5758 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
5759 if( qInfo
&& qInfo
->GetRepObjectiveFaction() == factionEntry
->ID
)
5761 QuestStatusData
& q_status
= mQuestStatus
[questid
];
5762 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
5764 if(GetReputation(factionEntry
) >= qInfo
->GetRepObjectiveValue())
5765 if ( CanCompleteQuest( questid
) )
5766 CompleteQuest( questid
);
5768 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
5770 if(GetReputation(factionEntry
) < qInfo
->GetRepObjectiveValue())
5771 IncompleteQuest( questid
);
5776 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION
);
5777 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION
);
5778 SendFactionState(&(itr
->second
));
5785 bool Player::SetFactionReputation(uint32 FactionTemplateId
, int32 standing
)
5787 FactionTemplateEntry
const* factionTemplateEntry
= sFactionTemplateStore
.LookupEntry(FactionTemplateId
);
5789 if(!factionTemplateEntry
)
5791 sLog
.outError("Player::SetFactionReputation: Can't set reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId
);
5795 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(factionTemplateEntry
->faction
);
5797 // Faction without recorded reputation. Just ignore.
5801 return SetFactionReputation(factionEntry
, standing
);
5804 bool Player::SetFactionReputation(FactionEntry
const* factionEntry
, int32 standing
)
5806 SimpleFactionsList
const* flist
= GetFactionTeamList(factionEntry
->ID
);
5810 for (SimpleFactionsList::const_iterator itr
= flist
->begin();itr
!= flist
->end();++itr
)
5812 FactionEntry
const *factionEntryCalc
= sFactionStore
.LookupEntry(*itr
);
5813 if(factionEntryCalc
)
5814 res
= SetOneFactionReputation(factionEntryCalc
, standing
);
5819 return SetOneFactionReputation(factionEntry
, standing
);
5822 bool Player::SetOneFactionReputation(FactionEntry
const* factionEntry
, int32 standing
)
5824 FactionStateList::iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5825 if (itr
!= m_factions
.end())
5827 if (standing
> Reputation_Cap
)
5828 standing
= Reputation_Cap
;
5830 if (standing
< Reputation_Bottom
)
5831 standing
= Reputation_Bottom
;
5833 int32 BaseRep
= GetBaseReputation(factionEntry
);
5834 itr
->second
.Standing
= standing
- BaseRep
;
5835 itr
->second
.Changed
= true;
5837 SetFactionVisible(&itr
->second
);
5839 if(ReputationToRank(standing
) <= REP_HOSTILE
)
5840 SetFactionAtWar(&itr
->second
,true);
5842 SendFactionState(&(itr
->second
));
5843 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION
);
5844 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION
);
5850 //Calculate total reputation percent player gain with quest/creature level
5851 int32
Player::CalculateReputationGain(uint32 creatureOrQuestLevel
, int32 rep
, bool for_quest
)
5853 // for grey creature kill received 20%, in other case 100.
5854 int32 percent
= (!for_quest
&& (creatureOrQuestLevel
<= MaNGOS::XP::GetGrayLevel(getLevel()))) ? 20 : 100;
5856 int32 repMod
= GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN
);
5858 percent
+= rep
> 0 ? repMod
: -repMod
;
5863 return int32(sWorld
.getRate(RATE_REPUTATION_GAIN
)*rep
*percent
/100);
5866 //Calculates how many reputation points player gains in victim's enemy factions
5867 void Player::RewardReputation(Unit
*pVictim
, float rate
)
5869 if(!pVictim
|| pVictim
->GetTypeId() == TYPEID_PLAYER
)
5872 ReputationOnKillEntry
const* Rep
= objmgr
.GetReputationOnKilEntry(((Creature
*)pVictim
)->GetCreatureInfo()->Entry
);
5877 if(Rep
->repfaction1
&& (!Rep
->team_dependent
|| GetTeam()==ALLIANCE
))
5879 int32 donerep1
= CalculateReputationGain(pVictim
->getLevel(),Rep
->repvalue1
,false);
5880 donerep1
= int32(donerep1
*rate
);
5881 FactionEntry
const *factionEntry1
= sFactionStore
.LookupEntry(Rep
->repfaction1
);
5882 uint32 current_reputation_rank1
= GetReputationRank(factionEntry1
);
5883 if(factionEntry1
&& current_reputation_rank1
<= Rep
->reputation_max_cap1
)
5884 ModifyFactionReputation(factionEntry1
, donerep1
);
5886 // Wiki: Team factions value divided by 2
5887 if(Rep
->is_teamaward1
)
5889 FactionEntry
const *team1_factionEntry
= sFactionStore
.LookupEntry(factionEntry1
->team
);
5890 if(team1_factionEntry
)
5891 ModifyFactionReputation(team1_factionEntry
, donerep1
/ 2);
5895 if(Rep
->repfaction2
&& (!Rep
->team_dependent
|| GetTeam()==HORDE
))
5897 int32 donerep2
= CalculateReputationGain(pVictim
->getLevel(),Rep
->repvalue2
,false);
5898 donerep2
= int32(donerep2
*rate
);
5899 FactionEntry
const *factionEntry2
= sFactionStore
.LookupEntry(Rep
->repfaction2
);
5900 uint32 current_reputation_rank2
= GetReputationRank(factionEntry2
);
5901 if(factionEntry2
&& current_reputation_rank2
<= Rep
->reputation_max_cap2
)
5902 ModifyFactionReputation(factionEntry2
, donerep2
);
5904 // Wiki: Team factions value divided by 2
5905 if(Rep
->is_teamaward2
)
5907 FactionEntry
const *team2_factionEntry
= sFactionStore
.LookupEntry(factionEntry2
->team
);
5908 if(team2_factionEntry
)
5909 ModifyFactionReputation(team2_factionEntry
, donerep2
/ 2);
5914 //Calculate how many reputation points player gain with the quest
5915 void Player::RewardReputation(Quest
const *pQuest
)
5917 // quest reputation reward/loss
5918 for(int i
= 0; i
< QUEST_REPUTATIONS_COUNT
; ++i
)
5920 if(pQuest
->RewRepFaction
[i
] && pQuest
->RewRepValue
[i
] )
5922 int32 rep
= CalculateReputationGain(pQuest
->GetQuestLevel(),pQuest
->RewRepValue
[i
],true);
5923 FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(pQuest
->RewRepFaction
[i
]);
5925 ModifyFactionReputation(factionEntry
, rep
);
5929 // TODO: implement reputation spillover
5932 void Player::UpdateArenaFields(void)
5934 /* arena calcs go here */
5937 void Player::UpdateHonorFields()
5939 /// called when rewarding honor and at each save
5940 uint64 now
= time(NULL
);
5941 uint64 today
= uint64(time(NULL
) / DAY
) * DAY
;
5943 if(m_lastHonorUpdateTime
< today
)
5945 uint64 yesterday
= today
- DAY
;
5947 uint16 kills_today
= PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS
));
5949 // update yesterday's contribution
5950 if(m_lastHonorUpdateTime
>= yesterday
)
5952 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
));
5954 // this is the first update today, reset today's contribution
5955 SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, 0);
5956 SetUInt32Value(PLAYER_FIELD_KILLS
, MAKE_PAIR32(0,kills_today
));
5960 // no honor/kills yesterday or today, reset
5961 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0);
5962 SetUInt32Value(PLAYER_FIELD_KILLS
, 0);
5966 m_lastHonorUpdateTime
= now
;
5969 ///Calculate the amount of honor gained based on the victim
5970 ///and the size of the group for which the honor is divided
5971 ///An exact honor value can also be given (overriding the calcs)
5972 bool Player::RewardHonor(Unit
*uVictim
, uint32 groupsize
, float honor
)
5974 // do not reward honor in arenas, but enable onkill spellproc
5977 if(!uVictim
|| uVictim
== this || uVictim
->GetTypeId() != TYPEID_PLAYER
)
5980 if( GetBGTeam() == ((Player
*)uVictim
)->GetBGTeam() )
5986 // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
5987 if(GetDummyAura(SPELL_AURA_PLAYER_INACTIVE
))
5990 uint64 victim_guid
= 0;
5991 uint32 victim_rank
= 0;
5993 // need call before fields update to have chance move yesterday data to appropriate fields before today data change.
5994 UpdateHonorFields();
5998 if(!uVictim
|| uVictim
== this || uVictim
->HasAuraType(SPELL_AURA_NO_PVP_CREDIT
))
6001 victim_guid
= uVictim
->GetGUID();
6003 if( uVictim
->GetTypeId() == TYPEID_PLAYER
)
6005 Player
*pVictim
= (Player
*)uVictim
;
6007 if( GetTeam() == pVictim
->GetTeam() && !sWorld
.IsFFAPvPRealm() )
6010 float f
= 1; //need for total kills (?? need more info)
6012 uint32 k_level
= getLevel();
6013 uint32 v_level
= pVictim
->getLevel();
6016 // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
6018 // [1..14] Alliance honor titles and player name
6019 // [15..28] Horde honor titles and player name
6020 // [29..38] Other title and player name
6022 uint32 victim_title
= pVictim
->GetUInt32Value(PLAYER_CHOSEN_TITLE
);
6023 // Get Killer titles, CharTitlesEntry::bit_index
6025 // title[1..14] -> rank[5..18]
6026 // title[15..28] -> rank[5..18]
6027 // title[other] -> 0
6028 if (victim_title
== 0)
6029 victim_guid
= 0; // Don't show HK: <rank> message, only log.
6030 else if (victim_title
< 15)
6031 victim_rank
= victim_title
+ 4;
6032 else if (victim_title
< 29)
6033 victim_rank
= victim_title
- 14 + 4;
6035 victim_guid
= 0; // Don't show HK: <rank> message, only log.
6038 k_grey
= MaNGOS::XP::GetGrayLevel(k_level
);
6043 float diff_level
= (k_level
== k_grey
) ? 1 : ((float(v_level
) - float(k_grey
)) / (float(k_level
) - float(k_grey
)));
6045 int32 v_rank
=1; //need more info
6047 honor
= ((f
* diff_level
* (190 + v_rank
*10))/6);
6048 honor
*= ((float)k_level
) / 70.0f
; //factor of dependence on levels of the killer
6050 // count the number of playerkills in one day
6051 ApplyModUInt32Value(PLAYER_FIELD_KILLS
, 1, true);
6052 // and those in a lifetime
6053 ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 1, true);
6057 Creature
*cVictim
= (Creature
*)uVictim
;
6059 if (!cVictim
->isRacialLeader())
6062 honor
= 100; // ??? need more info
6063 victim_rank
= 19; // HK: Leader
6067 if (uVictim
!= NULL
)
6069 honor
*= sWorld
.getRate(RATE_HONOR
);
6074 honor
*= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor
6077 // honor - for show honor points in log
6078 // victim_guid - for show victim name in log
6079 // victim_rank [1..4] HK: <dishonored rank>
6080 // victim_rank [5..19] HK: <alliance\horde rank>
6081 // victim_rank [0,20+] HK: <>
6082 WorldPacket
data(SMSG_PVP_CREDIT
,4+8+4);
6083 data
<< (uint32
) honor
;
6084 data
<< (uint64
) victim_guid
;
6085 data
<< (uint32
) victim_rank
;
6087 GetSession()->SendPacket(&data
);
6090 ModifyHonorPoints(int32(honor
));
6092 ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, uint32(honor
), true);
6096 void Player::ModifyHonorPoints( int32 value
)
6100 if (GetHonorPoints() > sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
))
6101 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) + value
);
6103 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() > uint32(-value
) ? GetHonorPoints() + value
: 0);
6106 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() < sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) - value
? GetHonorPoints() + value
: sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
));
6109 void Player::ModifyArenaPoints( int32 value
)
6113 if (GetArenaPoints() > sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
))
6114 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) + value
);
6116 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() > uint32(-value
) ? GetArenaPoints() + value
: 0);
6119 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() < sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) - value
? GetArenaPoints() + value
: sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
));
6122 uint32
Player::GetGuildIdFromDB(uint64 guid
)
6124 QueryResult
* result
= CharacterDatabase
.PQuery("SELECT guildid FROM guild_member WHERE guid='%u'", GUID_LOPART(guid
));
6128 uint32 id
= result
->Fetch()[0].GetUInt32();
6133 uint32
Player::GetRankFromDB(uint64 guid
)
6135 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT rank FROM guild_member WHERE guid='%u'", GUID_LOPART(guid
) );
6138 uint32 v
= result
->Fetch()[0].GetUInt32();
6146 uint32
Player::GetArenaTeamIdFromDB(uint64 guid
, uint8 type
)
6148 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
);
6152 uint32 id
= (*result
)[0].GetUInt32();
6157 uint32
Player::GetZoneIdFromDB(uint64 guid
)
6159 uint32 guidLow
= GUID_LOPART(guid
);
6160 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT zone FROM characters WHERE guid='%u'", guidLow
);
6163 Field
* fields
= result
->Fetch();
6164 uint32 zone
= fields
[0].GetUInt32();
6169 // stored zone is zero, use generic and slow zone detection
6170 result
= CharacterDatabase
.PQuery("SELECT map,position_x,position_y FROM characters WHERE guid='%u'", guidLow
);
6173 fields
= result
->Fetch();
6174 uint32 map
= fields
[0].GetUInt32();
6175 float posx
= fields
[1].GetFloat();
6176 float posy
= fields
[2].GetFloat();
6179 zone
= MapManager::Instance().GetZoneId(map
,posx
,posy
);
6181 CharacterDatabase
.PExecute("UPDATE characters SET zone='%u' WHERE guid='%u'", zone
, guidLow
);
6187 void Player::UpdateArea(uint32 newArea
)
6189 // FFA_PVP flags are area and not zone id dependent
6190 // so apply them accordingly
6191 m_areaUpdateId
= newArea
;
6193 AreaTableEntry
const* area
= GetAreaEntryByAreaID(newArea
);
6195 if(area
&& (area
->flags
& AREA_FLAG_ARENA
))
6198 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_FFA_PVP
);
6202 // remove ffa flag only if not ffapvp realm
6203 // removal in sanctuaries and capitals is handled in zone update
6204 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_FFA_PVP
) && !sWorld
.IsFFAPvPRealm())
6205 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_FFA_PVP
);
6208 UpdateAreaDependentAuras(newArea
);
6211 void Player::UpdateZone(uint32 newZone
)
6213 m_zoneUpdateId
= newZone
;
6214 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
6216 // zone changed, so area changed as well, update it
6217 UpdateArea(GetAreaId());
6219 AreaTableEntry
const* zone
= GetAreaEntryByAreaID(newZone
);
6223 if (sWorld
.getConfig(CONFIG_WEATHER
))
6225 Weather
*wth
= sWorld
.FindWeather(zone
->ID
);
6228 wth
->SendWeatherUpdateToPlayer(this);
6232 if(!sWorld
.AddWeather(zone
->ID
))
6234 // send fine weather packet to remove old zone's weather
6235 Weather::SendFineWeatherUpdateToPlayer(this);
6240 pvpInfo
.inHostileArea
=
6241 GetTeam() == ALLIANCE
&& zone
->team
== AREATEAM_HORDE
||
6242 GetTeam() == HORDE
&& zone
->team
== AREATEAM_ALLY
||
6243 sWorld
.IsPvPRealm() && zone
->team
== AREATEAM_NONE
||
6244 InBattleGround(); // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
6246 if(pvpInfo
.inHostileArea
) // in hostile area
6248 if(!IsPvP() || pvpInfo
.endTimer
!= 0)
6249 UpdatePvP(true, true);
6251 else // in friendly area
6253 if(IsPvP() && !HasFlag(PLAYER_FLAGS
,PLAYER_FLAGS_IN_PVP
) && pvpInfo
.endTimer
== 0)
6254 pvpInfo
.endTimer
= time(0); // start toggle-off
6257 if(zone
->flags
& AREA_FLAG_SANCTUARY
) // in sanctuary
6259 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_SANCTUARY
);
6260 if(sWorld
.IsFFAPvPRealm())
6261 RemoveFlag(PLAYER_FLAGS
,PLAYER_FLAGS_FFA_PVP
);
6265 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_SANCTUARY
);
6268 if(zone
->flags
& AREA_FLAG_CAPITAL
) // in capital city
6270 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6271 SetRestType(REST_TYPE_IN_CITY
);
6272 InnEnter(time(0),GetMapId(),0,0,0);
6274 if(sWorld
.IsFFAPvPRealm())
6275 RemoveFlag(PLAYER_FLAGS
,PLAYER_FLAGS_FFA_PVP
);
6277 else // anywhere else
6279 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
)) // but resting (walk from city or maybe in tavern or leave tavern recently)
6281 if(GetRestType()==REST_TYPE_IN_TAVERN
) // has been in tavern. Is still in?
6283 if(GetMapId()!=GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40)
6285 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6286 SetRestType(REST_TYPE_NO
);
6288 if(sWorld
.IsFFAPvPRealm())
6289 SetFlag(PLAYER_FLAGS
,PLAYER_FLAGS_FFA_PVP
);
6292 else // not in tavern (leave city then)
6294 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6295 SetRestType(REST_TYPE_NO
);
6297 // Set player to FFA PVP when not in rested environment.
6298 if(sWorld
.IsFFAPvPRealm())
6299 SetFlag(PLAYER_FLAGS
,PLAYER_FLAGS_FFA_PVP
);
6304 // remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
6305 // if player resurrected at teleport this will be applied in resurrect code
6307 DestroyZoneLimitedItem( true, newZone
);
6309 // recent client version not send leave/join channel packets for built-in local channels
6310 UpdateLocalChannels( newZone
);
6314 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE
);
6316 UpdateZoneDependentAuras(newZone
);
6319 //If players are too far way of duel flag... then player loose the duel
6320 void Player::CheckDuelDistance(time_t currTime
)
6325 uint64 duelFlagGUID
= GetUInt64Value(PLAYER_DUEL_ARBITER
);
6326 GameObject
* obj
= ObjectAccessor::GetGameObject(*this, duelFlagGUID
);
6330 if(duel
->outOfBound
== 0)
6332 if(!IsWithinDistInMap(obj
, 50))
6334 duel
->outOfBound
= currTime
;
6336 WorldPacket
data(SMSG_DUEL_OUTOFBOUNDS
, 0);
6337 GetSession()->SendPacket(&data
);
6342 if(IsWithinDistInMap(obj
, 40))
6344 duel
->outOfBound
= 0;
6346 WorldPacket
data(SMSG_DUEL_INBOUNDS
, 0);
6347 GetSession()->SendPacket(&data
);
6349 else if(currTime
>= (duel
->outOfBound
+10))
6351 DuelComplete(DUEL_FLED
);
6356 void Player::DuelComplete(DuelCompleteType type
)
6358 // duel not requested
6362 WorldPacket
data(SMSG_DUEL_COMPLETE
, (1));
6363 data
<< (uint8
)((type
!= DUEL_INTERUPTED
) ? 1 : 0);
6364 GetSession()->SendPacket(&data
);
6365 duel
->opponent
->GetSession()->SendPacket(&data
);
6367 if(type
!= DUEL_INTERUPTED
)
6369 data
.Initialize(SMSG_DUEL_WINNER
, (1+20)); // we guess size
6370 data
<< (uint8
)((type
==DUEL_WON
) ? 0 : 1); // 0 = just won; 1 = fled
6371 data
<< duel
->opponent
->GetName();
6373 SendMessageToSet(&data
,true);
6376 // cool-down duel spell
6377 /*data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6384 GetSession()->SendPacket(&data);
6385 data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6386 data<<duel->opponent->GetGUID();
6390 duel->opponent->GetSession()->SendPacket(&data);*/
6392 //Remove Duel Flag object
6393 GameObject
* obj
= ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER
));
6395 duel
->initiator
->RemoveGameObject(obj
,true);
6398 std::vector
<uint32
> auras2remove
;
6399 AuraMap
const& vAuras
= duel
->opponent
->GetAuras();
6400 for (AuraMap::const_iterator i
= vAuras
.begin(); i
!= vAuras
.end(); ++i
)
6402 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6403 auras2remove
.push_back(i
->second
->GetId());
6406 for(size_t i
=0; i
<auras2remove
.size(); i
++)
6407 duel
->opponent
->RemoveAurasDueToSpell(auras2remove
[i
]);
6409 auras2remove
.clear();
6410 AuraMap
const& auras
= GetAuras();
6411 for (AuraMap::const_iterator i
= auras
.begin(); i
!= auras
.end(); ++i
)
6413 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == duel
->opponent
->GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6414 auras2remove
.push_back(i
->second
->GetId());
6416 for(size_t i
=0; i
<auras2remove
.size(); i
++)
6417 RemoveAurasDueToSpell(auras2remove
[i
]);
6419 // cleanup combo points
6420 if(GetComboTarget()==duel
->opponent
->GetGUID())
6422 else if(GetComboTarget()==duel
->opponent
->GetPetGUID())
6425 if(duel
->opponent
->GetComboTarget()==GetGUID())
6426 duel
->opponent
->ClearComboPoints();
6427 else if(duel
->opponent
->GetComboTarget()==GetPetGUID())
6428 duel
->opponent
->ClearComboPoints();
6431 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6432 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6433 duel
->opponent
->SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6434 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6436 delete duel
->opponent
->duel
;
6437 duel
->opponent
->duel
= NULL
;
6442 //---------------------------------------------------------//
6444 void Player::_ApplyItemMods(Item
*item
, uint8 slot
,bool apply
)
6446 if(slot
>= INVENTORY_SLOT_BAG_END
|| !item
)
6449 // not apply/remove mods for broken item
6450 if(item
->IsBroken())
6453 ItemPrototype
const *proto
= item
->GetProto();
6458 sLog
.outDetail("applying mods for item %u ",item
->GetGUIDLow());
6460 uint32 attacktype
= Player::GetAttackBySlot(slot
);
6461 if(attacktype
< MAX_ATTACK
)
6462 _ApplyWeaponDependentAuraMods(item
,WeaponAttackType(attacktype
),apply
);
6464 _ApplyItemBonuses(proto
,slot
,apply
);
6466 if( slot
==EQUIPMENT_SLOT_RANGED
)
6467 _ApplyAmmoBonuses();
6469 ApplyItemEquipSpell(item
,apply
);
6470 ApplyEnchantment(item
, apply
);
6472 if(proto
->Socket
[0].Color
) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
6473 CorrectMetaGemEnchants(slot
, apply
);
6475 sLog
.outDebug("_ApplyItemMods complete.");
6478 void Player::_ApplyItemBonuses(ItemPrototype
const *proto
, uint8 slot
, bool apply
)
6480 if(slot
>= INVENTORY_SLOT_BAG_END
|| !proto
)
6483 for (int i
= 0; i
< 10; i
++)
6485 uint32 statType
= 0;
6488 if(proto
->ScalingStatDistribution
)
6490 if(ScalingStatDistributionEntry
const *ssd
= sScalingStatDistributionStore
.LookupEntry(proto
->ScalingStatDistribution
))
6492 statType
= ssd
->StatMod
[i
];
6494 if(uint32 modifier
= ssd
->Modifier
[i
])
6496 uint32 level
= ((getLevel() > ssd
->MaxLevel
) ? ssd
->MaxLevel
: getLevel());
6497 if(ScalingStatValuesEntry
const *ssv
= sScalingStatValuesStore
.LookupEntry(level
))
6499 int multiplier
= ssv
->Multiplier
[proto
->GetScalingStatValuesColumn()];
6500 val
= (multiplier
* modifier
) / 10000;
6507 statType
= proto
->ItemStat
[i
].ItemStatType
;
6508 val
= float(proto
->ItemStat
[i
].ItemStatValue
);
6517 HandleStatModifier(UNIT_MOD_MANA
, BASE_VALUE
, float(val
), apply
);
6519 case ITEM_MOD_HEALTH
: // modify HP
6520 HandleStatModifier(UNIT_MOD_HEALTH
, BASE_VALUE
, float(val
), apply
);
6522 case ITEM_MOD_AGILITY
: // modify agility
6523 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, BASE_VALUE
, float(val
), apply
);
6524 ApplyStatBuffMod(STAT_AGILITY
, float(val
), apply
);
6526 case ITEM_MOD_STRENGTH
: //modify strength
6527 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, BASE_VALUE
, float(val
), apply
);
6528 ApplyStatBuffMod(STAT_STRENGTH
, float(val
), apply
);
6530 case ITEM_MOD_INTELLECT
: //modify intellect
6531 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, BASE_VALUE
, float(val
), apply
);
6532 ApplyStatBuffMod(STAT_INTELLECT
, float(val
), apply
);
6534 case ITEM_MOD_SPIRIT
: //modify spirit
6535 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, BASE_VALUE
, float(val
), apply
);
6536 ApplyStatBuffMod(STAT_SPIRIT
, float(val
), apply
);
6538 case ITEM_MOD_STAMINA
: //modify stamina
6539 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, BASE_VALUE
, float(val
), apply
);
6540 ApplyStatBuffMod(STAT_STAMINA
, float(val
), apply
);
6542 case ITEM_MOD_DEFENSE_SKILL_RATING
:
6543 ApplyRatingMod(CR_DEFENSE_SKILL
, int32(val
), apply
);
6545 case ITEM_MOD_DODGE_RATING
:
6546 ApplyRatingMod(CR_DODGE
, int32(val
), apply
);
6548 case ITEM_MOD_PARRY_RATING
:
6549 ApplyRatingMod(CR_PARRY
, int32(val
), apply
);
6551 case ITEM_MOD_BLOCK_RATING
:
6552 ApplyRatingMod(CR_BLOCK
, int32(val
), apply
);
6554 case ITEM_MOD_HIT_MELEE_RATING
:
6555 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6557 case ITEM_MOD_HIT_RANGED_RATING
:
6558 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6560 case ITEM_MOD_HIT_SPELL_RATING
:
6561 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6563 case ITEM_MOD_CRIT_MELEE_RATING
:
6564 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6566 case ITEM_MOD_CRIT_RANGED_RATING
:
6567 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6569 case ITEM_MOD_CRIT_SPELL_RATING
:
6570 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6572 case ITEM_MOD_HIT_TAKEN_MELEE_RATING
:
6573 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6575 case ITEM_MOD_HIT_TAKEN_RANGED_RATING
:
6576 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6578 case ITEM_MOD_HIT_TAKEN_SPELL_RATING
:
6579 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6581 case ITEM_MOD_CRIT_TAKEN_MELEE_RATING
:
6582 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6584 case ITEM_MOD_CRIT_TAKEN_RANGED_RATING
:
6585 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6587 case ITEM_MOD_CRIT_TAKEN_SPELL_RATING
:
6588 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6590 case ITEM_MOD_HASTE_MELEE_RATING
:
6591 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6593 case ITEM_MOD_HASTE_RANGED_RATING
:
6594 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6596 case ITEM_MOD_HASTE_SPELL_RATING
:
6597 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6599 case ITEM_MOD_HIT_RATING
:
6600 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6601 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6602 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6604 case ITEM_MOD_CRIT_RATING
:
6605 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6606 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6607 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6609 case ITEM_MOD_HIT_TAKEN_RATING
:
6610 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6611 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6612 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6614 case ITEM_MOD_CRIT_TAKEN_RATING
:
6615 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6616 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6617 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6619 case ITEM_MOD_RESILIENCE_RATING
:
6620 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6621 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6622 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6624 case ITEM_MOD_HASTE_RATING
:
6625 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6626 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6627 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6629 case ITEM_MOD_EXPERTISE_RATING
:
6630 ApplyRatingMod(CR_EXPERTISE
, int32(val
), apply
);
6632 case ITEM_MOD_ARMOR_PENETRATION_RATING
:
6633 ApplyRatingMod(CR_ARMOR_PENETRATION
, int32(val
), apply
);
6639 HandleStatModifier(UNIT_MOD_ARMOR
, BASE_VALUE
, float(proto
->Armor
), apply
);
6642 HandleBaseModValue(SHIELD_BLOCK_VALUE
, FLAT_MOD
, float(proto
->Block
), apply
);
6645 HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY
, BASE_VALUE
, float(proto
->HolyRes
), apply
);
6648 HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE
, BASE_VALUE
, float(proto
->FireRes
), apply
);
6650 if (proto
->NatureRes
)
6651 HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE
, BASE_VALUE
, float(proto
->NatureRes
), apply
);
6653 if (proto
->FrostRes
)
6654 HandleStatModifier(UNIT_MOD_RESISTANCE_FROST
, BASE_VALUE
, float(proto
->FrostRes
), apply
);
6656 if (proto
->ShadowRes
)
6657 HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW
, BASE_VALUE
, float(proto
->ShadowRes
), apply
);
6659 if (proto
->ArcaneRes
)
6660 HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE
, BASE_VALUE
, float(proto
->ArcaneRes
), apply
);
6662 WeaponAttackType attType
= BASE_ATTACK
;
6663 float damage
= 0.0f
;
6665 if( slot
== EQUIPMENT_SLOT_RANGED
&& (
6666 proto
->InventoryType
== INVTYPE_RANGED
|| proto
->InventoryType
== INVTYPE_THROWN
||
6667 proto
->InventoryType
== INVTYPE_RANGEDRIGHT
))
6669 attType
= RANGED_ATTACK
;
6671 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6673 attType
= OFF_ATTACK
;
6676 if (proto
->Damage
[0].DamageMin
> 0 )
6678 damage
= apply
? proto
->Damage
[0].DamageMin
: BASE_MINDAMAGE
;
6679 SetBaseWeaponDamage(attType
, MINDAMAGE
, damage
);
6680 //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
6683 if (proto
->Damage
[0].DamageMax
> 0 )
6685 damage
= apply
? proto
->Damage
[0].DamageMax
: BASE_MAXDAMAGE
;
6686 SetBaseWeaponDamage(attType
, MAXDAMAGE
, damage
);
6689 if(!IsUseEquipedWeapon(slot
==EQUIPMENT_SLOT_MAINHAND
))
6694 if(slot
== EQUIPMENT_SLOT_RANGED
)
6695 SetAttackTime(RANGED_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6696 else if(slot
==EQUIPMENT_SLOT_MAINHAND
)
6697 SetAttackTime(BASE_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6698 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6699 SetAttackTime(OFF_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6702 if(CanModifyStats() && (damage
|| proto
->Delay
))
6703 UpdateDamagePhysical(attType
);
6706 void Player::_ApplyWeaponDependentAuraMods(Item
*item
,WeaponAttackType attackType
,bool apply
)
6708 AuraList
const& auraCritList
= GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT
);
6709 for(AuraList::const_iterator itr
= auraCritList
.begin(); itr
!=auraCritList
.end();++itr
)
6710 _ApplyWeaponDependentAuraCritMod(item
,attackType
,*itr
,apply
);
6712 AuraList
const& auraDamageFlatList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE
);
6713 for(AuraList::const_iterator itr
= auraDamageFlatList
.begin(); itr
!=auraDamageFlatList
.end();++itr
)
6714 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6716 AuraList
const& auraDamagePCTList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
);
6717 for(AuraList::const_iterator itr
= auraDamagePCTList
.begin(); itr
!=auraDamagePCTList
.end();++itr
)
6718 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6721 void Player::_ApplyWeaponDependentAuraCritMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6723 // generic not weapon specific case processes in aura code
6724 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6727 BaseModGroup mod
= BASEMOD_END
;
6730 case BASE_ATTACK
: mod
= CRIT_PERCENTAGE
; break;
6731 case OFF_ATTACK
: mod
= OFFHAND_CRIT_PERCENTAGE
;break;
6732 case RANGED_ATTACK
: mod
= RANGED_CRIT_PERCENTAGE
; break;
6736 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6738 HandleBaseModValue(mod
, FLAT_MOD
, float (aura
->GetModifier()->m_amount
), apply
);
6742 void Player::_ApplyWeaponDependentAuraDamageMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6744 // ignore spell mods for not wands
6745 Modifier
const* modifier
= aura
->GetModifier();
6746 if((modifier
->m_miscvalue
& SPELL_SCHOOL_MASK_NORMAL
)==0 && (getClassMask() & CLASSMASK_WAND_USERS
)==0)
6749 // generic not weapon specific case processes in aura code
6750 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6753 UnitMods unitMod
= UNIT_MOD_END
;
6756 case BASE_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_MAINHAND
; break;
6757 case OFF_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_OFFHAND
; break;
6758 case RANGED_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_RANGED
; break;
6762 UnitModifierType unitModType
= TOTAL_VALUE
;
6763 switch(modifier
->m_auraname
)
6765 case SPELL_AURA_MOD_DAMAGE_DONE
: unitModType
= TOTAL_VALUE
; break;
6766 case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
: unitModType
= TOTAL_PCT
; break;
6770 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6772 HandleStatModifier(unitMod
, unitModType
, float(modifier
->m_amount
),apply
);
6776 void Player::ApplyItemEquipSpell(Item
*item
, bool apply
, bool form_change
)
6781 ItemPrototype
const *proto
= item
->GetProto();
6785 for (int i
= 0; i
< 5; i
++)
6787 _Spell
const& spellData
= proto
->Spells
[i
];
6790 if(!spellData
.SpellId
)
6793 // wrong triggering type
6794 if(apply
&& spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_EQUIP
)
6797 // check if it is valid spell
6798 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6802 ApplyEquipSpell(spellproto
,item
,apply
,form_change
);
6806 void Player::ApplyEquipSpell(SpellEntry
const* spellInfo
, Item
* item
, bool apply
, bool form_change
)
6810 // Cannot be used in this stance/form
6811 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
)!=0)
6814 if(form_change
) // check aura active state from other form
6817 for (int k
=0; k
< 3; ++k
)
6819 spellEffectPair spair
= spellEffectPair(spellInfo
->Id
, k
);
6820 for (AuraMap::iterator iter
= m_Auras
.lower_bound(spair
); iter
!= m_Auras
.upper_bound(spair
); ++iter
)
6822 if(!item
|| iter
->second
->GetCastItemGUID() == item
->GetGUID())
6832 if(found
) // and skip re-cast already active aura at form change
6836 DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item
? "item" : "itemset"), spellInfo
->Id
);
6838 CastSpell(this,spellInfo
,true,item
);
6842 if(form_change
) // check aura compatibility
6844 // Cannot be used in this stance/form
6845 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
)==0)
6846 return; // and remove only not compatible at form change
6850 RemoveAurasDueToItemSpell(item
,spellInfo
->Id
); // un-apply all spells , not only at-equipped
6852 RemoveAurasDueToSpell(spellInfo
->Id
); // un-apply spell (item set case)
6856 void Player::UpdateEquipSpellsAtFormChange()
6858 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
6860 if(m_items
[i
] && !m_items
[i
]->IsBroken())
6862 ApplyItemEquipSpell(m_items
[i
],false,true); // remove spells that not fit to form
6863 ApplyItemEquipSpell(m_items
[i
],true,true); // add spells that fit form but not active
6867 // item set bonuses not dependent from item broken state
6868 for(size_t setindex
= 0; setindex
< ItemSetEff
.size(); ++setindex
)
6870 ItemSetEffect
* eff
= ItemSetEff
[setindex
];
6874 for(uint32 y
=0;y
<8; ++y
)
6876 SpellEntry
const* spellInfo
= eff
->spells
[y
];
6880 ApplyEquipSpell(spellInfo
,NULL
,false,true); // remove spells that not fit to form
6881 ApplyEquipSpell(spellInfo
,NULL
,true,true); // add spells that fit form but not active
6886 void Player::CastItemCombatSpell(Item
*item
,Unit
* Target
, WeaponAttackType attType
)
6888 if(!item
|| item
->IsBroken())
6891 ItemPrototype
const *proto
= item
->GetProto();
6895 if (!Target
|| Target
== this )
6898 for (int i
= 0; i
< 5; i
++)
6900 _Spell
const& spellData
= proto
->Spells
[i
];
6903 if(!spellData
.SpellId
)
6906 // wrong triggering type
6907 if(spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_CHANCE_ON_HIT
)
6910 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6913 sLog
.outError("WORLD: unknown Item spellid %i", spellData
.SpellId
);
6917 // not allow proc extra attack spell at extra attack
6918 if( m_extraAttacks
&& IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_ADD_EXTRA_ATTACKS
) )
6921 float chance
= spellInfo
->procChance
;
6923 if(spellData
.SpellPPMRate
)
6925 uint32 WeaponSpeed
= GetAttackTime(attType
);
6926 chance
= GetPPMProcChance(WeaponSpeed
, spellData
.SpellPPMRate
);
6928 else if(chance
> 100.0f
)
6930 chance
= GetWeaponProcChance();
6933 if (roll_chance_f(chance
))
6934 CastSpell(Target
, spellInfo
->Id
, true, item
);
6937 // item combat enchantments
6938 for(int e_slot
= 0; e_slot
< MAX_ENCHANTMENT_SLOT
; ++e_slot
)
6940 uint32 enchant_id
= item
->GetEnchantmentId(EnchantmentSlot(e_slot
));
6941 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
6942 if(!pEnchant
) continue;
6943 for (int s
=0;s
<3;s
++)
6945 if(pEnchant
->type
[s
]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
)
6948 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(pEnchant
->spellid
[s
]);
6951 sLog
.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant
->ID
, pEnchant
->spellid
[s
]);
6955 float chance
= pEnchant
->amount
[s
] != 0 ? float(pEnchant
->amount
[s
]) : GetWeaponProcChance();
6956 if (roll_chance_f(chance
))
6958 if(IsPositiveSpell(pEnchant
->spellid
[s
]))
6959 CastSpell(this, pEnchant
->spellid
[s
], true, item
);
6961 CastSpell(Target
, pEnchant
->spellid
[s
], true, item
);
6967 void Player::_RemoveAllItemMods()
6969 sLog
.outDebug("_RemoveAllItemMods start.");
6971 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
6975 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
6979 // item set bonuses not dependent from item broken state
6981 RemoveItemsSetItem(this,proto
);
6983 if(m_items
[i
]->IsBroken())
6986 ApplyItemEquipSpell(m_items
[i
],false);
6987 ApplyEnchantment(m_items
[i
], false);
6991 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
6995 if(m_items
[i
]->IsBroken())
6997 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7001 uint32 attacktype
= Player::GetAttackBySlot(i
);
7002 if(attacktype
< MAX_ATTACK
)
7003 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),false);
7005 _ApplyItemBonuses(proto
,i
, false);
7007 if( i
== EQUIPMENT_SLOT_RANGED
)
7008 _ApplyAmmoBonuses();
7012 sLog
.outDebug("_RemoveAllItemMods complete.");
7015 void Player::_ApplyAllItemMods()
7017 sLog
.outDebug("_ApplyAllItemMods start.");
7019 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
7023 if(m_items
[i
]->IsBroken())
7026 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7030 uint32 attacktype
= Player::GetAttackBySlot(i
);
7031 if(attacktype
< MAX_ATTACK
)
7032 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),true);
7034 _ApplyItemBonuses(proto
,i
, true);
7036 if( i
== EQUIPMENT_SLOT_RANGED
)
7037 _ApplyAmmoBonuses();
7041 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
7045 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7049 // item set bonuses not dependent from item broken state
7051 AddItemsSetItem(this,m_items
[i
]);
7053 if(m_items
[i
]->IsBroken())
7056 ApplyItemEquipSpell(m_items
[i
],true);
7057 ApplyEnchantment(m_items
[i
], true);
7061 sLog
.outDebug("_ApplyAllItemMods complete.");
7064 void Player::_ApplyAmmoBonuses()
7067 uint32 ammo_id
= GetUInt32Value(PLAYER_AMMO_ID
);
7071 float currentAmmoDPS
;
7073 ItemPrototype
const *ammo_proto
= objmgr
.GetItemPrototype( ammo_id
);
7074 if( !ammo_proto
|| ammo_proto
->Class
!=ITEM_CLASS_PROJECTILE
|| !CheckAmmoCompatibility(ammo_proto
))
7075 currentAmmoDPS
= 0.0f
;
7077 currentAmmoDPS
= ammo_proto
->Damage
[0].DamageMin
;
7079 if(currentAmmoDPS
== GetAmmoDPS())
7082 m_ammoDPS
= currentAmmoDPS
;
7084 if(CanModifyStats())
7085 UpdateDamagePhysical(RANGED_ATTACK
);
7088 bool Player::CheckAmmoCompatibility(const ItemPrototype
*ammo_proto
) const
7093 // check ranged weapon
7094 Item
*weapon
= GetWeaponForAttack( RANGED_ATTACK
);
7095 if(!weapon
|| weapon
->IsBroken() )
7098 ItemPrototype
const* weapon_proto
= weapon
->GetProto();
7099 if(!weapon_proto
|| weapon_proto
->Class
!=ITEM_CLASS_WEAPON
)
7102 // check ammo ws. weapon compatibility
7103 switch(weapon_proto
->SubClass
)
7105 case ITEM_SUBCLASS_WEAPON_BOW
:
7106 case ITEM_SUBCLASS_WEAPON_CROSSBOW
:
7107 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_ARROW
)
7110 case ITEM_SUBCLASS_WEAPON_GUN
:
7111 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_BULLET
)
7121 /* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
7122 Called by remove insignia spell effect */
7123 void Player::RemovedInsignia(Player
* looterPlr
)
7125 if (!GetBattleGroundId())
7128 // If not released spirit, do it !
7129 if(m_deathTimer
> 0)
7136 Corpse
*corpse
= GetCorpse();
7140 // We have to convert player corpse to bones, not to be able to resurrect there
7141 // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
7142 Corpse
*bones
= ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
7146 // Now we must make bones lootable, and send player loot
7147 bones
->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS
, CORPSE_DYNFLAG_LOOTABLE
);
7149 // We store the level of our player in the gold field
7150 // We retrieve this information at Player::SendLoot()
7151 bones
->loot
.gold
= getLevel();
7152 bones
->lootRecipient
= looterPlr
;
7153 looterPlr
->SendLoot(bones
->GetGUID(), LOOT_INSIGNIA
);
7162 void Player::SendLootRelease( uint64 guid
)
7164 WorldPacket
data( SMSG_LOOT_RELEASE_RESPONSE
, (8+1) );
7165 data
<< uint64(guid
) << uint8(1);
7166 SendDirectMessage( &data
);
7169 void Player::SendLoot(uint64 guid
, LootType loot_type
)
7172 PermissionTypes permission
= ALL_PERMISSION
;
7174 sLog
.outDebug("Player::SendLoot");
7175 if (IS_GAMEOBJECT_GUID(guid
))
7177 sLog
.outDebug(" IS_GAMEOBJECT_GUID(guid)");
7179 ObjectAccessor::GetGameObject(*this, guid
);
7181 // not check distance for GO in case owned GO (fishing bobber case, for example)
7182 // And permit out of range GO with no owner in case fishing hole
7183 if (!go
|| (loot_type
!= LOOT_FISHINGHOLE
&& (loot_type
!= LOOT_FISHING
|| go
->GetOwnerGUID() != GetGUID()) && !go
->IsWithinDistInMap(this,INTERACTION_DISTANCE
)))
7185 SendLootRelease(guid
);
7191 if(go
->getLootState() == GO_READY
)
7193 uint32 lootid
= go
->GetLootId();
7197 sLog
.outDebug(" if(lootid)");
7199 loot
->FillLoot(lootid
, LootTemplates_Gameobject
, this);
7202 if(loot_type
== LOOT_FISHING
)
7203 go
->getFishLoot(loot
);
7205 go
->SetLootState(GO_ACTIVATED
);
7208 else if (IS_ITEM_GUID(guid
))
7210 Item
*item
= GetItemByGuid( guid
);
7214 SendLootRelease(guid
);
7218 if(loot_type
== LOOT_DISENCHANTING
)
7222 if(!item
->m_lootGenerated
)
7224 item
->m_lootGenerated
= true;
7226 loot
->FillLoot(item
->GetProto()->DisenchantID
, LootTemplates_Disenchant
, this);
7229 else if(loot_type
== LOOT_PROSPECTING
)
7233 if(!item
->m_lootGenerated
)
7235 item
->m_lootGenerated
= true;
7237 loot
->FillLoot(item
->GetEntry(), LootTemplates_Prospecting
, this);
7240 else if(loot_type
== LOOT_MILLING
)
7244 if(!item
->m_lootGenerated
)
7246 item
->m_lootGenerated
= true;
7248 loot
->FillLoot(item
->GetEntry(), LootTemplates_Milling
, this);
7255 if(!item
->m_lootGenerated
)
7257 item
->m_lootGenerated
= true;
7259 loot
->FillLoot(item
->GetEntry(), LootTemplates_Item
, this);
7261 loot
->generateMoneyLoot(item
->GetProto()->MinMoneyLoot
,item
->GetProto()->MaxMoneyLoot
);
7265 else if (IS_CORPSE_GUID(guid
)) // remove insignia
7267 Corpse
*bones
= ObjectAccessor::GetCorpse(*this, guid
);
7269 if (!bones
|| !((loot_type
== LOOT_CORPSE
) || (loot_type
== LOOT_INSIGNIA
)) || (bones
->GetType() != CORPSE_BONES
) )
7271 SendLootRelease(guid
);
7275 loot
= &bones
->loot
;
7277 if (!bones
->lootForBody
)
7279 bones
->lootForBody
= true;
7280 uint32 pLevel
= bones
->loot
.gold
;
7281 bones
->loot
.clear();
7282 // It may need a better formula
7283 // Now it works like this: lvl10: ~6copper, lvl70: ~9silver
7284 bones
->loot
.gold
= (uint32
)( urand(50, 150) * 0.016f
* pow( ((float)pLevel
)/5.76f
, 2.5f
) * sWorld
.getRate(RATE_DROP_MONEY
) );
7287 if (bones
->lootRecipient
!= this)
7288 permission
= NONE_PERMISSION
;
7292 Creature
*creature
= ObjectAccessor::GetCreature(*this, guid
);
7294 // must be in range and creature must be alive for pickpocket and must be dead for another loot
7295 if (!creature
|| creature
->isAlive()!=(loot_type
== LOOT_PICKPOCKETING
) || !creature
->IsWithinDistInMap(this,INTERACTION_DISTANCE
))
7297 SendLootRelease(guid
);
7301 if(loot_type
== LOOT_PICKPOCKETING
&& IsFriendlyTo(creature
))
7303 SendLootRelease(guid
);
7307 loot
= &creature
->loot
;
7309 if(loot_type
== LOOT_PICKPOCKETING
)
7311 if ( !creature
->lootForPickPocketed
)
7313 creature
->lootForPickPocketed
= true;
7316 if (uint32 lootid
= creature
->GetCreatureInfo()->pickpocketLootId
)
7317 loot
->FillLoot(lootid
, LootTemplates_Pickpocketing
, this);
7319 // Generate extra money for pick pocket loot
7320 const uint32 a
= urand(0, creature
->getLevel()/2);
7321 const uint32 b
= urand(0, getLevel()/2);
7322 loot
->gold
= uint32(10 * (a
+ b
) * sWorld
.getRate(RATE_DROP_MONEY
));
7327 // the player whose group may loot the corpse
7328 Player
*recipient
= creature
->GetLootRecipient();
7331 creature
->SetLootRecipient(this);
7335 if (creature
->lootForPickPocketed
)
7337 creature
->lootForPickPocketed
= false;
7341 if(!creature
->lootForBody
)
7343 creature
->lootForBody
= true;
7346 if (uint32 lootid
= creature
->GetCreatureInfo()->lootid
)
7347 loot
->FillLoot(lootid
, LootTemplates_Creature
, recipient
);
7349 loot
->generateMoneyLoot(creature
->GetCreatureInfo()->mingold
,creature
->GetCreatureInfo()->maxgold
);
7351 if(Group
* group
= recipient
->GetGroup())
7353 group
->UpdateLooterGuid(creature
,true);
7355 switch (group
->GetLootMethod())
7358 // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin
7359 group
->GroupLoot(recipient
->GetGUID(), loot
, creature
);
7361 case NEED_BEFORE_GREED
:
7362 group
->NeedBeforeGreed(recipient
->GetGUID(), loot
, creature
);
7365 group
->MasterLoot(recipient
->GetGUID(), loot
, creature
);
7373 // possible only if creature->lootForBody && loot->empty() at spell cast check
7374 if (loot_type
== LOOT_SKINNING
)
7377 loot
->FillLoot(creature
->GetCreatureInfo()->SkinLootId
, LootTemplates_Skinning
, this);
7379 // set group rights only for loot_type != LOOT_SKINNING
7382 if(Group
* group
= GetGroup())
7384 if( group
== recipient
->GetGroup() )
7386 if(group
->GetLootMethod() == FREE_FOR_ALL
)
7387 permission
= ALL_PERMISSION
;
7388 else if(group
->GetLooterGuid() == GetGUID())
7390 if(group
->GetLootMethod() == MASTER_LOOT
)
7391 permission
= MASTER_PERMISSION
;
7393 permission
= ALL_PERMISSION
;
7396 permission
= GROUP_PERMISSION
;
7399 permission
= NONE_PERMISSION
;
7401 else if(recipient
== this)
7402 permission
= ALL_PERMISSION
;
7404 permission
= NONE_PERMISSION
;
7411 QuestItemList
*q_list
= 0;
7412 if (permission
!= NONE_PERMISSION
)
7414 QuestItemMap
const& lootPlayerQuestItems
= loot
->GetPlayerQuestItems();
7415 QuestItemMap::const_iterator itr
= lootPlayerQuestItems
.find(GetGUIDLow());
7416 if (itr
== lootPlayerQuestItems
.end())
7417 q_list
= loot
->FillQuestLoot(this);
7419 q_list
= itr
->second
;
7422 QuestItemList
*ffa_list
= 0;
7423 if (permission
!= NONE_PERMISSION
)
7425 QuestItemMap
const& lootPlayerFFAItems
= loot
->GetPlayerFFAItems();
7426 QuestItemMap::const_iterator itr
= lootPlayerFFAItems
.find(GetGUIDLow());
7427 if (itr
== lootPlayerFFAItems
.end())
7428 ffa_list
= loot
->FillFFALoot(this);
7430 ffa_list
= itr
->second
;
7433 QuestItemList
*conditional_list
= 0;
7434 if (permission
!= NONE_PERMISSION
)
7436 QuestItemMap
const& lootPlayerNonQuestNonFFAConditionalItems
= loot
->GetPlayerNonQuestNonFFAConditionalItems();
7437 QuestItemMap::const_iterator itr
= lootPlayerNonQuestNonFFAConditionalItems
.find(GetGUIDLow());
7438 if (itr
== lootPlayerNonQuestNonFFAConditionalItems
.end())
7439 conditional_list
= loot
->FillNonQuestNonFFAConditionalLoot(this);
7441 conditional_list
= itr
->second
;
7444 // LOOT_PICKPOCKETING, LOOT_PROSPECTING, LOOT_DISENCHANTING, LOOT_INSIGNIA and LOOT_MILLING unsupported by client, sending LOOT_SKINNING instead
7445 if(loot_type
== LOOT_PICKPOCKETING
|| loot_type
== LOOT_DISENCHANTING
|| loot_type
== LOOT_PROSPECTING
|| loot_type
== LOOT_INSIGNIA
|| loot_type
== LOOT_MILLING
)
7446 loot_type
= LOOT_SKINNING
;
7448 if(loot_type
== LOOT_FISHINGHOLE
)
7449 loot_type
= LOOT_FISHING
;
7451 WorldPacket
data(SMSG_LOOT_RESPONSE
, (9+50)); // we guess size
7453 data
<< uint64(guid
);
7454 data
<< uint8(loot_type
);
7455 data
<< LootView(*loot
, q_list
, ffa_list
, conditional_list
, this, permission
);
7457 SendDirectMessage(&data
);
7459 // add 'this' player as one of the players that are looting 'loot'
7460 if (permission
!= NONE_PERMISSION
)
7461 loot
->AddLooter(GetGUID());
7463 if ( loot_type
== LOOT_CORPSE
&& !IS_ITEM_GUID(guid
) )
7464 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_LOOTING
);
7467 void Player::SendNotifyLootMoneyRemoved()
7469 WorldPacket
data(SMSG_LOOT_CLEAR_MONEY
, 0);
7470 GetSession()->SendPacket( &data
);
7473 void Player::SendNotifyLootItemRemoved(uint8 lootSlot
)
7475 WorldPacket
data(SMSG_LOOT_REMOVED
, 1);
7476 data
<< uint8(lootSlot
);
7477 GetSession()->SendPacket( &data
);
7480 void Player::SendUpdateWorldState(uint32 Field
, uint32 Value
)
7482 WorldPacket
data(SMSG_UPDATE_WORLD_STATE
, 8);
7485 GetSession()->SendPacket(&data
);
7488 void Player::SendInitWorldStates()
7490 // data depends on zoneid/mapid...
7491 BattleGround
* bg
= GetBattleGround();
7492 uint16 NumberOfFields
= 0;
7493 uint32 mapid
= GetMapId();
7494 uint32 zoneid
= GetZoneId();
7495 uint32 areaid
= GetAreaId();
7496 sLog
.outDebug("Sending SMSG_INIT_WORLD_STATES to Map:%u, Zone: %u", mapid
, zoneid
);
7497 // may be exist better way to do this...
7520 NumberOfFields
= 81;
7523 NumberOfFields
= 14;
7527 NumberOfFields
= 38;
7530 NumberOfFields
= 22;
7533 NumberOfFields
= 36;
7536 NumberOfFields
= 35;
7547 NumberOfFields
= 10;
7551 WorldPacket
data(SMSG_INIT_WORLD_STATES
, (4+4+4+2+(NumberOfFields
*8)));
7552 data
<< uint32(mapid
); // mapid
7553 data
<< uint32(zoneid
); // zone id
7554 data
<< uint32(areaid
); // area id, new 2.1.0
7555 data
<< uint16(NumberOfFields
); // count of uint64 blocks
7556 data
<< uint32(0x8d8) << uint32(0x0); // 1
7557 data
<< uint32(0x8d7) << uint32(0x0); // 2
7558 data
<< uint32(0x8d6) << uint32(0x0); // 3
7559 data
<< uint32(0x8d5) << uint32(0x0); // 4
7560 data
<< uint32(0x8d4) << uint32(0x0); // 5
7561 data
<< uint32(0x8d3) << uint32(0x0); // 6
7562 if(mapid
== 530) // Outland
7564 data
<< uint32(0x9bf) << uint32(0x0); // 7
7565 data
<< uint32(0x9bd) << uint32(0xF); // 8
7566 data
<< uint32(0x9bb) << uint32(0xF); // 9
7581 data
<< uint32(0x7ae) << uint32(0x1); // 7
7582 data
<< uint32(0x532) << uint32(0x1); // 8
7583 data
<< uint32(0x531) << uint32(0x0); // 9
7584 data
<< uint32(0x52e) << uint32(0x0); // 10
7585 data
<< uint32(0x571) << uint32(0x0); // 11
7586 data
<< uint32(0x570) << uint32(0x0); // 12
7587 data
<< uint32(0x567) << uint32(0x1); // 13
7588 data
<< uint32(0x566) << uint32(0x1); // 14
7589 data
<< uint32(0x550) << uint32(0x1); // 15
7590 data
<< uint32(0x544) << uint32(0x0); // 16
7591 data
<< uint32(0x536) << uint32(0x0); // 17
7592 data
<< uint32(0x535) << uint32(0x1); // 18
7593 data
<< uint32(0x518) << uint32(0x0); // 19
7594 data
<< uint32(0x517) << uint32(0x0); // 20
7595 data
<< uint32(0x574) << uint32(0x0); // 21
7596 data
<< uint32(0x573) << uint32(0x0); // 22
7597 data
<< uint32(0x572) << uint32(0x0); // 23
7598 data
<< uint32(0x56f) << uint32(0x0); // 24
7599 data
<< uint32(0x56e) << uint32(0x0); // 25
7600 data
<< uint32(0x56d) << uint32(0x0); // 26
7601 data
<< uint32(0x56c) << uint32(0x0); // 27
7602 data
<< uint32(0x56b) << uint32(0x0); // 28
7603 data
<< uint32(0x56a) << uint32(0x1); // 29
7604 data
<< uint32(0x569) << uint32(0x1); // 30
7605 data
<< uint32(0x568) << uint32(0x1); // 13
7606 data
<< uint32(0x565) << uint32(0x0); // 32
7607 data
<< uint32(0x564) << uint32(0x0); // 33
7608 data
<< uint32(0x563) << uint32(0x0); // 34
7609 data
<< uint32(0x562) << uint32(0x0); // 35
7610 data
<< uint32(0x561) << uint32(0x0); // 36
7611 data
<< uint32(0x560) << uint32(0x0); // 37
7612 data
<< uint32(0x55f) << uint32(0x0); // 38
7613 data
<< uint32(0x55e) << uint32(0x0); // 39
7614 data
<< uint32(0x55d) << uint32(0x0); // 40
7615 data
<< uint32(0x3c6) << uint32(0x4); // 41
7616 data
<< uint32(0x3c4) << uint32(0x6); // 42
7617 data
<< uint32(0x3c2) << uint32(0x4); // 43
7618 data
<< uint32(0x516) << uint32(0x1); // 44
7619 data
<< uint32(0x515) << uint32(0x0); // 45
7620 data
<< uint32(0x3b6) << uint32(0x6); // 46
7621 data
<< uint32(0x55c) << uint32(0x0); // 47
7622 data
<< uint32(0x55b) << uint32(0x0); // 48
7623 data
<< uint32(0x55a) << uint32(0x0); // 49
7624 data
<< uint32(0x559) << uint32(0x0); // 50
7625 data
<< uint32(0x558) << uint32(0x0); // 51
7626 data
<< uint32(0x557) << uint32(0x0); // 52
7627 data
<< uint32(0x556) << uint32(0x0); // 53
7628 data
<< uint32(0x555) << uint32(0x0); // 54
7629 data
<< uint32(0x554) << uint32(0x1); // 55
7630 data
<< uint32(0x553) << uint32(0x1); // 56
7631 data
<< uint32(0x552) << uint32(0x1); // 57
7632 data
<< uint32(0x551) << uint32(0x1); // 58
7633 data
<< uint32(0x54f) << uint32(0x0); // 59
7634 data
<< uint32(0x54e) << uint32(0x0); // 60
7635 data
<< uint32(0x54d) << uint32(0x1); // 61
7636 data
<< uint32(0x54c) << uint32(0x0); // 62
7637 data
<< uint32(0x54b) << uint32(0x0); // 63
7638 data
<< uint32(0x545) << uint32(0x0); // 64
7639 data
<< uint32(0x543) << uint32(0x1); // 65
7640 data
<< uint32(0x542) << uint32(0x0); // 66
7641 data
<< uint32(0x540) << uint32(0x0); // 67
7642 data
<< uint32(0x53f) << uint32(0x0); // 68
7643 data
<< uint32(0x53e) << uint32(0x0); // 69
7644 data
<< uint32(0x53d) << uint32(0x0); // 70
7645 data
<< uint32(0x53c) << uint32(0x0); // 71
7646 data
<< uint32(0x53b) << uint32(0x0); // 72
7647 data
<< uint32(0x53a) << uint32(0x1); // 73
7648 data
<< uint32(0x539) << uint32(0x0); // 74
7649 data
<< uint32(0x538) << uint32(0x0); // 75
7650 data
<< uint32(0x537) << uint32(0x0); // 76
7651 data
<< uint32(0x534) << uint32(0x0); // 77
7652 data
<< uint32(0x533) << uint32(0x0); // 78
7653 data
<< uint32(0x530) << uint32(0x0); // 79
7654 data
<< uint32(0x52f) << uint32(0x0); // 80
7655 data
<< uint32(0x52d) << uint32(0x1); // 81
7658 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_WS
)
7659 bg
->FillInitialWorldStates(data
);
7662 data
<< uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures
7663 data
<< uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures
7664 data
<< uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
7665 data
<< uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
7666 data
<< uint32(0x60b) << uint32(0x2); // 11 1547 unk
7667 data
<< uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?)
7668 data
<< uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7669 data
<< uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7673 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_AB
)
7674 bg
->FillInitialWorldStates(data
);
7677 data
<< uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance
7678 data
<< uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde
7679 data
<< uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST?
7680 data
<< uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide)
7681 data
<< uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
7682 data
<< uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide)
7683 data
<< uint32(0x6ee) << uint32(0x0); // 13 1774 farm color
7684 data
<< uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM?
7685 data
<< uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources
7686 data
<< uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources
7687 data
<< uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases
7688 data
<< uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases
7689 data
<< uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000)
7690 data
<< uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color
7691 data
<< uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide)
7692 data
<< uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs?
7693 data
<< uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs?
7694 data
<< uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
7695 data
<< uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
7696 data
<< uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide)
7697 data
<< uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color
7698 data
<< uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM?
7699 data
<< uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
7700 data
<< uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide)
7701 data
<< uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color
7702 data
<< uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled)
7703 data
<< uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled)
7704 data
<< uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled)
7705 data
<< uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled)
7706 data
<< uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled)
7707 data
<< uint32(0x745) << uint32(0x2); // 37 1861 unk
7708 data
<< uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800)
7712 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_EY
)
7713 bg
->FillInitialWorldStates(data
);
7716 data
<< uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases
7717 data
<< uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases
7718 data
<< uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict
7719 data
<< uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict
7720 data
<< uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict
7721 data
<< uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict
7722 data
<< uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict
7723 data
<< uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict
7724 data
<< uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start
7725 data
<< uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start
7726 data
<< uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control
7727 data
<< uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control
7728 data
<< uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
7729 data
<< uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control
7730 data
<< uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control
7731 data
<< uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
7732 data
<< uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control
7733 data
<< uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control
7734 data
<< uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no)
7735 data
<< uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control
7736 data
<< uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control
7737 data
<< uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
7738 data
<< uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
7739 data
<< uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
7740 data
<< uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
7741 data
<< uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources
7742 data
<< uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources
7743 data
<< uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant?
7744 data
<< uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
7745 data
<< uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
7746 data
<< uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
7747 data
<< uint32(0xc0d) << uint32(0x17b); // 38 3085 unk
7748 // and some more ... unknown
7751 case 3483: // Hellfire Peninsula
7752 data
<< uint32(0x9ba) << uint32(0x1); // 10
7753 data
<< uint32(0x9b9) << uint32(0x1); // 11
7754 data
<< uint32(0x9b5) << uint32(0x0); // 12
7755 data
<< uint32(0x9b4) << uint32(0x1); // 13
7756 data
<< uint32(0x9b3) << uint32(0x0); // 14
7757 data
<< uint32(0x9b2) << uint32(0x0); // 15
7758 data
<< uint32(0x9b1) << uint32(0x1); // 16
7759 data
<< uint32(0x9b0) << uint32(0x0); // 17
7760 data
<< uint32(0x9ae) << uint32(0x0); // 18 horde pvp objectives captured
7761 data
<< uint32(0x9ac) << uint32(0x0); // 19
7762 data
<< uint32(0x9a8) << uint32(0x0); // 20
7763 data
<< uint32(0x9a7) << uint32(0x0); // 21
7764 data
<< uint32(0x9a6) << uint32(0x1); // 22
7766 case 3519: // Terokkar Forest
7767 data
<< uint32(0xa41) << uint32(0x0); // 10
7768 data
<< uint32(0xa40) << uint32(0x14); // 11
7769 data
<< uint32(0xa3f) << uint32(0x0); // 12
7770 data
<< uint32(0xa3e) << uint32(0x0); // 13
7771 data
<< uint32(0xa3d) << uint32(0x5); // 14
7772 data
<< uint32(0xa3c) << uint32(0x0); // 15
7773 data
<< uint32(0xa87) << uint32(0x0); // 16
7774 data
<< uint32(0xa86) << uint32(0x0); // 17
7775 data
<< uint32(0xa85) << uint32(0x0); // 18
7776 data
<< uint32(0xa84) << uint32(0x0); // 19
7777 data
<< uint32(0xa83) << uint32(0x0); // 20
7778 data
<< uint32(0xa82) << uint32(0x0); // 21
7779 data
<< uint32(0xa81) << uint32(0x0); // 22
7780 data
<< uint32(0xa80) << uint32(0x0); // 23
7781 data
<< uint32(0xa7e) << uint32(0x0); // 24
7782 data
<< uint32(0xa7d) << uint32(0x0); // 25
7783 data
<< uint32(0xa7c) << uint32(0x0); // 26
7784 data
<< uint32(0xa7b) << uint32(0x0); // 27
7785 data
<< uint32(0xa7a) << uint32(0x0); // 28
7786 data
<< uint32(0xa79) << uint32(0x0); // 29
7787 data
<< uint32(0x9d0) << uint32(0x5); // 30
7788 data
<< uint32(0x9ce) << uint32(0x0); // 31
7789 data
<< uint32(0x9cd) << uint32(0x0); // 32
7790 data
<< uint32(0x9cc) << uint32(0x0); // 33
7791 data
<< uint32(0xa88) << uint32(0x0); // 34
7792 data
<< uint32(0xad0) << uint32(0x0); // 35
7793 data
<< uint32(0xacf) << uint32(0x1); // 36
7795 case 3521: // Zangarmarsh
7796 data
<< uint32(0x9e1) << uint32(0x0); // 10
7797 data
<< uint32(0x9e0) << uint32(0x0); // 11
7798 data
<< uint32(0x9df) << uint32(0x0); // 12
7799 data
<< uint32(0xa5d) << uint32(0x1); // 13
7800 data
<< uint32(0xa5c) << uint32(0x0); // 14
7801 data
<< uint32(0xa5b) << uint32(0x1); // 15
7802 data
<< uint32(0xa5a) << uint32(0x0); // 16
7803 data
<< uint32(0xa59) << uint32(0x1); // 17
7804 data
<< uint32(0xa58) << uint32(0x0); // 18
7805 data
<< uint32(0xa57) << uint32(0x0); // 19
7806 data
<< uint32(0xa56) << uint32(0x0); // 20
7807 data
<< uint32(0xa55) << uint32(0x1); // 21
7808 data
<< uint32(0xa54) << uint32(0x0); // 22
7809 data
<< uint32(0x9e7) << uint32(0x0); // 23
7810 data
<< uint32(0x9e6) << uint32(0x0); // 24
7811 data
<< uint32(0x9e5) << uint32(0x0); // 25
7812 data
<< uint32(0xa00) << uint32(0x0); // 26
7813 data
<< uint32(0x9ff) << uint32(0x1); // 27
7814 data
<< uint32(0x9fe) << uint32(0x0); // 28
7815 data
<< uint32(0x9fd) << uint32(0x0); // 29
7816 data
<< uint32(0x9fc) << uint32(0x1); // 30
7817 data
<< uint32(0x9fb) << uint32(0x0); // 31
7818 data
<< uint32(0xa62) << uint32(0x0); // 32
7819 data
<< uint32(0xa61) << uint32(0x1); // 33
7820 data
<< uint32(0xa60) << uint32(0x1); // 34
7821 data
<< uint32(0xa5f) << uint32(0x0); // 35
7823 case 3698: // Nagrand Arena
7824 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_NA
)
7825 bg
->FillInitialWorldStates(data
);
7828 data
<< uint32(0xa0f) << uint32(0x0); // 7
7829 data
<< uint32(0xa10) << uint32(0x0); // 8
7830 data
<< uint32(0xa11) << uint32(0x0); // 9 show
7833 case 3702: // Blade's Edge Arena
7834 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_BE
)
7835 bg
->FillInitialWorldStates(data
);
7838 data
<< uint32(0x9f0) << uint32(0x0); // 7 gold
7839 data
<< uint32(0x9f1) << uint32(0x0); // 8 green
7840 data
<< uint32(0x9f3) << uint32(0x0); // 9 show
7843 case 3968: // Ruins of Lordaeron
7844 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_RL
)
7845 bg
->FillInitialWorldStates(data
);
7848 data
<< uint32(0xbb8) << uint32(0x0); // 7 gold
7849 data
<< uint32(0xbb9) << uint32(0x0); // 8 green
7850 data
<< uint32(0xbba) << uint32(0x0); // 9 show
7853 case 3703: // Shattrath City
7856 data
<< uint32(0x914) << uint32(0x0); // 7
7857 data
<< uint32(0x913) << uint32(0x0); // 8
7858 data
<< uint32(0x912) << uint32(0x0); // 9
7859 data
<< uint32(0x915) << uint32(0x0); // 10
7862 GetSession()->SendPacket(&data
);
7865 uint32
Player::GetXPRestBonus(uint32 xp
)
7867 uint32 rested_bonus
= (uint32
)GetRestBonus(); // xp for each rested bonus
7869 if(rested_bonus
> xp
) // max rested_bonus == xp or (r+x) = 200% xp
7872 SetRestBonus( GetRestBonus() - rested_bonus
);
7874 sLog
.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp
+rested_bonus
,rested_bonus
,GetRestBonus());
7875 return rested_bonus
;
7878 void Player::SetBindPoint(uint64 guid
)
7880 WorldPacket
data(SMSG_BINDER_CONFIRM
, 8);
7881 data
<< uint64(guid
);
7882 GetSession()->SendPacket( &data
);
7885 void Player::SendTalentWipeConfirm(uint64 guid
)
7887 WorldPacket
data(MSG_TALENT_WIPE_CONFIRM
, (8+4));
7888 data
<< uint64(guid
);
7889 data
<< uint32(resetTalentsCost());
7890 GetSession()->SendPacket( &data
);
7893 void Player::SendPetSkillWipeConfirm()
7895 Pet
* pet
= GetPet();
7898 WorldPacket
data(SMSG_PET_UNLEARN_CONFIRM
, (8+4));
7899 data
<< pet
->GetGUID();
7900 data
<< uint32(pet
->resetTalentsCost());
7901 GetSession()->SendPacket( &data
);
7904 /*********************************************************/
7905 /*** STORAGE SYSTEM ***/
7906 /*********************************************************/
7908 void Player::SetVirtualItemSlot( uint8 i
, Item
* item
)
7913 if(!item
->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT
))
7915 uint32 charges
= item
->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
);
7919 item
->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
,charges
-1);
7920 else if(charges
<= 1)
7922 ApplyEnchantment(item
,TEMP_ENCHANTMENT_SLOT
,false);
7923 item
->ClearEnchantment(TEMP_ENCHANTMENT_SLOT
);
7928 void Player::SetSheath( uint32 sheathed
)
7932 case SHEATH_STATE_UNARMED
: // no prepared weapon
7933 SetVirtualItemSlot(0,NULL
);
7934 SetVirtualItemSlot(1,NULL
);
7935 SetVirtualItemSlot(2,NULL
);
7937 case SHEATH_STATE_MELEE
: // prepared melee weapon
7939 SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK
,true));
7940 SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK
,true));
7941 SetVirtualItemSlot(2,NULL
);
7943 case SHEATH_STATE_RANGED
: // prepared ranged weapon
7944 SetVirtualItemSlot(0,NULL
);
7945 SetVirtualItemSlot(1,NULL
);
7946 SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK
,true));
7949 SetVirtualItemSlot(0,NULL
);
7950 SetVirtualItemSlot(1,NULL
);
7951 SetVirtualItemSlot(2,NULL
);
7954 SetByteValue(UNIT_FIELD_BYTES_2
, 0, sheathed
); // this must visualize Sheath changing for other players...
7957 uint8
Player::FindEquipSlot( ItemPrototype
const* proto
, uint32 slot
, bool swap
) const
7959 uint8 pClass
= getClass();
7962 slots
[0] = NULL_SLOT
;
7963 slots
[1] = NULL_SLOT
;
7964 slots
[2] = NULL_SLOT
;
7965 slots
[3] = NULL_SLOT
;
7966 switch( proto
->InventoryType
)
7969 slots
[0] = EQUIPMENT_SLOT_HEAD
;
7972 slots
[0] = EQUIPMENT_SLOT_NECK
;
7974 case INVTYPE_SHOULDERS
:
7975 slots
[0] = EQUIPMENT_SLOT_SHOULDERS
;
7978 slots
[0] = EQUIPMENT_SLOT_BODY
;
7981 slots
[0] = EQUIPMENT_SLOT_CHEST
;
7984 slots
[0] = EQUIPMENT_SLOT_CHEST
;
7987 slots
[0] = EQUIPMENT_SLOT_WAIST
;
7990 slots
[0] = EQUIPMENT_SLOT_LEGS
;
7993 slots
[0] = EQUIPMENT_SLOT_FEET
;
7995 case INVTYPE_WRISTS
:
7996 slots
[0] = EQUIPMENT_SLOT_WRISTS
;
7999 slots
[0] = EQUIPMENT_SLOT_HANDS
;
8001 case INVTYPE_FINGER
:
8002 slots
[0] = EQUIPMENT_SLOT_FINGER1
;
8003 slots
[1] = EQUIPMENT_SLOT_FINGER2
;
8005 case INVTYPE_TRINKET
:
8006 slots
[0] = EQUIPMENT_SLOT_TRINKET1
;
8007 slots
[1] = EQUIPMENT_SLOT_TRINKET2
;
8010 slots
[0] = EQUIPMENT_SLOT_BACK
;
8012 case INVTYPE_WEAPON
:
8014 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8016 // suggest offhand slot only if know dual wielding
8017 // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
8019 slots
[1] = EQUIPMENT_SLOT_OFFHAND
;
8022 case INVTYPE_SHIELD
:
8023 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8025 case INVTYPE_RANGED
:
8026 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8028 case INVTYPE_2HWEAPON
:
8029 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8030 if (CanDualWield() && CanTitanGrip())
8031 slots
[1] = EQUIPMENT_SLOT_OFFHAND
;
8033 case INVTYPE_TABARD
:
8034 slots
[0] = EQUIPMENT_SLOT_TABARD
;
8036 case INVTYPE_WEAPONMAINHAND
:
8037 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8039 case INVTYPE_WEAPONOFFHAND
:
8040 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8042 case INVTYPE_HOLDABLE
:
8043 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8045 case INVTYPE_THROWN
:
8046 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8048 case INVTYPE_RANGEDRIGHT
:
8049 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8052 slots
[0] = INVENTORY_SLOT_BAG_1
;
8053 slots
[1] = INVENTORY_SLOT_BAG_2
;
8054 slots
[2] = INVENTORY_SLOT_BAG_3
;
8055 slots
[3] = INVENTORY_SLOT_BAG_4
;
8059 switch(proto
->SubClass
)
8061 case ITEM_SUBCLASS_ARMOR_LIBRAM
:
8062 if (pClass
== CLASS_PALADIN
)
8063 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8065 case ITEM_SUBCLASS_ARMOR_IDOL
:
8066 if (pClass
== CLASS_DRUID
)
8067 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8069 case ITEM_SUBCLASS_ARMOR_TOTEM
:
8070 if (pClass
== CLASS_SHAMAN
)
8071 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8073 case ITEM_SUBCLASS_ARMOR_MISC
:
8074 if (pClass
== CLASS_WARLOCK
)
8075 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8077 case ITEM_SUBCLASS_ARMOR_SIGIL
:
8078 if (pClass
== CLASS_DEATH_KNIGHT
)
8079 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8088 if( slot
!= NULL_SLOT
)
8090 if( swap
|| !GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
) )
8092 for (int i
= 0; i
< 4; i
++)
8094 if ( slots
[i
] == slot
)
8101 // search free slot at first
8102 for (int i
= 0; i
< 4; i
++)
8104 if ( slots
[i
] != NULL_SLOT
&& !GetItemByPos( INVENTORY_SLOT_BAG_0
, slots
[i
] ) )
8106 // in case 2hand equipped weapon (without titan grip) offhand slot empty but not free
8107 if(slots
[i
]!=EQUIPMENT_SLOT_OFFHAND
|| !IsTwoHandUsed())
8112 // if not found free and can swap return first appropriate from used
8113 for (int i
= 0; i
< 4; i
++)
8115 if ( slots
[i
] != NULL_SLOT
&& swap
)
8124 uint8
Player::CanUnequipItems( uint32 item
, uint32 count
) const
8127 uint32 tempcount
= 0;
8129 uint8 res
= EQUIP_ERR_OK
;
8131 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8133 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8134 if( pItem
&& pItem
->GetEntry() == item
)
8136 uint8 ires
= CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
, false);
8137 if(ires
==EQUIP_ERR_OK
)
8139 tempcount
+= pItem
->GetCount();
8140 if( tempcount
>= count
)
8141 return EQUIP_ERR_OK
;
8147 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8149 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8150 if( pItem
&& pItem
->GetEntry() == item
)
8152 tempcount
+= pItem
->GetCount();
8153 if( tempcount
>= count
)
8154 return EQUIP_ERR_OK
;
8157 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
8159 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8160 if( pItem
&& pItem
->GetEntry() == item
)
8162 tempcount
+= pItem
->GetCount();
8163 if( tempcount
>= count
)
8164 return EQUIP_ERR_OK
;
8168 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8170 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8173 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8175 pItem
= GetItemByPos( i
, j
);
8176 if( pItem
&& pItem
->GetEntry() == item
)
8178 tempcount
+= pItem
->GetCount();
8179 if( tempcount
>= count
)
8180 return EQUIP_ERR_OK
;
8186 // not found req. item count and have unequippable items
8190 uint32
Player::GetItemCount( uint32 item
, bool inBankAlso
, Item
* skipItem
) const
8193 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8195 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8196 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8197 count
+= pItem
->GetCount();
8199 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
8201 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8202 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8203 count
+= pItem
->GetCount();
8205 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8207 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8209 count
+= pBag
->GetItemCount(item
,skipItem
);
8212 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8214 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8216 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8217 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8218 count
+= pItem
->GetGemCountWithID(item
);
8224 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; i
++)
8226 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8227 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8228 count
+= pItem
->GetCount();
8230 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
8232 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8234 count
+= pBag
->GetItemCount(item
,skipItem
);
8237 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8239 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; i
++)
8241 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8242 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8243 count
+= pItem
->GetGemCountWithID(item
);
8251 Item
* Player::GetItemByGuid( uint64 guid
) const
8253 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8255 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8256 if( pItem
&& pItem
->GetGUID() == guid
)
8259 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
8261 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8262 if( pItem
&& pItem
->GetGUID() == guid
)
8266 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8268 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8271 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8273 Item
* pItem
= pBag
->GetItemByPos( j
);
8274 if( pItem
&& pItem
->GetGUID() == guid
)
8279 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
8281 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8284 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8286 Item
* pItem
= pBag
->GetItemByPos( j
);
8287 if( pItem
&& pItem
->GetGUID() == guid
)
8296 Item
* Player::GetItemByPos( uint16 pos
) const
8298 uint8 bag
= pos
>> 8;
8299 uint8 slot
= pos
& 255;
8300 return GetItemByPos( bag
, slot
);
8303 Item
* Player::GetItemByPos( uint8 bag
, uint8 slot
) const
8305 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< BANK_SLOT_BAG_END
|| slot
>= KEYRING_SLOT_START
&& slot
< QUESTBAG_SLOT_END
) )
8306 return m_items
[slot
];
8307 else if(bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
8308 || bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8310 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8312 return pBag
->GetItemByPos(slot
);
8317 Item
* Player::GetWeaponForAttack(WeaponAttackType attackType
, bool useable
) const
8322 case BASE_ATTACK
: slot
= EQUIPMENT_SLOT_MAINHAND
; break;
8323 case OFF_ATTACK
: slot
= EQUIPMENT_SLOT_OFFHAND
; break;
8324 case RANGED_ATTACK
: slot
= EQUIPMENT_SLOT_RANGED
; break;
8325 default: return NULL
;
8328 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, slot
);
8329 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_WEAPON
)
8335 if( item
->IsBroken() || !IsUseEquipedWeapon(attackType
==BASE_ATTACK
) )
8341 Item
* Player::GetShield(bool useable
) const
8343 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
8344 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_ARMOR
)
8350 if( item
->IsBroken())
8356 uint32
Player::GetAttackBySlot( uint8 slot
)
8360 case EQUIPMENT_SLOT_MAINHAND
: return BASE_ATTACK
;
8361 case EQUIPMENT_SLOT_OFFHAND
: return OFF_ATTACK
;
8362 case EQUIPMENT_SLOT_RANGED
: return RANGED_ATTACK
;
8363 default: return MAX_ATTACK
;
8367 bool Player::HasBankBagSlot( uint8 slot
) const
8369 uint32 maxslot
= GetByteValue(PLAYER_BYTES_2
, 2) + BANK_SLOT_BAG_START
;
8370 if( slot
< maxslot
)
8375 bool Player::IsInventoryPos( uint8 bag
, uint8 slot
)
8377 if( bag
== INVENTORY_SLOT_BAG_0
&& slot
== NULL_SLOT
)
8379 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
) )
8381 if( bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8383 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= KEYRING_SLOT_START
&& slot
< QUESTBAG_SLOT_END
) )
8388 bool Player::IsEquipmentPos( uint8 bag
, uint8 slot
)
8390 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< EQUIPMENT_SLOT_END
) )
8392 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8397 bool Player::IsBankPos( uint8 bag
, uint8 slot
)
8399 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
) )
8401 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8403 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8408 bool Player::IsBagPos( uint16 pos
)
8410 uint8 bag
= pos
>> 8;
8411 uint8 slot
= pos
& 255;
8412 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8414 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8419 bool Player::IsValidPos( uint8 bag
, uint8 slot
)
8425 if (bag
== INVENTORY_SLOT_BAG_0
)
8427 // any post selected
8428 if (slot
== NULL_SLOT
)
8432 if (slot
< EQUIPMENT_SLOT_END
)
8436 if (slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
)
8440 if (slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
)
8444 if (slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_END
)
8448 if (slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
)
8452 if (slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
8458 // bag content slots
8459 if (bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8461 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8465 // any post selected
8466 if (slot
== NULL_SLOT
)
8469 return slot
< pBag
->GetBagSize();
8472 // bank bag content slots
8473 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8475 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8479 // any post selected
8480 if (slot
== NULL_SLOT
)
8483 return slot
< pBag
->GetBagSize();
8491 bool Player::HasItemCount( uint32 item
, uint32 count
, bool inBankAlso
) const
8493 uint32 tempcount
= 0;
8494 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8496 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8497 if( pItem
&& pItem
->GetEntry() == item
)
8499 tempcount
+= pItem
->GetCount();
8500 if( tempcount
>= count
)
8504 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
8506 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8507 if( pItem
&& pItem
->GetEntry() == item
)
8509 tempcount
+= pItem
->GetCount();
8510 if( tempcount
>= count
)
8514 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8516 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8518 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8520 Item
* pItem
= GetItemByPos( i
, j
);
8521 if( pItem
&& pItem
->GetEntry() == item
)
8523 tempcount
+= pItem
->GetCount();
8524 if( tempcount
>= count
)
8533 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; i
++)
8535 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8536 if( pItem
&& pItem
->GetEntry() == item
)
8538 tempcount
+= pItem
->GetCount();
8539 if( tempcount
>= count
)
8543 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
8545 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8547 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8549 Item
* pItem
= GetItemByPos( i
, j
);
8550 if( pItem
&& pItem
->GetEntry() == item
)
8552 tempcount
+= pItem
->GetCount();
8553 if( tempcount
>= count
)
8564 Item
* Player::GetItemOrItemWithGemEquipped( uint32 item
) const
8567 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; i
++)
8569 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8570 if( pItem
&& pItem
->GetEntry() == item
)
8574 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(item
);
8575 if (pProto
&& pProto
->GemProperties
)
8577 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; i
++)
8579 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8580 if( pItem
&& pItem
->GetProto()->Socket
[0].Color
)
8582 if (pItem
->GetGemCountWithID(item
) > 0 )
8591 uint8
Player::_CanTakeMoreSimilarItems(uint32 entry
, uint32 count
, Item
* pItem
, uint32
* no_space_count
) const
8593 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(entry
);
8597 *no_space_count
= count
;
8598 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8602 if(pProto
->MaxCount
== 0)
8603 return EQUIP_ERR_OK
;
8605 uint32 curcount
= GetItemCount(pProto
->ItemId
,true,pItem
);
8607 if( curcount
+ count
> pProto
->MaxCount
)
8610 *no_space_count
= count
+curcount
- pProto
->MaxCount
;
8611 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8614 return EQUIP_ERR_OK
;
8617 bool Player::HasItemTotemCategory( uint32 TotemCategory
) const
8620 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8622 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8623 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8626 for(uint8 i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; ++i
)
8628 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8629 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8632 for(uint8 i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8634 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8636 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8638 pItem
= GetItemByPos( i
, j
);
8639 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8647 uint8
Player::_CanStoreItem_InSpecificSlot( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, ItemPrototype
const *pProto
, uint32
& count
, bool swap
, Item
* pSrcItem
) const
8649 Item
* pItem2
= GetItemByPos( bag
, slot
);
8651 // ignore move item (this slot will be empty at move)
8652 if(pItem2
==pSrcItem
)
8657 // empty specific slot - check item fit to slot
8658 if( !pItem2
|| swap
)
8660 if( bag
== INVENTORY_SLOT_BAG_0
)
8663 if(slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_START
+GetMaxKeyringSize() && !(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
))
8664 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8667 if(slot
>= VANITYPET_SLOT_START
&& slot
< VANITYPET_SLOT_END
&& !(pProto
->BagFamily
& BAG_FAMILY_MASK_VANITY_PETS
))
8668 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8670 // currencytoken case
8671 if(slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
&& !(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
))
8672 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8675 if(slot
>= QUESTBAG_SLOT_START
&& slot
< QUESTBAG_SLOT_END
&& !(pProto
->BagFamily
& BAG_FAMILY_MASK_QUEST_ITEMS
))
8676 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8679 if(slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
|| slot
>= PLAYER_SLOT_END
)
8680 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8684 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8686 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8688 ItemPrototype
const* pBagProto
= pBag
->GetProto();
8690 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8692 if( !ItemCanGoIntoBag(pProto
,pBagProto
) )
8693 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8696 // non empty stack with space
8697 need_space
= pProto
->Stackable
;
8699 // non empty slot, check item type
8703 if(pItem2
->GetEntry() != pProto
->ItemId
)
8704 return EQUIP_ERR_ITEM_CANT_STACK
;
8707 if(pItem2
->GetCount() >= pProto
->Stackable
)
8708 return EQUIP_ERR_ITEM_CANT_STACK
;
8710 need_space
= pProto
->Stackable
- pItem2
->GetCount();
8713 if(need_space
> count
)
8716 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | slot
, need_space
);
8717 if(!newPosition
.isContainedIn(dest
))
8719 dest
.push_back(newPosition
);
8720 count
-= need_space
;
8722 return EQUIP_ERR_OK
;
8725 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
8727 // skip specific bag already processed in first called _CanStoreItem_InBag
8729 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8731 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8733 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8735 ItemPrototype
const* pBagProto
= pBag
->GetProto();
8737 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8739 // specialized bag mode or non-specilized
8740 if( non_specialized
!= (pBagProto
->Class
== ITEM_CLASS_CONTAINER
&& pBagProto
->SubClass
== ITEM_SUBCLASS_CONTAINER
) )
8741 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8743 if( !ItemCanGoIntoBag(pProto
,pBagProto
) )
8744 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8746 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8748 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8752 Item
* pItem2
= GetItemByPos( bag
, j
);
8754 // ignore move item (this slot will be empty at move)
8755 if(pItem2
==pSrcItem
)
8758 // if merge skip empty, if !merge skip non-empty
8759 if((pItem2
!=NULL
)!=merge
)
8764 if(pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->Stackable
)
8766 uint32 need_space
= pProto
->Stackable
- pItem2
->GetCount();
8767 if(need_space
> count
)
8770 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
8771 if(!newPosition
.isContainedIn(dest
))
8773 dest
.push_back(newPosition
);
8774 count
-= need_space
;
8777 return EQUIP_ERR_OK
;
8783 uint32 need_space
= pProto
->Stackable
;
8784 if(need_space
> count
)
8787 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
8788 if(!newPosition
.isContainedIn(dest
))
8790 dest
.push_back(newPosition
);
8791 count
-= need_space
;
8794 return EQUIP_ERR_OK
;
8798 return EQUIP_ERR_OK
;
8801 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
8803 for(uint32 j
= slot_begin
; j
< slot_end
; j
++)
8805 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8806 if(INVENTORY_SLOT_BAG_0
==skip_bag
&& j
==skip_slot
)
8809 Item
* pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, j
);
8811 // ignore move item (this slot will be empty at move)
8812 if(pItem2
==pSrcItem
)
8815 // if merge skip empty, if !merge skip non-empty
8816 if((pItem2
!=NULL
)!=merge
)
8821 if(pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->Stackable
)
8823 uint32 need_space
= pProto
->Stackable
- pItem2
->GetCount();
8824 if(need_space
> count
)
8826 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
8827 if(!newPosition
.isContainedIn(dest
))
8829 dest
.push_back(newPosition
);
8830 count
-= need_space
;
8833 return EQUIP_ERR_OK
;
8839 uint32 need_space
= pProto
->Stackable
;
8840 if(need_space
> count
)
8843 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
8844 if(!newPosition
.isContainedIn(dest
))
8846 dest
.push_back(newPosition
);
8847 count
-= need_space
;
8850 return EQUIP_ERR_OK
;
8854 return EQUIP_ERR_OK
;
8857 uint8
Player::_CanStoreItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, uint32 entry
, uint32 count
, Item
*pItem
, bool swap
, uint32
* no_space_count
) const
8859 sLog
.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, entry
, count
);
8861 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(entry
);
8865 *no_space_count
= count
;
8866 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
:EQUIP_ERR_ITEM_NOT_FOUND
;
8869 if(pItem
&& pItem
->IsBindedNotWith(GetGUID()))
8872 *no_space_count
= count
;
8873 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
8876 // check count of items (skip for auto move for same player from bank)
8877 uint32 no_similar_count
= 0; // can't store this amount similar items
8878 uint8 res
= _CanTakeMoreSimilarItems(entry
,count
,pItem
,&no_similar_count
);
8879 if(res
!=EQUIP_ERR_OK
)
8881 if(count
==no_similar_count
)
8884 *no_space_count
= no_similar_count
;
8887 count
-= no_similar_count
;
8891 if( bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
8893 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
8894 if(res
!=EQUIP_ERR_OK
)
8897 *no_space_count
= count
+ no_similar_count
;
8903 if(no_similar_count
==0)
8904 return EQUIP_ERR_OK
;
8907 *no_space_count
= count
+ no_similar_count
;
8908 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8912 // not specific slot or have space for partly store only in specific slot
8915 if( bag
!= NULL_BAG
)
8917 // search stack in bag for merge to
8918 if( pProto
->Stackable
> 1 )
8920 if( bag
== INVENTORY_SLOT_BAG_0
) // inventory
8922 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,QUESTBAG_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
8923 if(res
!=EQUIP_ERR_OK
)
8926 *no_space_count
= count
+ no_similar_count
;
8932 if(no_similar_count
==0)
8933 return EQUIP_ERR_OK
;
8936 *no_space_count
= count
+ no_similar_count
;
8937 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8940 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
8941 if(res
!=EQUIP_ERR_OK
)
8944 *no_space_count
= count
+ no_similar_count
;
8950 if(no_similar_count
==0)
8951 return EQUIP_ERR_OK
;
8954 *no_space_count
= count
+ no_similar_count
;
8955 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8958 else // equipped bag
8960 // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag
8961 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
8962 if(res
!=EQUIP_ERR_OK
)
8963 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
8965 if(res
!=EQUIP_ERR_OK
)
8968 *no_space_count
= count
+ no_similar_count
;
8974 if(no_similar_count
==0)
8975 return EQUIP_ERR_OK
;
8978 *no_space_count
= count
+ no_similar_count
;
8979 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8984 // search free slot in bag for place to
8985 if( bag
== INVENTORY_SLOT_BAG_0
) // inventory
8987 // search free slot - keyring case
8988 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
8990 uint32 keyringSize
= GetMaxKeyringSize();
8991 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
8992 if(res
!=EQUIP_ERR_OK
)
8995 *no_space_count
= count
+ no_similar_count
;
9001 if(no_similar_count
==0)
9002 return EQUIP_ERR_OK
;
9005 *no_space_count
= count
+ no_similar_count
;
9006 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9009 else if(pProto
->BagFamily
& BAG_FAMILY_MASK_VANITY_PETS
)
9011 res
= _CanStoreItem_InInventorySlots(VANITYPET_SLOT_START
,VANITYPET_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9012 if(res
!=EQUIP_ERR_OK
)
9015 *no_space_count
= count
+ no_similar_count
;
9021 if(no_similar_count
==0)
9022 return EQUIP_ERR_OK
;
9025 *no_space_count
= count
+ no_similar_count
;
9026 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9029 else if(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
9031 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9032 if(res
!=EQUIP_ERR_OK
)
9035 *no_space_count
= count
+ no_similar_count
;
9041 if(no_similar_count
==0)
9042 return EQUIP_ERR_OK
;
9045 *no_space_count
= count
+ no_similar_count
;
9046 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9049 else if(pProto
->BagFamily
& BAG_FAMILY_MASK_QUEST_ITEMS
)
9051 res
= _CanStoreItem_InInventorySlots(QUESTBAG_SLOT_START
,QUESTBAG_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9052 if(res
!=EQUIP_ERR_OK
)
9055 *no_space_count
= count
+ no_similar_count
;
9061 if(no_similar_count
==0)
9062 return EQUIP_ERR_OK
;
9065 *no_space_count
= count
+ no_similar_count
;
9066 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9070 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9071 if(res
!=EQUIP_ERR_OK
)
9074 *no_space_count
= count
+ no_similar_count
;
9080 if(no_similar_count
==0)
9081 return EQUIP_ERR_OK
;
9084 *no_space_count
= count
+ no_similar_count
;
9085 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9088 else // equipped bag
9090 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,false,pItem
,NULL_BAG
,slot
);
9091 if(res
!=EQUIP_ERR_OK
)
9092 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,true,pItem
,NULL_BAG
,slot
);
9094 if(res
!=EQUIP_ERR_OK
)
9097 *no_space_count
= count
+ no_similar_count
;
9103 if(no_similar_count
==0)
9104 return EQUIP_ERR_OK
;
9107 *no_space_count
= count
+ no_similar_count
;
9108 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9113 // not specific bag or have space for partly store only in specific bag
9115 // search stack for merge to
9116 if( pProto
->Stackable
> 1 )
9118 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,QUESTBAG_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9119 if(res
!=EQUIP_ERR_OK
)
9122 *no_space_count
= count
+ no_similar_count
;
9128 if(no_similar_count
==0)
9129 return EQUIP_ERR_OK
;
9132 *no_space_count
= count
+ no_similar_count
;
9133 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9136 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9137 if(res
!=EQUIP_ERR_OK
)
9140 *no_space_count
= count
+ no_similar_count
;
9146 if(no_similar_count
==0)
9147 return EQUIP_ERR_OK
;
9150 *no_space_count
= count
+ no_similar_count
;
9151 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9154 if( pProto
->BagFamily
)
9156 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9158 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
9159 if(res
!=EQUIP_ERR_OK
)
9164 if(no_similar_count
==0)
9165 return EQUIP_ERR_OK
;
9168 *no_space_count
= count
+ no_similar_count
;
9169 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9174 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9176 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
9177 if(res
!=EQUIP_ERR_OK
)
9182 if(no_similar_count
==0)
9183 return EQUIP_ERR_OK
;
9186 *no_space_count
= count
+ no_similar_count
;
9187 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9192 // search free slot - special bag case
9193 if( pProto
->BagFamily
)
9195 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9197 uint32 keyringSize
= GetMaxKeyringSize();
9198 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9199 if(res
!=EQUIP_ERR_OK
)
9202 *no_space_count
= count
+ no_similar_count
;
9208 if(no_similar_count
==0)
9209 return EQUIP_ERR_OK
;
9212 *no_space_count
= count
+ no_similar_count
;
9213 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9216 else if(pProto
->BagFamily
& BAG_FAMILY_MASK_VANITY_PETS
)
9218 res
= _CanStoreItem_InInventorySlots(VANITYPET_SLOT_START
,VANITYPET_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9219 if(res
!=EQUIP_ERR_OK
)
9222 *no_space_count
= count
+ no_similar_count
;
9228 if(no_similar_count
==0)
9229 return EQUIP_ERR_OK
;
9232 *no_space_count
= count
+ no_similar_count
;
9233 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9236 else if(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
9238 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9239 if(res
!=EQUIP_ERR_OK
)
9242 *no_space_count
= count
+ no_similar_count
;
9248 if(no_similar_count
==0)
9249 return EQUIP_ERR_OK
;
9252 *no_space_count
= count
+ no_similar_count
;
9253 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9256 else if(pProto
->BagFamily
& BAG_FAMILY_MASK_QUEST_ITEMS
)
9258 res
= _CanStoreItem_InInventorySlots(QUESTBAG_SLOT_START
,QUESTBAG_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9259 if(res
!=EQUIP_ERR_OK
)
9262 *no_space_count
= count
+ no_similar_count
;
9268 if(no_similar_count
==0)
9269 return EQUIP_ERR_OK
;
9272 *no_space_count
= count
+ no_similar_count
;
9273 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9277 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9279 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
9280 if(res
!=EQUIP_ERR_OK
)
9285 if(no_similar_count
==0)
9286 return EQUIP_ERR_OK
;
9289 *no_space_count
= count
+ no_similar_count
;
9290 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9296 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9297 if(res
!=EQUIP_ERR_OK
)
9300 *no_space_count
= count
+ no_similar_count
;
9306 if(no_similar_count
==0)
9307 return EQUIP_ERR_OK
;
9310 *no_space_count
= count
+ no_similar_count
;
9311 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9314 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9316 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
9317 if(res
!=EQUIP_ERR_OK
)
9322 if(no_similar_count
==0)
9323 return EQUIP_ERR_OK
;
9326 *no_space_count
= count
+ no_similar_count
;
9327 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9332 *no_space_count
= count
+ no_similar_count
;
9334 return EQUIP_ERR_INVENTORY_FULL
;
9337 //////////////////////////////////////////////////////////////////////////
9338 uint8
Player::CanStoreItems( Item
**pItems
,int count
) const
9343 int inv_slot_items
[INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
];
9344 int inv_bags
[INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
][MAX_BAG_SIZE
];
9345 int inv_keys
[KEYRING_SLOT_END
-KEYRING_SLOT_START
];
9346 int inv_pets
[VANITYPET_SLOT_END
-VANITYPET_SLOT_START
];
9347 int inv_tokens
[CURRENCYTOKEN_SLOT_END
-CURRENCYTOKEN_SLOT_START
];
9348 int inv_quests
[QUESTBAG_SLOT_END
-QUESTBAG_SLOT_START
];
9350 memset(inv_slot_items
,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
));
9351 memset(inv_bags
,0,sizeof(int)*(INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
)*MAX_BAG_SIZE
);
9352 memset(inv_keys
,0,sizeof(int)*(KEYRING_SLOT_END
-KEYRING_SLOT_START
));
9353 memset(inv_pets
,0,sizeof(int)*(VANITYPET_SLOT_END
-VANITYPET_SLOT_START
));
9354 memset(inv_tokens
,0,sizeof(int)*(CURRENCYTOKEN_SLOT_END
-CURRENCYTOKEN_SLOT_START
));
9355 memset(inv_quests
,0,sizeof(int)*(QUESTBAG_SLOT_END
-QUESTBAG_SLOT_START
));
9357 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
9359 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9361 if (pItem2
&& !pItem2
->IsInTrade())
9363 inv_slot_items
[i
-INVENTORY_SLOT_ITEM_START
] = pItem2
->GetCount();
9367 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; i
++)
9369 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9371 if (pItem2
&& !pItem2
->IsInTrade())
9373 inv_keys
[i
-KEYRING_SLOT_START
] = pItem2
->GetCount();
9377 for(int i
= VANITYPET_SLOT_START
; i
< VANITYPET_SLOT_END
; i
++)
9379 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9381 if (pItem2
&& !pItem2
->IsInTrade())
9383 inv_pets
[i
-VANITYPET_SLOT_START
] = pItem2
->GetCount();
9387 for(int i
= CURRENCYTOKEN_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; i
++)
9389 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9391 if (pItem2
&& !pItem2
->IsInTrade())
9393 inv_tokens
[i
-CURRENCYTOKEN_SLOT_START
] = pItem2
->GetCount();
9397 for(int i
= QUESTBAG_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
9399 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9401 if (pItem2
&& !pItem2
->IsInTrade())
9403 inv_quests
[i
-QUESTBAG_SLOT_START
] = pItem2
->GetCount();
9407 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9409 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
9411 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
9413 pItem2
= GetItemByPos( i
, j
);
9414 if (pItem2
&& !pItem2
->IsInTrade())
9416 inv_bags
[i
-INVENTORY_SLOT_BAG_START
][j
] = pItem2
->GetCount();
9422 // check free space for all items
9423 for (int k
=0;k
<count
;k
++)
9425 Item
*pItem
= pItems
[k
];
9428 if (!pItem
) continue;
9430 sLog
.outDebug( "STORAGE: CanStoreItems %i. item = %u, count = %u", k
+1, pItem
->GetEntry(), pItem
->GetCount());
9431 ItemPrototype
const *pProto
= pItem
->GetProto();
9435 return EQUIP_ERR_ITEM_NOT_FOUND
;
9438 if(pItem
->IsBindedNotWith(GetGUID()))
9439 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9442 ItemPrototype
const *pBagProto
;
9444 // item is 'one item only'
9445 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9446 if(res
!= EQUIP_ERR_OK
)
9449 // search stack for merge to
9450 if( pProto
->Stackable
> 1 )
9452 bool b_found
= false;
9454 for(int t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_END
; t
++)
9456 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9457 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_keys
[t
-KEYRING_SLOT_START
] + pItem
->GetCount() <= pProto
->Stackable
)
9459 inv_keys
[t
-KEYRING_SLOT_START
] += pItem
->GetCount();
9464 if (b_found
) continue;
9466 for(int t
= VANITYPET_SLOT_START
; t
< VANITYPET_SLOT_END
; t
++)
9468 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9469 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_pets
[t
-VANITYPET_SLOT_START
] + pItem
->GetCount() <= pProto
->Stackable
)
9471 inv_pets
[t
-VANITYPET_SLOT_START
] += pItem
->GetCount();
9476 if (b_found
) continue;
9478 for(int t
= CURRENCYTOKEN_SLOT_START
; t
< CURRENCYTOKEN_SLOT_END
; t
++)
9480 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9481 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] + pItem
->GetCount() <= pProto
->Stackable
)
9483 inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] += pItem
->GetCount();
9488 if (b_found
) continue;
9490 for(int t
= QUESTBAG_SLOT_START
; t
< QUESTBAG_SLOT_END
; t
++)
9492 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9493 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_quests
[t
-QUESTBAG_SLOT_START
] + pItem
->GetCount() <= pProto
->Stackable
)
9495 inv_quests
[t
-QUESTBAG_SLOT_START
] += pItem
->GetCount();
9500 if (b_found
) continue;
9502 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; t
++)
9504 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9505 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] + pItem
->GetCount() <= pProto
->Stackable
)
9507 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] += pItem
->GetCount();
9512 if (b_found
) continue;
9514 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; t
++)
9516 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9519 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
9521 pItem2
= GetItemByPos( t
, j
);
9522 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] + pItem
->GetCount() <= pProto
->Stackable
)
9524 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] += pItem
->GetCount();
9531 if (b_found
) continue;
9535 if( pProto
->BagFamily
)
9537 bool b_found
= false;
9538 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9540 uint32 keyringSize
= GetMaxKeyringSize();
9541 for(uint32 t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_START
+keyringSize
; ++t
)
9543 if( inv_keys
[t
-KEYRING_SLOT_START
] == 0 )
9545 inv_keys
[t
-KEYRING_SLOT_START
] = 1;
9552 if (b_found
) continue;
9554 if(pProto
->BagFamily
& BAG_FAMILY_MASK_VANITY_PETS
)
9556 for(uint32 t
= VANITYPET_SLOT_START
; t
< VANITYPET_SLOT_END
; ++t
)
9558 if( inv_pets
[t
-VANITYPET_SLOT_START
] == 0 )
9560 inv_pets
[t
-VANITYPET_SLOT_START
] = 1;
9567 if (b_found
) continue;
9569 if(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
9571 for(uint32 t
= CURRENCYTOKEN_SLOT_START
; t
< CURRENCYTOKEN_SLOT_END
; ++t
)
9573 if( inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] == 0 )
9575 inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] = 1;
9582 if (b_found
) continue;
9584 if(pProto
->BagFamily
& BAG_FAMILY_MASK_QUEST_ITEMS
)
9586 for(uint32 t
= QUESTBAG_SLOT_START
; t
< QUESTBAG_SLOT_END
; ++t
)
9588 if( inv_quests
[t
-QUESTBAG_SLOT_START
] == 0 )
9590 inv_quests
[t
-QUESTBAG_SLOT_START
] = 1;
9597 if (b_found
) continue;
9599 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; t
++)
9601 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9604 pBagProto
= pBag
->GetProto();
9606 // not plain container check
9607 if( pBagProto
&& (pBagProto
->Class
!= ITEM_CLASS_CONTAINER
|| pBagProto
->SubClass
!= ITEM_SUBCLASS_CONTAINER
) &&
9608 ItemCanGoIntoBag(pProto
,pBagProto
) )
9610 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
9612 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9614 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9622 if (b_found
) continue;
9626 bool b_found
= false;
9627 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; t
++)
9629 if( inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] == 0 )
9631 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] = 1;
9636 if (b_found
) continue;
9638 // search free slot in bags
9639 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; t
++)
9641 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9644 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
9646 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9648 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9656 // no free slot found?
9658 return EQUIP_ERR_INVENTORY_FULL
;
9661 return EQUIP_ERR_OK
;
9664 //////////////////////////////////////////////////////////////////////////
9665 uint8
Player::CanEquipNewItem( uint8 slot
, uint16
&dest
, uint32 item
, bool swap
) const
9668 Item
*pItem
= Item::CreateItem( item
, 1, this );
9671 uint8 result
= CanEquipItem(slot
, dest
, pItem
, swap
);
9676 return EQUIP_ERR_ITEM_NOT_FOUND
;
9679 uint8
Player::CanEquipItem( uint8 slot
, uint16
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
9684 sLog
.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot
, pItem
->GetEntry(), pItem
->GetCount());
9685 ItemPrototype
const *pProto
= pItem
->GetProto();
9688 // May be here should be more stronger checks; STUNNED checked
9689 // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
9690 if (not_loading
&& hasUnitState(UNIT_STAT_STUNNED
))
9691 return EQUIP_ERR_YOU_ARE_STUNNED
;
9693 if(pItem
->IsBindedNotWith(GetGUID()))
9694 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9696 // check count of items (skip for auto move for same player from bank)
9697 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9698 if(res
!= EQUIP_ERR_OK
)
9701 // do not allow equipping gear except weapons, offhands, projectiles, relics in
9703 // - in-progress arenas
9704 if( !pProto
->CanChangeEquipStateInCombat() )
9707 return EQUIP_ERR_NOT_IN_COMBAT
;
9709 if(BattleGround
* bg
= GetBattleGround())
9710 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
9711 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
9714 if(isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
!= 0)
9715 return EQUIP_ERR_CANT_DO_RIGHT_NOW
; // maybe exist better err
9717 if(IsNonMeleeSpellCasted(false))
9718 return EQUIP_ERR_CANT_DO_RIGHT_NOW
;
9720 uint8 eslot
= FindEquipSlot( pProto
, slot
, swap
);
9721 if( eslot
== NULL_SLOT
)
9722 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9724 uint8 msg
= CanUseItem( pItem
, not_loading
);
9725 if( msg
!= EQUIP_ERR_OK
)
9727 if( !swap
&& GetItemByPos( INVENTORY_SLOT_BAG_0
, eslot
) )
9728 return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE
;
9730 // check unique-equipped on item
9731 if (pProto
->Flags
& ITEM_FLAGS_UNIQUE_EQUIPPED
)
9733 // there is an equip limit on this item
9734 Item
* tItem
= GetItemOrItemWithGemEquipped(pProto
->ItemId
);
9735 if (tItem
&& (!swap
|| tItem
->GetSlot() != eslot
) )
9736 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
9739 // check unique-equipped on gems
9740 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
9742 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
9745 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
9749 ItemPrototype
const* pGem
= objmgr
.GetItemPrototype(enchantEntry
->GemID
);
9750 if(pGem
&& (pGem
->Flags
& ITEM_FLAGS_UNIQUE_EQUIPPED
))
9752 Item
* tItem
= GetItemOrItemWithGemEquipped(enchantEntry
->GemID
);
9753 if(tItem
&& (!swap
|| tItem
->GetSlot() != eslot
))
9754 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
9758 // check unique-equipped special item classes
9759 if (pProto
->Class
== ITEM_CLASS_QUIVER
)
9761 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9763 if( Item
* pBag
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
) )
9765 if( ItemPrototype
const* pBagProto
= pBag
->GetProto() )
9767 if( pBagProto
->Class
==pProto
->Class
&& pBagProto
->SubClass
==pProto
->SubClass
&&
9768 (!swap
|| pBag
->GetSlot() != eslot
) )
9770 if(pBagProto
->SubClass
== ITEM_SUBCLASS_AMMO_POUCH
)
9771 return EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH
;
9773 return EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER
;
9780 uint32 type
= pProto
->InventoryType
;
9782 if(eslot
== EQUIPMENT_SLOT_OFFHAND
)
9784 if (type
== INVTYPE_WEAPON
|| type
== INVTYPE_WEAPONOFFHAND
)
9787 return EQUIP_ERR_CANT_DUAL_WIELD
;
9789 else if (type
== INVTYPE_2HWEAPON
)
9791 if(!CanDualWield() || !CanTitanGrip())
9792 return EQUIP_ERR_CANT_DUAL_WIELD
;
9796 return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED
;
9799 // equip two-hand weapon case (with possible unequip 2 items)
9800 if( type
== INVTYPE_2HWEAPON
)
9802 if (eslot
== EQUIPMENT_SLOT_OFFHAND
)
9804 if (!CanTitanGrip())
9805 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9807 else if (eslot
!= EQUIPMENT_SLOT_MAINHAND
)
9808 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9810 if (!CanTitanGrip())
9812 // offhand item must can be stored in inventory for offhand item and it also must be unequipped
9813 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
9814 ItemPosCountVec off_dest
;
9815 if( offItem
&& (!not_loading
||
9816 CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0
) << 8 | EQUIPMENT_SLOT_OFFHAND
,false) != EQUIP_ERR_OK
||
9817 CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false ) != EQUIP_ERR_OK
) )
9818 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_INVENTORY_FULL
;
9821 dest
= ((INVENTORY_SLOT_BAG_0
<< 8) | eslot
);
9822 return EQUIP_ERR_OK
;
9826 return EQUIP_ERR_ITEM_NOT_FOUND
;
9828 return EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
;
9831 uint8
Player::CanUnequipItem( uint16 pos
, bool swap
) const
9833 // Applied only to equipped items and bank bags
9834 if(!IsEquipmentPos(pos
) && !IsBagPos(pos
))
9835 return EQUIP_ERR_OK
;
9837 Item
* pItem
= GetItemByPos(pos
);
9839 // Applied only to existed equipped item
9841 return EQUIP_ERR_OK
;
9843 sLog
.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos
, pItem
->GetEntry(), pItem
->GetCount());
9845 ItemPrototype
const *pProto
= pItem
->GetProto();
9847 return EQUIP_ERR_ITEM_NOT_FOUND
;
9849 // do not allow unequipping gear except weapons, offhands, projectiles, relics in
9851 // - in-progress arenas
9852 if( !pProto
->CanChangeEquipStateInCombat() )
9855 return EQUIP_ERR_NOT_IN_COMBAT
;
9857 if(BattleGround
* bg
= GetBattleGround())
9858 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
9859 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
9862 if(!swap
&& pItem
->IsBag() && !((Bag
*)pItem
)->IsEmpty())
9863 return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS
;
9865 return EQUIP_ERR_OK
;
9868 uint8
Player::CanBankItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
9871 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
9873 uint32 count
= pItem
->GetCount();
9875 sLog
.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), pItem
->GetCount());
9876 ItemPrototype
const *pProto
= pItem
->GetProto();
9878 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
9880 if( pItem
->IsBindedNotWith(GetGUID()) )
9881 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9883 // check count of items (skip for auto move for same player from bank)
9884 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9885 if(res
!= EQUIP_ERR_OK
)
9889 if( bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
9891 if( pProto
->InventoryType
== INVTYPE_BAG
)
9893 Bag
*pBag
= (Bag
*)pItem
;
9896 if( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
9898 if( !HasBankBagSlot( slot
) )
9899 return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT
;
9900 if( uint8 cantuse
= CanUseItem( pItem
, not_loading
) != EQUIP_ERR_OK
)
9905 if( !pBag
->IsEmpty() )
9906 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
;
9912 if( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
9913 return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
;
9916 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
9917 if(res
!=EQUIP_ERR_OK
)
9921 return EQUIP_ERR_OK
;
9924 // not specific slot or have space for partly store only in specific slot
9927 if( bag
!= NULL_BAG
)
9929 if( pProto
->InventoryType
== INVTYPE_BAG
)
9931 Bag
*pBag
= (Bag
*)pItem
;
9932 if( pBag
&& !pBag
->IsEmpty() )
9933 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
;
9936 // search stack in bag for merge to
9937 if( pProto
->Stackable
> 1 )
9939 if( bag
== INVENTORY_SLOT_BAG_0
)
9941 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9942 if(res
!=EQUIP_ERR_OK
)
9946 return EQUIP_ERR_OK
;
9950 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
9951 if(res
!=EQUIP_ERR_OK
)
9952 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
9954 if(res
!=EQUIP_ERR_OK
)
9958 return EQUIP_ERR_OK
;
9962 // search free slot in bag
9963 if( bag
== INVENTORY_SLOT_BAG_0
)
9965 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9966 if(res
!=EQUIP_ERR_OK
)
9970 return EQUIP_ERR_OK
;
9974 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,false,pItem
,NULL_BAG
,slot
);
9975 if(res
!=EQUIP_ERR_OK
)
9976 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,true,pItem
,NULL_BAG
,slot
);
9978 if(res
!=EQUIP_ERR_OK
)
9982 return EQUIP_ERR_OK
;
9986 // not specific bag or have space for partly store only in specific bag
9988 // search stack for merge to
9989 if( pProto
->Stackable
> 1 )
9992 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9993 if(res
!=EQUIP_ERR_OK
)
9997 return EQUIP_ERR_OK
;
10000 if( pProto
->BagFamily
)
10002 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
10004 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
10005 if(res
!=EQUIP_ERR_OK
)
10009 return EQUIP_ERR_OK
;
10013 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
10015 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
10016 if(res
!=EQUIP_ERR_OK
)
10020 return EQUIP_ERR_OK
;
10024 // search free place in special bag
10025 if( pProto
->BagFamily
)
10027 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
10029 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
10030 if(res
!=EQUIP_ERR_OK
)
10034 return EQUIP_ERR_OK
;
10038 // search free space
10039 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
10040 if(res
!=EQUIP_ERR_OK
)
10044 return EQUIP_ERR_OK
;
10046 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
10048 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
10049 if(res
!=EQUIP_ERR_OK
)
10053 return EQUIP_ERR_OK
;
10055 return EQUIP_ERR_BANK_FULL
;
10058 uint8
Player::CanUseItem( Item
*pItem
, bool not_loading
) const
10062 sLog
.outDebug( "STORAGE: CanUseItem item = %u", pItem
->GetEntry());
10063 if( !isAlive() && not_loading
)
10064 return EQUIP_ERR_YOU_ARE_DEAD
;
10065 //if( isStunned() )
10066 // return EQUIP_ERR_YOU_ARE_STUNNED;
10067 ItemPrototype
const *pProto
= pItem
->GetProto();
10070 if( pItem
->IsBindedNotWith(GetGUID()) )
10071 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
10072 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
10073 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
10074 if( pItem
->GetSkill() != 0 )
10076 if( GetSkillValue( pItem
->GetSkill() ) == 0 )
10077 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10079 if( pProto
->RequiredSkill
!= 0 )
10081 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
10082 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10083 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
10084 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL
;
10086 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
10087 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10088 if( pProto
->RequiredReputationFaction
&& uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
10089 return EQUIP_ERR_CANT_EQUIP_REPUTATION
;
10090 if( getLevel() < pProto
->RequiredLevel
)
10091 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
10092 return EQUIP_ERR_OK
;
10095 return EQUIP_ERR_ITEM_NOT_FOUND
;
10098 bool Player::CanUseItem( ItemPrototype
const *pProto
)
10100 // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
10104 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
10106 if( pProto
->RequiredSkill
!= 0 )
10108 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
10110 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
10113 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
10115 if( getLevel() < pProto
->RequiredLevel
)
10122 uint8
Player::CanUseAmmo( uint32 item
) const
10124 sLog
.outDebug( "STORAGE: CanUseAmmo item = %u", item
);
10126 return EQUIP_ERR_YOU_ARE_DEAD
;
10127 //if( isStunned() )
10128 // return EQUIP_ERR_YOU_ARE_STUNNED;
10129 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype( item
);
10132 if( pProto
->InventoryType
!= INVTYPE_AMMO
)
10133 return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE
;
10134 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
10135 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
10136 if( pProto
->RequiredSkill
!= 0 )
10138 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
10139 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10140 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
10141 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL
;
10143 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
10144 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10145 /*if( GetReputation() < pProto->RequiredReputation )
10146 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
10148 if( getLevel() < pProto
->RequiredLevel
)
10149 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
10151 // Requires No Ammo
10152 if(GetDummyAura(46699))
10153 return EQUIP_ERR_BAG_FULL6
;
10155 return EQUIP_ERR_OK
;
10157 return EQUIP_ERR_ITEM_NOT_FOUND
;
10160 void Player::SetAmmo( uint32 item
)
10166 if( GetUInt32Value(PLAYER_AMMO_ID
) == item
)
10172 uint8 msg
= CanUseAmmo( item
);
10173 if( msg
!= EQUIP_ERR_OK
)
10175 SendEquipError( msg
, NULL
, NULL
);
10180 SetUInt32Value(PLAYER_AMMO_ID
, item
);
10182 _ApplyAmmoBonuses();
10185 void Player::RemoveAmmo()
10187 SetUInt32Value(PLAYER_AMMO_ID
, 0);
10191 if(CanModifyStats())
10192 UpdateDamagePhysical(RANGED_ATTACK
);
10195 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10196 Item
* Player::StoreNewItem( ItemPosCountVec
const& dest
, uint32 item
, bool update
,int32 randomPropertyId
)
10199 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); ++itr
)
10200 count
+= itr
->count
;
10202 Item
*pItem
= Item::CreateItem( item
, count
, this );
10205 ItemAddedQuestCheck( item
, count
);
10206 if(randomPropertyId
)
10207 pItem
->SetItemRandomProperties(randomPropertyId
);
10208 pItem
= StoreItem( dest
, pItem
, update
);
10213 Item
* Player::StoreItem( ItemPosCountVec
const& dest
, Item
* pItem
, bool update
)
10218 Item
* lastItem
= pItem
;
10220 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); )
10222 uint16 pos
= itr
->pos
;
10223 uint32 count
= itr
->count
;
10227 if(itr
== dest
.end())
10229 lastItem
= _StoreItem(pos
,pItem
,count
,false,update
);
10233 lastItem
= _StoreItem(pos
,pItem
,count
,true,update
);
10239 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10240 Item
* Player::_StoreItem( uint16 pos
, Item
*pItem
, uint32 count
, bool clone
, bool update
)
10245 uint8 bag
= pos
>> 8;
10246 uint8 slot
= pos
& 255;
10248 sLog
.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), count
);
10250 Item
*pItem2
= GetItemByPos( bag
, slot
);
10255 pItem
= pItem
->CloneItem(count
,this);
10257 pItem
->SetCount(count
);
10262 if( pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
10263 pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
10264 pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
) )
10265 pItem
->SetBinding( true );
10267 if( bag
== INVENTORY_SLOT_BAG_0
)
10269 m_items
[slot
] = pItem
;
10270 SetUInt64Value( (uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2) ), pItem
->GetGUID() );
10271 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
10272 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
10274 pItem
->SetSlot( slot
);
10275 pItem
->SetContainer( NULL
);
10277 if( IsInWorld() && update
)
10279 pItem
->AddToWorld();
10280 pItem
->SendUpdateToPlayer( this );
10283 pItem
->SetState(ITEM_CHANGED
, this);
10287 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
10290 pBag
->StoreItem( slot
, pItem
, update
);
10291 if( IsInWorld() && update
)
10293 pItem
->AddToWorld();
10294 pItem
->SendUpdateToPlayer( this );
10296 pItem
->SetState(ITEM_CHANGED
, this);
10297 pBag
->SetState(ITEM_CHANGED
, this);
10301 AddEnchantmentDurations(pItem
);
10302 AddItemDurations(pItem
);
10308 if( pItem2
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
10309 pItem2
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
10310 pItem2
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
) )
10311 pItem2
->SetBinding( true );
10313 pItem2
->SetCount( pItem2
->GetCount() + count
);
10314 if( IsInWorld() && update
)
10315 pItem2
->SendUpdateToPlayer( this );
10319 // delete item (it not in any slot currently)
10320 if( IsInWorld() && update
)
10322 pItem
->RemoveFromWorld();
10323 pItem
->DestroyForPlayer( this );
10326 RemoveEnchantmentDurations(pItem
);
10327 RemoveItemDurations(pItem
);
10329 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10330 pItem
->SetState(ITEM_REMOVED
, this);
10332 // AddItemDurations(pItem2); - pItem2 already have duration listed for player
10333 AddEnchantmentDurations(pItem2
);
10335 pItem2
->SetState(ITEM_CHANGED
, this);
10341 Item
* Player::EquipNewItem( uint16 pos
, uint32 item
, bool update
)
10343 Item
*pItem
= Item::CreateItem( item
, 1, this );
10346 ItemAddedQuestCheck( item
, 1 );
10347 Item
* retItem
= EquipItem( pos
, pItem
, update
);
10354 Item
* Player::EquipItem( uint16 pos
, Item
*pItem
, bool update
)
10358 AddEnchantmentDurations(pItem
);
10359 AddItemDurations(pItem
);
10361 uint8 bag
= pos
>> 8;
10362 uint8 slot
= pos
& 255;
10364 Item
*pItem2
= GetItemByPos( bag
, slot
);
10368 VisualizeItem( slot
, pItem
);
10372 ItemPrototype
const *pProto
= pItem
->GetProto();
10374 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10375 if(pProto
&& pProto
->ItemSet
)
10376 AddItemsSetItem(this,pItem
);
10378 _ApplyItemMods(pItem
, slot
, true);
10380 if(pProto
&& isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
== 0)
10382 uint32 cooldownSpell
= SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s
;
10384 if (getClass() == CLASS_ROGUE
)
10385 cooldownSpell
= SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_0s
;
10387 SpellEntry
const* spellProto
= sSpellStore
.LookupEntry(cooldownSpell
);
10390 sLog
.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell
);
10393 m_weaponChangeTimer
= spellProto
->StartRecoveryTime
;
10395 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+4);
10396 data
<< uint64(GetGUID());
10398 data
<< uint32(cooldownSpell
);
10400 GetSession()->SendPacket(&data
);
10405 if( IsInWorld() && update
)
10407 pItem
->AddToWorld();
10408 pItem
->SendUpdateToPlayer( this );
10411 ApplyEquipCooldown(pItem
);
10413 if( slot
== EQUIPMENT_SLOT_MAINHAND
)
10414 UpdateExpertise(BASE_ATTACK
);
10415 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10416 UpdateExpertise(OFF_ATTACK
);
10420 pItem2
->SetCount( pItem2
->GetCount() + pItem
->GetCount() );
10421 if( IsInWorld() && update
)
10422 pItem2
->SendUpdateToPlayer( this );
10424 // delete item (it not in any slot currently)
10425 //pItem->DeleteFromDB();
10426 if( IsInWorld() && update
)
10428 pItem
->RemoveFromWorld();
10429 pItem
->DestroyForPlayer( this );
10432 RemoveEnchantmentDurations(pItem
);
10433 RemoveItemDurations(pItem
);
10435 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10436 pItem
->SetState(ITEM_REMOVED
, this);
10437 pItem2
->SetState(ITEM_CHANGED
, this);
10439 ApplyEquipCooldown(pItem2
);
10448 void Player::QuickEquipItem( uint16 pos
, Item
*pItem
)
10452 AddEnchantmentDurations(pItem
);
10453 AddItemDurations(pItem
);
10455 uint8 slot
= pos
& 255;
10456 VisualizeItem( slot
, pItem
);
10460 pItem
->AddToWorld();
10461 pItem
->SendUpdateToPlayer( this );
10466 void Player::SetVisibleItemSlot(uint8 slot
, Item
*pItem
)
10468 // PLAYER_VISIBLE_ITEM_i_CREATOR // Size: 2
10469 // PLAYER_VISIBLE_ITEM_i_0 // Size: 12
10470 // entry // Size: 1
10471 // inspected enchantments // Size: 6
10473 // PLAYER_VISIBLE_ITEM_i_PROPERTIES // Size: 1 (property,suffix factor)
10474 // PLAYER_VISIBLE_ITEM_i_PAD // Size: 1
10479 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
), pItem
->GetUInt64Value(ITEM_FIELD_CREATOR
));
10481 int VisibleBase
= PLAYER_VISIBLE_ITEM_1_0
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
);
10482 SetUInt32Value(VisibleBase
+ 0, pItem
->GetEntry());
10484 for(int i
= 0; i
< MAX_INSPECTED_ENCHANTMENT_SLOT
; ++i
)
10485 SetUInt32Value(VisibleBase
+ 1 + i
, pItem
->GetEnchantmentId(EnchantmentSlot(i
)));
10487 // Use SetInt16Value to prevent set high part to FFFF for negative value
10488 SetInt16Value( PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0, pItem
->GetItemRandomPropertyId());
10489 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 1 + (slot
* MAX_VISIBLE_ITEM_OFFSET
), pItem
->GetItemSuffixFactor());
10493 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0);
10495 int VisibleBase
= PLAYER_VISIBLE_ITEM_1_0
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
);
10496 SetUInt32Value(VisibleBase
+ 0, 0);
10498 for(int i
= 0; i
< MAX_INSPECTED_ENCHANTMENT_SLOT
; ++i
)
10499 SetUInt32Value(VisibleBase
+ 1 + i
, 0);
10501 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 0 + (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0);
10502 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 1 + (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0);
10506 void Player::VisualizeItem( uint8 slot
, Item
*pItem
)
10511 // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
10512 if( pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
|| pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
|| pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
)
10513 pItem
->SetBinding( true );
10515 sLog
.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot
, pItem
->GetEntry());
10517 m_items
[slot
] = pItem
;
10518 SetUInt64Value( (uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2) ), pItem
->GetGUID() );
10519 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
10520 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
10521 pItem
->SetSlot( slot
);
10522 pItem
->SetContainer( NULL
);
10524 if( slot
< EQUIPMENT_SLOT_END
)
10525 SetVisibleItemSlot(slot
,pItem
);
10527 pItem
->SetState(ITEM_CHANGED
, this);
10530 void Player::RemoveItem( uint8 bag
, uint8 slot
, bool update
)
10532 // note: removeitem does not actually change the item
10533 // it only takes the item out of storage temporarily
10534 // note2: if removeitem is to be used for delinking
10535 // the item must be removed from the player's updatequeue
10537 Item
*pItem
= GetItemByPos( bag
, slot
);
10540 sLog
.outDebug( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10542 RemoveEnchantmentDurations(pItem
);
10543 RemoveItemDurations(pItem
);
10545 if( bag
== INVENTORY_SLOT_BAG_0
)
10547 if ( slot
< INVENTORY_SLOT_BAG_END
)
10549 ItemPrototype
const *pProto
= pItem
->GetProto();
10550 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10552 if(pProto
&& pProto
->ItemSet
)
10553 RemoveItemsSetItem(this,pProto
);
10555 _ApplyItemMods(pItem
, slot
, false);
10557 // remove item dependent auras and casts (only weapon and armor slots)
10558 if(slot
< EQUIPMENT_SLOT_END
)
10559 RemoveItemDependentAurasAndCasts(pItem
);
10561 // remove held enchantments
10562 if ( slot
== EQUIPMENT_SLOT_MAINHAND
)
10564 if (pItem
->GetItemSuffixFactor())
10566 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3
);
10567 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4
);
10571 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0
);
10572 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1
);
10577 m_items
[slot
] = NULL
;
10578 SetUInt64Value((uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
*2)), 0);
10580 if ( slot
< EQUIPMENT_SLOT_END
)
10581 SetVisibleItemSlot(slot
,NULL
);
10585 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
10587 pBag
->RemoveItem(slot
, update
);
10589 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10590 // pItem->SetUInt64Value( ITEM_FIELD_OWNER, 0 ); not clear owner at remove (it will be set at store). This used in mail and auction code
10591 pItem
->SetSlot( NULL_SLOT
);
10592 if( IsInWorld() && update
)
10593 pItem
->SendUpdateToPlayer( this );
10595 if( slot
== EQUIPMENT_SLOT_MAINHAND
)
10596 UpdateExpertise(BASE_ATTACK
);
10597 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10598 UpdateExpertise(OFF_ATTACK
);
10602 // Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
10603 void Player::MoveItemFromInventory(uint8 bag
, uint8 slot
, bool update
)
10605 if(Item
* it
= GetItemByPos(bag
,slot
))
10607 ItemRemovedQuestCheck(it
->GetEntry(),it
->GetCount());
10608 RemoveItem( bag
,slot
,update
);
10609 it
->RemoveFromUpdateQueueOf(this);
10610 if(it
->IsInWorld())
10612 it
->RemoveFromWorld();
10613 it
->DestroyForPlayer( this );
10618 // Common operation need to add item from inventory without delete in trade, guild bank, mail....
10619 void Player::MoveItemToInventory(ItemPosCountVec
const& dest
, Item
* pItem
, bool update
, bool in_characterInventoryDB
)
10621 // update quest counters
10622 ItemAddedQuestCheck(pItem
->GetEntry(),pItem
->GetCount());
10625 Item
* pLastItem
= StoreItem( dest
, pItem
, update
);
10627 // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way)
10628 if(pLastItem
==pItem
)
10630 // update owner for last item (this can be original item with wrong owner
10631 if(pLastItem
->GetOwnerGUID() != GetGUID())
10632 pLastItem
->SetOwnerGUID(GetGUID());
10634 // if this original item then it need create record in inventory
10635 // in case trade we already have item in other player inventory
10636 pLastItem
->SetState(in_characterInventoryDB
? ITEM_CHANGED
: ITEM_NEW
, this);
10640 void Player::DestroyItem( uint8 bag
, uint8 slot
, bool update
)
10642 Item
*pItem
= GetItemByPos( bag
, slot
);
10645 sLog
.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10647 // start from destroy contained items (only equipped bag can have its)
10648 if (pItem
->IsBag() && pItem
->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot
10650 for (int i
= 0; i
< MAX_BAG_SIZE
; i
++)
10651 DestroyItem(slot
,i
,update
);
10654 if(pItem
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_WRAPPED
))
10655 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem
->GetGUIDLow());
10657 RemoveEnchantmentDurations(pItem
);
10658 RemoveItemDurations(pItem
);
10660 ItemRemovedQuestCheck( pItem
->GetEntry(), pItem
->GetCount() );
10662 if( bag
== INVENTORY_SLOT_BAG_0
)
10664 SetUInt64Value((uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
*2)), 0);
10666 // equipment and equipped bags can have applied bonuses
10667 if ( slot
< INVENTORY_SLOT_BAG_END
)
10669 ItemPrototype
const *pProto
= pItem
->GetProto();
10671 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10672 if(pProto
&& pProto
->ItemSet
)
10673 RemoveItemsSetItem(this,pProto
);
10675 _ApplyItemMods(pItem
, slot
, false);
10678 if ( slot
< EQUIPMENT_SLOT_END
)
10680 // remove item dependent auras and casts (only weapon and armor slots)
10681 RemoveItemDependentAurasAndCasts(pItem
);
10683 // equipment visual show
10684 SetVisibleItemSlot(slot
,NULL
);
10687 m_items
[slot
] = NULL
;
10689 else if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
))
10690 pBag
->RemoveItem(slot
, update
);
10692 if( IsInWorld() && update
)
10694 pItem
->RemoveFromWorld();
10695 pItem
->DestroyForPlayer(this);
10698 //pItem->SetOwnerGUID(0);
10699 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10700 pItem
->SetSlot( NULL_SLOT
);
10701 pItem
->SetState(ITEM_REMOVED
, this);
10705 void Player::DestroyItemCount( uint32 item
, uint32 count
, bool update
, bool unequip_check
)
10707 sLog
.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item
, count
);
10709 ItemPrototype
const *pProto
;
10710 uint32 remcount
= 0;
10713 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
10715 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10716 if( pItem
&& pItem
->GetEntry() == item
)
10718 if( pItem
->GetCount() + remcount
<= count
)
10720 // all items in inventory can unequipped
10721 remcount
+= pItem
->GetCount();
10722 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10724 if(remcount
>=count
)
10729 pProto
= pItem
->GetProto();
10730 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10731 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10732 if( IsInWorld() & update
)
10733 pItem
->SendUpdateToPlayer( this );
10734 pItem
->SetState(ITEM_CHANGED
, this);
10739 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
10741 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10742 if( pItem
&& pItem
->GetEntry() == item
)
10744 if( pItem
->GetCount() + remcount
<= count
)
10746 // all keys can be unequipped
10747 remcount
+= pItem
->GetCount();
10748 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10750 if(remcount
>=count
)
10755 pProto
= pItem
->GetProto();
10756 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10757 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10758 if( IsInWorld() & update
)
10759 pItem
->SendUpdateToPlayer( this );
10760 pItem
->SetState(ITEM_CHANGED
, this);
10766 // in inventory bags
10767 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10769 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10771 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
10773 pItem
= pBag
->GetItemByPos(j
);
10774 if( pItem
&& pItem
->GetEntry() == item
)
10776 // all items in bags can be unequipped
10777 if( pItem
->GetCount() + remcount
<= count
)
10779 remcount
+= pItem
->GetCount();
10780 DestroyItem( i
, j
, update
);
10782 if(remcount
>=count
)
10787 pProto
= pItem
->GetProto();
10788 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10789 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10790 if( IsInWorld() && update
)
10791 pItem
->SendUpdateToPlayer( this );
10792 pItem
->SetState(ITEM_CHANGED
, this);
10800 // in equipment and bag list
10801 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10803 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10804 if( pItem
&& pItem
->GetEntry() == item
)
10806 if( pItem
->GetCount() + remcount
<= count
)
10808 if(!unequip_check
|| CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
,false) == EQUIP_ERR_OK
)
10810 remcount
+= pItem
->GetCount();
10811 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10813 if(remcount
>=count
)
10819 pProto
= pItem
->GetProto();
10820 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10821 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10822 if( IsInWorld() & update
)
10823 pItem
->SendUpdateToPlayer( this );
10824 pItem
->SetState(ITEM_CHANGED
, this);
10831 void Player::DestroyZoneLimitedItem( bool update
, uint32 new_zone
)
10833 sLog
.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone
);
10836 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
10838 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10839 if( pItem
&& pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
) )
10840 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10842 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
10844 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10845 if( pItem
&& pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
) )
10846 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10849 // in inventory bags
10850 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10852 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10855 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
10857 Item
* pItem
= pBag
->GetItemByPos(j
);
10858 if( pItem
&& pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
) )
10859 DestroyItem( i
, j
, update
);
10864 // in equipment and bag list
10865 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10867 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10868 if( pItem
&& pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
) )
10869 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10873 void Player::DestroyConjuredItems( bool update
)
10875 // used when entering arena
10876 // destroys all conjured items
10877 sLog
.outDebug( "STORAGE: DestroyConjuredItems" );
10880 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
10882 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10883 if( pItem
&& pItem
->GetProto() &&
10884 (pItem
->GetProto()->Class
== ITEM_CLASS_CONSUMABLE
) &&
10885 (pItem
->GetProto()->Flags
& ITEM_FLAGS_CONJURED
) )
10886 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10889 // in inventory bags
10890 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10892 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10895 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
10897 Item
* pItem
= pBag
->GetItemByPos(j
);
10898 if( pItem
&& pItem
->GetProto() &&
10899 (pItem
->GetProto()->Class
== ITEM_CLASS_CONSUMABLE
) &&
10900 (pItem
->GetProto()->Flags
& ITEM_FLAGS_CONJURED
) )
10901 DestroyItem( i
, j
, update
);
10906 // in equipment and bag list
10907 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10909 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10910 if( pItem
&& pItem
->GetProto() &&
10911 (pItem
->GetProto()->Class
== ITEM_CLASS_CONSUMABLE
) &&
10912 (pItem
->GetProto()->Flags
& ITEM_FLAGS_CONJURED
) )
10913 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10917 void Player::DestroyItemCount( Item
* pItem
, uint32
&count
, bool update
)
10922 sLog
.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem
->GetGUIDLow(),pItem
->GetEntry(), count
);
10924 if( pItem
->GetCount() <= count
)
10926 count
-= pItem
->GetCount();
10928 DestroyItem( pItem
->GetBagSlot(),pItem
->GetSlot(), update
);
10932 ItemRemovedQuestCheck( pItem
->GetEntry(), count
);
10933 pItem
->SetCount( pItem
->GetCount() - count
);
10935 if( IsInWorld() & update
)
10936 pItem
->SendUpdateToPlayer( this );
10937 pItem
->SetState(ITEM_CHANGED
, this);
10941 void Player::SplitItem( uint16 src
, uint16 dst
, uint32 count
)
10943 uint8 srcbag
= src
>> 8;
10944 uint8 srcslot
= src
& 255;
10946 uint8 dstbag
= dst
>> 8;
10947 uint8 dstslot
= dst
& 255;
10949 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
10952 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
10956 // not let split all items (can be only at cheating)
10957 if(pSrcItem
->GetCount() == count
)
10959 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
10963 // not let split more existed items (can be only at cheating)
10964 if(pSrcItem
->GetCount() < count
)
10966 SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT
, pSrcItem
, NULL
);
10970 if(pSrcItem
->m_lootGenerated
) // prevent split looting item (item
10972 //best error message found for attempting to split while looting
10973 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
10977 sLog
.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag
, dstslot
, pSrcItem
->GetEntry(), count
);
10978 Item
*pNewItem
= pSrcItem
->CloneItem( count
, this );
10981 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
10985 if( IsInventoryPos( dst
) )
10987 // change item amount before check (for unique max count check)
10988 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
10990 ItemPosCountVec dest
;
10991 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pNewItem
, false );
10992 if( msg
!= EQUIP_ERR_OK
)
10995 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
10996 SendEquipError( msg
, pSrcItem
, NULL
);
11001 pSrcItem
->SendUpdateToPlayer( this );
11002 pSrcItem
->SetState(ITEM_CHANGED
, this);
11003 StoreItem( dest
, pNewItem
, true);
11005 else if( IsBankPos ( dst
) )
11007 // change item amount before check (for unique max count check)
11008 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
11010 ItemPosCountVec dest
;
11011 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pNewItem
, false );
11012 if( msg
!= EQUIP_ERR_OK
)
11015 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
11016 SendEquipError( msg
, pSrcItem
, NULL
);
11021 pSrcItem
->SendUpdateToPlayer( this );
11022 pSrcItem
->SetState(ITEM_CHANGED
, this);
11023 BankItem( dest
, pNewItem
, true);
11025 else if( IsEquipmentPos ( dst
) )
11027 // change item amount before check (for unique max count check), provide space for splitted items
11028 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
11031 uint8 msg
= CanEquipItem( dstslot
, dest
, pNewItem
, false );
11032 if( msg
!= EQUIP_ERR_OK
)
11035 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
11036 SendEquipError( msg
, pSrcItem
, NULL
);
11041 pSrcItem
->SendUpdateToPlayer( this );
11042 pSrcItem
->SetState(ITEM_CHANGED
, this);
11043 EquipItem( dest
, pNewItem
, true);
11044 AutoUnequipOffhandIfNeed();
11048 void Player::SwapItem( uint16 src
, uint16 dst
)
11050 uint8 srcbag
= src
>> 8;
11051 uint8 srcslot
= src
& 255;
11053 uint8 dstbag
= dst
>> 8;
11054 uint8 dstslot
= dst
& 255;
11056 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
11057 Item
*pDstItem
= GetItemByPos( dstbag
, dstslot
);
11062 sLog
.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag
, dstslot
, pSrcItem
->GetEntry());
11066 SendEquipError( EQUIP_ERR_YOU_ARE_DEAD
, pSrcItem
, pDstItem
);
11070 if(pSrcItem
->m_lootGenerated
) // prevent swap looting item
11072 //best error message found for attempting to swap while looting
11073 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW
, pSrcItem
, NULL
);
11077 // check unequip potability for equipped items and bank bags
11078 if(IsEquipmentPos ( src
) || IsBagPos ( src
))
11080 // bags can be swapped with empty bag slots
11081 uint8 msg
= CanUnequipItem( src
, !IsBagPos ( src
) || IsBagPos ( dst
));
11082 if(msg
!= EQUIP_ERR_OK
)
11084 SendEquipError( msg
, pSrcItem
, pDstItem
);
11089 // prevent put equipped/bank bag in self
11090 if( IsBagPos ( src
) && srcslot
== dstbag
)
11092 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
, pSrcItem
, pDstItem
);
11098 if( IsInventoryPos( dst
) )
11100 ItemPosCountVec dest
;
11101 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pSrcItem
, false );
11102 if( msg
!= EQUIP_ERR_OK
)
11104 SendEquipError( msg
, pSrcItem
, NULL
);
11108 RemoveItem(srcbag
, srcslot
, true);
11109 StoreItem( dest
, pSrcItem
, true);
11111 else if( IsBankPos ( dst
) )
11113 ItemPosCountVec dest
;
11114 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pSrcItem
, false);
11115 if( msg
!= EQUIP_ERR_OK
)
11117 SendEquipError( msg
, pSrcItem
, NULL
);
11121 RemoveItem(srcbag
, srcslot
, true);
11122 BankItem( dest
, pSrcItem
, true);
11124 else if( IsEquipmentPos ( dst
) )
11127 uint8 msg
= CanEquipItem( dstslot
, dest
, pSrcItem
, false );
11128 if( msg
!= EQUIP_ERR_OK
)
11130 SendEquipError( msg
, pSrcItem
, NULL
);
11134 RemoveItem(srcbag
, srcslot
, true);
11135 EquipItem( dest
, pSrcItem
, true);
11136 AutoUnequipOffhandIfNeed();
11139 else // if (!pDstItem)
11141 if(pDstItem
->m_lootGenerated
) // prevent swap looting item
11143 //best error message found for attempting to swap while looting
11144 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW
, pDstItem
, NULL
);
11148 // check unequip potability for equipped items and bank bags
11149 if(IsEquipmentPos ( dst
) || IsBagPos ( dst
))
11151 // bags can be swapped with empty bag slots
11152 uint8 msg
= CanUnequipItem( dst
, !IsBagPos ( dst
) || IsBagPos ( src
) );
11153 if(msg
!= EQUIP_ERR_OK
)
11155 SendEquipError( msg
, pSrcItem
, pDstItem
);
11160 // attempt merge to / fill target item
11163 ItemPosCountVec sDest
;
11165 if( IsInventoryPos( dst
) )
11166 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
11167 else if( IsBankPos ( dst
) )
11168 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
11169 else if( IsEquipmentPos ( dst
) )
11170 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, false );
11174 // can be merge/fill
11175 if(msg
== EQUIP_ERR_OK
)
11177 if( pSrcItem
->GetCount() + pDstItem
->GetCount() <= pSrcItem
->GetProto()->Stackable
)
11179 RemoveItem(srcbag
, srcslot
, true);
11181 if( IsInventoryPos( dst
) )
11182 StoreItem( sDest
, pSrcItem
, true);
11183 else if( IsBankPos ( dst
) )
11184 BankItem( sDest
, pSrcItem
, true);
11185 else if( IsEquipmentPos ( dst
) )
11187 EquipItem( eDest
, pSrcItem
, true);
11188 AutoUnequipOffhandIfNeed();
11193 pSrcItem
->SetCount( pSrcItem
->GetCount() + pDstItem
->GetCount() - pSrcItem
->GetProto()->Stackable
);
11194 pDstItem
->SetCount( pSrcItem
->GetProto()->Stackable
);
11195 pSrcItem
->SetState(ITEM_CHANGED
, this);
11196 pDstItem
->SetState(ITEM_CHANGED
, this);
11199 pSrcItem
->SendUpdateToPlayer( this );
11200 pDstItem
->SendUpdateToPlayer( this );
11207 // impossible merge/fill, do real swap
11210 // check src->dest move possibility
11211 ItemPosCountVec sDest
;
11213 if( IsInventoryPos( dst
) )
11214 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
11215 else if( IsBankPos( dst
) )
11216 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
11217 else if( IsEquipmentPos( dst
) )
11219 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, true );
11220 if( msg
== EQUIP_ERR_OK
)
11221 msg
= CanUnequipItem( eDest
, true );
11224 if( msg
!= EQUIP_ERR_OK
)
11226 SendEquipError( msg
, pSrcItem
, pDstItem
);
11230 // check dest->src move possibility
11231 ItemPosCountVec sDest2
;
11233 if( IsInventoryPos( src
) )
11234 msg
= CanStoreItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
11235 else if( IsBankPos( src
) )
11236 msg
= CanBankItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
11237 else if( IsEquipmentPos( src
) )
11239 msg
= CanEquipItem( srcslot
, eDest2
, pDstItem
, true);
11240 if( msg
== EQUIP_ERR_OK
)
11241 msg
= CanUnequipItem( eDest2
, true);
11244 if( msg
!= EQUIP_ERR_OK
)
11246 SendEquipError( msg
, pDstItem
, pSrcItem
);
11250 // now do moves, remove...
11251 RemoveItem(dstbag
, dstslot
, false);
11252 RemoveItem(srcbag
, srcslot
, false);
11255 if( IsInventoryPos( dst
) )
11256 StoreItem(sDest
, pSrcItem
, true);
11257 else if( IsBankPos( dst
) )
11258 BankItem(sDest
, pSrcItem
, true);
11259 else if( IsEquipmentPos( dst
) )
11260 EquipItem(eDest
, pSrcItem
, true);
11263 if( IsInventoryPos( src
) )
11264 StoreItem(sDest2
, pDstItem
, true);
11265 else if( IsBankPos( src
) )
11266 BankItem(sDest2
, pDstItem
, true);
11267 else if( IsEquipmentPos( src
) )
11268 EquipItem(eDest2
, pDstItem
, true);
11270 AutoUnequipOffhandIfNeed();
11274 void Player::AddItemToBuyBackSlot( Item
*pItem
)
11278 uint32 slot
= m_currentBuybackSlot
;
11279 // if current back slot non-empty search oldest or free
11282 uint32 oldest_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
);
11283 uint32 oldest_slot
= BUYBACK_SLOT_START
;
11285 for(uint32 i
= BUYBACK_SLOT_START
+1; i
< BUYBACK_SLOT_END
; ++i
)
11294 uint32 i_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ i
- BUYBACK_SLOT_START
);
11296 if(oldest_time
> i_time
)
11298 oldest_time
= i_time
;
11304 slot
= oldest_slot
;
11307 RemoveItemFromBuyBackSlot( slot
, true );
11308 sLog
.outDebug( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem
->GetEntry(), slot
);
11310 m_items
[slot
] = pItem
;
11311 time_t base
= time(NULL
);
11312 uint32 etime
= uint32(base
- m_logintime
+ (30 * 3600));
11313 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
11315 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ eslot
* 2, pItem
->GetGUID() );
11316 ItemPrototype
const *pProto
= pItem
->GetProto();
11318 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, pProto
->SellPrice
* pItem
->GetCount() );
11320 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
11321 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, (uint32
)etime
);
11323 // move to next (for non filled list is move most optimized choice)
11324 if(m_currentBuybackSlot
< BUYBACK_SLOT_END
-1)
11325 ++m_currentBuybackSlot
;
11329 Item
* Player::GetItemFromBuyBackSlot( uint32 slot
)
11331 sLog
.outDebug( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot
);
11332 if( slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
11333 return m_items
[slot
];
11337 void Player::RemoveItemFromBuyBackSlot( uint32 slot
, bool del
)
11339 sLog
.outDebug( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot
);
11340 if( slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
11342 Item
*pItem
= m_items
[slot
];
11345 pItem
->RemoveFromWorld();
11346 if(del
) pItem
->SetState(ITEM_REMOVED
, this);
11349 m_items
[slot
] = NULL
;
11351 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
11352 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ eslot
* 2, 0 );
11353 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
11354 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, 0 );
11356 // if current backslot is filled set to now free slot
11357 if(m_items
[m_currentBuybackSlot
])
11358 m_currentBuybackSlot
= slot
;
11362 void Player::SendEquipError( uint8 msg
, Item
* pItem
, Item
*pItem2
)
11364 sLog
.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)",msg
);
11365 WorldPacket
data( SMSG_INVENTORY_CHANGE_FAILURE
, (msg
== EQUIP_ERR_CANT_EQUIP_LEVEL_I
? 22 : 18) );
11366 data
<< uint8(msg
);
11370 data
<< uint64(pItem
? pItem
->GetGUID() : 0);
11371 data
<< uint64(pItem2
? pItem2
->GetGUID() : 0);
11372 data
<< uint8(0); // not 0 there...
11374 if(msg
== EQUIP_ERR_CANT_EQUIP_LEVEL_I
)
11379 if(ItemPrototype
const* proto
= pItem
->GetProto())
11380 level
= proto
->RequiredLevel
;
11382 data
<< uint32(level
); // new 2.4.0
11385 GetSession()->SendPacket(&data
);
11388 void Player::SendBuyError( uint8 msg
, Creature
* pCreature
, uint32 item
, uint32 param
)
11390 sLog
.outDebug( "WORLD: Sent SMSG_BUY_FAILED" );
11391 WorldPacket
data( SMSG_BUY_FAILED
, (8+4+4+1) );
11392 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
11393 data
<< uint32(item
);
11395 data
<< uint32(param
);
11396 data
<< uint8(msg
);
11397 GetSession()->SendPacket(&data
);
11400 void Player::SendSellError( uint8 msg
, Creature
* pCreature
, uint64 guid
, uint32 param
)
11402 sLog
.outDebug( "WORLD: Sent SMSG_SELL_ITEM" );
11403 WorldPacket
data( SMSG_SELL_ITEM
,(8+8+(param
?4:0)+1)); // last check 2.0.10
11404 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
11405 data
<< uint64(guid
);
11407 data
<< uint32(param
);
11408 data
<< uint8(msg
);
11409 GetSession()->SendPacket(&data
);
11412 void Player::ClearTrade()
11415 acceptTrade
= false;
11416 for(int i
= 0; i
< TRADE_SLOT_COUNT
; i
++)
11417 tradeItems
[i
] = NULL_SLOT
;
11420 void Player::TradeCancel(bool sendback
)
11424 // send yellow "Trade canceled" message to both traders
11428 ws
->SendCancelTrade();
11429 ws
= pTrader
->GetSession();
11430 if(!ws
->PlayerLogout())
11431 ws
->SendCancelTrade();
11435 pTrader
->ClearTrade();
11436 // prevent loss of reference
11437 pTrader
->pTrader
= NULL
;
11442 void Player::UpdateItemDuration(uint32 time
, bool realtimeonly
)
11444 if(m_itemDuration
.empty())
11447 sLog
.outDebug("Player::UpdateItemDuration(%u,%u)", time
,realtimeonly
);
11449 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end(); )
11452 ++itr
; // current element can be erased in UpdateDuration
11454 if (realtimeonly
&& item
->GetProto()->Duration
< 0 || !realtimeonly
)
11455 item
->UpdateDuration(this,time
);
11459 void Player::UpdateEnchantTime(uint32 time
)
11461 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(),next
;itr
!= m_enchantDuration
.end();itr
=next
)
11465 if(!itr
->item
->GetEnchantmentId(itr
->slot
))
11467 next
= m_enchantDuration
.erase(itr
);
11469 else if(itr
->leftduration
<= time
)
11471 ApplyEnchantment(itr
->item
,itr
->slot
,false,false);
11472 itr
->item
->ClearEnchantment(itr
->slot
);
11473 next
= m_enchantDuration
.erase(itr
);
11475 else if(itr
->leftduration
> time
)
11477 itr
->leftduration
-= time
;
11483 void Player::AddEnchantmentDurations(Item
*item
)
11485 for(int x
=0;x
<MAX_ENCHANTMENT_SLOT
;++x
)
11487 if(!item
->GetEnchantmentId(EnchantmentSlot(x
)))
11490 uint32 duration
= item
->GetEnchantmentDuration(EnchantmentSlot(x
));
11492 AddEnchantmentDuration(item
,EnchantmentSlot(x
),duration
);
11496 void Player::RemoveEnchantmentDurations(Item
*item
)
11498 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();)
11500 if(itr
->item
== item
)
11502 // save duration in item
11503 item
->SetEnchantmentDuration(EnchantmentSlot(itr
->slot
),itr
->leftduration
);
11504 itr
= m_enchantDuration
.erase(itr
);
11511 void Player::RemoveAllEnchantments(EnchantmentSlot slot
)
11513 // remove enchantments from equipped items first to clean up the m_enchantDuration list
11514 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(),next
;itr
!= m_enchantDuration
.end();itr
=next
)
11517 if(itr
->slot
==slot
)
11519 if(itr
->item
&& itr
->item
->GetEnchantmentId(slot
))
11521 // remove from stats
11522 ApplyEnchantment(itr
->item
,slot
,false,false);
11524 itr
->item
->ClearEnchantment(slot
);
11526 // remove from update list
11527 next
= m_enchantDuration
.erase(itr
);
11533 // remove enchants from inventory items
11534 // NOTE: no need to remove these from stats, since these aren't equipped
11536 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
11538 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11539 if( pItem
&& pItem
->GetEnchantmentId(slot
) )
11540 pItem
->ClearEnchantment(slot
);
11543 // in inventory bags
11544 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
11546 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11549 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
11551 Item
* pItem
= pBag
->GetItemByPos(j
);
11552 if( pItem
&& pItem
->GetEnchantmentId(slot
) )
11553 pItem
->ClearEnchantment(slot
);
11559 // duration == 0 will remove item enchant
11560 void Player::AddEnchantmentDuration(Item
*item
,EnchantmentSlot slot
,uint32 duration
)
11565 if(slot
>= MAX_ENCHANTMENT_SLOT
)
11568 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
11570 if(itr
->item
== item
&& itr
->slot
== slot
)
11572 itr
->item
->SetEnchantmentDuration(itr
->slot
,itr
->leftduration
);
11573 m_enchantDuration
.erase(itr
);
11577 if(item
&& duration
> 0 )
11579 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item
->GetGUID(),slot
,uint32(duration
/1000));
11580 m_enchantDuration
.push_back(EnchantDuration(item
,slot
,duration
));
11584 void Player::ApplyEnchantment(Item
*item
,bool apply
)
11586 for(uint32 slot
= 0; slot
< MAX_ENCHANTMENT_SLOT
; ++slot
)
11587 ApplyEnchantment(item
, EnchantmentSlot(slot
), apply
);
11590 void Player::ApplyEnchantment(Item
*item
,EnchantmentSlot slot
,bool apply
, bool apply_dur
, bool ignore_condition
)
11595 if(!item
->IsEquipped())
11598 if(slot
>= MAX_ENCHANTMENT_SLOT
)
11601 uint32 enchant_id
= item
->GetEnchantmentId(slot
);
11605 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
11609 if(!ignore_condition
&& pEnchant
->EnchantmentCondition
&& !((Player
*)this)->EnchantmentFitsRequirements(pEnchant
->EnchantmentCondition
, -1))
11612 for (int s
=0; s
<3; s
++)
11614 uint32 enchant_display_type
= pEnchant
->type
[s
];
11615 uint32 enchant_amount
= pEnchant
->amount
[s
];
11616 uint32 enchant_spell_id
= pEnchant
->spellid
[s
];
11618 switch(enchant_display_type
)
11620 case ITEM_ENCHANTMENT_TYPE_NONE
:
11622 case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
:
11623 // processed in Player::CastItemCombatSpell
11625 case ITEM_ENCHANTMENT_TYPE_DAMAGE
:
11626 if (item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
11627 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11628 else if (item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
11629 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11630 else if (item
->GetSlot() == EQUIPMENT_SLOT_RANGED
)
11631 HandleStatModifier(UNIT_MOD_DAMAGE_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11633 case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL
:
11634 if(enchant_spell_id
)
11638 int32 basepoints
= 0;
11639 // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
11640 if (item
->GetItemRandomPropertyId())
11642 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11645 // Search enchant_amount
11646 for (int k
=0; k
<3; k
++)
11648 if(item_rand
->enchant_id
[k
] == enchant_id
)
11650 basepoints
= int32((item_rand
->prefix
[k
]*item
->GetItemSuffixFactor()) / 10000 );
11656 // Cast custom spell vs all equal basepoints getted from enchant_amount
11658 CastCustomSpell(this,enchant_spell_id
,&basepoints
,&basepoints
,&basepoints
,true,item
);
11660 CastSpell(this,enchant_spell_id
,true,item
);
11663 RemoveAurasDueToItemSpell(item
,enchant_spell_id
);
11666 case ITEM_ENCHANTMENT_TYPE_RESISTANCE
:
11667 if (!enchant_amount
)
11669 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11672 for (int k
=0; k
<3; k
++)
11674 if(item_rand
->enchant_id
[k
] == enchant_id
)
11676 enchant_amount
= uint32((item_rand
->prefix
[k
]*item
->GetItemSuffixFactor()) / 10000 );
11683 HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START
+ enchant_spell_id
), TOTAL_VALUE
, float(enchant_amount
), apply
);
11685 case ITEM_ENCHANTMENT_TYPE_STAT
:
11687 if (!enchant_amount
)
11689 ItemRandomSuffixEntry
const *item_rand_suffix
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11690 if(item_rand_suffix
)
11692 for (int k
=0; k
<3; k
++)
11694 if(item_rand_suffix
->enchant_id
[k
] == enchant_id
)
11696 enchant_amount
= uint32((item_rand_suffix
->prefix
[k
]*item
->GetItemSuffixFactor()) / 10000 );
11703 sLog
.outDebug("Adding %u to stat nb %u",enchant_amount
,enchant_spell_id
);
11704 switch (enchant_spell_id
)
11706 case ITEM_MOD_AGILITY
:
11707 sLog
.outDebug("+ %u AGILITY",enchant_amount
);
11708 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11709 ApplyStatBuffMod(STAT_AGILITY
, enchant_amount
, apply
);
11711 case ITEM_MOD_STRENGTH
:
11712 sLog
.outDebug("+ %u STRENGTH",enchant_amount
);
11713 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11714 ApplyStatBuffMod(STAT_STRENGTH
, enchant_amount
, apply
);
11716 case ITEM_MOD_INTELLECT
:
11717 sLog
.outDebug("+ %u INTELLECT",enchant_amount
);
11718 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11719 ApplyStatBuffMod(STAT_INTELLECT
, enchant_amount
, apply
);
11721 case ITEM_MOD_SPIRIT
:
11722 sLog
.outDebug("+ %u SPIRIT",enchant_amount
);
11723 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11724 ApplyStatBuffMod(STAT_SPIRIT
, enchant_amount
, apply
);
11726 case ITEM_MOD_STAMINA
:
11727 sLog
.outDebug("+ %u STAMINA",enchant_amount
);
11728 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11729 ApplyStatBuffMod(STAT_STAMINA
, enchant_amount
, apply
);
11731 case ITEM_MOD_DEFENSE_SKILL_RATING
:
11732 ((Player
*)this)->ApplyRatingMod(CR_DEFENSE_SKILL
, enchant_amount
, apply
);
11733 sLog
.outDebug("+ %u DEFENCE", enchant_amount
);
11735 case ITEM_MOD_DODGE_RATING
:
11736 ((Player
*)this)->ApplyRatingMod(CR_DODGE
, enchant_amount
, apply
);
11737 sLog
.outDebug("+ %u DODGE", enchant_amount
);
11739 case ITEM_MOD_PARRY_RATING
:
11740 ((Player
*)this)->ApplyRatingMod(CR_PARRY
, enchant_amount
, apply
);
11741 sLog
.outDebug("+ %u PARRY", enchant_amount
);
11743 case ITEM_MOD_BLOCK_RATING
:
11744 ((Player
*)this)->ApplyRatingMod(CR_BLOCK
, enchant_amount
, apply
);
11745 sLog
.outDebug("+ %u SHIELD_BLOCK", enchant_amount
);
11747 case ITEM_MOD_HIT_MELEE_RATING
:
11748 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
11749 sLog
.outDebug("+ %u MELEE_HIT", enchant_amount
);
11751 case ITEM_MOD_HIT_RANGED_RATING
:
11752 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
11753 sLog
.outDebug("+ %u RANGED_HIT", enchant_amount
);
11755 case ITEM_MOD_HIT_SPELL_RATING
:
11756 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
11757 sLog
.outDebug("+ %u SPELL_HIT", enchant_amount
);
11759 case ITEM_MOD_CRIT_MELEE_RATING
:
11760 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
11761 sLog
.outDebug("+ %u MELEE_CRIT", enchant_amount
);
11763 case ITEM_MOD_CRIT_RANGED_RATING
:
11764 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
11765 sLog
.outDebug("+ %u RANGED_CRIT", enchant_amount
);
11767 case ITEM_MOD_CRIT_SPELL_RATING
:
11768 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
11769 sLog
.outDebug("+ %u SPELL_CRIT", enchant_amount
);
11771 // Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
11773 // case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
11774 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11776 // case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
11777 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11779 // case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
11780 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11782 // case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
11783 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11785 // case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
11786 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11788 // case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
11789 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11791 // case ITEM_MOD_HASTE_MELEE_RATING:
11792 // ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
11794 // case ITEM_MOD_HASTE_RANGED_RATING:
11795 // ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
11797 case ITEM_MOD_HASTE_SPELL_RATING
:
11798 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
11800 case ITEM_MOD_HIT_RATING
:
11801 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
11802 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
11803 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
11804 sLog
.outDebug("+ %u HIT", enchant_amount
);
11806 case ITEM_MOD_CRIT_RATING
:
11807 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
11808 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
11809 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
11810 sLog
.outDebug("+ %u CRITICAL", enchant_amount
);
11812 // Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
11813 // case ITEM_MOD_HIT_TAKEN_RATING:
11814 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11815 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11816 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11818 // case ITEM_MOD_CRIT_TAKEN_RATING:
11819 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11820 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11821 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11823 case ITEM_MOD_RESILIENCE_RATING
:
11824 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, enchant_amount
, apply
);
11825 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, enchant_amount
, apply
);
11826 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, enchant_amount
, apply
);
11827 sLog
.outDebug("+ %u RESILIENCE", enchant_amount
);
11829 case ITEM_MOD_HASTE_RATING
:
11830 ((Player
*)this)->ApplyRatingMod(CR_HASTE_MELEE
, enchant_amount
, apply
);
11831 ((Player
*)this)->ApplyRatingMod(CR_HASTE_RANGED
, enchant_amount
, apply
);
11832 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
11833 sLog
.outDebug("+ %u HASTE", enchant_amount
);
11835 case ITEM_MOD_EXPERTISE_RATING
:
11836 ((Player
*)this)->ApplyRatingMod(CR_EXPERTISE
, enchant_amount
, apply
);
11837 sLog
.outDebug("+ %u EXPERTISE", enchant_amount
);
11839 case ITEM_MOD_ARMOR_PENETRATION_RATING
:
11840 ((Player
*)this)->ApplyRatingMod(CR_ARMOR_PENETRATION
, enchant_amount
, apply
);
11841 sLog
.outDebug("+ %u ARMOR PENETRATION", enchant_amount
);
11848 case ITEM_ENCHANTMENT_TYPE_TOTEM
: // Shaman Rockbiter Weapon
11850 if(getClass() == CLASS_SHAMAN
)
11852 float addValue
= 0.0f
;
11853 if(item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
11855 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/1000.0f
);
11856 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, addValue
, apply
);
11858 else if(item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
11860 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/1000.0f
);
11861 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, addValue
, apply
);
11867 sLog
.outError("Unknown item enchantment display type: %d",enchant_display_type
);
11869 } /*switch(enchant_display_type)*/
11872 // visualize enchantment at player and equipped items
11873 if(slot
< MAX_INSPECTED_ENCHANTMENT_SLOT
)
11875 int VisibleBase
= PLAYER_VISIBLE_ITEM_1_0
+ (item
->GetSlot() * MAX_VISIBLE_ITEM_OFFSET
);
11876 SetUInt32Value(VisibleBase
+ 1 + slot
, apply
? item
->GetEnchantmentId(slot
) : 0);
11884 uint32 duration
= item
->GetEnchantmentDuration(slot
);
11886 AddEnchantmentDuration(item
,slot
,duration
);
11890 // duration == 0 will remove EnchantDuration
11891 AddEnchantmentDuration(item
,slot
,0);
11896 void Player::SendEnchantmentDurations()
11898 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
11900 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr
->item
->GetGUID(),itr
->slot
,uint32(itr
->leftduration
)/1000);
11904 void Player::SendItemDurations()
11906 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end();++itr
)
11908 (*itr
)->SendTimeUpdate(this);
11912 void Player::SendNewItem(Item
*item
, uint32 count
, bool received
, bool created
, bool broadcast
)
11914 if(!item
) // prevent crash
11917 // last check 2.0.10
11918 WorldPacket
data( SMSG_ITEM_PUSH_RESULT
, (8+4+4+4+1+4+4+4+4+4) );
11919 data
<< GetGUID(); // player GUID
11920 data
<< uint32(received
); // 0=looted, 1=from npc
11921 data
<< uint32(created
); // 0=received, 1=created
11922 data
<< uint32(1); // always 0x01 (probably meant to be count of listed items)
11923 data
<< (uint8
)item
->GetBagSlot(); // bagslot
11924 // item slot, but when added to stack: 0xFFFFFFFF
11925 data
<< (uint32
) ((item
->GetCount()==count
) ? item
->GetSlot() : -1);
11926 data
<< uint32(item
->GetEntry()); // item id
11927 data
<< uint32(item
->GetItemSuffixFactor()); // SuffixFactor
11928 data
<< uint32(item
->GetItemRandomPropertyId()); // random item property id
11929 data
<< uint32(count
); // count of items
11930 data
<< GetItemCount(item
->GetEntry()); // count of items in inventory
11932 if (broadcast
&& GetGroup())
11933 GetGroup()->BroadcastPacket(&data
);
11935 GetSession()->SendPacket(&data
);
11938 /*********************************************************/
11939 /*** QUEST SYSTEM ***/
11940 /*********************************************************/
11942 void Player::PrepareQuestMenu( uint64 guid
)
11945 QuestRelations
* pObjectQR
;
11946 QuestRelations
* pObjectQIR
;
11947 Creature
*pCreature
= ObjectAccessor::GetCreature(*this, guid
);
11950 pObject
= (Object
*)pCreature
;
11951 pObjectQR
= &objmgr
.mCreatureQuestRelations
;
11952 pObjectQIR
= &objmgr
.mCreatureQuestInvolvedRelations
;
11956 GameObject
*pGameObject
= ObjectAccessor::GetGameObject(*this, guid
);
11959 pObject
= (Object
*)pGameObject
;
11960 pObjectQR
= &objmgr
.mGOQuestRelations
;
11961 pObjectQIR
= &objmgr
.mGOQuestInvolvedRelations
;
11967 QuestMenu
&qm
= PlayerTalkClass
->GetQuestMenu();
11970 for(QuestRelations::const_iterator i
= pObjectQIR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQIR
->upper_bound(pObject
->GetEntry()); ++i
)
11972 uint32 quest_id
= i
->second
;
11973 QuestStatus status
= GetQuestStatus( quest_id
);
11974 if ( status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus( quest_id
) )
11975 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_REWARD_REP
);
11976 else if ( status
== QUEST_STATUS_INCOMPLETE
)
11977 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_INCOMPLETE
);
11978 else if (status
== QUEST_STATUS_AVAILABLE
)
11979 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_CHAT
);
11982 for(QuestRelations::const_iterator i
= pObjectQR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++i
)
11984 uint32 quest_id
= i
->second
;
11985 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
11986 if(!pQuest
) continue;
11988 QuestStatus status
= GetQuestStatus( quest_id
);
11990 if (pQuest
->IsAutoComplete() && CanTakeQuest(pQuest
, false))
11991 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_REWARD_REP
);
11992 else if ( status
== QUEST_STATUS_NONE
&& CanTakeQuest( pQuest
, false ) )
11993 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_AVAILABLE
);
11997 void Player::SendPreparedQuest( uint64 guid
)
11999 QuestMenu
& questMenu
= PlayerTalkClass
->GetQuestMenu();
12000 if( questMenu
.Empty() )
12003 QuestMenuItem
const& qmi0
= questMenu
.GetItem( 0 );
12005 uint32 status
= qmi0
.m_qIcon
;
12007 // single element case
12008 if ( questMenu
.MenuItemCount() == 1 )
12010 // Auto open -- maybe also should verify there is no greeting
12011 uint32 quest_id
= qmi0
.m_qId
;
12012 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
12015 if( status
== DIALOG_STATUS_REWARD_REP
&& !GetQuestRewardStatus( quest_id
) )
12016 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, CanRewardQuest(pQuest
,false), true );
12017 else if( status
== DIALOG_STATUS_INCOMPLETE
)
12018 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, false, true );
12019 // Send completable on repeatable quest if player don't have quest
12020 else if( pQuest
->IsRepeatable() && !pQuest
->IsDaily() )
12021 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, CanCompleteRepeatableQuest(pQuest
), true );
12023 PlayerTalkClass
->SendQuestGiverQuestDetails( pQuest
, guid
, true );
12026 // multiply entries
12032 std::string title
= "";
12033 Creature
*pCreature
= ObjectAccessor::GetCreature(*this, guid
);
12036 uint32 textid
= pCreature
->GetNpcTextId();
12037 GossipText
* gossiptext
= objmgr
.GetGossipText(textid
);
12040 qe
._Delay
= 0; //TEXTEMOTE_MESSAGE; //zyg: player emote
12041 qe
._Emote
= 0; //TEXTEMOTE_HELLO; //zyg: NPC emote
12046 qe
= gossiptext
->Options
[0].Emotes
[0];
12048 if(!gossiptext
->Options
[0].Text_0
.empty())
12050 title
= gossiptext
->Options
[0].Text_0
;
12052 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
12055 NpcTextLocale
const *nl
= objmgr
.GetNpcTextLocale(textid
);
12058 if (nl
->Text_0
[0].size() > loc_idx
&& !nl
->Text_0
[0][loc_idx
].empty())
12059 title
= nl
->Text_0
[0][loc_idx
];
12065 title
= gossiptext
->Options
[0].Text_1
;
12067 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
12070 NpcTextLocale
const *nl
= objmgr
.GetNpcTextLocale(textid
);
12073 if (nl
->Text_1
[0].size() > loc_idx
&& !nl
->Text_1
[0][loc_idx
].empty())
12074 title
= nl
->Text_1
[0][loc_idx
];
12080 PlayerTalkClass
->SendQuestGiverQuestList( qe
, title
, guid
);
12084 bool Player::IsActiveQuest( uint32 quest_id
) const
12086 QuestStatusMap::const_iterator itr
= mQuestStatus
.find(quest_id
);
12088 return itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
;
12091 Quest
const * Player::GetNextQuest( uint64 guid
, Quest
const *pQuest
)
12094 QuestRelations
* pObjectQR
;
12095 QuestRelations
* pObjectQIR
;
12097 Creature
*pCreature
= ObjectAccessor::GetCreature(*this, guid
);
12100 pObject
= (Object
*)pCreature
;
12101 pObjectQR
= &objmgr
.mCreatureQuestRelations
;
12102 pObjectQIR
= &objmgr
.mCreatureQuestInvolvedRelations
;
12106 GameObject
*pGameObject
= ObjectAccessor::GetGameObject(*this, guid
);
12109 pObject
= (Object
*)pGameObject
;
12110 pObjectQR
= &objmgr
.mGOQuestRelations
;
12111 pObjectQIR
= &objmgr
.mGOQuestInvolvedRelations
;
12117 uint32 nextQuestID
= pQuest
->GetNextQuestInChain();
12118 for(QuestRelations::const_iterator itr
= pObjectQR
->lower_bound(pObject
->GetEntry()); itr
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++itr
)
12120 if (itr
->second
== nextQuestID
)
12121 return objmgr
.GetQuestTemplate(nextQuestID
);
12127 bool Player::CanSeeStartQuest( Quest
const *pQuest
)
12129 if( SatisfyQuestRace( pQuest
, false ) && SatisfyQuestSkillOrClass( pQuest
, false ) &&
12130 SatisfyQuestExclusiveGroup( pQuest
, false ) && SatisfyQuestReputation( pQuest
, false ) &&
12131 SatisfyQuestPreviousQuest( pQuest
, false ) && SatisfyQuestNextChain( pQuest
, false ) &&
12132 SatisfyQuestPrevChain( pQuest
, false ) && SatisfyQuestDay( pQuest
, false ) )
12134 return getLevel() + sWorld
.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF
) >= pQuest
->GetMinLevel();
12140 bool Player::CanTakeQuest( Quest
const *pQuest
, bool msg
)
12142 return SatisfyQuestStatus( pQuest
, msg
) && SatisfyQuestExclusiveGroup( pQuest
, msg
)
12143 && SatisfyQuestRace( pQuest
, msg
) && SatisfyQuestLevel( pQuest
, msg
)
12144 && SatisfyQuestSkillOrClass( pQuest
, msg
) && SatisfyQuestReputation( pQuest
, msg
)
12145 && SatisfyQuestPreviousQuest( pQuest
, msg
) && SatisfyQuestTimed( pQuest
, msg
)
12146 && SatisfyQuestNextChain( pQuest
, msg
) && SatisfyQuestPrevChain( pQuest
, msg
)
12147 && SatisfyQuestDay( pQuest
, msg
);
12150 bool Player::CanAddQuest( Quest
const *pQuest
, bool msg
)
12152 if( !SatisfyQuestLog( msg
) )
12155 uint32 srcitem
= pQuest
->GetSrcItemId();
12158 uint32 count
= pQuest
->GetSrcItemCount();
12159 ItemPosCountVec dest
;
12160 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
12162 // player already have max number (in most case 1) source item, no additional item needed and quest can be added.
12163 if( msg
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
12165 else if( msg
!= EQUIP_ERR_OK
)
12167 SendEquipError( msg
, NULL
, NULL
);
12174 bool Player::CanCompleteQuest( uint32 quest_id
)
12178 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12179 if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
12180 return false; // not allow re-complete quest
12182 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12187 // auto complete quest
12188 if (qInfo
->IsAutoComplete() && CanTakeQuest(qInfo
, false))
12191 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
12194 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12196 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12198 if( qInfo
->ReqItemCount
[i
]!= 0 && q_status
.m_itemcount
[i
] < qInfo
->ReqItemCount
[i
] )
12203 if ( qInfo
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
12205 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12207 if( qInfo
->ReqCreatureOrGOId
[i
] == 0 )
12210 if( qInfo
->ReqCreatureOrGOCount
[i
] != 0 && q_status
.m_creatureOrGOcount
[i
] < qInfo
->ReqCreatureOrGOCount
[i
] )
12215 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_EXPLORATION_OR_EVENT
) && !q_status
.m_explored
)
12218 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && q_status
.m_timer
== 0 )
12221 if ( qInfo
->GetRewOrReqMoney() < 0 )
12223 if ( GetMoney() < uint32(-qInfo
->GetRewOrReqMoney()) )
12227 uint32 repFacId
= qInfo
->GetRepObjectiveFaction();
12228 if ( repFacId
&& GetReputation(repFacId
) < qInfo
->GetRepObjectiveValue() )
12237 bool Player::CanCompleteRepeatableQuest( Quest
const *pQuest
)
12239 // Solve problem that player don't have the quest and try complete it.
12240 // if repeatable she must be able to complete event if player don't have it.
12241 // Seem that all repeatable quest are DELIVER Flag so, no need to add more.
12242 if( !CanTakeQuest(pQuest
, false) )
12245 if (pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12246 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12247 if( pQuest
->ReqItemId
[i
] && pQuest
->ReqItemCount
[i
] && !HasItemCount(pQuest
->ReqItemId
[i
],pQuest
->ReqItemCount
[i
]) )
12250 if( !CanRewardQuest(pQuest
, false) )
12256 bool Player::CanRewardQuest( Quest
const *pQuest
, bool msg
)
12258 // not auto complete quest and not completed quest (only cheating case, then ignore without message)
12259 if(!pQuest
->IsAutoComplete() && GetQuestStatus(pQuest
->GetQuestId()) != QUEST_STATUS_COMPLETE
)
12262 // daily quest can't be rewarded (25 daily quest already completed)
12263 if(!SatisfyQuestDay(pQuest
,true))
12266 // rewarded and not repeatable quest (only cheating case, then ignore without message)
12267 if(GetQuestRewardStatus(pQuest
->GetQuestId()))
12270 // prevent receive reward with quest items in bank
12271 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12273 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12275 if( pQuest
->ReqItemCount
[i
]!= 0 &&
12276 GetItemCount(pQuest
->ReqItemId
[i
]) < pQuest
->ReqItemCount
[i
] )
12279 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, NULL
, NULL
);
12285 // prevent receive reward with low money and GetRewOrReqMoney() < 0
12286 if(pQuest
->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest
->GetRewOrReqMoney()) )
12292 bool Player::CanRewardQuest( Quest
const *pQuest
, uint32 reward
, bool msg
)
12294 // prevent receive reward with quest items in bank or for not completed quest
12295 if(!CanRewardQuest(pQuest
,msg
))
12298 if ( pQuest
->GetRewChoiceItemsCount() > 0 )
12300 if( pQuest
->RewChoiceItemId
[reward
] )
12302 ItemPosCountVec dest
;
12303 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewChoiceItemId
[reward
], pQuest
->RewChoiceItemCount
[reward
] );
12304 if( res
!= EQUIP_ERR_OK
)
12306 SendEquipError( res
, NULL
, NULL
);
12312 if ( pQuest
->GetRewItemsCount() > 0 )
12314 for (uint32 i
= 0; i
< pQuest
->GetRewItemsCount(); ++i
)
12316 if( pQuest
->RewItemId
[i
] )
12318 ItemPosCountVec dest
;
12319 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewItemId
[i
], pQuest
->RewItemCount
[i
] );
12320 if( res
!= EQUIP_ERR_OK
)
12322 SendEquipError( res
, NULL
, NULL
);
12332 void Player::AddQuest( Quest
const *pQuest
, Object
*questGiver
)
12334 uint16 log_slot
= FindQuestSlot( 0 );
12335 assert(log_slot
< MAX_QUEST_LOG_SIZE
);
12337 uint32 quest_id
= pQuest
->GetQuestId();
12339 // if not exist then created with set uState==NEW and rewarded=false
12340 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
12341 if (questStatusData
.uState
!= QUEST_NEW
)
12342 questStatusData
.uState
= QUEST_CHANGED
;
12344 // check for repeatable quests status reset
12345 questStatusData
.m_status
= QUEST_STATUS_INCOMPLETE
;
12346 questStatusData
.m_explored
= false;
12348 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12350 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12351 questStatusData
.m_itemcount
[i
] = 0;
12354 if ( pQuest
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
12356 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12357 questStatusData
.m_creatureOrGOcount
[i
] = 0;
12360 GiveQuestSourceItem( pQuest
);
12361 AdjustQuestReqItemCount( pQuest
);
12363 if( pQuest
->GetRepObjectiveFaction() )
12364 SetFactionVisibleForFactionId(pQuest
->GetRepObjectiveFaction());
12367 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) )
12369 uint32 limittime
= pQuest
->GetLimitTime();
12371 // shared timed quest
12372 if(questGiver
&& questGiver
->GetTypeId()==TYPEID_PLAYER
)
12373 limittime
= ((Player
*)questGiver
)->getQuestStatusMap()[quest_id
].m_timer
/ 1000;
12375 AddTimedQuest( quest_id
);
12376 questStatusData
.m_timer
= limittime
* 1000;
12377 qtime
= static_cast<uint32
>(time(NULL
)) + limittime
;
12380 questStatusData
.m_timer
= 0;
12382 SetQuestSlot(log_slot
, quest_id
, qtime
);
12384 //starting initial quest script
12385 if(questGiver
&& pQuest
->GetQuestStartScript()!=0)
12386 sWorld
.ScriptsStart(sQuestStartScripts
, pQuest
->GetQuestStartScript(), questGiver
, this);
12388 UpdateForQuestsGO();
12391 void Player::CompleteQuest( uint32 quest_id
)
12395 SetQuestStatus( quest_id
, QUEST_STATUS_COMPLETE
);
12397 uint16 log_slot
= FindQuestSlot( quest_id
);
12398 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12399 SetQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
12401 if(Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
))
12403 if( qInfo
->HasFlag(QUEST_FLAGS_AUTO_REWARDED
) )
12404 RewardQuest(qInfo
,0,this,false);
12406 SendQuestComplete( quest_id
);
12411 void Player::IncompleteQuest( uint32 quest_id
)
12415 SetQuestStatus( quest_id
, QUEST_STATUS_INCOMPLETE
);
12417 uint16 log_slot
= FindQuestSlot( quest_id
);
12418 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12419 RemoveQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
12423 void Player::RewardQuest( Quest
const *pQuest
, uint32 reward
, Object
* questGiver
, bool announce
)
12425 uint32 quest_id
= pQuest
->GetQuestId();
12427 for (int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++ )
12429 if ( pQuest
->ReqItemId
[i
] )
12430 DestroyItemCount( pQuest
->ReqItemId
[i
], pQuest
->ReqItemCount
[i
], true);
12433 //if( qInfo->HasSpecialFlag( QUEST_FLAGS_TIMED ) )
12434 // SetTimedQuest( 0 );
12435 m_timedquests
.erase(pQuest
->GetQuestId());
12437 if ( pQuest
->GetRewChoiceItemsCount() > 0 )
12439 if( pQuest
->RewChoiceItemId
[reward
] )
12441 ItemPosCountVec dest
;
12442 if( CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewChoiceItemId
[reward
], pQuest
->RewChoiceItemCount
[reward
] ) == EQUIP_ERR_OK
)
12444 Item
* item
= StoreNewItem( dest
, pQuest
->RewChoiceItemId
[reward
], true);
12445 SendNewItem(item
, pQuest
->RewChoiceItemCount
[reward
], true, false);
12450 if ( pQuest
->GetRewItemsCount() > 0 )
12452 for (uint32 i
=0; i
< pQuest
->GetRewItemsCount(); ++i
)
12454 if( pQuest
->RewItemId
[i
] )
12456 ItemPosCountVec dest
;
12457 if( CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewItemId
[i
], pQuest
->RewItemCount
[i
] ) == EQUIP_ERR_OK
)
12459 Item
* item
= StoreNewItem( dest
, pQuest
->RewItemId
[i
], true);
12460 SendNewItem(item
, pQuest
->RewItemCount
[i
], true, false);
12466 RewardReputation( pQuest
);
12468 if( pQuest
->GetRewSpellCast() > 0 )
12469 CastSpell( this, pQuest
->GetRewSpellCast(), true);
12470 else if( pQuest
->GetRewSpell() > 0)
12471 CastSpell( this, pQuest
->GetRewSpell(), true);
12473 uint16 log_slot
= FindQuestSlot( quest_id
);
12474 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12475 SetQuestSlot(log_slot
,0);
12477 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12479 // Not give XP in case already completed once repeatable quest
12480 uint32 XP
= q_status
.m_rewarded
? 0 : uint32(pQuest
->XPValue( this )*sWorld
.getRate(RATE_XP_QUEST
));
12482 if ( getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
12483 GiveXP( XP
, NULL
);
12485 ModifyMoney( int32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
)) );
12487 // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
12488 ModifyMoney( pQuest
->GetRewOrReqMoney() );
12491 if(pQuest
->GetRewHonorableKills())
12492 RewardHonor(NULL
, 0, MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorableKills()));
12495 if(pQuest
->GetCharTitleId())
12497 if(CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
12498 SetTitle(titleEntry
);
12501 // Send reward mail
12502 if(pQuest
->GetRewMailTemplateId())
12504 MailMessageType mailType
;
12505 uint32 senderGuidOrEntry
;
12506 switch(questGiver
->GetTypeId())
12509 mailType
= MAIL_CREATURE
;
12510 senderGuidOrEntry
= questGiver
->GetEntry();
12512 case TYPEID_GAMEOBJECT
:
12513 mailType
= MAIL_GAMEOBJECT
;
12514 senderGuidOrEntry
= questGiver
->GetEntry();
12517 mailType
= MAIL_ITEM
;
12518 senderGuidOrEntry
= questGiver
->GetEntry();
12520 case TYPEID_PLAYER
:
12521 mailType
= MAIL_NORMAL
;
12522 senderGuidOrEntry
= questGiver
->GetGUIDLow();
12525 mailType
= MAIL_NORMAL
;
12526 senderGuidOrEntry
= GetGUIDLow();
12530 Loot questMailLoot
;
12532 questMailLoot
.FillLoot(pQuest
->GetQuestId(), LootTemplates_QuestMail
, this);
12535 MailItemsInfo mi
; // item list preparing
12537 for(size_t i
= 0; mi
.size() < MAX_MAIL_ITEMS
&& i
< questMailLoot
.items
.size(); ++i
)
12539 if(LootItem
* lootitem
= questMailLoot
.LootItemInSlot(i
,this))
12541 if(Item
* item
= Item::CreateItem(lootitem
->itemid
,lootitem
->count
,this))
12543 item
->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12544 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
12549 for(size_t i
= 0; mi
.size() < MAX_MAIL_ITEMS
&& i
< questMailLoot
.quest_items
.size(); ++i
)
12551 if(LootItem
* lootitem
= questMailLoot
.LootItemInSlot(i
+questMailLoot
.items
.size(),this))
12553 if(Item
* item
= Item::CreateItem(lootitem
->itemid
,lootitem
->count
,this))
12555 item
->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12556 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
12561 WorldSession::SendMailTo(this, mailType
, MAIL_STATIONERY_NORMAL
, senderGuidOrEntry
, GetGUIDLow(), "", 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
,pQuest
->GetRewMailDelaySecs(),pQuest
->GetRewMailTemplateId());
12564 if(pQuest
->IsDaily())
12566 SetDailyQuestStatus(quest_id
);
12567 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST
, 1);
12570 if ( !pQuest
->IsRepeatable() )
12571 SetQuestStatus(quest_id
, QUEST_STATUS_COMPLETE
);
12573 SetQuestStatus(quest_id
, QUEST_STATUS_NONE
);
12575 q_status
.m_rewarded
= true;
12578 SendQuestReward( pQuest
, XP
, questGiver
);
12580 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12581 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT
);
12582 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST
);
12585 void Player::FailQuest( uint32 quest_id
)
12589 IncompleteQuest( quest_id
);
12591 uint16 log_slot
= FindQuestSlot( quest_id
);
12592 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12594 SetQuestSlotTimer(log_slot
, 1 );
12595 SetQuestSlotState(log_slot
,QUEST_STATE_FAIL
);
12597 SendQuestFailed( quest_id
);
12601 void Player::FailTimedQuest( uint32 quest_id
)
12605 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12607 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12608 q_status
.m_timer
= 0;
12610 IncompleteQuest( quest_id
);
12612 uint16 log_slot
= FindQuestSlot( quest_id
);
12613 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12615 SetQuestSlotTimer(log_slot
, 1 );
12616 SetQuestSlotState(log_slot
,QUEST_STATE_FAIL
);
12618 SendQuestTimerFailed( quest_id
);
12622 bool Player::SatisfyQuestSkillOrClass( Quest
const* qInfo
, bool msg
)
12624 int32 zoneOrSort
= qInfo
->GetZoneOrSort();
12625 int32 skillOrClass
= qInfo
->GetSkillOrClass();
12627 // skip zone zoneOrSort and 0 case skillOrClass
12628 if( zoneOrSort
>= 0 && skillOrClass
== 0 )
12631 int32 questSort
= -zoneOrSort
;
12632 uint8 reqSortClass
= ClassByQuestSort(questSort
);
12634 // check class sort cases in zoneOrSort
12635 if( reqSortClass
!= 0 && getClass() != reqSortClass
)
12638 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12643 if( skillOrClass
< 0 )
12645 uint8 reqClass
= -int32(skillOrClass
);
12646 if(getClass() != reqClass
)
12649 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12654 else if( skillOrClass
> 0 )
12656 uint32 reqSkill
= skillOrClass
;
12657 if( GetSkillValue( reqSkill
) < qInfo
->GetRequiredSkillValue() )
12660 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12668 bool Player::SatisfyQuestLevel( Quest
const* qInfo
, bool msg
)
12670 if( getLevel() < qInfo
->GetMinLevel() )
12673 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12679 bool Player::SatisfyQuestLog( bool msg
)
12682 if( FindQuestSlot(0) < MAX_QUEST_LOG_SIZE
)
12687 WorldPacket
data( SMSG_QUESTLOG_FULL
, 0 );
12688 GetSession()->SendPacket( &data
);
12689 sLog
.outDebug( "WORLD: Sent QUEST_LOG_FULL_MESSAGE" );
12694 bool Player::SatisfyQuestPreviousQuest( Quest
const* qInfo
, bool msg
)
12696 // No previous quest (might be first quest in a series)
12697 if( qInfo
->prevQuests
.empty())
12700 for(Quest::PrevQuests::const_iterator iter
= qInfo
->prevQuests
.begin(); iter
!= qInfo
->prevQuests
.end(); ++iter
)
12702 uint32 prevId
= abs(*iter
);
12704 QuestStatusMap::iterator i_prevstatus
= mQuestStatus
.find( prevId
);
12705 Quest
const* qPrevInfo
= objmgr
.GetQuestTemplate(prevId
);
12707 if( qPrevInfo
&& i_prevstatus
!= mQuestStatus
.end() )
12709 // If any of the positive previous quests completed, return true
12710 if( *iter
> 0 && i_prevstatus
->second
.m_rewarded
)
12712 // skip one-from-all exclusive group
12713 if(qPrevInfo
->GetExclusiveGroup() >= 0)
12716 // each-from-all exclusive group ( < 0)
12717 // can be start if only all quests in prev quest exclusive group completed and rewarded
12718 ObjectMgr::ExclusiveQuestGroups::iterator iter
= objmgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
12719 ObjectMgr::ExclusiveQuestGroups::iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
12721 assert(iter
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
12723 for(; iter
!= end
; ++iter
)
12725 uint32 exclude_Id
= iter
->second
;
12727 // skip checked quest id, only state of other quests in group is interesting
12728 if(exclude_Id
== prevId
)
12731 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12733 // alternative quest from group also must be completed and rewarded(reported)
12734 if( i_exstatus
== mQuestStatus
.end() || !i_exstatus
->second
.m_rewarded
)
12737 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12743 // If any of the negative previous quests active, return true
12744 if( *iter
< 0 && (i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
12745 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
))))
12747 // skip one-from-all exclusive group
12748 if(qPrevInfo
->GetExclusiveGroup() >= 0)
12751 // each-from-all exclusive group ( < 0)
12752 // can be start if only all quests in prev quest exclusive group active
12753 ObjectMgr::ExclusiveQuestGroups::iterator iter
= objmgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
12754 ObjectMgr::ExclusiveQuestGroups::iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
12756 assert(iter
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
12758 for(; iter
!= end
; ++iter
)
12760 uint32 exclude_Id
= iter
->second
;
12762 // skip checked quest id, only state of other quests in group is interesting
12763 if(exclude_Id
== prevId
)
12766 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12768 // alternative quest from group also must be active
12769 if( i_exstatus
== mQuestStatus
.end() ||
12770 i_exstatus
->second
.m_status
!= QUEST_STATUS_INCOMPLETE
&&
12771 (i_prevstatus
->second
.m_status
!= QUEST_STATUS_COMPLETE
|| GetQuestRewardStatus(prevId
)) )
12774 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12783 // Has only positive prev. quests in non-rewarded state
12784 // and negative prev. quests in non-active state
12786 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12791 bool Player::SatisfyQuestRace( Quest
const* qInfo
, bool msg
)
12793 uint32 reqraces
= qInfo
->GetRequiredRaces();
12794 if ( reqraces
== 0 )
12796 if( (reqraces
& getRaceMask()) == 0 )
12799 SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE
);
12805 bool Player::SatisfyQuestReputation( Quest
const* qInfo
, bool msg
)
12807 uint32 fIdMin
= qInfo
->GetRequiredMinRepFaction(); //Min required rep
12808 if(fIdMin
&& GetReputation(fIdMin
) < qInfo
->GetRequiredMinRepValue())
12811 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12815 uint32 fIdMax
= qInfo
->GetRequiredMaxRepFaction(); //Max required rep
12816 if(fIdMax
&& GetReputation(fIdMax
) >= qInfo
->GetRequiredMaxRepValue())
12819 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12826 bool Player::SatisfyQuestStatus( Quest
const* qInfo
, bool msg
)
12828 QuestStatusMap::iterator itr
= mQuestStatus
.find( qInfo
->GetQuestId() );
12829 if ( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
)
12832 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON
);
12838 bool Player::SatisfyQuestTimed( Quest
const* qInfo
, bool msg
)
12840 if ( (find(m_timedquests
.begin(), m_timedquests
.end(), qInfo
->GetQuestId()) != m_timedquests
.end()) && qInfo
->HasFlag(QUEST_MANGOS_FLAGS_TIMED
) )
12843 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ONLY_ONE_TIMED
);
12849 bool Player::SatisfyQuestExclusiveGroup( Quest
const* qInfo
, bool msg
)
12851 // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
12852 if(qInfo
->GetExclusiveGroup() <= 0)
12855 ObjectMgr::ExclusiveQuestGroups::iterator iter
= objmgr
.mExclusiveQuestGroups
.lower_bound(qInfo
->GetExclusiveGroup());
12856 ObjectMgr::ExclusiveQuestGroups::iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qInfo
->GetExclusiveGroup());
12858 assert(iter
!=end
); // always must be found if qInfo->ExclusiveGroup != 0
12860 for(; iter
!= end
; ++iter
)
12862 uint32 exclude_Id
= iter
->second
;
12864 // skip checked quest id, only state of other quests in group is interesting
12865 if(exclude_Id
== qInfo
->GetQuestId())
12868 // not allow have daily quest if daily quest from exclusive group already recently completed
12869 Quest
const* Nquest
= objmgr
.GetQuestTemplate(exclude_Id
);
12870 if( !SatisfyQuestDay(Nquest
, false) )
12873 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12877 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12879 // alternative quest already started or completed
12880 if( i_exstatus
!= mQuestStatus
.end()
12881 && (i_exstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
|| i_exstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
12884 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12891 bool Player::SatisfyQuestNextChain( Quest
const* qInfo
, bool msg
)
12893 if(!qInfo
->GetNextQuestInChain())
12896 // next quest in chain already started or completed
12897 QuestStatusMap::iterator itr
= mQuestStatus
.find( qInfo
->GetNextQuestInChain() );
12898 if( itr
!= mQuestStatus
.end()
12899 && (itr
->second
.m_status
== QUEST_STATUS_COMPLETE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
12902 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12906 // check for all quests further up the chain
12907 // only necessary if there are quest chains with more than one quest that can be skipped
12908 //return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg );
12912 bool Player::SatisfyQuestPrevChain( Quest
const* qInfo
, bool msg
)
12914 // No previous quest in chain
12915 if( qInfo
->prevChainQuests
.empty())
12918 for(Quest::PrevChainQuests::const_iterator iter
= qInfo
->prevChainQuests
.begin(); iter
!= qInfo
->prevChainQuests
.end(); ++iter
)
12920 uint32 prevId
= *iter
;
12922 QuestStatusMap::iterator i_prevstatus
= mQuestStatus
.find( prevId
);
12924 if( i_prevstatus
!= mQuestStatus
.end() )
12926 // If any of the previous quests in chain active, return false
12927 if( i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
12928 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
)))
12931 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12936 // check for all quests further down the chain
12937 // only necessary if there are quest chains with more than one quest that can be skipped
12938 //if( !SatisfyQuestPrevChain( prevId, msg ) )
12942 // No previous quest in chain active
12946 bool Player::SatisfyQuestDay( Quest
const* qInfo
, bool msg
)
12948 if(!qInfo
->IsDaily())
12951 bool have_slot
= false;
12952 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
12954 uint32 id
= GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
);
12955 if(qInfo
->GetQuestId()==id
)
12965 SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING
);
12972 bool Player::GiveQuestSourceItem( Quest
const *pQuest
)
12974 uint32 srcitem
= pQuest
->GetSrcItemId();
12977 uint32 count
= pQuest
->GetSrcItemCount();
12981 ItemPosCountVec dest
;
12982 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
12983 if( msg
== EQUIP_ERR_OK
)
12985 Item
* item
= StoreNewItem(dest
, srcitem
, true);
12986 SendNewItem(item
, count
, true, false);
12989 // player already have max amount required item, just report success
12990 else if( msg
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
12993 SendEquipError( msg
, NULL
, NULL
);
13000 bool Player::TakeQuestSourceItem( uint32 quest_id
, bool msg
)
13002 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13005 uint32 srcitem
= qInfo
->GetSrcItemId();
13008 uint32 count
= qInfo
->GetSrcItemCount();
13012 // exist one case when destroy source quest item not possible:
13013 // non un-equippable item (equipped non-empty bag, for example)
13014 uint8 res
= CanUnequipItems(srcitem
,count
);
13015 if(res
!= EQUIP_ERR_OK
)
13018 SendEquipError( res
, NULL
, NULL
);
13022 DestroyItemCount(srcitem
, count
, true, true);
13028 bool Player::GetQuestRewardStatus( uint32 quest_id
) const
13030 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13033 // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
13034 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13035 if( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
13036 && !qInfo
->IsRepeatable() )
13037 return itr
->second
.m_rewarded
;
13044 QuestStatus
Player::GetQuestStatus( uint32 quest_id
) const
13048 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13049 if( itr
!= mQuestStatus
.end() )
13050 return itr
->second
.m_status
;
13052 return QUEST_STATUS_NONE
;
13055 bool Player::CanShareQuest(uint32 quest_id
) const
13057 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13058 if( qInfo
&& qInfo
->HasFlag(QUEST_FLAGS_SHARABLE
) )
13060 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13061 if( itr
!= mQuestStatus
.end() )
13062 return itr
->second
.m_status
== QUEST_STATUS_NONE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
;
13067 void Player::SetQuestStatus( uint32 quest_id
, QuestStatus status
)
13069 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13072 if( status
== QUEST_STATUS_NONE
|| status
== QUEST_STATUS_INCOMPLETE
|| status
== QUEST_STATUS_COMPLETE
)
13074 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) )
13075 m_timedquests
.erase(qInfo
->GetQuestId());
13078 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
13080 q_status
.m_status
= status
;
13081 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13084 UpdateForQuestsGO();
13087 // not used in MaNGOS, but used in scripting code
13088 uint32
Player::GetReqKillOrCastCurrentCount(uint32 quest_id
, int32 entry
)
13090 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13094 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13095 if ( qInfo
->ReqCreatureOrGOId
[j
] == entry
)
13096 return mQuestStatus
[quest_id
].m_creatureOrGOcount
[j
];
13101 void Player::AdjustQuestReqItemCount( Quest
const* pQuest
)
13103 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13105 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
13107 uint32 reqitemcount
= pQuest
->ReqItemCount
[i
];
13108 if( reqitemcount
!= 0 )
13110 uint32 quest_id
= pQuest
->GetQuestId();
13111 uint32 curitemcount
= GetItemCount(pQuest
->ReqItemId
[i
],true);
13113 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
13114 q_status
.m_itemcount
[i
] = std::min(curitemcount
, reqitemcount
);
13115 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13121 uint16
Player::FindQuestSlot( uint32 quest_id
) const
13123 for ( uint16 i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
13124 if ( GetQuestSlotQuestId(i
) == quest_id
)
13127 return MAX_QUEST_LOG_SIZE
;
13130 void Player::AreaExploredOrEventHappens( uint32 questId
)
13134 uint16 log_slot
= FindQuestSlot( questId
);
13135 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13137 QuestStatusData
& q_status
= mQuestStatus
[questId
];
13139 if(!q_status
.m_explored
)
13141 q_status
.m_explored
= true;
13142 if (q_status
.uState
!= QUEST_NEW
)
13143 q_status
.uState
= QUEST_CHANGED
;
13146 if( CanCompleteQuest( questId
) )
13147 CompleteQuest( questId
);
13151 //not used in mangosd, function for external script library
13152 void Player::GroupEventHappens( uint32 questId
, WorldObject
const* pEventObject
)
13154 if( Group
*pGroup
= GetGroup() )
13156 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
13158 Player
*pGroupGuy
= itr
->getSource();
13160 // for any leave or dead (with not released body) group member at appropriate distance
13161 if( pGroupGuy
&& pGroupGuy
->IsAtGroupRewardDistance(pEventObject
) && !pGroupGuy
->GetCorpse() )
13162 pGroupGuy
->AreaExploredOrEventHappens(questId
);
13166 AreaExploredOrEventHappens(questId
);
13169 void Player::ItemAddedQuestCheck( uint32 entry
, uint32 count
)
13171 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
13173 uint32 questid
= GetQuestSlotQuestId(i
);
13174 if ( questid
== 0 )
13177 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13179 if ( q_status
.m_status
!= QUEST_STATUS_INCOMPLETE
)
13182 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13183 if( !qInfo
|| !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13186 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13188 uint32 reqitem
= qInfo
->ReqItemId
[j
];
13189 if ( reqitem
== entry
)
13191 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
13192 uint32 curitemcount
= q_status
.m_itemcount
[j
];
13193 if ( curitemcount
< reqitemcount
)
13195 uint32 additemcount
= ( curitemcount
+ count
<= reqitemcount
? count
: reqitemcount
- curitemcount
);
13196 q_status
.m_itemcount
[j
] += additemcount
;
13197 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13199 SendQuestUpdateAddItem( qInfo
, j
, additemcount
);
13201 if ( CanCompleteQuest( questid
) )
13202 CompleteQuest( questid
);
13207 UpdateForQuestsGO();
13208 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM
, entry
);
13211 void Player::ItemRemovedQuestCheck( uint32 entry
, uint32 count
)
13213 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
13215 uint32 questid
= GetQuestSlotQuestId(i
);
13218 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13221 if( !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13224 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13226 uint32 reqitem
= qInfo
->ReqItemId
[j
];
13227 if ( reqitem
== entry
)
13229 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13231 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
13232 uint32 curitemcount
;
13233 if( q_status
.m_status
!= QUEST_STATUS_COMPLETE
)
13234 curitemcount
= q_status
.m_itemcount
[j
];
13236 curitemcount
= GetItemCount(entry
,true);
13237 if ( curitemcount
< reqitemcount
+ count
)
13239 uint32 remitemcount
= ( curitemcount
<= reqitemcount
? count
: count
+ reqitemcount
- curitemcount
);
13240 q_status
.m_itemcount
[j
] = curitemcount
- remitemcount
;
13241 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13243 IncompleteQuest( questid
);
13249 UpdateForQuestsGO();
13252 void Player::KilledMonster( uint32 entry
, uint64 guid
)
13254 uint32 addkillcount
= 1;
13255 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE
, entry
, addkillcount
);
13256 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
13258 uint32 questid
= GetQuestSlotQuestId(i
);
13262 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13265 // just if !ingroup || !noraidgroup || raidgroup
13266 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13267 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
&& (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo
->GetType() == QUEST_TYPE_RAID
))
13269 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
13271 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13273 // skip GO activate objective or none
13274 if(qInfo
->ReqCreatureOrGOId
[j
] <=0)
13277 // skip Cast at creature objective
13278 if(qInfo
->ReqSpell
[j
] !=0 )
13281 uint32 reqkill
= qInfo
->ReqCreatureOrGOId
[j
];
13283 if ( reqkill
== entry
)
13285 uint32 reqkillcount
= qInfo
->ReqCreatureOrGOCount
[j
];
13286 uint32 curkillcount
= q_status
.m_creatureOrGOcount
[j
];
13287 if ( curkillcount
< reqkillcount
)
13289 q_status
.m_creatureOrGOcount
[j
] = curkillcount
+ addkillcount
;
13290 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13292 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curkillcount
, addkillcount
);
13294 if ( CanCompleteQuest( questid
) )
13295 CompleteQuest( questid
);
13297 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13306 void Player::CastedCreatureOrGO( uint32 entry
, uint64 guid
, uint32 spell_id
)
13308 bool isCreature
= IS_CREATURE_GUID(guid
);
13310 uint32 addCastCount
= 1;
13311 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
13313 uint32 questid
= GetQuestSlotQuestId(i
);
13317 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13321 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13323 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13325 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
13327 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13329 // skip kill creature objective (0) or wrong spell casts
13330 if(qInfo
->ReqSpell
[j
] != spell_id
)
13333 uint32 reqTarget
= 0;
13337 // creature activate objectives
13338 if(qInfo
->ReqCreatureOrGOId
[j
] > 0)
13339 // checked at quest_template loading
13340 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
13344 // GO activate objective
13345 if(qInfo
->ReqCreatureOrGOId
[j
] < 0)
13346 // checked at quest_template loading
13347 reqTarget
= - qInfo
->ReqCreatureOrGOId
[j
];
13350 // other not this creature/GO related objectives
13351 if( reqTarget
!= entry
)
13354 uint32 reqCastCount
= qInfo
->ReqCreatureOrGOCount
[j
];
13355 uint32 curCastCount
= q_status
.m_creatureOrGOcount
[j
];
13356 if ( curCastCount
< reqCastCount
)
13358 q_status
.m_creatureOrGOcount
[j
] = curCastCount
+ addCastCount
;
13359 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13361 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curCastCount
, addCastCount
);
13364 if ( CanCompleteQuest( questid
) )
13365 CompleteQuest( questid
);
13367 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13375 void Player::TalkedToCreature( uint32 entry
, uint64 guid
)
13377 uint32 addTalkCount
= 1;
13378 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
13380 uint32 questid
= GetQuestSlotQuestId(i
);
13384 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13388 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13390 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13392 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
13394 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13396 // skip spell casts and Gameobject objectives
13397 if(qInfo
->ReqSpell
[j
] > 0 || qInfo
->ReqCreatureOrGOId
[j
] < 0)
13400 uint32 reqTarget
= 0;
13402 if(qInfo
->ReqCreatureOrGOId
[j
] > 0) // creature activate objectives
13403 // checked at quest_template loading
13404 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
13408 if ( reqTarget
== entry
)
13410 uint32 reqTalkCount
= qInfo
->ReqCreatureOrGOCount
[j
];
13411 uint32 curTalkCount
= q_status
.m_creatureOrGOcount
[j
];
13412 if ( curTalkCount
< reqTalkCount
)
13414 q_status
.m_creatureOrGOcount
[j
] = curTalkCount
+ addTalkCount
;
13415 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13417 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curTalkCount
, addTalkCount
);
13419 if ( CanCompleteQuest( questid
) )
13420 CompleteQuest( questid
);
13422 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13431 void Player::MoneyChanged( uint32 count
)
13433 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
13435 uint32 questid
= GetQuestSlotQuestId(i
);
13439 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13440 if( qInfo
&& qInfo
->GetRewOrReqMoney() < 0 )
13442 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13444 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13446 if(int32(count
) >= -qInfo
->GetRewOrReqMoney())
13448 if ( CanCompleteQuest( questid
) )
13449 CompleteQuest( questid
);
13452 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
13454 if(int32(count
) < -qInfo
->GetRewOrReqMoney())
13455 IncompleteQuest( questid
);
13461 bool Player::HasQuestForItem( uint32 itemid
) const
13463 for( QuestStatusMap::const_iterator i
= mQuestStatus
.begin( ); i
!= mQuestStatus
.end( ); ++i
)
13465 QuestStatusData
const& q_status
= i
->second
;
13467 if (q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13469 Quest
const* qinfo
= objmgr
.GetQuestTemplate(i
->first
);
13473 // hide quest if player is in raid-group and quest is no raid quest
13474 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
13477 // There should be no mixed ReqItem/ReqSource drop
13478 // This part for ReqItem drop
13479 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13481 if(itemid
== qinfo
->ReqItemId
[j
] && q_status
.m_itemcount
[j
] < qinfo
->ReqItemCount
[j
] )
13484 // This part - for ReqSource
13485 for (int j
= 0; j
< QUEST_SOURCE_ITEM_IDS_COUNT
; j
++)
13487 // examined item is a source item
13488 if (qinfo
->ReqSourceId
[j
] == itemid
&& qinfo
->ReqSourceRef
[j
] > 0 && qinfo
->ReqSourceRef
[j
] <= QUEST_OBJECTIVES_COUNT
)
13490 uint32 idx
= qinfo
->ReqSourceRef
[j
]-1;
13492 // total count of created ReqItems and SourceItems is less than ReqItemCount
13493 if(qinfo
->ReqItemId
[idx
] != 0 &&
13494 q_status
.m_itemcount
[idx
] * qinfo
->ReqSourceCount
[j
] + GetItemCount(itemid
,true) < qinfo
->ReqItemCount
[idx
] * qinfo
->ReqSourceCount
[j
])
13497 // total count of casted ReqCreatureOrGOs and SourceItems is less than ReqCreatureOrGOCount
13498 if (qinfo
->ReqCreatureOrGOId
[idx
] != 0)
13500 if(q_status
.m_creatureOrGOcount
[idx
] * qinfo
->ReqSourceCount
[j
] + GetItemCount(itemid
,true) < qinfo
->ReqCreatureOrGOCount
[idx
] * qinfo
->ReqSourceCount
[j
])
13503 // spell with SPELL_EFFECT_QUEST_COMPLETE or SPELL_EFFECT_SEND_EVENT (with script) case
13504 else if(qinfo
->ReqSpell
[idx
] != 0)
13506 // not casted and need more reagents/item for use.
13507 if(!q_status
.m_explored
&& GetItemCount(itemid
,true) < qinfo
->ReqSourceCount
[j
])
13517 void Player::SendQuestComplete( uint32 quest_id
)
13521 WorldPacket
data( SMSG_QUESTUPDATE_COMPLETE
, 4 );
13522 data
<< uint32(quest_id
);
13523 GetSession()->SendPacket( &data
);
13524 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id
);
13528 void Player::SendQuestReward( Quest
const *pQuest
, uint32 XP
, Object
* questGiver
)
13530 uint32 questid
= pQuest
->GetQuestId();
13531 sLog
.outDebug( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid
);
13532 WorldPacket
data( SMSG_QUESTGIVER_QUEST_COMPLETE
, (4+4+4+4+4) );
13533 data
<< uint32(questid
);
13535 if ( getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
13537 data
<< uint32(XP
);
13538 data
<< uint32(pQuest
->GetRewOrReqMoney());
13543 data
<< uint32(pQuest
->GetRewOrReqMoney() + int32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
)));
13546 data
<< uint32(10*MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorableKills()));
13547 data
<< uint32(pQuest
->GetBonusTalents()); // bonus talents
13548 GetSession()->SendPacket( &data
);
13550 if (pQuest
->GetQuestCompleteScript() != 0)
13551 sWorld
.ScriptsStart(sQuestEndScripts
, pQuest
->GetQuestCompleteScript(), questGiver
, this);
13554 void Player::SendQuestFailed( uint32 quest_id
)
13558 WorldPacket
data( SMSG_QUESTGIVER_QUEST_FAILED
, 4+4 );
13560 data
<< uint32(0); // failed reason (4 for inventory is full)
13561 GetSession()->SendPacket( &data
);
13562 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
13566 void Player::SendQuestTimerFailed( uint32 quest_id
)
13570 WorldPacket
data( SMSG_QUESTUPDATE_FAILEDTIMER
, 4 );
13572 GetSession()->SendPacket( &data
);
13573 sLog
.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
13577 void Player::SendCanTakeQuestResponse( uint32 msg
)
13579 WorldPacket
data( SMSG_QUESTGIVER_QUEST_INVALID
, 4 );
13580 data
<< uint32(msg
);
13581 GetSession()->SendPacket( &data
);
13582 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
13585 void Player::SendPushToPartyResponse( Player
*pPlayer
, uint32 msg
)
13589 WorldPacket
data( MSG_QUEST_PUSH_RESULT
, (8+1) );
13590 data
<< uint64(pPlayer
->GetGUID());
13591 data
<< uint8(msg
); // valid values: 0-8
13592 GetSession()->SendPacket( &data
);
13593 sLog
.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT");
13597 void Player::SendQuestUpdateAddItem( Quest
const* pQuest
, uint32 item_idx
, uint32 count
)
13599 WorldPacket
data( SMSG_QUESTUPDATE_ADD_ITEM
, 0 );
13600 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" );
13601 //data << pQuest->ReqItemId[item_idx];
13603 GetSession()->SendPacket( &data
);
13606 void Player::SendQuestUpdateAddCreatureOrGo( Quest
const* pQuest
, uint64 guid
, uint32 creatureOrGO_idx
, uint32 old_count
, uint32 add_count
)
13608 assert(old_count
+ add_count
< 256 && "mob/GO count store in 8 bits 2^8 = 256 (0..256)");
13610 int32 entry
= pQuest
->ReqCreatureOrGOId
[ creatureOrGO_idx
];
13612 // client expected gameobject template id in form (id|0x80000000)
13613 entry
= (-entry
) | 0x80000000;
13615 WorldPacket
data( SMSG_QUESTUPDATE_ADD_KILL
, (4*4+8) );
13616 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" );
13617 data
<< uint32(pQuest
->GetQuestId());
13618 data
<< uint32(entry
);
13619 data
<< uint32(old_count
+ add_count
);
13620 data
<< uint32(pQuest
->ReqCreatureOrGOCount
[ creatureOrGO_idx
]);
13621 data
<< uint64(guid
);
13622 GetSession()->SendPacket(&data
);
13624 uint16 log_slot
= FindQuestSlot( pQuest
->GetQuestId() );
13625 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13626 SetQuestSlotCounter(log_slot
,creatureOrGO_idx
,GetQuestSlotCounter(log_slot
,creatureOrGO_idx
)+add_count
);
13629 /*********************************************************/
13630 /*** LOAD SYSTEM ***/
13631 /*********************************************************/
13633 bool Player::MinimalLoadFromDB( QueryResult
*result
, uint32 guid
)
13635 bool delete_result
= true;
13638 // 0 1 2 3 4 5 6 7 8 9
13639 result
= CharacterDatabase
.PQuery("SELECT guid, data, name, position_x, position_y, position_z, map, totaltime, leveltime, at_login FROM characters WHERE guid = '%u'",guid
);
13640 if(!result
) return false;
13642 else delete_result
= false;
13644 Field
*fields
= result
->Fetch();
13646 if(!LoadValues( fields
[1].GetString()))
13648 sLog
.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded for character list.",GUID_LOPART(guid
));
13649 if(delete_result
) delete result
;
13653 // overwrite possible wrong/corrupted guid
13654 SetUInt64Value(OBJECT_FIELD_GUID
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
13656 m_name
= fields
[2].GetCppString();
13658 Relocate(fields
[3].GetFloat(),fields
[4].GetFloat(),fields
[5].GetFloat());
13659 SetMapId(fields
[6].GetUInt32());
13660 // the instance id is not needed at character enum
13662 m_Played_time
[0] = fields
[7].GetUInt32();
13663 m_Played_time
[1] = fields
[8].GetUInt32();
13665 m_atLoginFlags
= fields
[9].GetUInt32();
13667 // I don't see these used anywhere ..
13670 _LoadBoundInstances();*/
13672 if (delete_result
) delete result
;
13674 for (int i
= 0; i
< PLAYER_SLOTS_COUNT
; i
++)
13677 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
) )
13678 m_deathState
= DEAD
;
13683 void Player::_LoadDeclinedNames(QueryResult
* result
)
13689 delete m_declinedname
;
13691 m_declinedname
= new DeclinedName
;
13692 Field
*fields
= result
->Fetch();
13693 for(int i
= 0; i
< MAX_DECLINED_NAME_CASES
; ++i
)
13694 m_declinedname
->name
[i
] = fields
[i
].GetCppString();
13699 void Player::_LoadArenaTeamInfo(QueryResult
*result
)
13701 // arenateamid, played_week, played_season, personal_rating
13702 memset((void*)&m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
], 0, sizeof(uint32
)*18);
13708 Field
*fields
= result
->Fetch();
13710 uint32 arenateamid
= fields
[0].GetUInt32();
13711 uint32 played_week
= fields
[1].GetUInt32();
13712 uint32 played_season
= fields
[2].GetUInt32();
13713 uint32 personal_rating
= fields
[3].GetUInt32();
13715 ArenaTeam
* aTeam
= objmgr
.GetArenaTeamById(arenateamid
);
13718 sLog
.outError("Player::_LoadArenaTeamInfo: couldn't load arenateam %u, week %u, season %u, rating %u", arenateamid
, played_week
, played_season
, personal_rating
);
13721 uint8 arenaSlot
= aTeam
->GetSlot();
13723 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6] = arenateamid
; // TeamID
13724 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 1] = ((aTeam
->GetCaptain() == GetGUID()) ? (uint32
)0 : (uint32
)1); // Captain 0, member 1
13725 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 2] = played_week
; // Played Week
13726 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 3] = played_season
; // Played Season
13727 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 4] = 0; // Unk
13728 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 5] = personal_rating
; // Personal Rating
13730 }while (result
->NextRow());
13734 bool Player::LoadPositionFromDB(uint32
& mapid
, float& x
,float& y
,float& z
,float& o
, bool& in_flight
, uint64 guid
)
13736 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid
));
13740 Field
*fields
= result
->Fetch();
13742 x
= fields
[0].GetFloat();
13743 y
= fields
[1].GetFloat();
13744 z
= fields
[2].GetFloat();
13745 o
= fields
[3].GetFloat();
13746 mapid
= fields
[4].GetUInt32();
13747 in_flight
= !fields
[5].GetCppString().empty();
13753 bool Player::LoadValuesArrayFromDB(Tokens
& data
, uint64 guid
)
13755 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid
));
13759 Field
*fields
= result
->Fetch();
13761 data
= StrSplit(fields
[0].GetCppString(), " ");
13768 uint32
Player::GetUInt32ValueFromArray(Tokens
const& data
, uint16 index
)
13770 if(index
>= data
.size())
13773 return (uint32
)atoi(data
[index
].c_str());
13776 float Player::GetFloatValueFromArray(Tokens
const& data
, uint16 index
)
13779 uint32 temp
= Player::GetUInt32ValueFromArray(data
,index
);
13780 memcpy(&result
, &temp
, sizeof(result
));
13785 uint32
Player::GetUInt32ValueFromDB(uint16 index
, uint64 guid
)
13788 if(!LoadValuesArrayFromDB(data
,guid
))
13791 return GetUInt32ValueFromArray(data
,index
);
13794 float Player::GetFloatValueFromDB(uint16 index
, uint64 guid
)
13797 uint32 temp
= Player::GetUInt32ValueFromDB(index
, guid
);
13798 memcpy(&result
, &temp
, sizeof(result
));
13803 bool Player::LoadFromDB( uint32 guid
, SqlQueryHolder
*holder
)
13805 //// 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
13806 //QueryResult *result = CharacterDatabase.PQuery("SELECT guid, account, data, name, race, class, position_x, position_y, position_z, map, orientation, taximask, cinematic, totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, online, death_expire_time, taxi_path, dungeon_difficulty, arena_pending_points FROM characters WHERE guid = '%u'", guid);
13807 QueryResult
*result
= holder
->GetResult(PLAYER_LOGIN_QUERY_LOADFROM
);
13811 sLog
.outError("ERROR: Player (GUID: %u) not found in table `characters`, can't load. ",guid
);
13815 Field
*fields
= result
->Fetch();
13817 uint32 dbAccountId
= fields
[1].GetUInt32();
13819 // check if the character's account in the db and the logged in account match.
13820 // player should be able to load/delete character only with correct account!
13821 if( dbAccountId
!= GetSession()->GetAccountId() )
13823 sLog
.outError("ERROR: Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid
,GetSession()->GetAccountId(),dbAccountId
);
13828 Object::_Create( guid
, 0, HIGHGUID_PLAYER
);
13830 m_name
= fields
[3].GetCppString();
13832 // check name limitations
13833 if(!ObjectMgr::IsValidName(m_name
) || GetSession()->GetSecurity() == SEC_PLAYER
&& objmgr
.IsReservedName(m_name
))
13836 CharacterDatabase
.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME
),guid
);
13840 if(!LoadValues( fields
[2].GetString()))
13842 sLog
.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded.",GUID_LOPART(guid
));
13847 // overwrite possible wrong/corrupted guid
13848 SetUInt64Value(OBJECT_FIELD_GUID
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
13850 // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
13851 for(uint8 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
13853 SetUInt64Value( (uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2) ), 0 );
13854 SetVisibleItemSlot(slot
,NULL
);
13858 delete m_items
[slot
];
13859 m_items
[slot
] = NULL
;
13863 // update money limits
13864 if(GetMoney() > MAX_MONEY_AMOUNT
)
13865 SetMoney(MAX_MONEY_AMOUNT
);
13867 sLog
.outDebug("Load Basic value of player %s is: ", m_name
.c_str());
13870 m_race
= fields
[4].GetUInt8();
13871 //Need to call it to initialize m_team (m_team can be calculated from m_race)
13872 //Other way is to saves m_team into characters table.
13873 setFactionForRace(m_race
);
13876 m_class
= fields
[5].GetUInt8();
13878 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(m_race
, m_class
);
13881 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
13886 InitPrimaryProffesions(); // to max set before any spell loaded
13888 uint32 transGUID
= fields
[24].GetUInt32();
13889 Relocate(fields
[6].GetFloat(),fields
[7].GetFloat(),fields
[8].GetFloat(),fields
[10].GetFloat());
13890 SetFallInformation(0, fields
[8].GetFloat());
13891 SetMapId(fields
[9].GetUInt32());
13892 SetDifficulty(fields
[32].GetUInt32()); // may be changed in _LoadGroup
13894 _LoadGroup(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP
));
13896 _LoadArenaTeamInfo(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADARENAINFO
));
13898 uint32 arena_currency
= GetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
) + fields
[33].GetUInt32();
13899 if (arena_currency
> sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
))
13900 arena_currency
= sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
);
13902 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, arena_currency
);
13904 // check arena teams integrity
13905 for(uint32 arena_slot
= 0; arena_slot
< MAX_ARENA_SLOT
; ++arena_slot
)
13907 uint32 arena_team_id
= GetArenaTeamId(arena_slot
);
13911 if(ArenaTeam
* at
= objmgr
.GetArenaTeamById(arena_team_id
))
13912 if(at
->HaveMember(GetGUID()))
13915 // arena team not exist or not member, cleanup fields
13916 for(int j
=0; j
< 6; ++j
)
13917 SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arena_slot
* 6 + j
, 0);
13920 _LoadBoundInstances(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES
));
13922 if(!IsPositionValid())
13924 sLog
.outError("ERROR: Player (guidlow %d) have invalid coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",guid
,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
13926 SetMapId(info
->mapId
);
13927 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
,0.0f
);
13931 m_movementInfo
.t_x
= 0.0f
;
13932 m_movementInfo
.t_y
= 0.0f
;
13933 m_movementInfo
.t_z
= 0.0f
;
13934 m_movementInfo
.t_o
= 0.0f
;
13937 // load the player's map here if it's not already loaded
13938 Map
*map
= GetMap();
13939 // since the player may not be bound to the map yet, make sure subsequent
13940 // getmap calls won't create new maps
13941 SetInstanceId(map
->GetInstanceId());
13943 SaveRecallPosition();
13945 if (transGUID
!= 0)
13947 m_movementInfo
.t_x
= fields
[20].GetFloat();
13948 m_movementInfo
.t_y
= fields
[21].GetFloat();
13949 m_movementInfo
.t_z
= fields
[22].GetFloat();
13950 m_movementInfo
.t_o
= fields
[23].GetFloat();
13952 if( !MaNGOS::IsValidMapCoord(
13953 GetPositionX()+m_movementInfo
.t_x
,GetPositionY()+m_movementInfo
.t_y
,
13954 GetPositionZ()+m_movementInfo
.t_z
,GetOrientation()+m_movementInfo
.t_o
) ||
13955 // transport size limited
13956 m_movementInfo
.t_x
> 50 || m_movementInfo
.t_y
> 50 || m_movementInfo
.t_z
> 50 )
13958 sLog
.outError("ERROR: Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
13959 guid
,GetPositionX()+m_movementInfo
.t_x
,GetPositionY()+m_movementInfo
.t_y
,
13960 GetPositionZ()+m_movementInfo
.t_z
,GetOrientation()+m_movementInfo
.t_o
);
13962 SetMapId(info
->mapId
);
13963 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
,0.0f
);
13965 m_movementInfo
.t_x
= 0.0f
;
13966 m_movementInfo
.t_y
= 0.0f
;
13967 m_movementInfo
.t_z
= 0.0f
;
13968 m_movementInfo
.t_o
= 0.0f
;
13974 if (transGUID
!= 0)
13976 for (MapManager::TransportSet::iterator iter
= MapManager::Instance().m_Transports
.begin(); iter
!= MapManager::Instance().m_Transports
.end(); ++iter
)
13978 if( (*iter
)->GetGUIDLow() == transGUID
)
13980 m_transport
= *iter
;
13981 m_transport
->AddPassenger(this);
13982 SetMapId(m_transport
->GetMapId());
13989 sLog
.outError("ERROR: Player (guidlow %d) have invalid transport guid (%u). Teleport to default race/class locations.",
13992 SetMapId(info
->mapId
);
13993 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
,0.0f
);
13995 m_movementInfo
.t_x
= 0.0f
;
13996 m_movementInfo
.t_y
= 0.0f
;
13997 m_movementInfo
.t_z
= 0.0f
;
13998 m_movementInfo
.t_o
= 0.0f
;
14004 time_t now
= time(NULL
);
14005 time_t logoutTime
= time_t(fields
[16].GetUInt64());
14007 // since last logout (in seconds)
14008 uint64 time_diff
= uint64(now
- logoutTime
);
14010 // set value, including drunk invisibility detection
14011 // calculate sobering. after 15 minutes logged out, the player will be sober again
14013 if(time_diff
> 15*MINUTE
)
14016 soberFactor
= 1-time_diff
/(15.0f
*MINUTE
);
14017 uint16 newDrunkenValue
= uint16(soberFactor
*(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFE));
14018 SetDrunkValue(newDrunkenValue
);
14020 m_rest_bonus
= fields
[15].GetFloat();
14021 //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
14022 float bubble0
= 0.031;
14023 //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
14024 float bubble1
= 0.125;
14026 if((int32
)fields
[16].GetUInt32() > 0)
14028 float bubble
= fields
[17].GetUInt32() > 0
14029 ? bubble1
*sWorld
.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY
)
14030 : bubble0
*sWorld
.getRate(RATE_REST_OFFLINE_IN_WILDERNESS
);
14032 SetRestBonus(GetRestBonus()+ time_diff
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
14035 m_cinematic
= fields
[12].GetUInt32();
14036 m_Played_time
[0]= fields
[13].GetUInt32();
14037 m_Played_time
[1]= fields
[14].GetUInt32();
14039 m_resetTalentsCost
= fields
[18].GetUInt32();
14040 m_resetTalentsTime
= time_t(fields
[19].GetUInt64());
14042 // reserve some flags
14043 uint32 old_safe_flags
= GetUInt32Value(PLAYER_FLAGS
) & ( PLAYER_FLAGS_HIDE_CLOAK
| PLAYER_FLAGS_HIDE_HELM
);
14045 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
) )
14046 SetUInt32Value(PLAYER_FLAGS
, 0 | old_safe_flags
);
14048 m_taxi
.LoadTaxiMask( fields
[11].GetString() ); // must be before InitTaxiNodesForLevel
14050 uint32 extraflags
= fields
[25].GetUInt32();
14052 m_stableSlots
= fields
[26].GetUInt32();
14053 if(m_stableSlots
> 4)
14055 sLog
.outError("Player can have not more 4 stable slots, but have in DB %u",uint32(m_stableSlots
));
14059 m_atLoginFlags
= fields
[27].GetUInt32();
14062 // Update Honor kills data
14063 m_lastHonorUpdateTime
= logoutTime
;
14064 UpdateHonorFields();
14066 m_deathExpireTime
= (time_t)fields
[30].GetUInt64();
14067 if(m_deathExpireTime
> now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
)
14068 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
-1;
14070 std::string taxi_nodes
= fields
[31].GetCppString();
14074 // clear channel spell data (if saved at channel spell casting)
14075 SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT
, 0);
14076 SetUInt32Value(UNIT_CHANNEL_SPELL
,0);
14078 // clear charm/summon related fields
14081 SetCharmerGUID(NULL
);
14082 SetOwnerGUID(NULL
);
14083 SetCreatorGUID(NULL
);
14085 // reset some aura modifiers before aura apply
14087 SetUInt32Value(PLAYER_TRACK_CREATURES
, 0 );
14088 SetUInt32Value(PLAYER_TRACK_RESOURCES
, 0 );
14090 // reset skill modifiers and set correct unlearn flags
14091 for (uint32 i
= 0; i
< PLAYER_MAX_SKILLS
; i
++)
14093 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
14095 // set correct unlearn bit
14096 uint32 id
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
14099 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(id
);
14100 if(!pSkill
) continue;
14102 // enable unlearn button for primary professions only
14103 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
14104 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,1));
14106 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
14109 // make sure the unit is considered out of combat for proper loading
14112 // make sure the unit is considered not in duel for proper loading
14113 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
14114 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
14116 // remember loaded power/health values to restore after stats initialization and modifier applying
14117 uint32 savedHealth
= GetHealth();
14118 uint32 savedPower
[MAX_POWERS
];
14119 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
14120 savedPower
[i
] = GetPower(Powers(i
));
14122 // reset stats before loading any modifiers
14123 InitStatsForLevel();
14124 InitTaxiNodesForLevel();
14125 InitGlyphsForLevel();
14128 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
14130 //mails are loaded only when needed ;-) - when player in game click on mailbox.
14133 _LoadAuras(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS
), time_diff
);
14135 // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
14136 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
) )
14137 m_deathState
= DEAD
;
14139 _LoadSpells(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS
));
14141 // after spell load
14142 InitTalentForLevel();
14143 learnSkillRewardedSpells();
14145 // after spell load, learn rewarded spell if need also
14146 _LoadQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS
));
14147 _LoadDailyQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS
));
14149 _LoadTutorials(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADTUTORIALS
));
14151 // must be before inventory (some items required reputation check)
14152 _LoadReputation(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION
));
14154 _LoadInventory(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY
), time_diff
);
14156 // update items with duration and realtime
14157 UpdateItemDuration(time_diff
, true);
14159 _LoadActions(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS
));
14161 // unread mails and next delivery time, actual mails not loaded
14162 _LoadMailInit(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT
), holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE
));
14164 m_social
= sSocialMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST
), GetGUIDLow());
14166 if(!_LoadHomeBind(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND
)))
14169 // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
14170 // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
14171 if(uint32 curTitle
= GetUInt32Value(PLAYER_CHOSEN_TITLE
))
14173 if(!HasTitle(curTitle
))
14174 SetUInt32Value(PLAYER_CHOSEN_TITLE
,0);
14177 // Not finish taxi flight path
14178 if(!m_taxi
.LoadTaxiDestinationsFromString(taxi_nodes
))
14180 // problems with taxi path loading
14181 TaxiNodesEntry
const* nodeEntry
= NULL
;
14182 if(uint32 node_id
= m_taxi
.GetTaxiSource())
14183 nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
14185 if(!nodeEntry
) // don't know taxi start node, to homebind
14187 sLog
.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow());
14188 SetMapId(m_homebindMapId
);
14189 Relocate( m_homebindX
, m_homebindY
, m_homebindZ
,0.0f
);
14190 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14192 else // have start node, to it
14194 sLog
.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
14195 SetMapId(nodeEntry
->map_id
);
14196 Relocate(nodeEntry
->x
, nodeEntry
->y
, nodeEntry
->z
,0.0f
);
14197 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14199 m_taxi
.ClearTaxiDestinations();
14201 else if(uint32 node_id
= m_taxi
.GetTaxiSource())
14203 // save source node as recall coord to prevent recall and fall from sky
14204 TaxiNodesEntry
const* nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
14205 assert(nodeEntry
); // checked in m_taxi.LoadTaxiDestinationsFromString
14206 m_recallMap
= nodeEntry
->map_id
;
14207 m_recallX
= nodeEntry
->x
;
14208 m_recallY
= nodeEntry
->y
;
14209 m_recallZ
= nodeEntry
->z
;
14211 // flight will started later
14214 _LoadSpellCooldowns(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS
));
14216 // Spell code allow apply any auras to dead character in load time in aura/spell/item loading
14217 // Do now before stats re-calculation cleanup for ghost state unexpected auras
14219 RemoveAllAurasOnDeath();
14221 //apply all stat bonuses from items and auras
14222 SetCanModifyStats(true);
14225 // restore remembered power/health values (but not more max values)
14226 SetHealth(savedHealth
> GetMaxHealth() ? GetMaxHealth() : savedHealth
);
14227 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
14228 SetPower(Powers(i
),savedPower
[i
] > GetMaxPower(Powers(i
)) ? GetMaxPower(Powers(i
)) : savedPower
[i
]);
14230 sLog
.outDebug("The value of player %s after load item and aura is: ", m_name
.c_str());
14234 if(GetSession()->GetSecurity() > SEC_PLAYER
)
14236 switch(sWorld
.getConfig(CONFIG_GM_LOGIN_STATE
))
14239 case 0: break; // disable
14240 case 1: SetGameMaster(true); break; // enable
14241 case 2: // save state
14242 if(extraflags
& PLAYER_EXTRA_GM_ON
)
14243 SetGameMaster(true);
14247 switch(sWorld
.getConfig(CONFIG_GM_ACCEPT_TICKETS
))
14250 case 0: break; // disable
14251 case 1: SetAcceptTicket(true); break; // enable
14252 case 2: // save state
14253 if(extraflags
& PLAYER_EXTRA_GM_ACCEPT_TICKETS
)
14254 SetAcceptTicket(true);
14258 switch(sWorld
.getConfig(CONFIG_GM_CHAT
))
14261 case 0: break; // disable
14262 case 1: SetGMChat(true); break; // enable
14263 case 2: // save state
14264 if(extraflags
& PLAYER_EXTRA_GM_CHAT
)
14269 switch(sWorld
.getConfig(CONFIG_GM_WISPERING_TO
))
14272 case 0: break; // disable
14273 case 1: SetAcceptWhispers(true); break; // enable
14274 case 2: // save state
14275 if(extraflags
& PLAYER_EXTRA_ACCEPT_WHISPERS
)
14276 SetAcceptWhispers(true);
14281 _LoadDeclinedNames(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES
));
14283 m_achievementMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS
), holder
->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS
));
14284 m_achievementMgr
.CheckAllAchievementCriteria();
14288 bool Player::isAllowedToLoot(Creature
* creature
)
14290 if(Player
* recipient
= creature
->GetLootRecipient())
14292 if (recipient
== this)
14294 if( Group
* otherGroup
= recipient
->GetGroup())
14296 Group
* thisGroup
= GetGroup();
14299 return thisGroup
== otherGroup
;
14304 // prevent other players from looting if the recipient got disconnected
14305 return !creature
->hasLootRecipient();
14308 void Player::_LoadActions(QueryResult
*result
)
14310 m_actionButtons
.clear();
14312 //QueryResult *result = CharacterDatabase.PQuery("SELECT button,action,type,misc FROM character_action WHERE guid = '%u' ORDER BY button",GetGUIDLow());
14318 Field
*fields
= result
->Fetch();
14320 uint8 button
= fields
[0].GetUInt8();
14322 addActionButton(button
, fields
[1].GetUInt16(), fields
[2].GetUInt8(), fields
[3].GetUInt8());
14324 m_actionButtons
[button
].uState
= ACTIONBUTTON_UNCHANGED
;
14326 while( result
->NextRow() );
14332 void Player::_LoadAuras(QueryResult
*result
, uint32 timediff
)
14335 for (int i
= 0; i
< TOTAL_AURAS
; i
++)
14336 m_modAuras
[i
].clear();
14338 //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
14344 Field
*fields
= result
->Fetch();
14345 uint64 caster_guid
= fields
[0].GetUInt64();
14346 uint32 spellid
= fields
[1].GetUInt32();
14347 uint32 effindex
= fields
[2].GetUInt32();
14348 uint32 stackcount
= fields
[3].GetUInt32();
14349 int32 damage
= (int32
)fields
[4].GetUInt32();
14350 int32 maxduration
= (int32
)fields
[5].GetUInt32();
14351 int32 remaintime
= (int32
)fields
[6].GetUInt32();
14352 int32 remaincharges
= (int32
)fields
[7].GetUInt32();
14354 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellid
);
14357 sLog
.outError("Unknown aura (spellid %u, effindex %u), ignore.",spellid
,effindex
);
14363 sLog
.outError("Invalid effect index (spellid %u, effindex %u), ignore.",spellid
,effindex
);
14367 // negative effects should continue counting down after logout
14368 if (remaintime
!= -1 && !IsPositiveEffect(spellid
, effindex
))
14370 if(remaintime
<= int32(timediff
))
14373 remaintime
-= timediff
;
14376 // prevent wrong values of remaincharges
14377 if(spellproto
->procCharges
)
14379 if(remaincharges
<= 0 || remaincharges
> spellproto
->procCharges
)
14380 remaincharges
= spellproto
->procCharges
;
14383 remaincharges
= -1;
14385 //do not load single target auras (unless they were cast by the player)
14386 if (caster_guid
!= GetGUID() && IsSingleTargetSpell(spellproto
))
14389 for(uint32 i
=0; i
<stackcount
; i
++)
14391 Aura
* aura
= CreateAura(spellproto
, effindex
, NULL
, this, NULL
);
14393 damage
= aura
->GetModifier()->m_amount
;
14394 aura
->SetLoadedState(caster_guid
,damage
,maxduration
,remaintime
,remaincharges
);
14396 sLog
.outString("Added aura spellid %u, effect %u", spellproto
->Id
, effindex
);
14399 while( result
->NextRow() );
14404 if(m_class
== CLASS_WARRIOR
)
14405 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
14408 void Player::LoadCorpse()
14412 ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
14416 if(Corpse
*corpse
= GetCorpse())
14418 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, corpse
&& !sMapStore
.LookupEntry(corpse
->GetMapId())->Instanceable() );
14422 //Prevent Dead Player login without corpse
14423 ResurrectPlayer(0.5f
);
14428 void Player::_LoadInventory(QueryResult
*result
, uint32 timediff
)
14430 //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());
14431 std::map
<uint64
, Bag
*> bagMap
; // fast guid lookup for bags
14432 //NOTE: the "order by `bag`" is important because it makes sure
14433 //the bagMap is filled before items in the bags are loaded
14434 //NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?)
14435 //expected to be equipped before offhand items (TODO: fixme)
14437 uint32 zone
= GetZoneId();
14441 std::list
<Item
*> problematicItems
;
14443 // prevent items from being added to the queue when stored
14444 m_itemUpdateQueueBlocked
= true;
14447 Field
*fields
= result
->Fetch();
14448 uint32 bag_guid
= fields
[1].GetUInt32();
14449 uint8 slot
= fields
[2].GetUInt8();
14450 uint32 item_guid
= fields
[3].GetUInt32();
14451 uint32 item_id
= fields
[4].GetUInt32();
14453 ItemPrototype
const * proto
= objmgr
.GetItemPrototype(item_id
);
14457 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14458 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid
);
14459 sLog
.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id
);
14463 Item
*item
= NewItemOrBag(proto
);
14465 if(!item
->LoadFromDB(item_guid
, GetGUID(), result
))
14467 sLog
.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id
);
14468 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14469 item
->FSetState(ITEM_REMOVED
);
14470 item
->SaveToDB(); // it also deletes item object !
14474 // not allow have in alive state item limited to another map/zone
14475 if(isAlive() && item
->IsLimitedToAnotherMapOrZone(GetMapId(),zone
) )
14477 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14478 item
->FSetState(ITEM_REMOVED
);
14479 item
->SaveToDB(); // it also deletes item object !
14483 // "Conjured items disappear if you are logged out for more than 15 minutes"
14484 if ((timediff
> 15*60) && (item
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_CONJURED
)))
14486 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14487 item
->FSetState(ITEM_REMOVED
);
14488 item
->SaveToDB(); // it also deletes item object !
14492 bool success
= true;
14496 // the item is not in a bag
14497 item
->SetContainer( NULL
);
14498 item
->SetSlot(slot
);
14500 if( IsInventoryPos( INVENTORY_SLOT_BAG_0
, slot
) )
14502 ItemPosCountVec dest
;
14503 if( CanStoreItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false ) == EQUIP_ERR_OK
)
14504 item
= StoreItem(dest
, item
, true);
14508 else if( IsEquipmentPos( INVENTORY_SLOT_BAG_0
, slot
) )
14511 if( CanEquipItem( slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
14512 QuickEquipItem(dest
, item
);
14516 else if( IsBankPos( INVENTORY_SLOT_BAG_0
, slot
) )
14518 ItemPosCountVec dest
;
14519 if( CanBankItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
14520 item
= BankItem(dest
, item
, true);
14527 // store bags that may contain items in them
14528 if(item
->IsBag() && IsBagPos(item
->GetPos()))
14529 bagMap
[item_guid
] = (Bag
*)item
;
14534 item
->SetSlot(NULL_SLOT
);
14535 // the item is in a bag, find the bag
14536 std::map
<uint64
, Bag
*>::iterator itr
= bagMap
.find(bag_guid
);
14537 if(itr
!= bagMap
.end())
14538 itr
->second
->StoreItem(slot
, item
, true );
14543 // item's state may have changed after stored
14545 item
->SetState(ITEM_UNCHANGED
, this);
14548 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
);
14549 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14550 problematicItems
.push_back(item
);
14552 } while (result
->NextRow());
14555 m_itemUpdateQueueBlocked
= false;
14557 // send by mail problematic items
14558 while(!problematicItems
.empty())
14561 MailItemsInfo mi
; // item list preparing
14563 for(int i
= 0; !problematicItems
.empty() && i
< MAX_MAIL_ITEMS
; ++i
)
14565 Item
* item
= problematicItems
.front();
14566 problematicItems
.pop_front();
14568 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
14571 std::string subject
= GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM
);
14573 WorldSession::SendMailTo(this, MAIL_NORMAL
, MAIL_STATIONERY_GM
, GetGUIDLow(), GetGUIDLow(), subject
, 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
);
14577 _ApplyAllItemMods();
14580 // load mailed item which should receive current player
14581 void Player::_LoadMailedItems(Mail
*mail
)
14583 // data needs to be at first place for Item::LoadFromDB
14584 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
);
14590 Field
*fields
= result
->Fetch();
14591 uint32 item_guid_low
= fields
[1].GetUInt32();
14592 uint32 item_template
= fields
[2].GetUInt32();
14594 mail
->AddItem(item_guid_low
, item_template
);
14596 ItemPrototype
const *proto
= objmgr
.GetItemPrototype(item_template
);
14600 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
);
14601 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
14602 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low
);
14606 Item
*item
= NewItemOrBag(proto
);
14608 if(!item
->LoadFromDB(item_guid_low
, 0, result
))
14610 sLog
.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail
->messageID
, item_guid_low
);
14611 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
14612 item
->FSetState(ITEM_REMOVED
);
14613 item
->SaveToDB(); // it also deletes item object !
14618 } while (result
->NextRow());
14623 void Player::_LoadMailInit(QueryResult
*resultUnread
, QueryResult
*resultDelivery
)
14625 //set a count of unread mails
14626 //QueryResult *resultMails = CharacterDatabase.PQuery("SELECT COUNT(id) FROM mail WHERE receiver = '%u' AND (checked & 1)=0 AND deliver_time <= '" I64FMTD "'", GUID_LOPART(playerGuid),(uint64)cTime);
14629 Field
*fieldMail
= resultUnread
->Fetch();
14630 unReadMails
= fieldMail
[0].GetUInt8();
14631 delete resultUnread
;
14634 // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
14635 //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
14636 if (resultDelivery
)
14638 Field
*fieldMail
= resultDelivery
->Fetch();
14639 m_nextMailDelivereTime
= (time_t)fieldMail
[0].GetUInt64();
14640 delete resultDelivery
;
14644 void Player::_LoadMail()
14647 //mails are in right order 0 1 2 3 4 5 6 7 8 9 10 11 12 13
14648 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());
14653 Field
*fields
= result
->Fetch();
14654 Mail
*m
= new Mail
;
14655 m
->messageID
= fields
[0].GetUInt32();
14656 m
->messageType
= fields
[1].GetUInt8();
14657 m
->sender
= fields
[2].GetUInt32();
14658 m
->receiver
= fields
[3].GetUInt32();
14659 m
->subject
= fields
[4].GetCppString();
14660 m
->itemTextId
= fields
[5].GetUInt32();
14661 bool has_items
= fields
[6].GetBool();
14662 m
->expire_time
= (time_t)fields
[7].GetUInt64();
14663 m
->deliver_time
= (time_t)fields
[8].GetUInt64();
14664 m
->money
= fields
[9].GetUInt32();
14665 m
->COD
= fields
[10].GetUInt32();
14666 m
->checked
= fields
[11].GetUInt32();
14667 m
->stationery
= fields
[12].GetUInt8();
14668 m
->mailTemplateId
= fields
[13].GetInt16();
14670 if(m
->mailTemplateId
&& !sMailTemplateStore
.LookupEntry(m
->mailTemplateId
))
14672 sLog
.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m
->messageID
, m
->mailTemplateId
);
14673 m
->mailTemplateId
= 0;
14676 m
->state
= MAIL_STATE_UNCHANGED
;
14679 _LoadMailedItems(m
);
14681 m_mail
.push_back(m
);
14682 } while( result
->NextRow() );
14685 m_mailsLoaded
= true;
14688 void Player::LoadPet()
14690 //fixme: the pet should still be loaded if the player is not in world
14691 // just not added to the map
14694 Pet
*pet
= new Pet
;
14695 if(!pet
->LoadPetFromDB(this,0,0,true))
14700 void Player::_LoadQuestStatus(QueryResult
*result
)
14702 mQuestStatus
.clear();
14706 //// 0 1 2 3 4 5 6 7 8 9 10 11 12
14707 //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());
14713 Field
*fields
= result
->Fetch();
14715 uint32 quest_id
= fields
[0].GetUInt32();
14716 // used to be new, no delete?
14717 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
14721 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
14723 uint32 qstatus
= fields
[1].GetUInt32();
14724 if(qstatus
< MAX_QUEST_STATUS
)
14725 questStatusData
.m_status
= QuestStatus(qstatus
);
14728 questStatusData
.m_status
= QUEST_STATUS_NONE
;
14729 sLog
.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id
,qstatus
);
14732 questStatusData
.m_rewarded
= ( fields
[2].GetUInt8() > 0 );
14733 questStatusData
.m_explored
= ( fields
[3].GetUInt8() > 0 );
14735 time_t quest_time
= time_t(fields
[4].GetUInt64());
14737 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && !GetQuestRewardStatus(quest_id
) && questStatusData
.m_status
!= QUEST_STATUS_NONE
)
14739 AddTimedQuest( quest_id
);
14741 if (quest_time
<= sWorld
.GetGameTime())
14742 questStatusData
.m_timer
= 1;
14744 questStatusData
.m_timer
= (quest_time
- sWorld
.GetGameTime()) * 1000;
14749 questStatusData
.m_creatureOrGOcount
[0] = fields
[5].GetUInt32();
14750 questStatusData
.m_creatureOrGOcount
[1] = fields
[6].GetUInt32();
14751 questStatusData
.m_creatureOrGOcount
[2] = fields
[7].GetUInt32();
14752 questStatusData
.m_creatureOrGOcount
[3] = fields
[8].GetUInt32();
14753 questStatusData
.m_itemcount
[0] = fields
[9].GetUInt32();
14754 questStatusData
.m_itemcount
[1] = fields
[10].GetUInt32();
14755 questStatusData
.m_itemcount
[2] = fields
[11].GetUInt32();
14756 questStatusData
.m_itemcount
[3] = fields
[12].GetUInt32();
14758 questStatusData
.uState
= QUEST_UNCHANGED
;
14760 // add to quest log
14761 if( slot
< MAX_QUEST_LOG_SIZE
&&
14762 ( questStatusData
.m_status
==QUEST_STATUS_INCOMPLETE
||
14763 questStatusData
.m_status
==QUEST_STATUS_COMPLETE
&&
14764 (!questStatusData
.m_rewarded
|| pQuest
->IsDaily()) ) )
14766 SetQuestSlot(slot
,quest_id
,quest_time
);
14768 if(questStatusData
.m_status
== QUEST_STATUS_COMPLETE
)
14769 SetQuestSlotState(slot
,QUEST_STATE_COMPLETE
);
14771 for(uint8 idx
= 0; idx
< QUEST_OBJECTIVES_COUNT
; ++idx
)
14772 if(questStatusData
.m_creatureOrGOcount
[idx
])
14773 SetQuestSlotCounter(slot
,idx
,questStatusData
.m_creatureOrGOcount
[idx
]);
14778 if(questStatusData
.m_rewarded
)
14780 // learn rewarded spell if unknown
14781 learnQuestRewardedSpells(pQuest
);
14783 // set rewarded title if any
14784 if(pQuest
->GetCharTitleId())
14786 if(CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
14787 SetTitle(titleEntry
);
14791 sLog
.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData
.m_status
, quest_id
, GetGUIDLow());
14794 while( result
->NextRow() );
14799 // clear quest log tail
14800 for ( uint16 i
= slot
; i
< MAX_QUEST_LOG_SIZE
; ++i
)
14804 void Player::_LoadDailyQuestStatus(QueryResult
*result
)
14806 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
14807 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
14809 //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
14813 uint32 quest_daily_idx
= 0;
14817 if(quest_daily_idx
>= PLAYER_MAX_DAILY_QUESTS
) // max amount with exist data in query
14819 sLog
.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow());
14823 Field
*fields
= result
->Fetch();
14825 uint32 quest_id
= fields
[0].GetUInt32();
14827 // save _any_ from daily quest times (it must be after last reset anyway)
14828 m_lastDailyQuestTime
= (time_t)fields
[1].GetUInt64();
14830 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
14834 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
14837 sLog
.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id
, GetGUIDLow());
14839 while( result
->NextRow() );
14844 m_DailyQuestChanged
= false;
14847 void Player::_LoadReputation(QueryResult
*result
)
14849 m_factions
.clear();
14851 // Set initial reputations (so everything is nifty before DB data load)
14852 SetInitialFactions();
14854 //QueryResult *result = CharacterDatabase.PQuery("SELECT faction,standing,flags FROM character_reputation WHERE guid = '%u'",GetGUIDLow());
14860 Field
*fields
= result
->Fetch();
14862 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(fields
[0].GetUInt32());
14863 if( factionEntry
&& (factionEntry
->reputationListID
>= 0))
14865 FactionState
* faction
= &m_factions
[factionEntry
->reputationListID
];
14867 // update standing to current
14868 faction
->Standing
= int32(fields
[1].GetUInt32());
14870 uint32 dbFactionFlags
= fields
[2].GetUInt32();
14872 if( dbFactionFlags
& FACTION_FLAG_VISIBLE
)
14873 SetFactionVisible(faction
); // have internal checks for forced invisibility
14875 if( dbFactionFlags
& FACTION_FLAG_INACTIVE
)
14876 SetFactionInactive(faction
,true); // have internal checks for visibility requirement
14878 if( dbFactionFlags
& FACTION_FLAG_AT_WAR
) // DB at war
14879 SetFactionAtWar(faction
,true); // have internal checks for FACTION_FLAG_PEACE_FORCED
14880 else // DB not at war
14882 // allow remove if visible (and then not FACTION_FLAG_INVISIBLE_FORCED or FACTION_FLAG_HIDDEN)
14883 if( faction
->Flags
& FACTION_FLAG_VISIBLE
)
14884 SetFactionAtWar(faction
,false); // have internal checks for FACTION_FLAG_PEACE_FORCED
14887 // set atWar for hostile
14888 if(GetReputationRank(factionEntry
) <= REP_HOSTILE
)
14889 SetFactionAtWar(faction
,true);
14891 // reset changed flag if values similar to saved in DB
14892 if(faction
->Flags
==dbFactionFlags
)
14893 faction
->Changed
= false;
14896 while( result
->NextRow() );
14902 void Player::_LoadSpells(QueryResult
*result
)
14904 for (PlayerSpellMap::iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
14905 delete itr
->second
;
14908 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,slot,active FROM character_spell WHERE guid = '%u'",GetGUIDLow());
14914 Field
*fields
= result
->Fetch();
14916 addSpell(fields
[0].GetUInt16(), fields
[2].GetBool(), false, true, fields
[1].GetUInt16(), fields
[3].GetBool());
14918 while( result
->NextRow() );
14924 void Player::_LoadTutorials(QueryResult
*result
)
14926 //QueryResult *result = CharacterDatabase.PQuery("SELECT tut0,tut1,tut2,tut3,tut4,tut5,tut6,tut7 FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetAccountId(), realmid);
14932 Field
*fields
= result
->Fetch();
14934 for (int iI
=0; iI
<8; iI
++)
14935 m_Tutorials
[iI
] = fields
[iI
].GetUInt32();
14937 while( result
->NextRow() );
14942 m_TutorialsChanged
= false;
14945 void Player::_LoadGroup(QueryResult
*result
)
14947 //QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
14950 uint64 leaderGuid
= MAKE_NEW_GUID((*result
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
14952 Group
* group
= objmgr
.GetGroupByLeader(leaderGuid
);
14955 uint8 subgroup
= group
->GetMemberGroup(GetGUID());
14956 SetGroup(group
, subgroup
);
14957 if(getLevel() >= LEVELREQUIREMENT_HEROIC
)
14959 // the group leader may change the instance difficulty while the player is offline
14960 SetDifficulty(group
->GetDifficulty());
14966 void Player::_LoadBoundInstances(QueryResult
*result
)
14968 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
14969 m_boundInstances
[i
].clear();
14971 Group
*group
= GetGroup();
14973 //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));
14978 Field
*fields
= result
->Fetch();
14979 bool perm
= fields
[1].GetBool();
14980 uint32 mapId
= fields
[2].GetUInt32();
14981 uint32 instanceId
= fields
[0].GetUInt32();
14982 uint8 difficulty
= fields
[3].GetUInt8();
14983 time_t resetTime
= (time_t)fields
[4].GetUInt64();
14984 // the resettime for normal instances is only saved when the InstanceSave is unloaded
14985 // so the value read from the DB may be wrong here but only if the InstanceSave is loaded
14986 // and in that case it is not used
14990 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
);
14991 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
14995 // since non permanent binds are always solo bind, they can always be reset
14996 InstanceSave
*save
= sInstanceSaveManager
.AddInstanceSave(mapId
, instanceId
, difficulty
, resetTime
, !perm
, true);
14997 if(save
) BindToInstance(save
, perm
, true);
14998 } while(result
->NextRow());
15003 InstancePlayerBind
* Player::GetBoundInstance(uint32 mapid
, uint8 difficulty
)
15005 // some instances only have one difficulty
15006 const MapEntry
* entry
= sMapStore
.LookupEntry(mapid
);
15007 if(!entry
|| !entry
->SupportsHeroicMode()) difficulty
= DIFFICULTY_NORMAL
;
15009 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
15010 if(itr
!= m_boundInstances
[difficulty
].end())
15011 return &itr
->second
;
15016 void Player::UnbindInstance(uint32 mapid
, uint8 difficulty
, bool unload
)
15018 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
15019 UnbindInstance(itr
, difficulty
, unload
);
15022 void Player::UnbindInstance(BoundInstancesMap::iterator
&itr
, uint8 difficulty
, bool unload
)
15024 if(itr
!= m_boundInstances
[difficulty
].end())
15026 if(!unload
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr
->second
.save
->GetInstanceId());
15027 itr
->second
.save
->RemovePlayer(this); // save can become invalid
15028 m_boundInstances
[difficulty
].erase(itr
++);
15032 InstancePlayerBind
* Player::BindToInstance(InstanceSave
*save
, bool permanent
, bool load
)
15036 InstancePlayerBind
& bind
= m_boundInstances
[save
->GetDifficulty()][save
->GetMapId()];
15039 // update the save when the group kills a boss
15040 if(permanent
!= bind
.perm
|| save
!= bind
.save
)
15041 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());
15044 if(!load
) CharacterDatabase
.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save
->GetInstanceId(), permanent
);
15046 if(bind
.save
!= save
)
15048 if(bind
.save
) bind
.save
->RemovePlayer(this);
15049 save
->AddPlayer(this);
15052 if(permanent
) save
->SetCanReset(false);
15055 bind
.perm
= permanent
;
15056 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());
15063 void Player::SendRaidInfo()
15065 WorldPacket
data(SMSG_RAID_INSTANCE_INFO
, 4);
15067 uint32 counter
= 0, i
;
15068 for(i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
15069 for (BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15070 if(itr
->second
.perm
) counter
++;
15073 for(i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
15075 for (BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15077 if(itr
->second
.perm
)
15079 InstanceSave
*save
= itr
->second
.save
;
15080 data
<< (save
->GetMapId());
15081 data
<< (uint32
)(save
->GetResetTime() - time(NULL
));
15082 data
<< save
->GetInstanceId();
15083 data
<< uint32(counter
);
15088 GetSession()->SendPacket(&data
);
15092 - called on every successful teleportation to a map
15094 void Player::SendSavedInstances()
15096 bool hasBeenSaved
= false;
15099 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
15101 for (BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15103 if(itr
->second
.perm
) // only permanent binds are sent
15105 hasBeenSaved
= true;
15111 //Send opcode 811. true or false means, whether you have current raid/heroic instances
15112 data
.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP
);
15113 data
<< uint32(hasBeenSaved
);
15114 GetSession()->SendPacket(&data
);
15119 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
15121 for (BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15123 if(itr
->second
.perm
)
15125 data
.Initialize(SMSG_UPDATE_LAST_INSTANCE
);
15126 data
<< uint32(itr
->second
.save
->GetMapId());
15127 GetSession()->SendPacket(&data
);
15133 /// convert the player's binds to the group
15134 void Player::ConvertInstancesToGroup(Player
*player
, Group
*group
, uint64 player_guid
)
15136 bool has_binds
= false;
15137 bool has_solo
= false;
15139 if(player
) { player_guid
= player
->GetGUID(); if(!group
) group
= player
->GetGroup(); }
15140 assert(player_guid
);
15142 // copy all binds to the group, when changing leader it's assumed the character
15143 // will not have any solo binds
15147 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
15149 for (BoundInstancesMap::iterator itr
= player
->m_boundInstances
[i
].begin(); itr
!= player
->m_boundInstances
[i
].end();)
15152 if(group
) group
->BindToInstance(itr
->second
.save
, itr
->second
.perm
, true);
15153 // permanent binds are not removed
15154 if(!itr
->second
.perm
)
15156 player
->UnbindInstance(itr
, i
, true); // increments itr
15165 // if the player's not online we don't know what binds it has
15166 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
));
15167 // the following should not get executed when changing leaders
15168 if(!player
|| has_solo
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid
));
15171 bool Player::_LoadHomeBind(QueryResult
*result
)
15174 //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
15177 Field
*fields
= result
->Fetch();
15178 m_homebindMapId
= fields
[0].GetUInt32();
15179 m_homebindZoneId
= fields
[1].GetUInt16();
15180 m_homebindX
= fields
[2].GetFloat();
15181 m_homebindY
= fields
[3].GetFloat();
15182 m_homebindZ
= fields
[4].GetFloat();
15185 // accept saved data only for valid position (and non instanceable)
15186 if( MapManager::IsValidMapCoord(m_homebindMapId
,m_homebindX
,m_homebindY
,m_homebindZ
) &&
15187 !sMapStore
.LookupEntry(m_homebindMapId
)->Instanceable() )
15192 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
15197 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(getRace(), getClass());
15198 if(!info
) return false;
15200 m_homebindMapId
= info
->mapId
;
15201 m_homebindZoneId
= info
->zoneId
;
15202 m_homebindX
= info
->positionX
;
15203 m_homebindY
= info
->positionY
;
15204 m_homebindZ
= info
->positionZ
;
15206 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
);
15209 DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f\n",
15210 m_homebindMapId
, m_homebindZoneId
, m_homebindX
, m_homebindY
, m_homebindZ
);
15215 /*********************************************************/
15216 /*** SAVE SYSTEM ***/
15217 /*********************************************************/
15219 void Player::SaveToDB()
15221 // delay auto save at any saves (manual, in code, or autosave)
15222 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
15224 // first save/honor gain after midnight will also update the player's honor fields
15225 UpdateHonorFields();
15227 // players aren't saved on battleground maps
15228 uint32 mapid
= IsBeingTeleported() ? GetTeleportDest().mapid
: GetMapId();
15229 const MapEntry
* me
= sMapStore
.LookupEntry(mapid
);
15230 if(!me
|| me
->IsBattleGroundOrArena())
15233 int is_save_resting
= HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
) ? 1 : 0;
15234 //save, far from tavern/city
15235 //save, but in tavern/city
15236 sLog
.outDebug("The value of player %s at save: ", m_name
.c_str());
15239 // save state (after auras removing), if aura remove some flags then it must set it back by self)
15240 uint32 tmp_bytes
= GetUInt32Value(UNIT_FIELD_BYTES_1
);
15241 uint32 tmp_bytes2
= GetUInt32Value(UNIT_FIELD_BYTES_2
);
15242 uint32 tmp_flags
= GetUInt32Value(UNIT_FIELD_FLAGS
);
15243 uint32 tmp_pflags
= GetUInt32Value(PLAYER_FLAGS
);
15244 uint32 tmp_displayid
= GetDisplayId();
15246 // Set player sit state to standing on save, also stealth and shifted form
15247 SetByteValue(UNIT_FIELD_BYTES_1
, 0, 0); // stand state
15248 SetByteValue(UNIT_FIELD_BYTES_2
, 3, 0); // shapeshift
15249 SetByteValue(UNIT_FIELD_BYTES_1
, 3, 0); // stand flags?
15250 RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_STUNNED
);
15251 SetDisplayId(GetNativeDisplayId());
15253 bool inworld
= IsInWorld();
15255 CharacterDatabase
.BeginTransaction();
15257 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow());
15259 std::string sql_name
= m_name
;
15260 CharacterDatabase
.escape_string(sql_name
);
15262 std::ostringstream ss
;
15263 ss
<< "INSERT INTO characters (guid,account,name,race,class,"
15264 "map, dungeon_difficulty, position_x, position_y, position_z, orientation, data, "
15265 "taximask, online, cinematic, "
15266 "totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, "
15267 "trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, "
15268 "death_expire_time, taxi_path, arena_pending_points) VALUES ("
15269 << GetGUIDLow() << ", "
15270 << GetSession()->GetAccountId() << ", '"
15271 << sql_name
<< "', "
15273 << m_class
<< ", ";
15275 bool save_to_dest
= false;
15276 if(IsBeingTeleported())
15278 // don't save to battlegrounds or arenas
15279 const MapEntry
*entry
= sMapStore
.LookupEntry(GetTeleportDest().mapid
);
15280 if(entry
&& entry
->map_type
!= MAP_BATTLEGROUND
&& entry
->map_type
!= MAP_ARENA
)
15281 save_to_dest
= true;
15286 ss
<< GetMapId() << ", "
15287 << (uint32
)GetDifficulty() << ", "
15288 << finiteAlways(GetPositionX()) << ", "
15289 << finiteAlways(GetPositionY()) << ", "
15290 << finiteAlways(GetPositionZ()) << ", "
15291 << finiteAlways(GetOrientation()) << ", '";
15295 ss
<< GetTeleportDest().mapid
<< ", "
15296 << (uint32
)GetDifficulty() << ", "
15297 << finiteAlways(GetTeleportDest().x
) << ", "
15298 << finiteAlways(GetTeleportDest().y
) << ", "
15299 << finiteAlways(GetTeleportDest().z
) << ", "
15300 << finiteAlways(GetTeleportDest().o
) << ", '";
15304 for( i
= 0; i
< m_valuesCount
; i
++ )
15306 ss
<< GetUInt32Value(i
) << " ";
15311 for( i
= 0; i
< 8; i
++ )
15312 ss
<< m_taxi
.GetTaximask(i
) << " ";
15315 ss
<< (inworld
? 1 : 0);
15321 ss
<< m_Played_time
[0];
15323 ss
<< m_Played_time
[1];
15326 ss
<< finiteAlways(m_rest_bonus
);
15328 ss
<< (uint64
)time(NULL
);
15330 ss
<< is_save_resting
;
15332 ss
<< m_resetTalentsCost
;
15334 ss
<< (uint64
)m_resetTalentsTime
;
15337 ss
<< finiteAlways(m_movementInfo
.t_x
);
15339 ss
<< finiteAlways(m_movementInfo
.t_y
);
15341 ss
<< finiteAlways(m_movementInfo
.t_z
);
15343 ss
<< finiteAlways(m_movementInfo
.t_o
);
15346 ss
<< m_transport
->GetGUIDLow();
15351 ss
<< m_ExtraFlags
;
15354 ss
<< uint32(m_stableSlots
); // to prevent save uint8 as char
15357 ss
<< uint32(m_atLoginFlags
);
15363 ss
<< (uint64
)m_deathExpireTime
;
15366 ss
<< m_taxi
.SaveTaxiDestinationsToString();
15369 CharacterDatabase
.Execute( ss
.str().c_str() );
15371 if(m_mailsUpdated
) //save mails only when needed
15375 _SaveQuestStatus();
15376 _SaveDailyQuestStatus();
15379 _SaveSpellCooldowns();
15384 CharacterDatabase
.CommitTransaction();
15386 // restore state (before aura apply, if aura remove flag then aura must set it ack by self)
15387 SetDisplayId(tmp_displayid
);
15388 SetUInt32Value(UNIT_FIELD_BYTES_1
, tmp_bytes
);
15389 SetUInt32Value(UNIT_FIELD_BYTES_2
, tmp_bytes2
);
15390 SetUInt32Value(UNIT_FIELD_FLAGS
, tmp_flags
);
15391 SetUInt32Value(PLAYER_FLAGS
, tmp_pflags
);
15393 // save pet (hunter pet level and experience and all type pets health/mana).
15394 if(Pet
* pet
= GetPet())
15395 pet
->SavePetToDB(PET_SAVE_AS_CURRENT
);
15396 m_achievementMgr
.SaveToDB();
15399 // fast save function for item/money cheating preventing - save only inventory and money state
15400 void Player::SaveInventoryAndGoldToDB()
15403 //money is in data field
15404 SaveDataFieldToDB();
15407 void Player::_SaveActions()
15409 for(ActionButtonList::iterator itr
= m_actionButtons
.begin(); itr
!= m_actionButtons
.end(); )
15411 switch (itr
->second
.uState
)
15413 case ACTIONBUTTON_NEW
:
15414 CharacterDatabase
.PExecute("INSERT INTO character_action (guid,button,action,type,misc) VALUES ('%u', '%u', '%u', '%u', '%u')",
15415 GetGUIDLow(), (uint32
)itr
->first
, (uint32
)itr
->second
.action
, (uint32
)itr
->second
.type
, (uint32
)itr
->second
.misc
);
15416 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
15419 case ACTIONBUTTON_CHANGED
:
15420 CharacterDatabase
.PExecute("UPDATE character_action SET action = '%u', type = '%u', misc= '%u' WHERE guid= '%u' AND button= '%u' ",
15421 (uint32
)itr
->second
.action
, (uint32
)itr
->second
.type
, (uint32
)itr
->second
.misc
, GetGUIDLow(), (uint32
)itr
->first
);
15422 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
15425 case ACTIONBUTTON_DELETED
:
15426 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u'", GetGUIDLow(), (uint32
)itr
->first
);
15427 m_actionButtons
.erase(itr
++);
15436 void Player::_SaveAuras()
15438 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
15440 AuraMap
const& auras
= GetAuras();
15445 spellEffectPair lastEffectPair
= auras
.begin()->first
;
15446 uint32 stackCounter
= 1;
15448 for(AuraMap::const_iterator itr
= auras
.begin(); ; ++itr
)
15450 if(itr
== auras
.end() || lastEffectPair
!= itr
->first
)
15452 AuraMap::const_iterator itr2
= itr
;
15453 // save previous spellEffectPair to db
15455 SpellEntry
const *spellInfo
= itr2
->second
->GetSpellProto();
15457 //skip all auras from spells that are passive or need a shapeshift
15458 if (!(itr2
->second
->IsPassive() || itr2
->second
->IsRemovedOnShapeLost()))
15460 //do not save single target auras (unless they were cast by the player)
15461 if (!(itr2
->second
->GetCasterGUID() != GetGUID() && IsSingleTargetSpell(spellInfo
)))
15464 // or apply at cast SPELL_AURA_MOD_SHAPESHIFT or SPELL_AURA_MOD_STEALTH auras
15465 for (i
= 0; i
< 3; i
++)
15466 if (spellInfo
->EffectApplyAuraName
[i
] == SPELL_AURA_MOD_SHAPESHIFT
||
15467 spellInfo
->EffectApplyAuraName
[i
] == SPELL_AURA_MOD_STEALTH
)
15472 CharacterDatabase
.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges) "
15473 "VALUES ('%u', '" I64FMTD
"' ,'%u', '%u', '%u', '%d', '%d', '%d', '%d')",
15474 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
->m_procCharges
));
15479 if(itr
== auras
.end())
15483 if (lastEffectPair
== itr
->first
)
15487 lastEffectPair
= itr
->first
;
15493 void Player::_SaveInventory()
15495 // force items in buyback slots to new state
15496 // and remove those that aren't already
15497 for (uint8 i
= BUYBACK_SLOT_START
; i
< BUYBACK_SLOT_END
; i
++)
15499 Item
*item
= m_items
[i
];
15500 if (!item
|| item
->GetState() == ITEM_NEW
) continue;
15501 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
15502 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item
->GetGUIDLow());
15503 m_items
[i
]->FSetState(ITEM_NEW
);
15506 // update enchantment durations
15507 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
15509 itr
->item
->SetEnchantmentDuration(itr
->slot
,itr
->leftduration
);
15513 if (m_itemUpdateQueue
.empty()) return;
15515 // do not save if the update queue is corrupt
15516 bool error
= false;
15517 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); i
++)
15519 Item
*item
= m_itemUpdateQueue
[i
];
15520 if(!item
|| item
->GetState() == ITEM_REMOVED
) continue;
15521 Item
*test
= GetItemByPos( item
->GetBagSlot(), item
->GetSlot());
15525 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());
15528 else if (test
!= item
)
15530 sLog
.outError("Player(GUID: %u Name: %s)::_SaveInventory - the bag(%d) and slot(%d) values for the item with guid %d are incorrect, the item with guid %d is there instead!", GetGUIDLow(), GetName(), item
->GetBagSlot(), item
->GetSlot(), item
->GetGUIDLow(), test
->GetGUIDLow());
15537 sLog
.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
15538 ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED
);
15542 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); i
++)
15544 Item
*item
= m_itemUpdateQueue
[i
];
15545 if(!item
) continue;
15547 Bag
*container
= item
->GetContainer();
15548 uint32 bag_guid
= container
? container
->GetGUIDLow() : 0;
15550 switch(item
->GetState())
15553 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());
15556 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());
15559 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
15561 case ITEM_UNCHANGED
:
15565 item
->SaveToDB(); // item have unchanged inventory record and can be save standalone
15567 m_itemUpdateQueue
.clear();
15570 void Player::_SaveMail()
15572 if (!m_mailsLoaded
)
15575 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
15578 if (m
->state
== MAIL_STATE_CHANGED
)
15580 CharacterDatabase
.PExecute("UPDATE mail SET itemTextId = '%u',has_items = '%u',expire_time = '" I64FMTD
"', deliver_time = '" I64FMTD
"',money = '%u',cod = '%u',checked = '%u' WHERE id = '%u'",
15581 m
->itemTextId
, m
->HasItems() ? 1 : 0, (uint64
)m
->expire_time
, (uint64
)m
->deliver_time
, m
->money
, m
->COD
, m
->checked
, m
->messageID
);
15582 if(m
->removedItems
.size())
15584 for(std::vector
<uint32
>::iterator itr2
= m
->removedItems
.begin(); itr2
!= m
->removedItems
.end(); ++itr2
)
15585 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2
);
15586 m
->removedItems
.clear();
15588 m
->state
= MAIL_STATE_UNCHANGED
;
15590 else if (m
->state
== MAIL_STATE_DELETED
)
15593 for(std::vector
<MailItemInfo
>::iterator itr2
= m
->items
.begin(); itr2
!= m
->items
.end(); ++itr2
)
15594 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2
->item_guid
);
15596 CharacterDatabase
.PExecute("DELETE FROM item_text WHERE id = '%u'", m
->itemTextId
);
15597 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", m
->messageID
);
15598 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m
->messageID
);
15602 //deallocate deleted mails...
15603 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); )
15605 if ((*itr
)->state
== MAIL_STATE_DELETED
)
15610 itr
= m_mail
.begin();
15616 m_mailsUpdated
= false;
15619 void Player::_SaveQuestStatus()
15621 // we don't need transactions here.
15622 for( QuestStatusMap::iterator i
= mQuestStatus
.begin( ); i
!= mQuestStatus
.end( ); ++i
)
15624 switch (i
->second
.uState
)
15627 CharacterDatabase
.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) "
15628 "VALUES ('%u', '%u', '%u', '%u', '%u', '" I64FMTD
"', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
15629 GetGUIDLow(), i
->first
, i
->second
.m_status
, i
->second
.m_rewarded
, i
->second
.m_explored
, uint64(i
->second
.m_timer
/ 1000 + sWorld
.GetGameTime()), i
->second
.m_creatureOrGOcount
[0], i
->second
.m_creatureOrGOcount
[1], i
->second
.m_creatureOrGOcount
[2], i
->second
.m_creatureOrGOcount
[3], i
->second
.m_itemcount
[0], i
->second
.m_itemcount
[1], i
->second
.m_itemcount
[2], i
->second
.m_itemcount
[3]);
15631 case QUEST_CHANGED
:
15632 CharacterDatabase
.PExecute("UPDATE character_queststatus SET status = '%u',rewarded = '%u',explored = '%u',timer = '" I64FMTD
"',mobcount1 = '%u',mobcount2 = '%u',mobcount3 = '%u',mobcount4 = '%u',itemcount1 = '%u',itemcount2 = '%u',itemcount3 = '%u',itemcount4 = '%u' WHERE guid = '%u' AND quest = '%u' ",
15633 i
->second
.m_status
, i
->second
.m_rewarded
, i
->second
.m_explored
, uint64(i
->second
.m_timer
/ 1000 + sWorld
.GetGameTime()), i
->second
.m_creatureOrGOcount
[0], i
->second
.m_creatureOrGOcount
[1], i
->second
.m_creatureOrGOcount
[2], i
->second
.m_creatureOrGOcount
[3], i
->second
.m_itemcount
[0], i
->second
.m_itemcount
[1], i
->second
.m_itemcount
[2], i
->second
.m_itemcount
[3], GetGUIDLow(), i
->first
);
15635 case QUEST_UNCHANGED
:
15638 i
->second
.uState
= QUEST_UNCHANGED
;
15642 void Player::_SaveDailyQuestStatus()
15644 if(!m_DailyQuestChanged
)
15647 m_DailyQuestChanged
= false;
15649 // save last daily quest time for all quests: we need only mostly reset time for reset check anyway
15651 // we don't need transactions here.
15652 CharacterDatabase
.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow());
15653 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
15654 if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
15655 CharacterDatabase
.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" I64FMTD
"')",
15656 GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
),uint64(m_lastDailyQuestTime
));
15659 void Player::_SaveReputation()
15661 for(FactionStateList::iterator itr
= m_factions
.begin(); itr
!= m_factions
.end(); ++itr
)
15663 if (itr
->second
.Changed
)
15665 CharacterDatabase
.PExecute("DELETE FROM character_reputation WHERE guid = '%u' AND faction='%u'", GetGUIDLow(), itr
->second
.ID
);
15666 CharacterDatabase
.PExecute("INSERT INTO character_reputation (guid,faction,standing,flags) VALUES ('%u', '%u', '%i', '%u')", GetGUIDLow(), itr
->second
.ID
, itr
->second
.Standing
, itr
->second
.Flags
);
15667 itr
->second
.Changed
= false;
15672 void Player::_SaveSpells()
15674 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(), next
= m_spells
.begin(); itr
!= m_spells
.end(); itr
= next
)
15677 if (itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->state
== PLAYERSPELL_CHANGED
)
15678 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr
->first
);
15679 if (itr
->second
->state
== PLAYERSPELL_NEW
|| itr
->second
->state
== PLAYERSPELL_CHANGED
)
15680 CharacterDatabase
.PExecute("INSERT INTO character_spell (guid,spell,slot,active,disabled) VALUES ('%u', '%u', '%u','%u','%u')", GetGUIDLow(), itr
->first
, itr
->second
->slotId
,itr
->second
->active
? 1 : 0,itr
->second
->disabled
? 1 : 0);
15682 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
15683 _removeSpell(itr
->first
);
15685 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
15689 void Player::_SaveTutorials()
15691 if(!m_TutorialsChanged
)
15695 // it's better than rebuilding indexes multiple times
15696 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT count(*) AS r FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetSession()->GetAccountId(), realmID
);
15699 Rows
= result
->Fetch()[0].GetUInt32();
15705 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'",
15706 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
);
15710 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]);
15713 m_TutorialsChanged
= false;
15716 void Player::outDebugValues() const
15718 if(!sLog
.IsOutDebug()) // optimize disabled debug output
15721 sLog
.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA
));
15722 sLog
.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY
), GetStat(STAT_STRENGTH
));
15723 sLog
.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT
), GetStat(STAT_SPIRIT
));
15724 sLog
.outDebug("STAMINA is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_STAMINA
), GetStat(STAT_SPIRIT
));
15725 sLog
.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE
));
15726 sLog
.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY
), GetResistance(SPELL_SCHOOL_FIRE
));
15727 sLog
.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE
), GetResistance(SPELL_SCHOOL_FROST
));
15728 sLog
.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW
), GetResistance(SPELL_SCHOOL_ARCANE
));
15729 sLog
.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE
), GetFloatValue(UNIT_FIELD_MAXDAMAGE
));
15730 sLog
.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
));
15731 sLog
.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
));
15732 sLog
.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK
), GetAttackTime(RANGED_ATTACK
));
15735 /*********************************************************/
15736 /*** FLOOD FILTER SYSTEM ***/
15737 /*********************************************************/
15739 void Player::UpdateSpeakTime()
15741 // ignore chat spam protection for GMs in any mode
15742 if(GetSession()->GetSecurity() > SEC_PLAYER
)
15745 time_t current
= time (NULL
);
15746 if(m_speakTime
> current
)
15748 uint32 max_count
= sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT
);
15753 if(m_speakCount
>= max_count
)
15755 // prevent overwrite mute time, if message send just before mutes set, for example.
15756 time_t new_mute
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MUTE_TIME
);
15757 if(GetSession()->m_muteTime
< new_mute
)
15758 GetSession()->m_muteTime
= new_mute
;
15766 m_speakTime
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY
);
15769 bool Player::CanSpeak() const
15771 return GetSession()->m_muteTime
<= time (NULL
);
15774 /*********************************************************/
15775 /*** LOW LEVEL FUNCTIONS:Notifiers ***/
15776 /*********************************************************/
15778 void Player::SendAttackSwingNotInRange()
15780 WorldPacket
data(SMSG_ATTACKSWING_NOTINRANGE
, 0);
15781 GetSession()->SendPacket( &data
);
15784 void Player::SavePositionInDB(uint32 mapid
, float x
,float y
,float z
,float o
,uint32 zone
,uint64 guid
)
15786 std::ostringstream ss
;
15787 ss
<< "UPDATE characters SET position_x='"<<x
<<"',position_y='"<<y
15788 << "',position_z='"<<z
<<"',orientation='"<<o
<<"',map='"<<mapid
15789 << "',zone='"<<zone
<<"',trans_x='0',trans_y='0',trans_z='0',"
15790 << "transguid='0',taxi_path='' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
15791 sLog
.outDebug(ss
.str().c_str());
15792 CharacterDatabase
.Execute(ss
.str().c_str());
15795 void Player::SaveDataFieldToDB()
15797 std::ostringstream ss
;
15798 ss
<<"UPDATE characters SET data='";
15800 for(uint16 i
= 0; i
< m_valuesCount
; i
++ )
15802 ss
<< GetUInt32Value(i
) << " ";
15804 ss
<<"' WHERE guid='"<< GUID_LOPART(GetGUIDLow()) <<"'";
15806 CharacterDatabase
.Execute(ss
.str().c_str());
15809 bool Player::SaveValuesArrayInDB(Tokens
const& tokens
, uint64 guid
)
15811 std::ostringstream ss2
;
15812 ss2
<<"UPDATE characters SET data='";
15814 for (Tokens::const_iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
, ++i
)
15816 ss2
<<tokens
[i
]<<" ";
15818 ss2
<<"' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
15820 return CharacterDatabase
.Execute(ss2
.str().c_str());
15823 void Player::SetUInt32ValueInArray(Tokens
& tokens
,uint16 index
, uint32 value
)
15826 snprintf(buf
,11,"%u",value
);
15828 if(index
>= tokens
.size())
15831 tokens
[index
] = buf
;
15834 void Player::SetUInt32ValueInDB(uint16 index
, uint32 value
, uint64 guid
)
15837 if(!LoadValuesArrayFromDB(tokens
,guid
))
15840 if(index
>= tokens
.size())
15844 snprintf(buf
,11,"%u",value
);
15845 tokens
[index
] = buf
;
15847 SaveValuesArrayInDB(tokens
,guid
);
15850 void Player::SetFloatValueInDB(uint16 index
, float value
, uint64 guid
)
15853 memcpy(&temp
, &value
, sizeof(value
));
15854 Player::SetUInt32ValueInDB(index
, temp
, guid
);
15857 void Player::Customize(uint64 guid
, uint8 gender
, uint8 skin
, uint8 face
, uint8 hairStyle
, uint8 hairColor
, uint8 facialHair
)
15860 if(!LoadValuesArrayFromDB(tokens
, guid
))
15863 uint32 unit_bytes0
= GetUInt32ValueFromArray(tokens
, UNIT_FIELD_BYTES_0
);
15864 uint8 race
= unit_bytes0
& 0xFF;
15865 uint8 class_
= (unit_bytes0
>> 8) & 0xFF;
15867 PlayerInfo
const* info
= objmgr
.GetPlayerInfo(race
, class_
);
15871 unit_bytes0
&= ~(0xFF << 16);
15872 unit_bytes0
|= (gender
<< 16);
15873 SetUInt32ValueInArray(tokens
, UNIT_FIELD_BYTES_0
, unit_bytes0
);
15875 SetUInt32ValueInArray(tokens
, UNIT_FIELD_DISPLAYID
, gender
? info
->displayId_f
: info
->displayId_m
);
15876 SetUInt32ValueInArray(tokens
, UNIT_FIELD_NATIVEDISPLAYID
, gender
? info
->displayId_f
: info
->displayId_m
);
15878 SetUInt32ValueInArray(tokens
, PLAYER_BYTES
, (skin
| (face
<< 8) | (hairStyle
<< 16) | (hairColor
<< 24)));
15880 uint32 player_bytes2
= GetUInt32ValueFromArray(tokens
, PLAYER_BYTES_2
);
15881 player_bytes2
&= ~0xFF;
15882 player_bytes2
|= facialHair
;
15883 SetUInt32ValueInArray(tokens
, PLAYER_BYTES_2
, player_bytes2
);
15885 uint32 player_bytes3
= GetUInt32ValueFromArray(tokens
, PLAYER_BYTES_3
);
15886 player_bytes3
&= ~0xFF;
15887 player_bytes3
|= gender
;
15888 SetUInt32ValueInArray(tokens
, PLAYER_BYTES_3
, player_bytes3
);
15890 SaveValuesArrayInDB(tokens
, guid
);
15893 void Player::SendAttackSwingNotStanding()
15895 WorldPacket
data(SMSG_ATTACKSWING_NOTSTANDING
, 0);
15896 GetSession()->SendPacket( &data
);
15899 void Player::SendAttackSwingDeadTarget()
15901 WorldPacket
data(SMSG_ATTACKSWING_DEADTARGET
, 0);
15902 GetSession()->SendPacket( &data
);
15905 void Player::SendAttackSwingCantAttack()
15907 WorldPacket
data(SMSG_ATTACKSWING_CANT_ATTACK
, 0);
15908 GetSession()->SendPacket( &data
);
15911 void Player::SendAttackSwingCancelAttack()
15913 WorldPacket
data(SMSG_CANCEL_COMBAT
, 0);
15914 GetSession()->SendPacket( &data
);
15917 void Player::SendAttackSwingBadFacingAttack()
15919 WorldPacket
data(SMSG_ATTACKSWING_BADFACING
, 0);
15920 GetSession()->SendPacket( &data
);
15923 void Player::SendAutoRepeatCancel()
15925 WorldPacket
data(SMSG_CANCEL_AUTO_REPEAT
, GetPackGUID().size());
15926 data
.append(GetPackGUID()); // may be it's target guid
15927 GetSession()->SendPacket( &data
);
15930 void Player::PlaySound(uint32 Sound
, bool OnlySelf
)
15932 WorldPacket
data(SMSG_PLAY_SOUND
, 4);
15935 GetSession()->SendPacket( &data
);
15937 SendMessageToSet( &data
, true );
15940 void Player::SendExplorationExperience(uint32 Area
, uint32 Experience
)
15942 WorldPacket
data( SMSG_EXPLORATION_EXPERIENCE
, 8 );
15944 data
<< Experience
;
15945 GetSession()->SendPacket(&data
);
15948 void Player::SendDungeonDifficulty(bool IsInGroup
)
15950 uint8 val
= 0x00000001;
15951 WorldPacket
data(MSG_SET_DUNGEON_DIFFICULTY
, 12);
15952 data
<< (uint32
)GetDifficulty();
15953 data
<< uint32(val
);
15954 data
<< uint32(IsInGroup
);
15955 GetSession()->SendPacket(&data
);
15958 void Player::SendResetFailedNotify(uint32 mapid
)
15960 WorldPacket
data(SMSG_RESET_FAILED_NOTIFY
, 4);
15961 data
<< uint32(mapid
);
15962 GetSession()->SendPacket(&data
);
15965 /// Reset all solo instances and optionally send a message on success for each
15966 void Player::ResetInstances(uint8 method
)
15968 // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
15970 // we assume that when the difficulty changes, all instances that can be reset will be
15971 uint8 dif
= GetDifficulty();
15973 for (BoundInstancesMap::iterator itr
= m_boundInstances
[dif
].begin(); itr
!= m_boundInstances
[dif
].end();)
15975 InstanceSave
*p
= itr
->second
.save
;
15976 const MapEntry
*entry
= sMapStore
.LookupEntry(itr
->first
);
15977 if(!entry
|| !p
->CanReset())
15983 if(method
== INSTANCE_RESET_ALL
)
15985 // the "reset all instances" method can only reset normal maps
15986 if(dif
== DIFFICULTY_HEROIC
|| entry
->map_type
== MAP_RAID
)
15993 // if the map is loaded, reset it
15994 Map
*map
= MapManager::Instance().FindMap(p
->GetMapId(), p
->GetInstanceId());
15995 if(map
&& map
->IsDungeon())
15996 ((InstanceMap
*)map
)->Reset(method
);
15998 // since this is a solo instance there should not be any players inside
15999 if(method
== INSTANCE_RESET_ALL
|| method
== INSTANCE_RESET_CHANGE_DIFFICULTY
)
16000 SendResetInstanceSuccess(p
->GetMapId());
16003 m_boundInstances
[dif
].erase(itr
++);
16005 // the following should remove the instance save from the manager and delete it as well
16006 p
->RemovePlayer(this);
16010 void Player::SendResetInstanceSuccess(uint32 MapId
)
16012 WorldPacket
data(SMSG_INSTANCE_RESET
, 4);
16014 GetSession()->SendPacket(&data
);
16017 void Player::SendResetInstanceFailed(uint32 reason
, uint32 MapId
)
16019 // TODO: find what other fail reasons there are besides players in the instance
16020 WorldPacket
data(SMSG_INSTANCE_RESET_FAILED
, 4);
16023 GetSession()->SendPacket(&data
);
16026 /*********************************************************/
16027 /*** Update timers ***/
16028 /*********************************************************/
16030 ///checks the 15 afk reports per 5 minutes limit
16031 void Player::UpdateAfkReport(time_t currTime
)
16033 if(m_bgAfkReportedTimer
<= currTime
)
16035 m_bgAfkReportedCount
= 0;
16036 m_bgAfkReportedTimer
= currTime
+5*MINUTE
;
16040 void Player::UpdateContestedPvP(uint32 diff
)
16042 if(!m_contestedPvPTimer
||isInCombat())
16044 if(m_contestedPvPTimer
<= diff
)
16046 ResetContestedPvP();
16049 m_contestedPvPTimer
-= diff
;
16052 void Player::UpdatePvPFlag(time_t currTime
)
16056 if(pvpInfo
.endTimer
== 0 || currTime
< (pvpInfo
.endTimer
+ 300))
16062 void Player::UpdateDuelFlag(time_t currTime
)
16064 if(!duel
|| duel
->startTimer
== 0 ||currTime
< duel
->startTimer
+ 3)
16067 SetUInt32Value(PLAYER_DUEL_TEAM
, 1);
16068 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 2);
16070 duel
->startTimer
= 0;
16071 duel
->startTime
= currTime
;
16072 duel
->opponent
->duel
->startTimer
= 0;
16073 duel
->opponent
->duel
->startTime
= currTime
;
16076 void Player::RemovePet(Pet
* pet
, PetSaveMode mode
, bool returnreagent
)
16081 if(returnreagent
&& (pet
|| m_temporaryUnsummonedPetNumber
))
16083 //returning of reagents only for players, so best done here
16084 uint32 spellId
= pet
? pet
->GetUInt32Value(UNIT_CREATED_BY_SPELL
) : m_oldpetspell
;
16085 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellId
);
16089 for(uint32 i
= 0; i
< 7; ++i
)
16091 if(spellInfo
->Reagent
[i
] > 0)
16093 ItemPosCountVec dest
; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
16094 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, spellInfo
->Reagent
[i
], spellInfo
->ReagentCount
[i
] );
16095 if( msg
== EQUIP_ERR_OK
)
16097 Item
* item
= StoreNewItem( dest
, spellInfo
->Reagent
[i
], true);
16099 SendNewItem(item
,spellInfo
->ReagentCount
[i
],true,false);
16104 m_temporaryUnsummonedPetNumber
= 0;
16107 if(!pet
|| pet
->GetOwnerGUID()!=GetGUID())
16110 // only if current pet in slot
16111 switch(pet
->getPetType())
16117 m_guardianPets
.erase(pet
->GetGUID());
16120 if(GetPetGUID() == pet
->GetGUID())
16129 switch(pet
->GetEntry())
16131 //warlock pets except imp are removed(?) when logging out
16136 mode
= PET_SAVE_NOT_IN_SLOT
;
16141 pet
->SavePetToDB(mode
);
16143 pet
->CleanupsBeforeDelete();
16144 pet
->AddObjectToRemoveList();
16145 pet
->m_removed
= true;
16147 if(pet
->isControlled())
16149 WorldPacket
data(SMSG_PET_SPELLS
, 8);
16152 GetSession()->SendPacket(&data
);
16155 SetGroupUpdateFlag(GROUP_UPDATE_PET
);
16159 void Player::RemoveMiniPet()
16161 if(Pet
* pet
= GetMiniPet())
16163 pet
->Remove(PET_SAVE_AS_DELETED
);
16168 Pet
* Player::GetMiniPet()
16172 return ObjectAccessor::GetPet(m_miniPet
);
16175 void Player::RemoveGuardians()
16177 while(!m_guardianPets
.empty())
16179 uint64 guid
= *m_guardianPets
.begin();
16180 if(Pet
* pet
= ObjectAccessor::GetPet(guid
))
16181 pet
->Remove(PET_SAVE_AS_DELETED
);
16183 m_guardianPets
.erase(guid
);
16187 bool Player::HasGuardianWithEntry(uint32 entry
)
16189 // pet guid middle part is entry (and creature also)
16190 // and in guardian list must be guardians with same entry _always_
16191 for(GuardianPetList::const_iterator itr
= m_guardianPets
.begin(); itr
!= m_guardianPets
.end(); ++itr
)
16192 if(GUID_ENPART(*itr
)==entry
)
16198 void Player::Uncharm()
16200 Unit
* charm
= GetCharm();
16204 charm
->RemoveSpellsCausingAura(SPELL_AURA_MOD_CHARM
);
16205 charm
->RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS
);
16208 void Player::BuildPlayerChat(WorldPacket
*data
, uint8 msgtype
, const std::string
& text
, uint32 language
) const
16210 *data
<< (uint8
)msgtype
;
16211 *data
<< (uint32
)language
;
16212 *data
<< (uint64
)GetGUID();
16213 *data
<< (uint32
)language
; //language 2.1.0 ?
16214 *data
<< (uint64
)GetGUID();
16215 *data
<< (uint32
)(text
.length()+1);
16217 *data
<< (uint8
)chatTag();
16220 void Player::Say(const std::string
& text
, const uint32 language
)
16222 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16223 BuildPlayerChat(&data
, CHAT_MSG_SAY
, text
, language
);
16224 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_SAY
),true);
16227 void Player::Yell(const std::string
& text
, const uint32 language
)
16229 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16230 BuildPlayerChat(&data
, CHAT_MSG_YELL
, text
, language
);
16231 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_YELL
),true);
16234 void Player::TextEmote(const std::string
& text
)
16236 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16237 BuildPlayerChat(&data
, CHAT_MSG_EMOTE
, text
, LANG_UNIVERSAL
);
16238 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE
),true, !sWorld
.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT
) );
16241 void Player::Whisper(const std::string
& text
, uint32 language
,uint64 receiver
)
16243 if (language
!= LANG_ADDON
) // if not addon data
16244 language
= LANG_UNIVERSAL
; // whispers should always be readable
16246 Player
*rPlayer
= objmgr
.GetPlayer(receiver
);
16248 // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode
16249 if(!rPlayer
->isDND() || isGameMaster())
16251 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16252 BuildPlayerChat(&data
, CHAT_MSG_WHISPER
, text
, language
);
16253 rPlayer
->GetSession()->SendPacket(&data
);
16255 data
.Initialize(SMSG_MESSAGECHAT
, 200);
16256 rPlayer
->BuildPlayerChat(&data
, CHAT_MSG_REPLY
, text
, language
);
16257 GetSession()->SendPacket(&data
);
16261 // announce to player that player he is whispering to is dnd and cannot receive his message
16262 ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND
, rPlayer
->GetName(), rPlayer
->dndMsg
.c_str());
16265 if(!isAcceptWhispers())
16267 SetAcceptWhispers(true);
16268 ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON
);
16271 // announce to player that player he is whispering to is afk
16272 if(rPlayer
->isAFK())
16273 ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK
, rPlayer
->GetName(), rPlayer
->afkMsg
.c_str());
16275 // if player whisper someone, auto turn of dnd to be able to receive an answer
16276 if(isDND() && !rPlayer
->isGameMaster())
16280 void Player::PetSpellInitialize()
16282 Pet
* pet
= GetPet();
16287 sLog
.outDebug("Pet Spells Groups");
16289 CharmInfo
*charmInfo
= pet
->GetCharmInfo();
16291 WorldPacket
data(SMSG_PET_SPELLS
, 8+4+4+4+10*4);
16292 data
<< uint64(pet
->GetGUID());
16293 data
<< uint32(pet
->GetCreatureInfo()->family
); // creature family (required for pet talents)
16295 data
<< uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState()) << uint16(0);
16298 for(uint32 i
= 0; i
< 10; i
++)
16300 data
<< uint32(charmInfo
->GetActionBarEntry(i
)->Raw
);
16303 size_t spellsCountPos
= data
.wpos();
16307 data
<< uint8(addlist
); // placeholder
16309 if(pet
->isControlled() && ((pet
->getPetType() == HUNTER_PET
) || ((pet
->GetCreatureInfo()->type
== CREATURE_TYPE_DEMON
) && (getClass() == CLASS_WARLOCK
))))
16312 for (PetSpellMap::iterator itr
= pet
->m_spells
.begin(); itr
!= pet
->m_spells
.end(); ++itr
)
16314 if(itr
->second
->state
== PETSPELL_REMOVED
)
16317 data
<< uint16(itr
->first
);
16318 data
<< uint16(itr
->second
->active
); // pet spell active state isn't boolean
16323 data
.put
<uint8
>(spellsCountPos
, addlist
);
16325 uint8 cooldownsCount
= pet
->m_CreatureSpellCooldowns
.size() + pet
->m_CreatureCategoryCooldowns
.size();
16326 data
<< uint8(cooldownsCount
);
16328 time_t curTime
= time(NULL
);
16330 for(CreatureSpellCooldowns::const_iterator itr
= pet
->m_CreatureSpellCooldowns
.begin(); itr
!= pet
->m_CreatureSpellCooldowns
.end(); ++itr
)
16332 time_t cooldown
= 0;
16334 if(itr
->second
> curTime
)
16335 cooldown
= (itr
->second
- curTime
) * 1000;
16337 data
<< uint16(itr
->first
); // spellid
16338 data
<< uint16(0); // spell category?
16339 data
<< uint32(itr
->second
); // cooldown
16340 data
<< uint32(0); // category cooldown
16343 for(CreatureSpellCooldowns::const_iterator itr
= pet
->m_CreatureCategoryCooldowns
.begin(); itr
!= pet
->m_CreatureCategoryCooldowns
.end(); ++itr
)
16345 time_t cooldown
= 0;
16347 if(itr
->second
> curTime
)
16348 cooldown
= (itr
->second
- curTime
) * 1000;
16350 data
<< uint16(itr
->first
); // spellid
16351 data
<< uint16(0); // spell category?
16352 data
<< uint32(0); // cooldown
16353 data
<< uint32(itr
->second
); // category cooldown
16356 GetSession()->SendPacket(&data
);
16359 void Player::PossessSpellInitialize()
16361 Unit
* charm
= GetCharm();
16366 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
16370 sLog
.outError("Player::PossessSpellInitialize(): charm ("I64FMTD
") has no charminfo!", charm
->GetGUID());
16375 WorldPacket
data(SMSG_PET_SPELLS
, 16+40+1+4*addlist
+25);// first line + actionbar + spellcount + spells + last adds
16378 data
<< uint64(charm
->GetGUID());
16379 data
<< uint32(0x00000000);
16381 data
<< uint8(0) << uint8(0) << uint16(0);
16383 for(uint32 i
= 0; i
< 10; i
++) //40
16385 data
<< uint16(charmInfo
->GetActionBarEntry(i
)->SpellOrAction
) << uint16(charmInfo
->GetActionBarEntry(i
)->Type
);
16388 data
<< uint8(addlist
); //1
16391 data
<< uint8(count
); // cooldowns count
16393 GetSession()->SendPacket(&data
);
16396 void Player::CharmSpellInitialize()
16398 Unit
* charm
= GetCharm();
16403 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
16406 sLog
.outError("Player::CharmSpellInitialize(): the player's charm ("I64FMTD
") has no charminfo!", charm
->GetGUID());
16412 if(charm
->GetTypeId() != TYPEID_PLAYER
)
16414 CreatureInfo
const *cinfo
= ((Creature
*)charm
)->GetCreatureInfo();
16416 if(cinfo
&& cinfo
->type
== CREATURE_TYPE_DEMON
&& getClass() == CLASS_WARLOCK
)
16418 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
16420 if(charmInfo
->GetCharmSpell(i
)->spellId
)
16426 WorldPacket
data(SMSG_PET_SPELLS
, 16+40+1+4*addlist
+25);// first line + actionbar + spellcount + spells + last adds
16428 data
<< uint64(charm
->GetGUID());
16429 data
<< uint32(0x00000000);
16431 if(charm
->GetTypeId() != TYPEID_PLAYER
)
16432 data
<< uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState());
16434 data
<< uint8(0) << uint8(0);
16437 for(uint32 i
= 0; i
< 10; i
++) //40
16439 data
<< uint16(charmInfo
->GetActionBarEntry(i
)->SpellOrAction
) << uint16(charmInfo
->GetActionBarEntry(i
)->Type
);
16442 data
<< uint8(addlist
); //1
16446 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
16448 CharmSpellEntry
*cspell
= charmInfo
->GetCharmSpell(i
);
16449 if(cspell
->spellId
)
16451 data
<< uint16(cspell
->spellId
);
16452 data
<< uint16(cspell
->active
);
16458 data
<< uint8(count
); // cooldowns count
16460 GetSession()->SendPacket(&data
);
16463 bool Player::IsAffectedBySpellmod(SpellEntry
const *spellInfo
, SpellModifier
*mod
, Spell
const* spell
)
16465 if (!mod
|| !spellInfo
)
16468 if(mod
->charges
== -1 && mod
->lastAffected
) // marked as expired but locked until spell casting finish
16470 // prevent apply to any spell except spell that trigger expire
16473 if(mod
->lastAffected
!= spell
)
16476 else if(mod
->lastAffected
!= FindCurrentSpellBySpellId(spellInfo
->Id
))
16480 return spellmgr
.IsAffectedByMod(spellInfo
, mod
);
16483 void Player::AddSpellMod(SpellModifier
* mod
, bool apply
)
16485 uint16 Opcode
= (mod
->type
== SPELLMOD_FLAT
) ? SMSG_SET_FLAT_SPELL_MODIFIER
: SMSG_SET_PCT_SPELL_MODIFIER
;
16487 for(int eff
=0;eff
<96;++eff
)
16491 if (eff
<64) _mask
= uint64(1) << (eff
- 0);
16492 else _mask2
= uint64(1) << (eff
-64);
16493 if ( mod
->mask
& _mask
|| mod
->mask2
& _mask2
)
16496 for (SpellModList::iterator itr
= m_spellMods
[mod
->op
].begin(); itr
!= m_spellMods
[mod
->op
].end(); ++itr
)
16498 if ((*itr
)->type
== mod
->type
&& ((*itr
)->mask
& _mask
|| (*itr
)->mask2
& _mask2
))
16499 val
+= (*itr
)->value
;
16501 val
+= apply
? mod
->value
: -(mod
->value
);
16502 WorldPacket
data(Opcode
, (1+1+4));
16503 data
<< uint8(eff
);
16504 data
<< uint8(mod
->op
);
16505 data
<< int32(val
);
16506 SendDirectMessage(&data
);
16511 m_spellMods
[mod
->op
].push_back(mod
);
16514 if (mod
->charges
== -1)
16515 --m_SpellModRemoveCount
;
16516 m_spellMods
[mod
->op
].remove(mod
);
16521 void Player::RemoveSpellMods(Spell
const* spell
)
16523 if(!spell
|| (m_SpellModRemoveCount
== 0))
16526 for(int i
=0;i
<MAX_SPELLMOD
;++i
)
16528 for (SpellModList::iterator itr
= m_spellMods
[i
].begin(); itr
!= m_spellMods
[i
].end();)
16530 SpellModifier
*mod
= *itr
;
16533 if (mod
&& mod
->charges
== -1 && (mod
->lastAffected
== spell
|| mod
->lastAffected
==NULL
))
16535 RemoveAurasDueToSpell(mod
->spellId
);
16536 if (m_spellMods
[i
].empty())
16539 itr
= m_spellMods
[i
].begin();
16545 // send Proficiency
16546 void Player::SendProficiency(uint8 pr1
, uint32 pr2
)
16548 WorldPacket
data(SMSG_SET_PROFICIENCY
, 8);
16549 data
<< pr1
<< pr2
;
16550 GetSession()->SendPacket (&data
);
16553 void Player::RemovePetitionsAndSigns(uint64 guid
, uint32 type
)
16555 QueryResult
*result
= NULL
;
16557 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
16559 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16562 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.
16563 { // and SendPetitionQueryOpcode reads data from the DB
16564 Field
*fields
= result
->Fetch();
16565 uint64 ownerguid
= MAKE_NEW_GUID(fields
[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
16566 uint64 petitionguid
= MAKE_NEW_GUID(fields
[1].GetUInt32(), 0, HIGHGUID_ITEM
);
16568 // send update if charter owner in game
16569 Player
* owner
= objmgr
.GetPlayer(ownerguid
);
16571 owner
->GetSession()->SendPetitionQueryOpcode(petitionguid
);
16573 } while ( result
->NextRow() );
16578 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
16580 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16583 CharacterDatabase
.BeginTransaction();
16586 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid
));
16587 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid
));
16591 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16592 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16594 CharacterDatabase
.CommitTransaction();
16597 void Player::LeaveAllArenaTeams(uint64 guid
)
16599 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
));
16605 Field
*fields
= result
->Fetch();
16606 uint32 at_id
= fields
[0].GetUInt32();
16609 ArenaTeam
* at
= objmgr
.GetArenaTeamById(at_id
);
16611 at
->DelMember(guid
);
16613 } while (result
->NextRow());
16618 void Player::SetRestBonus (float rest_bonus_new
)
16620 // Prevent resting on max level
16621 if(getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
16622 rest_bonus_new
= 0;
16624 if(rest_bonus_new
< 0)
16625 rest_bonus_new
= 0;
16627 float rest_bonus_max
= (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)*1.5/2;
16629 if(rest_bonus_new
> rest_bonus_max
)
16630 m_rest_bonus
= rest_bonus_max
;
16632 m_rest_bonus
= rest_bonus_new
;
16634 // update data for client
16635 if(m_rest_bonus
>10)
16636 SetByteValue(PLAYER_BYTES_2
, 3, 0x01); // Set Reststate = Rested
16637 else if(m_rest_bonus
<=1)
16638 SetByteValue(PLAYER_BYTES_2
, 3, 0x02); // Set Reststate = Normal
16641 SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE
, uint32(m_rest_bonus
));
16644 void Player::HandleStealthedUnitsDetection()
16646 std::list
<Unit
*> stealthedUnits
;
16648 CellPair
p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
16650 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
16651 cell
.SetNoCreate();
16653 MaNGOS::AnyStealthedCheck u_check
;
16654 MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
> searcher(stealthedUnits
, u_check
);
16656 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, WorldTypeMapContainer
> world_unit_searcher(searcher
);
16657 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, GridTypeMapContainer
> grid_unit_searcher(searcher
);
16659 CellLock
<GridReadGuard
> cell_lock(cell
, p
);
16660 cell_lock
->Visit(cell_lock
, world_unit_searcher
, *GetMap());
16661 cell_lock
->Visit(cell_lock
, grid_unit_searcher
, *GetMap());
16663 for (std::list
<Unit
*>::iterator i
= stealthedUnits
.begin(); i
!= stealthedUnits
.end();)
16667 i
= stealthedUnits
.erase(i
);
16671 if ((*i
)->isVisibleForOrDetect(this,true))
16674 (*i
)->SendUpdateToPlayer(this);
16675 m_clientGUIDs
.insert((*i
)->GetGUID());
16677 #ifdef MANGOS_DEBUG
16678 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
16679 sLog
.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i
)->GetGUIDLow(),(*i
)->GetTypeId(),GetGUIDLow(),GetDistance(*i
));
16682 // target aura duration for caster show only if target exist at caster client
16683 // send data at target visibility change (adding to client)
16684 if((*i
)!=this && (*i
)->isType(TYPEMASK_UNIT
))
16685 SendAurasForTarget(*i
);
16687 i
= stealthedUnits
.erase(i
);
16695 bool Player::ActivateTaxiPathTo(std::vector
<uint32
> const& nodes
, uint32 mount_id
, Creature
* npc
)
16697 if(nodes
.size() < 2)
16700 // not let cheating with start flight mounted
16703 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16704 data
<< uint32(ERR_TAXIPLAYERALREADYMOUNTED
);
16705 GetSession()->SendPacket(&data
);
16709 if( m_ShapeShiftFormSpellId
&& m_form
!= FORM_BATTLESTANCE
&& m_form
!= FORM_BERSERKERSTANCE
&& m_form
!= FORM_DEFENSIVESTANCE
&& m_form
!= FORM_SHADOW
)
16711 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16712 data
<< uint32(ERR_TAXIPLAYERSHAPESHIFTED
);
16713 GetSession()->SendPacket(&data
);
16717 // 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
16718 if(GetSession()->isLogingOut() ||
16719 (!m_currentSpells
[CURRENT_GENERIC_SPELL
] ||
16720 m_currentSpells
[CURRENT_GENERIC_SPELL
]->m_spellInfo
->Effect
[0] != SPELL_EFFECT_SEND_TAXI
)&&
16721 IsNonMeleeSpellCasted(false) ||
16724 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16725 data
<< uint32(ERR_TAXIPLAYERBUSY
);
16726 GetSession()->SendPacket(&data
);
16730 if(HasFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_DISABLE_MOVE
))
16733 uint32 sourcenode
= nodes
[0];
16735 // starting node too far away (cheat?)
16736 TaxiNodesEntry
const* node
= sTaxiNodesStore
.LookupEntry(sourcenode
);
16737 if( !node
|| node
->map_id
!= GetMapId() ||
16738 (node
->x
- GetPositionX())*(node
->x
- GetPositionX())+
16739 (node
->y
- GetPositionY())*(node
->y
- GetPositionY())+
16740 (node
->z
- GetPositionZ())*(node
->z
- GetPositionZ()) >
16741 (2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
) )
16743 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16744 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
16745 GetSession()->SendPacket(&data
);
16749 // Prepare to flight start now
16751 // stop combat at start taxi flight if any
16754 // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
16757 // clean not finished taxi path if any
16758 m_taxi
.ClearTaxiDestinations();
16760 // 0 element current node
16761 m_taxi
.AddTaxiDestination(sourcenode
);
16763 // fill destinations path tail
16764 uint32 sourcepath
= 0;
16765 uint32 totalcost
= 0;
16767 uint32 prevnode
= sourcenode
;
16768 uint32 lastnode
= 0;
16770 for(uint32 i
= 1; i
< nodes
.size(); ++i
)
16774 lastnode
= nodes
[i
];
16775 objmgr
.GetTaxiPath(prevnode
, lastnode
, path
, cost
);
16779 m_taxi
.ClearTaxiDestinations();
16785 if(prevnode
== sourcenode
)
16788 m_taxi
.AddTaxiDestination(lastnode
);
16790 prevnode
= lastnode
;
16793 if(!mount_id
) // if not provide then attempt use default.
16794 mount_id
= objmgr
.GetTaxiMount(sourcenode
, GetTeam());
16796 if (mount_id
== 0 || sourcepath
== 0)
16798 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16799 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
16800 GetSession()->SendPacket(&data
);
16801 m_taxi
.ClearTaxiDestinations();
16805 uint32 money
= GetMoney();
16809 totalcost
= (uint32
)ceil(totalcost
*GetReputationPriceDiscount(npc
));
16812 if(money
< totalcost
)
16814 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16815 data
<< uint32(ERR_TAXINOTENOUGHMONEY
);
16816 GetSession()->SendPacket(&data
);
16817 m_taxi
.ClearTaxiDestinations();
16821 //Checks and preparations done, DO FLIGHT
16822 ModifyMoney(-(int32
)totalcost
);
16824 // prevent stealth flight
16825 RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH
);
16827 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16828 data
<< uint32(ERR_TAXIOK
);
16829 GetSession()->SendPacket(&data
);
16831 sLog
.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY");
16833 GetSession()->SendDoFlight(mount_id
, sourcepath
);
16838 void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask
, uint32 unTimeMs
)
16840 // last check 2.0.10
16841 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+m_spells
.size()*8);
16843 data
<< uint8(0x0); // flags (0x1, 0x2)
16844 time_t curTime
= time(NULL
);
16845 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
16847 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
16849 uint32 unSpellId
= itr
->first
;
16850 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(unSpellId
);
16857 // Not send cooldown for this spells
16858 if (spellInfo
->Attributes
& SPELL_ATTR_DISABLED_WHILE_ACTIVE
)
16861 if((idSchoolMask
& GetSpellSchoolMask(spellInfo
)) && GetSpellCooldownDelay(unSpellId
) < unTimeMs
)
16864 data
<< unTimeMs
; // in m.secs
16865 AddSpellCooldown(unSpellId
, 0, curTime
+ unTimeMs
/1000);
16868 GetSession()->SendPacket(&data
);
16871 void Player::InitDataForForm(bool reapplyMods
)
16873 SpellShapeshiftEntry
const* ssEntry
= sSpellShapeshiftStore
.LookupEntry(m_form
);
16874 if(ssEntry
&& ssEntry
->attackSpeed
)
16876 SetAttackTime(BASE_ATTACK
,ssEntry
->attackSpeed
);
16877 SetAttackTime(OFF_ATTACK
,ssEntry
->attackSpeed
);
16878 SetAttackTime(RANGED_ATTACK
, BASE_ATTACK_TIME
);
16881 SetRegularAttackTime();
16887 if(getPowerType()!=POWER_ENERGY
)
16888 setPowerType(POWER_ENERGY
);
16892 case FORM_DIREBEAR
:
16894 if(getPowerType()!=POWER_RAGE
)
16895 setPowerType(POWER_RAGE
);
16898 default: // 0, for example
16900 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(getClass());
16901 if(cEntry
&& cEntry
->powerType
< MAX_POWERS
&& uint32(getPowerType()) != cEntry
->powerType
)
16902 setPowerType(Powers(cEntry
->powerType
));
16907 // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
16909 UpdateEquipSpellsAtFormChange();
16911 UpdateAttackPowerAndDamage();
16912 UpdateAttackPowerAndDamage(true);
16915 // Return true is the bought item has a max count to force refresh of window by caller
16916 bool Player::BuyItemFromVendor(uint64 vendorguid
, uint32 item
, uint8 count
, uint64 bagguid
, uint8 slot
)
16918 // cheating attempt
16919 if(count
< 1) count
= 1;
16924 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype( item
);
16927 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, NULL
, item
, 0);
16931 Creature
*pCreature
= ObjectAccessor::GetNPCIfCanInteractWith(*this, vendorguid
,UNIT_NPC_FLAG_VENDOR
);
16934 sLog
.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid
)) );
16935 SendBuyError( BUY_ERR_DISTANCE_TOO_FAR
, NULL
, item
, 0);
16939 VendorItemData
const* vItems
= pCreature
->GetVendorItems();
16940 if(!vItems
|| vItems
->Empty())
16942 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
16946 size_t vendor_slot
= vItems
->FindItemSlot(item
);
16947 if(vendor_slot
>= vItems
->GetItemCount())
16949 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
16953 VendorItem
const* crItem
= vItems
->m_items
[vendor_slot
];
16955 // check current item amount if it limited
16956 if( crItem
->maxcount
!= 0 )
16958 if(pCreature
->GetVendorItemCurrentCount(crItem
) < pProto
->BuyCount
* count
)
16960 SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD
, pCreature
, item
, 0);
16965 if( uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
16967 SendBuyError( BUY_ERR_REPUTATION_REQUIRE
, pCreature
, item
, 0);
16971 if(crItem
->ExtendedCost
)
16973 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
16976 sLog
.outError("Item %u have wrong ExtendedCost field value %u", pProto
->ItemId
, crItem
->ExtendedCost
);
16980 // honor points price
16981 if(GetHonorPoints() < (iece
->reqhonorpoints
* count
))
16983 SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS
, NULL
, NULL
);
16987 // arena points price
16988 if(GetArenaPoints() < (iece
->reqarenapoints
* count
))
16990 SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS
, NULL
, NULL
);
16995 for (uint8 i
= 0; i
< 5; ++i
)
16997 if(iece
->reqitem
[i
] && !HasItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
)))
16999 SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS
, NULL
, NULL
);
17004 // check for personal arena rating requirement
17005 if( GetMaxPersonalArenaRatingRequirement() < iece
->reqpersonalarenarating
)
17007 // probably not the proper equip err
17008 SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK
,NULL
,NULL
);
17013 uint32 price
= pProto
->BuyPrice
* count
;
17015 // reputation discount
17016 price
= uint32(floor(price
* GetReputationPriceDiscount(pCreature
)));
17018 if( GetMoney() < price
)
17020 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, pCreature
, item
, 0);
17024 uint8 bag
= 0; // init for case invalid bagGUID
17026 if (bagguid
!= NULL_BAG
&& slot
!= NULL_SLOT
)
17029 if( bagguid
== GetGUID() )
17031 bag
= INVENTORY_SLOT_BAG_0
;
17035 for (int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
;i
++)
17037 pBag
= (Bag
*)GetItemByPos(INVENTORY_SLOT_BAG_0
,i
);
17040 if( bagguid
== pBag
->GetGUID() )
17050 if( IsInventoryPos( bag
, slot
) || (bagguid
== NULL_BAG
&& slot
== NULL_SLOT
) )
17052 ItemPosCountVec dest
;
17053 uint8 msg
= CanStoreNewItem( bag
, slot
, dest
, item
, pProto
->BuyCount
* count
);
17054 if( msg
!= EQUIP_ERR_OK
)
17056 SendEquipError( msg
, NULL
, NULL
);
17060 ModifyMoney( -(int32
)price
);
17061 if(crItem
->ExtendedCost
) // case for new honor system
17063 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17064 if(iece
->reqhonorpoints
)
17065 ModifyHonorPoints( - int32(iece
->reqhonorpoints
* count
));
17066 if(iece
->reqarenapoints
)
17067 ModifyArenaPoints( - int32(iece
->reqarenapoints
* count
));
17068 for (uint8 i
= 0; i
< 5; ++i
)
17070 if(iece
->reqitem
[i
])
17071 DestroyItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
), true);
17075 if(Item
*it
= StoreNewItem( dest
, item
, true ))
17077 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
17079 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
17080 data
<< pCreature
->GetGUID();
17081 data
<< (uint32
)(vendor_slot
+1); // numbered from 1 at client
17082 data
<< (uint32
)(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
17083 data
<< (uint32
)count
;
17084 GetSession()->SendPacket(&data
);
17086 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
17089 else if( IsEquipmentPos( bag
, slot
) )
17091 if(pProto
->BuyCount
* count
!= 1)
17093 SendEquipError( EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
, NULL
, NULL
);
17098 uint8 msg
= CanEquipNewItem( slot
, dest
, item
, false );
17099 if( msg
!= EQUIP_ERR_OK
)
17101 SendEquipError( msg
, NULL
, NULL
);
17105 ModifyMoney( -(int32
)price
);
17106 if(crItem
->ExtendedCost
) // case for new honor system
17108 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17109 if(iece
->reqhonorpoints
)
17110 ModifyHonorPoints( - int32(iece
->reqhonorpoints
));
17111 if(iece
->reqarenapoints
)
17112 ModifyArenaPoints( - int32(iece
->reqarenapoints
));
17113 for (uint8 i
= 0; i
< 5; ++i
)
17115 if(iece
->reqitem
[i
])
17116 DestroyItemCount(iece
->reqitem
[i
], iece
->reqitemcount
[i
], true);
17120 if(Item
*it
= EquipNewItem( dest
, item
, true ))
17122 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
17124 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
17125 data
<< pCreature
->GetGUID();
17126 data
<< (uint32
)(vendor_slot
+1); // numbered from 1 at client
17127 data
<< (uint32
)(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
17128 data
<< (uint32
)count
;
17129 GetSession()->SendPacket(&data
);
17131 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
17133 AutoUnequipOffhandIfNeed();
17138 SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
, NULL
, NULL
);
17142 return crItem
->maxcount
!=0;
17145 uint32
Player::GetMaxPersonalArenaRatingRequirement()
17147 // returns the maximal personal arena rating that can be used to purchase items requiring this condition
17148 // the personal rating of the arena team must match the required limit as well
17149 // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
17150 uint32 max_personal_rating
= 0;
17151 for(int i
= 0; i
< MAX_ARENA_SLOT
; ++i
)
17153 if(ArenaTeam
* at
= objmgr
.GetArenaTeamById(GetArenaTeamId(i
)))
17155 uint32 p_rating
= GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (i
* 6) + 5);
17156 uint32 t_rating
= at
->GetRating();
17157 p_rating
= p_rating
<t_rating
? p_rating
: t_rating
;
17158 if(max_personal_rating
< p_rating
)
17159 max_personal_rating
= p_rating
;
17162 return max_personal_rating
;
17165 void Player::UpdateHomebindTime(uint32 time
)
17167 // GMs never get homebind timer online
17168 if (m_InstanceValid
|| isGameMaster())
17170 if(m_HomebindTimer
) // instance valid, but timer not reset
17173 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
17176 GetSession()->SendPacket(&data
);
17178 // instance is valid, reset homebind timer
17179 m_HomebindTimer
= 0;
17181 else if (m_HomebindTimer
> 0)
17183 if (time
>= m_HomebindTimer
)
17185 // teleport to homebind location
17186 TeleportTo(m_homebindMapId
, m_homebindX
, m_homebindY
, m_homebindZ
, GetOrientation());
17189 m_HomebindTimer
-= time
;
17193 // instance is invalid, start homebind timer
17194 m_HomebindTimer
= 60000;
17195 // send message to player
17196 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
17197 data
<< m_HomebindTimer
;
17199 GetSession()->SendPacket(&data
);
17200 sLog
.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow());
17204 void Player::UpdatePvP(bool state
, bool ovrride
)
17206 if(!state
|| ovrride
)
17209 if(Pet
* pet
= GetPet())
17210 pet
->SetPvP(state
);
17211 if(Unit
* charmed
= GetCharm())
17212 charmed
->SetPvP(state
);
17214 pvpInfo
.endTimer
= 0;
17218 if(pvpInfo
.endTimer
!= 0)
17219 pvpInfo
.endTimer
= time(NULL
);
17224 if(Pet
* pet
= GetPet())
17225 pet
->SetPvP(state
);
17226 if(Unit
* charmed
= GetCharm())
17227 charmed
->SetPvP(state
);
17232 void Player::AddSpellCooldown(uint32 spellid
, uint32 itemid
, time_t end_time
)
17236 sc
.itemid
= itemid
;
17237 m_spellCooldowns
[spellid
] = sc
;
17240 void Player::SendCooldownEvent(SpellEntry
const *spellInfo
)
17242 if ( !(spellInfo
->Attributes
& SPELL_ATTR_DISABLED_WHILE_ACTIVE
) )
17245 // Get spell cooldown
17246 int32 cooldown
= GetSpellRecoveryTime(spellInfo
);
17248 ApplySpellMod(spellInfo
->Id
, SPELLMOD_COOLDOWN
, cooldown
);
17252 AddSpellCooldown(spellInfo
->Id
, 0, time(NULL
) + cooldown
/ 1000);
17254 WorldPacket
data(SMSG_COOLDOWN_EVENT
, (4+8));
17255 data
<< spellInfo
->Id
;
17257 SendDirectMessage(&data
);
17259 //slot to be excluded while counting
17260 bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition
, int8 slot
)
17262 if(!enchantmentcondition
)
17265 SpellItemEnchantmentConditionEntry
const *Condition
= sSpellItemEnchantmentConditionStore
.LookupEntry(enchantmentcondition
);
17270 uint8 curcount
[4] = {0, 0, 0, 0};
17272 //counting current equipped gem colors
17273 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
17277 Item
*pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
17278 if(pItem2
&& pItem2
->GetProto()->Socket
[0].Color
)
17280 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17282 uint32 enchant_id
= pItem2
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17286 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17290 uint32 gemid
= enchantEntry
->GemID
;
17294 ItemPrototype
const* gemProto
= sItemStorage
.LookupEntry
<ItemPrototype
>(gemid
);
17298 GemPropertiesEntry
const* gemProperty
= sGemPropertiesStore
.LookupEntry(gemProto
->GemProperties
);
17302 uint8 GemColor
= gemProperty
->color
;
17304 for(uint8 b
= 0, tmpcolormask
= 1; b
< 4; b
++, tmpcolormask
<<= 1)
17306 if(tmpcolormask
& GemColor
)
17313 bool activate
= true;
17315 for(int i
= 0; i
< 5; i
++)
17317 if(!Condition
->Color
[i
])
17320 uint32 _cur_gem
= curcount
[Condition
->Color
[i
] - 1];
17322 // if have <CompareColor> use them as count, else use <value> from Condition
17323 uint32 _cmp_gem
= Condition
->CompareColor
[i
] ? curcount
[Condition
->CompareColor
[i
] - 1]: Condition
->Value
[i
];
17325 switch(Condition
->Comparator
[i
])
17327 case 2: // requires less <color> than (<value> || <comparecolor>) gems
17328 activate
&= (_cur_gem
< _cmp_gem
) ? true : false;
17330 case 3: // requires more <color> than (<value> || <comparecolor>) gems
17331 activate
&= (_cur_gem
> _cmp_gem
) ? true : false;
17333 case 5: // requires at least <color> than (<value> || <comparecolor>) gems
17334 activate
&= (_cur_gem
>= _cmp_gem
) ? true : false;
17339 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");
17344 void Player::CorrectMetaGemEnchants(uint8 exceptslot
, bool apply
)
17346 //cycle all equipped items
17347 for(uint32 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
17349 //enchants for the slot being socketed are handled by Player::ApplyItemMods
17350 if(slot
== exceptslot
)
17353 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
17355 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
)
17358 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17360 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17364 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17368 uint32 condition
= enchantEntry
->EnchantmentCondition
;
17371 //was enchant active with/without item?
17372 bool wasactive
= EnchantmentFitsRequirements(condition
, apply
? exceptslot
: -1);
17373 //should it now be?
17374 if(wasactive
^ EnchantmentFitsRequirements(condition
, apply
? -1 : exceptslot
))
17376 // ignore item gem conditions
17377 //if state changed, (dis)apply enchant
17378 ApplyEnchantment(pItem
,EnchantmentSlot(enchant_slot
),!wasactive
,true,true);
17385 //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
17386 void Player::ToggleMetaGemsActive(uint8 exceptslot
, bool apply
)
17388 //cycle all equipped items
17389 for(int slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
17391 //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
17392 if(slot
== exceptslot
)
17395 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
17397 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
) //if item has no sockets or no item is equipped go to next item
17400 //cycle all (gem)enchants
17401 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17403 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17404 if(!enchant_id
) //if no enchant go to next enchant(slot)
17407 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17411 //only metagems to be (de)activated, so only enchants with condition
17412 uint32 condition
= enchantEntry
->EnchantmentCondition
;
17414 ApplyEnchantment(pItem
,EnchantmentSlot(enchant_slot
), apply
);
17419 void Player::LeaveBattleground(bool teleportToEntryPoint
)
17421 if(BattleGround
*bg
= GetBattleGround())
17423 bool need_debuf
= bg
->isBattleGround() && (bg
->GetStatus() == STATUS_IN_PROGRESS
) && sWorld
.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER
);
17425 bg
->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint
, true);
17427 // call after remove to be sure that player resurrected for correct cast
17429 CastSpell(this, 26013, true); // Deserter
17433 bool Player::CanJoinToBattleground() const
17435 // check Deserter debuff
17436 if(GetDummyAura(26013))
17442 bool Player::CanReportAfkDueToLimit()
17444 // a player can complain about 15 people per 5 minutes
17445 if(m_bgAfkReportedCount
>= 15)
17447 ++m_bgAfkReportedCount
;
17451 ///This player has been blamed to be inactive in a battleground
17452 void Player::ReportedAfkBy(Player
* reporter
)
17454 BattleGround
*bg
= GetBattleGround();
17455 if(!bg
|| bg
!= reporter
->GetBattleGround() || GetTeam() != reporter
->GetTeam())
17458 // check if player has 'Idle' or 'Inactive' debuff
17459 if(m_bgAfkReporter
.find(reporter
->GetGUIDLow())==m_bgAfkReporter
.end() && !HasAura(43680,0) && !HasAura(43681,0) && reporter
->CanReportAfkDueToLimit())
17461 m_bgAfkReporter
.insert(reporter
->GetGUIDLow());
17462 // 3 players have to complain to apply debuff
17463 if(m_bgAfkReporter
.size() >= 3)
17465 // cast 'Idle' spell
17466 CastSpell(this, 43680, true);
17467 m_bgAfkReporter
.clear();
17472 bool Player::IsVisibleInGridForPlayer( Player
* pl
) const
17474 // gamemaster in GM mode see all, including ghosts
17475 if(pl
->isGameMaster() && GetSession()->GetSecurity() <= pl
->GetSession()->GetSecurity())
17478 // It seems in battleground everyone sees everyone, except the enemy-faction ghosts
17479 if (InBattleGround())
17481 if (!(isAlive() || m_deathTimer
> 0) && !IsFriendlyTo(pl
) )
17486 // Live player see live player or dead player with not realized corpse
17487 if(pl
->isAlive() || pl
->m_deathTimer
> 0)
17489 return isAlive() || m_deathTimer
> 0;
17492 // Ghost see other friendly ghosts, that's for sure
17493 if(!(isAlive() || m_deathTimer
> 0) && IsFriendlyTo(pl
))
17496 // Dead player see live players near own corpse
17499 Corpse
*corpse
= pl
->GetCorpse();
17502 // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
17503 if(corpse
->IsWithinDistInMap(this,(20+25)*sWorld
.getRate(RATE_CREATURE_AGGRO
)))
17508 // and not see any other
17512 bool Player::IsVisibleGloballyFor( Player
* u
) const
17517 // Always can see self
17521 // Visible units, always are visible for all players
17522 if (GetVisibility() == VISIBILITY_ON
)
17525 // GMs are visible for higher gms (or players are visible for gms)
17526 if (u
->GetSession()->GetSecurity() > SEC_PLAYER
)
17527 return GetSession()->GetSecurity() <= u
->GetSession()->GetSecurity();
17529 // non faction visibility non-breakable for non-GMs
17530 if (GetVisibility() == VISIBILITY_OFF
)
17533 // non-gm stealth/invisibility not hide from global player lists
17537 void Player::UpdateVisibilityOf(WorldObject
* target
)
17539 if(HaveAtClient(target
))
17541 if(!target
->isVisibleForInState(this,true))
17543 target
->DestroyForPlayer(this);
17544 m_clientGUIDs
.erase(target
->GetGUID());
17546 #ifdef MANGOS_DEBUG
17547 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17548 sLog
.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
17554 if(target
->isVisibleForInState(this,false))
17556 target
->SendUpdateToPlayer(this);
17557 if(target
->GetTypeId()!=TYPEID_GAMEOBJECT
||!((GameObject
*)target
)->IsTransport())
17558 m_clientGUIDs
.insert(target
->GetGUID());
17560 #ifdef MANGOS_DEBUG
17561 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17562 sLog
.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
17565 // target aura duration for caster show only if target exist at caster client
17566 // send data at target visibility change (adding to client)
17567 if(target
!=this && target
->isType(TYPEMASK_UNIT
))
17568 SendAurasForTarget((Unit
*)target
);
17570 if(target
->GetTypeId()==TYPEID_UNIT
&& ((Creature
*)target
)->isAlive())
17571 ((Creature
*)target
)->SendMonsterMoveWithSpeedToCurrentDestination(this);
17577 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, T
* target
)
17579 s64
.insert(target
->GetGUID());
17583 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, GameObject
* target
)
17585 if(!target
->IsTransport())
17586 s64
.insert(target
->GetGUID());
17590 void Player::UpdateVisibilityOf(T
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
)
17592 if(HaveAtClient(target
))
17594 if(!target
->isVisibleForInState(this,true))
17596 target
->BuildOutOfRangeUpdateBlock(&data
);
17597 m_clientGUIDs
.erase(target
->GetGUID());
17599 #ifdef MANGOS_DEBUG
17600 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17601 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
));
17607 if(target
->isVisibleForInState(this,false))
17609 visibleNow
.insert(target
);
17610 target
->BuildUpdate(data_updates
);
17611 target
->BuildCreateUpdateBlockForPlayer(&data
, this);
17612 UpdateVisibilityOf_helper(m_clientGUIDs
,target
);
17614 #ifdef MANGOS_DEBUG
17615 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17616 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
));
17622 template void Player::UpdateVisibilityOf(Player
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17623 template void Player::UpdateVisibilityOf(Creature
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17624 template void Player::UpdateVisibilityOf(Corpse
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17625 template void Player::UpdateVisibilityOf(GameObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17626 template void Player::UpdateVisibilityOf(DynamicObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17628 void Player::InitPrimaryProffesions()
17630 SetFreePrimaryProffesions(sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
));
17633 void Player::SendComboPoints()
17635 Unit
*combotarget
= ObjectAccessor::GetUnit(*this, m_comboTarget
);
17638 WorldPacket
data(SMSG_UPDATE_COMBO_POINTS
, combotarget
->GetPackGUID().size()+1);
17639 data
.append(combotarget
->GetPackGUID());
17640 data
<< uint8(m_comboPoints
);
17641 GetSession()->SendPacket(&data
);
17645 void Player::AddComboPoints(Unit
* target
, int8 count
)
17650 // without combo points lost (duration checked in aura)
17651 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
17653 if(target
->GetGUID() == m_comboTarget
)
17655 m_comboPoints
+= count
;
17660 if(Unit
* target
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
17661 target
->RemoveComboPointHolder(GetGUIDLow());
17663 m_comboTarget
= target
->GetGUID();
17664 m_comboPoints
= count
;
17666 target
->AddComboPointHolder(GetGUIDLow());
17669 if (m_comboPoints
> 5) m_comboPoints
= 5;
17670 if (m_comboPoints
< 0) m_comboPoints
= 0;
17675 void Player::ClearComboPoints()
17680 // without combopoints lost (duration checked in aura)
17681 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
17687 if(Unit
* target
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
17688 target
->RemoveComboPointHolder(GetGUIDLow());
17693 void Player::SetGroup(Group
*group
, int8 subgroup
)
17695 if(group
== NULL
) m_group
.unlink();
17698 // never use SetGroup without a subgroup unless you specify NULL for group
17699 assert(subgroup
>= 0);
17700 m_group
.link(group
, this);
17701 m_group
.setSubGroup((uint8
)subgroup
);
17705 void Player::SendInitialPacketsBeforeAddToMap()
17707 WorldPacket
data(SMSG_SET_REST_START_OBSOLETE
, 4);
17708 data
<< uint32(0); // unknown, may be rest state time or experience
17709 GetSession()->SendPacket(&data
);
17712 data
.Initialize(SMSG_BINDPOINTUPDATE
, 5*4);
17713 data
<< m_homebindX
<< m_homebindY
<< m_homebindZ
;
17714 data
<< (uint32
) m_homebindMapId
;
17715 data
<< (uint32
) m_homebindZoneId
;
17716 GetSession()->SendPacket(&data
);
17718 // SMSG_SET_PROFICIENCY
17719 // SMSG_UPDATE_AURA_DURATION
17722 data
.Initialize(SMSG_TUTORIAL_FLAGS
, 8*4);
17723 for (int i
= 0; i
< 8; ++i
)
17724 data
<< uint32( GetTutorialInt(i
) );
17725 GetSession()->SendPacket(&data
);
17727 SendInitialSpells();
17729 data
.Initialize(SMSG_SEND_UNLEARN_SPELLS
, 4);
17730 data
<< uint32(0); // count, for(count) uint32;
17731 GetSession()->SendPacket(&data
);
17733 SendInitialActionButtons();
17734 SendInitialReputations();
17735 m_achievementMgr
.SendAllAchievementData();
17736 UpdateZone(GetZoneId());
17737 SendInitWorldStates();
17739 // SMSG_SET_AURA_SINGLE
17741 data
.Initialize(SMSG_LOGIN_SETTIMESPEED
, 8);
17742 data
<< uint32(secsToTimeBitFields(sWorld
.GetGameTime()));
17743 data
<< (float)0.01666667f
; // game speed
17744 GetSession()->SendPacket( &data
);
17746 data
.Initialize(SMSG_TIME_SYNC_REQ
, 4); // new 2.0.x, enable movement
17747 data
<< uint32(0x00000000); // on blizz it increments periodically
17748 GetSession()->SendPacket(&data
);
17750 // set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment
17751 if(HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
) || isInFlight())
17752 AddUnitMovementFlag(MOVEMENTFLAG_FLYING2
);
17757 void Player::SendInitialPacketsAfterAddToMap()
17759 WorldPacket
data(SMSG_TIME_SYNC_REQ
, 4); // new 2.0.x, enable movement
17760 data
<< uint32(0x00000000); // on blizz it increments periodically
17761 GetSession()->SendPacket(&data
);
17763 CastSpell(this, 836, true); // LOGINEFFECT
17765 // set some aura effects that send packet to player client after add player to map
17766 // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
17767 // same auras state lost at far teleport, send it one more time in this case also
17768 static const AuraType auratypes
[] =
17770 SPELL_AURA_MOD_FEAR
, SPELL_AURA_TRANSFORM
, SPELL_AURA_WATER_WALK
,
17771 SPELL_AURA_FEATHER_FALL
, SPELL_AURA_HOVER
, SPELL_AURA_SAFE_FALL
,
17772 SPELL_AURA_FLY
, SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
, SPELL_AURA_NONE
17774 for(AuraType
const* itr
= &auratypes
[0]; itr
&& itr
[0] != SPELL_AURA_NONE
; ++itr
)
17776 Unit::AuraList
const& auraList
= GetAurasByType(*itr
);
17777 if(!auraList
.empty())
17778 auraList
.front()->ApplyModifier(true,true);
17781 if(HasAuraType(SPELL_AURA_MOD_STUN
))
17782 SetMovement(MOVE_ROOT
);
17784 // manual send package (have code in ApplyModifier(true,true); that don't must be re-applied.
17785 if(HasAuraType(SPELL_AURA_MOD_ROOT
))
17787 WorldPacket
data(SMSG_FORCE_MOVE_ROOT
, 10);
17788 data
.append(GetPackGUID());
17790 SendMessageToSet(&data
,true);
17793 SendAurasForTarget(this);
17794 SendEnchantmentDurations(); // must be after add to map
17795 SendItemDurations(); // must be after add to map
17798 void Player::SendUpdateToOutOfRangeGroupMembers()
17800 if (m_groupUpdateMask
== GROUP_UPDATE_FLAG_NONE
)
17802 if(Group
* group
= GetGroup())
17803 group
->UpdatePlayerOutOfRange(this);
17805 m_groupUpdateMask
= GROUP_UPDATE_FLAG_NONE
;
17806 m_auraUpdateMask
= 0;
17807 if(Pet
*pet
= GetPet())
17808 pet
->ResetAuraUpdateMask();
17811 void Player::SendTransferAborted(uint32 mapid
, uint8 reason
, uint8 arg
)
17813 WorldPacket
data(SMSG_TRANSFER_ABORTED
, 4+2);
17814 data
<< uint32(mapid
);
17815 data
<< uint8(reason
); // transfer abort reason
17818 case TRANSFER_ABORT_INSUF_EXPAN_LVL
:
17819 case TRANSFER_ABORT_DIFFICULTY
:
17820 case TRANSFER_ABORT_UNIQUE_MESSAGE
:
17821 data
<< uint8(arg
);
17824 GetSession()->SendPacket(&data
);
17827 void Player::SendInstanceResetWarning(uint32 mapid
, uint32 time
)
17829 // type of warning, based on the time remaining until reset
17832 type
= RAID_INSTANCE_WELCOME
;
17833 else if(time
> 900 && time
<= 3600)
17834 type
= RAID_INSTANCE_WARNING_HOURS
;
17835 else if(time
> 300 && time
<= 900)
17836 type
= RAID_INSTANCE_WARNING_MIN
;
17838 type
= RAID_INSTANCE_WARNING_MIN_SOON
;
17839 WorldPacket
data(SMSG_RAID_INSTANCE_MESSAGE
, 4+4+4);
17840 data
<< uint32(type
);
17841 data
<< uint32(mapid
);
17842 data
<< uint32(time
);
17843 GetSession()->SendPacket(&data
);
17846 void Player::ApplyEquipCooldown( Item
* pItem
)
17848 for(int i
= 0; i
<5; ++i
)
17850 _Spell
const& spellData
= pItem
->GetProto()->Spells
[i
];
17853 if( !spellData
.SpellId
)
17856 // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
17857 if( spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_USE
)
17860 AddSpellCooldown(spellData
.SpellId
, pItem
->GetEntry(), time(NULL
) + 30);
17862 WorldPacket
data(SMSG_ITEM_COOLDOWN
, 12);
17863 data
<< pItem
->GetGUID();
17864 data
<< uint32(spellData
.SpellId
);
17865 GetSession()->SendPacket(&data
);
17869 void Player::resetSpells()
17871 // not need after this call
17872 if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS
))
17874 m_atLoginFlags
= m_atLoginFlags
& ~AT_LOGIN_RESET_SPELLS
;
17875 CharacterDatabase
.PExecute("UPDATE characters SET at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_SPELLS
), GetGUIDLow());
17878 // make full copy of map (spells removed and marked as deleted at another spell remove
17879 // and we can't use original map for safe iterative with visit each spell at loop end
17880 PlayerSpellMap smap
= GetSpellMap();
17882 for(PlayerSpellMap::const_iterator iter
= smap
.begin();iter
!= smap
.end(); ++iter
)
17883 removeSpell(iter
->first
); // only iter->first can be accessed, object by iter->second can be deleted already
17885 learnDefaultSpells();
17886 learnQuestRewardedSpells();
17889 void Player::learnDefaultSpells(bool loading
)
17891 // learn default race/class spells
17892 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(getRace(),getClass());
17893 std::list
<CreateSpellPair
>::const_iterator spell_itr
;
17894 for (spell_itr
= info
->spell
.begin(); spell_itr
!=info
->spell
.end(); ++spell_itr
)
17896 uint16 tspell
= spell_itr
->first
;
17899 sLog
.outDebug("PLAYER: Adding initial spell, id = %u",tspell
);
17900 if(loading
|| !spell_itr
->second
) // not care about passive spells or loading case
17901 addSpell(tspell
,spell_itr
->second
);
17902 else // but send in normal spell in game learn case
17903 learnSpell(tspell
);
17908 void Player::learnQuestRewardedSpells(Quest
const* quest
)
17910 uint32 spell_id
= quest
->GetRewSpellCast();
17912 // skip quests without rewarded spell
17916 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
17920 // check learned spells state
17921 bool found
= false;
17922 for(int i
=0; i
< 3; ++i
)
17924 if(spellInfo
->Effect
[i
] == SPELL_EFFECT_LEARN_SPELL
&& !HasSpell(spellInfo
->EffectTriggerSpell
[i
]))
17931 // skip quests with not teaching spell or already known spell
17935 // prevent learn non first rank unknown profession and second specialization for same profession)
17936 uint32 learned_0
= spellInfo
->EffectTriggerSpell
[0];
17937 if( spellmgr
.GetSpellRank(learned_0
) > 1 && !HasSpell(learned_0
) )
17939 // not have first rank learned (unlearned prof?)
17940 uint32 first_spell
= spellmgr
.GetFirstSpellInChain(learned_0
);
17941 if( !HasSpell(first_spell
) )
17944 SpellEntry
const *learnedInfo
= sSpellStore
.LookupEntry(learned_0
);
17949 if(learnedInfo
->Effect
[0]==SPELL_EFFECT_TRADE_SKILL
&& learnedInfo
->Effect
[1]==0)
17951 // search other specialization for same prof
17952 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
17954 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->first
==learned_0
)
17957 SpellEntry
const *itrInfo
= sSpellStore
.LookupEntry(itr
->first
);
17961 // compare only specializations
17962 if(itrInfo
->Effect
[0]!=SPELL_EFFECT_TRADE_SKILL
|| itrInfo
->Effect
[1]!=0)
17965 // compare same chain spells
17966 if(spellmgr
.GetFirstSpellInChain(itr
->first
) != first_spell
)
17969 // now we have 2 specialization, learn possible only if found is lesser specialization rank
17970 if(!spellmgr
.IsHighRankOfSpell(learned_0
,itr
->first
))
17976 CastSpell( this, spell_id
, true);
17979 void Player::learnQuestRewardedSpells()
17981 // learn spells received from quest completing
17982 for(QuestStatusMap::const_iterator itr
= mQuestStatus
.begin(); itr
!= mQuestStatus
.end(); ++itr
)
17984 // skip no rewarded quests
17985 if(!itr
->second
.m_rewarded
)
17988 Quest
const* quest
= objmgr
.GetQuestTemplate(itr
->first
);
17992 learnQuestRewardedSpells(quest
);
17996 void Player::learnSkillRewardedSpells(uint32 skill_id
)
17998 uint32 raceMask
= getRaceMask();
17999 uint32 classMask
= getClassMask();
18000 for (uint32 j
=0; j
<sSkillLineAbilityStore
.GetNumRows(); ++j
)
18002 SkillLineAbilityEntry
const *pAbility
= sSkillLineAbilityStore
.LookupEntry(j
);
18003 if (!pAbility
|| pAbility
->skillId
!=skill_id
|| pAbility
->learnOnGetSkill
!= ABILITY_LEARNED_ON_GET_PROFESSION_SKILL
)
18005 // Check race if set
18006 if (pAbility
->racemask
&& !(pAbility
->racemask
& raceMask
))
18008 // Check class if set
18009 if (pAbility
->classmask
&& !(pAbility
->classmask
& classMask
))
18012 if (sSpellStore
.LookupEntry(pAbility
->spellId
))
18014 // Ok need learn spell
18015 learnSpell(pAbility
->spellId
);
18020 void Player::learnSkillRewardedSpells()
18022 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
18024 if(!GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
18027 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
18029 learnSkillRewardedSpells(pskill
);
18033 void Player::SendAurasForTarget(Unit
*target
)
18035 if(target
->GetVisibleAuras()->empty()) // speedup things
18038 WorldPacket
data(SMSG_AURA_UPDATE_ALL
);
18039 data
.append(target
->GetPackGUID());
18041 Unit::VisibleAuraMap
const *visibleAuras
= target
->GetVisibleAuras();
18042 for(Unit::VisibleAuraMap::const_iterator itr
= visibleAuras
->begin(); itr
!= visibleAuras
->end(); ++itr
)
18044 for(uint32 j
= 0; j
< 3; ++j
)
18046 if(Aura
*aura
= target
->GetAura(itr
->second
, j
))
18048 data
<< uint8(aura
->GetAuraSlot());
18049 data
<< uint32(aura
->GetId());
18053 uint8 auraFlags
= aura
->GetAuraFlags();
18055 data
<< uint8(auraFlags
);
18057 data
<< uint8(aura
->GetAuraLevel());
18059 data
<< uint8(aura
->m_procCharges
>= 0 ? aura
->m_procCharges
: 0 );
18061 if(!(auraFlags
& AFLAG_NOT_CASTER
))
18063 data
<< uint8(0); // packed GUID of someone (caster?)
18066 if(auraFlags
& AFLAG_DURATION
) // include aura duration
18068 data
<< uint32(aura
->GetAuraMaxDuration());
18069 data
<< uint32(aura
->GetAuraDuration());
18077 GetSession()->SendPacket(&data
);
18080 void Player::SetDailyQuestStatus( uint32 quest_id
)
18082 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
18084 if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
18086 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
18087 m_lastDailyQuestTime
= time(NULL
); // last daily quest time
18088 m_DailyQuestChanged
= true;
18094 void Player::ResetDailyQuestStatus()
18096 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
18097 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
18099 // DB data deleted in caller
18100 m_DailyQuestChanged
= false;
18101 m_lastDailyQuestTime
= 0;
18104 BattleGround
* Player::GetBattleGround() const
18106 if(GetBattleGroundId()==0)
18109 return sBattleGroundMgr
.GetBattleGround(GetBattleGroundId());
18112 bool Player::InArena() const
18114 BattleGround
*bg
= GetBattleGround();
18115 if(!bg
|| !bg
->isArena())
18121 bool Player::GetBGAccessByLevel(uint32 bgTypeId
) const
18123 // get a template bg instead of running one
18124 BattleGround
*bg
= sBattleGroundMgr
.GetBattleGroundTemplate(bgTypeId
);
18128 if(getLevel() < bg
->GetMinLevel() || getLevel() > bg
->GetMaxLevel())
18134 uint32
Player::GetMinLevelForBattleGroundQueueId(uint32 queue_id
)
18142 return 10*(queue_id
+1);
18145 uint32
Player::GetMaxLevelForBattleGroundQueueId(uint32 queue_id
)
18148 return 255; // hardcoded max level
18150 return 10*(queue_id
+2)-1;
18153 uint32
Player::GetBattleGroundQueueIdFromLevel() const
18155 uint32 level
= getLevel();
18158 else if (level
> 79)
18161 return level
/10 - 1; // 20..29 -> 1, 30-39 -> 2, ...
18163 assert(bgTypeId < MAX_BATTLEGROUND_TYPES);
18164 BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
18166 return (getLevel() - bg->GetMinLevel()) / 10;*/
18169 float Player::GetReputationPriceDiscount( Creature
const* pCreature
) const
18171 FactionTemplateEntry
const* vendor_faction
= pCreature
->getFactionTemplateEntry();
18172 if(!vendor_faction
)
18175 ReputationRank rank
= GetReputationRank(vendor_faction
->faction
);
18176 if(rank
<= REP_NEUTRAL
)
18179 return 1.0f
- 0.05f
* (rank
- REP_NEUTRAL
);
18182 bool Player::IsSpellFitByClassAndRace( uint32 spell_id
) const
18184 uint32 racemask
= getRaceMask();
18185 uint32 classmask
= getClassMask();
18187 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
18188 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
18190 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
18192 // skip wrong race skills
18193 if( _spell_idx
->second
->racemask
&& (_spell_idx
->second
->racemask
& racemask
) == 0)
18196 // skip wrong class skills
18197 if( _spell_idx
->second
->classmask
&& (_spell_idx
->second
->classmask
& classmask
) == 0)
18203 bool Player::HasQuestForGO(int32 GOId
)
18205 for( QuestStatusMap::iterator i
= mQuestStatus
.begin( ); i
!= mQuestStatus
.end( ); ++i
)
18207 QuestStatusData qs
=i
->second
;
18208 if (qs
.m_status
== QUEST_STATUS_INCOMPLETE
)
18210 Quest
const* qinfo
= objmgr
.GetQuestTemplate(i
->first
);
18214 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
18217 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
18219 if (qinfo
->ReqCreatureOrGOId
[j
]>=0) //skip non GO case
18222 if((-1)*GOId
== qinfo
->ReqCreatureOrGOId
[j
] && qs
.m_creatureOrGOcount
[j
] < qinfo
->ReqCreatureOrGOCount
[j
])
18230 void Player::UpdateForQuestsGO()
18232 if(m_clientGUIDs
.empty())
18236 WorldPacket packet
;
18237 for(ClientGUIDs::iterator itr
=m_clientGUIDs
.begin(); itr
!=m_clientGUIDs
.end(); ++itr
)
18239 if(IS_GAMEOBJECT_GUID(*itr
))
18241 GameObject
*obj
= HashMapHolder
<GameObject
>::Find(*itr
);
18243 obj
->BuildValuesUpdateBlockForPlayer(&udata
,this);
18246 udata
.BuildPacket(&packet
);
18247 GetSession()->SendPacket(&packet
);
18250 void Player::SummonIfPossible(bool agree
)
18254 m_summon_expire
= 0;
18258 // expire and auto declined
18259 if(m_summon_expire
< time(NULL
))
18262 // stop taxi flight at summon
18265 GetMotionMaster()->MovementExpired();
18266 m_taxi
.ClearTaxiDestinations();
18269 // drop flag at summon
18270 if(BattleGround
*bg
= GetBattleGround())
18271 bg
->EventPlayerDroppedFlag(this);
18273 m_summon_expire
= 0;
18275 TeleportTo(m_summon_mapid
, m_summon_x
, m_summon_y
, m_summon_z
,GetOrientation());
18278 void Player::RemoveItemDurations( Item
*item
)
18280 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end(); ++itr
)
18284 m_itemDuration
.erase(itr
);
18290 void Player::AddItemDurations( Item
*item
)
18292 if(item
->GetUInt32Value(ITEM_FIELD_DURATION
))
18294 m_itemDuration
.push_back(item
);
18295 item
->SendTimeUpdate(this);
18299 void Player::AutoUnequipOffhandIfNeed()
18301 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
18305 // need unequip for 2h-weapon without TitanGrip
18306 if (!IsTwoHandUsed())
18309 ItemPosCountVec off_dest
;
18310 uint8 off_msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false );
18311 if( off_msg
== EQUIP_ERR_OK
)
18313 RemoveItem(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
, true);
18314 StoreItem( off_dest
, offItem
, true );
18318 sLog
.outError("Player::EquipItem: Can's store offhand item at 2hand item equip for player (GUID: %u).",GetGUIDLow());
18322 bool Player::HasItemFitToSpellReqirements(SpellEntry
const* spellInfo
, Item
const* ignoreItem
)
18324 if(spellInfo
->EquippedItemClass
< 0)
18327 // scan other equipped items for same requirements (mostly 2 daggers/etc)
18328 // for optimize check 2 used cases only
18329 switch(spellInfo
->EquippedItemClass
)
18331 case ITEM_CLASS_WEAPON
:
18333 for(int i
= EQUIPMENT_SLOT_MAINHAND
; i
< EQUIPMENT_SLOT_TABARD
; ++i
)
18334 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
18335 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18339 case ITEM_CLASS_ARMOR
:
18341 // tabard not have dependent spells
18342 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_MAINHAND
; ++i
)
18343 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
18344 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18347 // shields can be equipped to offhand slot
18348 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
))
18349 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18352 // ranged slot can have some armor subclasses
18353 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_RANGED
))
18354 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18360 sLog
.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo
->EquippedItemClass
);
18367 bool Player::CanNoReagentCast(SpellEntry
const* spellInfo
) const
18369 // don't take reagents for spells with SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
18370 if (spellInfo
->AttributesEx5
& SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
&&
18371 HasFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PREPARATION
))
18374 // Check no reagent use mask
18375 uint64 noReagentMask_0_1
= GetUInt64Value(PLAYER_NO_REAGENT_COST_1
);
18376 uint32 noReagentMask_2
= GetUInt64Value(PLAYER_NO_REAGENT_COST_1
+2);
18377 if (spellInfo
->SpellFamilyFlags
& noReagentMask_0_1
||
18378 spellInfo
->SpellFamilyFlags2
& noReagentMask_2
)
18384 void Player::RemoveItemDependentAurasAndCasts( Item
* pItem
)
18386 AuraMap
& auras
= GetAuras();
18387 for(AuraMap::iterator itr
= auras
.begin(); itr
!= auras
.end(); )
18389 Aura
* aura
= itr
->second
;
18391 // skip passive (passive item dependent spells work in another way) and not self applied auras
18392 SpellEntry
const* spellInfo
= aura
->GetSpellProto();
18393 if(aura
->IsPassive() || aura
->GetCasterGUID()!=GetGUID())
18399 // skip if not item dependent or have alternative item
18400 if(HasItemFitToSpellReqirements(spellInfo
,pItem
))
18406 // no alt item, remove aura, restart check
18407 RemoveAurasDueToSpell(aura
->GetId());
18408 itr
= auras
.begin();
18411 // currently casted spells can be dependent from item
18412 for (uint32 i
= 0; i
< CURRENT_MAX_SPELL
; i
++)
18414 if( m_currentSpells
[i
] && m_currentSpells
[i
]->getState()!=SPELL_STATE_DELAYED
&&
18415 !HasItemFitToSpellReqirements(m_currentSpells
[i
]->m_spellInfo
,pItem
) )
18420 uint32
Player::GetResurrectionSpellId()
18422 // search priceless resurrection possibilities
18424 uint32 spell_id
= 0;
18425 AuraList
const& dummyAuras
= GetAurasByType(SPELL_AURA_DUMMY
);
18426 for(AuraList::const_iterator itr
= dummyAuras
.begin(); itr
!= dummyAuras
.end(); ++itr
)
18428 // Soulstone Resurrection // prio: 3 (max, non death persistent)
18429 if( prio
< 2 && (*itr
)->GetSpellProto()->SpellVisual
[0] == 99 && (*itr
)->GetSpellProto()->SpellIconID
== 92 )
18431 switch((*itr
)->GetId())
18433 case 20707: spell_id
= 3026; break; // rank 1
18434 case 20762: spell_id
= 20758; break; // rank 2
18435 case 20763: spell_id
= 20759; break; // rank 3
18436 case 20764: spell_id
= 20760; break; // rank 4
18437 case 20765: spell_id
= 20761; break; // rank 5
18438 case 27239: spell_id
= 27240; break; // rank 6
18440 sLog
.outError("Unhandled spell %%u: S.Resurrection",(*itr
)->GetId());
18446 // Twisting Nether // prio: 2 (max)
18447 else if((*itr
)->GetId()==23701 && roll_chance_i(10))
18454 // Reincarnation (passive spell) // prio: 1
18455 if(prio
< 1 && HasSpell(20608) && !HasSpellCooldown(21169) && HasItemCount(17030,1))
18461 // Used in triggers for check "Only to targets that grant experience or honor" req
18462 bool Player::isHonorOrXPTarget(Unit
* pVictim
)
18464 uint32 v_level
= pVictim
->getLevel();
18465 uint32 k_grey
= MaNGOS::XP::GetGrayLevel(getLevel());
18467 // Victim level less gray level
18468 if(v_level
<=k_grey
)
18471 if(pVictim
->GetTypeId() == TYPEID_UNIT
)
18473 if (((Creature
*)pVictim
)->isTotem() ||
18474 ((Creature
*)pVictim
)->isPet() ||
18475 ((Creature
*)pVictim
)->GetCreatureInfo()->flags_extra
& CREATURE_FLAG_EXTRA_NO_XP_AT_KILL
)
18481 bool Player::RewardPlayerAndGroupAtKill(Unit
* pVictim
)
18483 bool PvP
= pVictim
->isCharmedOwnedByPlayerOrPlayer();
18485 // prepare data for near group iteration (PvP and !PvP cases)
18487 bool honored_kill
= false;
18489 if(Group
*pGroup
= GetGroup())
18492 uint32 sum_level
= 0;
18493 Player
* member_with_max_level
= NULL
;
18494 Player
* not_gray_member_with_max_level
= NULL
;
18496 pGroup
->GetDataForXPAtKill(pVictim
,count
,sum_level
,member_with_max_level
,not_gray_member_with_max_level
);
18498 if(member_with_max_level
)
18500 /// not get Xp in PvP or no not gray players in group
18501 xp
= (PvP
|| !not_gray_member_with_max_level
) ? 0 : MaNGOS::XP::Gain(not_gray_member_with_max_level
, pVictim
);
18503 /// skip in check PvP case (for speed, not used)
18504 bool is_raid
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsRaid() && pGroup
->isRaidGroup();
18505 bool is_dungeon
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsDungeon();
18506 float group_rate
= MaNGOS::XP::xp_in_group_rate(count
,is_raid
);
18508 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
18510 Player
* pGroupGuy
= itr
->getSource();
18514 if(!pGroupGuy
->IsAtGroupRewardDistance(pVictim
))
18515 continue; // member (alive or dead) or his corpse at req. distance
18517 // honor can be in PvP and !PvP (racial leader) cases (for alive)
18518 if(pGroupGuy
->isAlive() && pGroupGuy
->RewardHonor(pVictim
,count
) && pGroupGuy
==this)
18519 honored_kill
= true;
18521 // xp and reputation only in !PvP case
18524 float rate
= group_rate
* float(pGroupGuy
->getLevel()) / sum_level
;
18526 // if is in dungeon then all receive full reputation at kill
18527 // rewarded any alive/dead/near_corpse group member
18528 pGroupGuy
->RewardReputation(pVictim
,is_dungeon
? 1.0f
: rate
);
18530 // XP updated only for alive group member
18531 if(pGroupGuy
->isAlive() && not_gray_member_with_max_level
&&
18532 pGroupGuy
->getLevel() <= not_gray_member_with_max_level
->getLevel())
18534 uint32 itr_xp
= (member_with_max_level
== not_gray_member_with_max_level
) ? uint32(xp
*rate
) : uint32((xp
*rate
/2)+1);
18536 pGroupGuy
->GiveXP(itr_xp
, pVictim
);
18537 if(Pet
* pet
= pGroupGuy
->GetPet())
18538 pet
->GivePetXP(itr_xp
/2);
18541 // quest objectives updated only for alive group member or dead but with not released body
18542 if(pGroupGuy
->isAlive()|| !pGroupGuy
->GetCorpse())
18544 // normal creature (not pet/etc) can be only in !PvP case
18545 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
18546 pGroupGuy
->KilledMonster(pVictim
->GetEntry(), pVictim
->GetGUID());
18552 else // if (!pGroup)
18554 xp
= PvP
? 0 : MaNGOS::XP::Gain(this, pVictim
);
18556 // honor can be in PvP and !PvP (racial leader) cases
18557 if(RewardHonor(pVictim
,1))
18558 honored_kill
= true;
18560 // xp and reputation only in !PvP case
18563 RewardReputation(pVictim
,1);
18564 GiveXP(xp
, pVictim
);
18566 if(Pet
* pet
= GetPet())
18567 pet
->GivePetXP(xp
);
18569 // normal creature (not pet/etc) can be only in !PvP case
18570 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
18571 KilledMonster(pVictim
->GetEntry(),pVictim
->GetGUID());
18574 return xp
|| honored_kill
;
18577 bool Player::IsAtGroupRewardDistance(WorldObject
const* pRewardSource
) const
18579 if(pRewardSource
->GetDistance(this) <= sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
))
18585 Corpse
* corpse
= GetCorpse();
18589 return pRewardSource
->GetDistance(corpse
) <= sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
);
18592 uint32
Player::GetBaseWeaponSkillValue (WeaponAttackType attType
) const
18594 Item
* item
= GetWeaponForAttack(attType
,true);
18596 // unarmed only with base attack
18597 if(attType
!= BASE_ATTACK
&& !item
)
18600 // weapon skill or (unarmed for base attack)
18601 uint32 skill
= item
? item
->GetSkill() : SKILL_UNARMED
;
18602 return GetBaseSkillValue(skill
);
18605 void Player::ResurectUsingRequestData()
18607 /// Teleport before resurrecting, otherwise the player might get attacked from creatures near his corpse
18608 TeleportTo(m_resurrectMap
, m_resurrectX
, m_resurrectY
, m_resurrectZ
, GetOrientation());
18610 ResurrectPlayer(0.0f
,false);
18612 if(GetMaxHealth() > m_resurrectHealth
)
18613 SetHealth( m_resurrectHealth
);
18615 SetHealth( GetMaxHealth() );
18617 if(GetMaxPower(POWER_MANA
) > m_resurrectMana
)
18618 SetPower(POWER_MANA
, m_resurrectMana
);
18620 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
) );
18622 SetPower(POWER_RAGE
, 0 );
18624 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
) );
18626 SpawnCorpseBones();
18629 void Player::SetClientControl(Unit
* target
, uint8 allowMove
)
18631 WorldPacket
data(SMSG_CLIENT_CONTROL_UPDATE
, target
->GetPackGUID().size()+1);
18632 data
.append(target
->GetPackGUID());
18633 data
<< uint8(allowMove
);
18634 GetSession()->SendPacket(&data
);
18637 void Player::UpdateZoneDependentAuras( uint32 newZone
)
18639 // remove new continent flight forms
18640 uint32 v_map
= GetVirtualMapForMapAndZone(GetMapId(), newZone
);
18641 if( !isGameMaster() && v_map
!= 530 && v_map
!= 571)
18643 RemoveSpellsCausingAura(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
);
18644 RemoveSpellsCausingAura(SPELL_AURA_FLY
);
18647 // Some spells applied at enter into zone (with subzones)
18649 // NOTE: these are removed by RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP);
18650 if ( newZone
== 2367 ) // Old Hillsbrad Foothills
18652 uint32 spellid
= 0;
18654 if( GetTeam() == HORDE
)
18655 spellid
= getGender() == GENDER_FEMALE
? 35481 : 35480;
18656 // and some alliance races
18657 else if( getRace() == RACE_NIGHTELF
|| getRace() == RACE_DRAENEI
)
18658 spellid
= getGender() == GENDER_FEMALE
? 35483 : 35482;
18660 if(spellid
&& !HasAura(spellid
,0) )
18661 CastSpell(this,spellid
,true);
18665 void Player::UpdateAreaDependentAuras( uint32 newArea
)
18667 // remove auras from spells with area limitations
18668 for(AuraMap::iterator iter
= m_Auras
.begin(); iter
!= m_Auras
.end();)
18670 // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
18671 if(!IsSpellAllowedInLocation(iter
->second
->GetSpellProto(),GetMapId(),m_zoneUpdateId
,newArea
))
18677 // unmount if enter in this subzone
18679 RemoveSpellsCausingAura(SPELL_AURA_MOUNTED
);
18680 // Dragonmaw Illusion
18681 else if( newArea
== 3759 || newArea
== 3966 || newArea
== 3939 )
18683 if( GetDummyAura(40214) )
18685 if( !HasAura(40216,0) )
18686 CastSpell(this,40216,true);
18687 if( !HasAura(42016,0) )
18688 CastSpell(this,42016,true);
18693 uint32
Player::GetCorpseReclaimDelay(bool pvp
) const
18695 if( pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18696 !pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18698 return copseReclaimDelay
[0];
18701 time_t now
= time(NULL
);
18702 // 0..2 full period
18703 uint32 count
= (now
< m_deathExpireTime
) ? (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
: 0;
18704 return copseReclaimDelay
[count
];
18707 void Player::UpdateCorpseReclaimDelay()
18709 bool pvp
= m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
;
18711 if( pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18712 !pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18715 time_t now
= time(NULL
);
18716 if(now
< m_deathExpireTime
)
18718 // full and partly periods 1..3
18719 uint32 count
= (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
+1;
18720 if(count
< MAX_DEATH_COUNT
)
18721 m_deathExpireTime
= now
+(count
+1)*DEATH_EXPIRE_STEP
;
18723 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
;
18726 m_deathExpireTime
= now
+DEATH_EXPIRE_STEP
;
18729 void Player::SendCorpseReclaimDelay(bool load
)
18731 Corpse
* corpse
= GetCorpse();
18738 if(corpse
->GetGhostTime() > m_deathExpireTime
)
18741 bool pvp
= corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
;
18744 if( pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18745 !pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18747 count
= (m_deathExpireTime
-corpse
->GetGhostTime())/DEATH_EXPIRE_STEP
;
18748 if(count
>=MAX_DEATH_COUNT
)
18749 count
= MAX_DEATH_COUNT
-1;
18754 time_t expected_time
= corpse
->GetGhostTime()+copseReclaimDelay
[count
];
18756 time_t now
= time(NULL
);
18757 if(now
>= expected_time
)
18760 delay
= expected_time
-now
;
18763 delay
= GetCorpseReclaimDelay(corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
);
18765 //! corpse reclaim delay 30 * 1000ms or longer at often deaths
18766 WorldPacket
data(SMSG_CORPSE_RECLAIM_DELAY
, 4);
18767 data
<< uint32(delay
*1000);
18768 GetSession()->SendPacket( &data
);
18771 Player
* Player::GetNextRandomRaidMember(float radius
)
18773 Group
*pGroup
= GetGroup();
18777 std::vector
<Player
*> nearMembers
;
18778 nearMembers
.reserve(pGroup
->GetMembersCount());
18780 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
18782 Player
* Target
= itr
->getSource();
18784 // IsHostileTo check duel and controlled by enemy
18785 if( Target
&& Target
!= this && IsWithinDistInMap(Target
, radius
) &&
18786 !Target
->HasInvisibilityAura() && !IsHostileTo(Target
) )
18787 nearMembers
.push_back(Target
);
18790 if (nearMembers
.empty())
18793 uint32 randTarget
= urand(0,nearMembers
.size()-1);
18794 return nearMembers
[randTarget
];
18797 PartyResult
Player::CanUninviteFromGroup() const
18799 const Group
* grp
= GetGroup();
18801 return PARTY_RESULT_YOU_NOT_IN_GROUP
;
18803 if(!grp
->IsLeader(GetGUID()) && !grp
->IsAssistant(GetGUID()))
18804 return PARTY_RESULT_YOU_NOT_LEADER
;
18806 if(InBattleGround())
18807 return PARTY_RESULT_INVITE_RESTRICTED
;
18809 return PARTY_RESULT_OK
;
18812 void Player::UpdateUnderwaterState( Map
* m
, float x
, float y
, float z
)
18814 float water_z
= m
->GetWaterLevel(x
,y
);
18815 float height_z
= m
->GetHeight(x
,y
,z
, false); // use .map base surface height
18816 uint8 flag1
= m
->GetTerrainType(x
,y
);
18818 //!Underwater check, not in water if underground or above water level
18819 if (height_z
<= INVALID_HEIGHT
|| z
< (height_z
-2) || z
> (water_z
- 2) )
18820 m_isunderwater
&= 0x7A;
18821 else if ((z
< (water_z
- 2)) && (flag1
& 0x01))
18822 m_isunderwater
|= 0x01;
18824 //!in lava check, anywhere under lava level
18825 if ((height_z
<= INVALID_HEIGHT
|| z
< (height_z
- 0)) && (flag1
== 0x00) && IsInWater())
18826 m_isunderwater
|= 0x80;
18829 void Player::SetCanParry( bool value
)
18831 if(m_canParry
==value
)
18834 m_canParry
= value
;
18835 UpdateParryPercentage();
18838 void Player::SetCanBlock( bool value
)
18840 if(m_canBlock
==value
)
18843 m_canBlock
= value
;
18844 UpdateBlockPercentage();
18847 bool ItemPosCount::isContainedIn(ItemPosCountVec
const& vec
) const
18849 for(ItemPosCountVec::const_iterator itr
= vec
.begin(); itr
!= vec
.end();++itr
)
18850 if(itr
->pos
== pos
)
18856 bool Player::isAllowUseBattleGroundObject()
18858 return ( //InBattleGround() && // in battleground - not need, check in other cases
18859 !IsMounted() && // not mounted
18860 !HasStealthAura() && // not stealthed
18861 !HasInvisibilityAura() && // not invisible
18862 !HasAura(SPELL_RECENTLY_DROPPED_FLAG
, 0) && // can't pickup
18863 isAlive() // live player
18867 uint32
Player::GetBarberShopCost(uint8 newhairstyle
, uint8 newhaircolor
, uint8 newfacialhair
)
18869 uint32 level
= getLevel();
18871 if(level
> GT_MAX_LEVEL
)
18872 level
= GT_MAX_LEVEL
; // max level in this dbc
18874 uint8 hairstyle
= GetByteValue(PLAYER_BYTES
, 2);
18875 uint8 haircolor
= GetByteValue(PLAYER_BYTES
, 3);
18876 uint8 facialhair
= GetByteValue(PLAYER_BYTES_2
, 0);
18878 if((hairstyle
== newhairstyle
) && (haircolor
== newhaircolor
) && (facialhair
== newfacialhair
))
18881 GtBarberShopCostBaseEntry
const *bsc
= sGtBarberShopCostBaseStore
.LookupEntry(level
- 1);
18883 if(!bsc
) // shouldn't happen
18888 if(hairstyle
!= newhairstyle
)
18889 cost
+= bsc
->cost
; // full price
18891 if((haircolor
!= newhaircolor
) && (hairstyle
== newhairstyle
))
18892 cost
+= bsc
->cost
* 0.5f
; // +1/2 of price
18894 if(facialhair
!= newfacialhair
)
18895 cost
+= bsc
->cost
* 0.75f
; // +3/4 of price
18897 return uint32(cost
);
18900 void Player::InitGlyphsForLevel()
18902 uint32 level
= getLevel();
18905 // 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level
18907 value
|= (0x01 | 0x02);
18917 SetUInt32Value(PLAYER_GLYPHS_ENABLED
, value
);
18920 void Player::EnterVehicle(Vehicle
*vehicle
)
18922 VehicleEntry
const *ve
= sVehicleStore
.LookupEntry(vehicle
->GetVehicleId());
18926 VehicleSeatEntry
const *veSeat
= sVehicleSeatStore
.LookupEntry(ve
->m_seatID
[0]);
18930 vehicle
->SetCharmerGUID(GetGUID());
18931 vehicle
->RemoveFlag(UNIT_NPC_FLAGS
, UNIT_NPC_FLAG_SPELLCLICK
);
18932 vehicle
->SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_UNKNOWN5
);
18933 vehicle
->setFaction(getFaction());
18935 SetCharm(vehicle
); // charm
18936 SetFarSight(vehicle
->GetGUID()); // set view
18938 SetClientControl(vehicle
, 1); // redirect controls to vehicle
18940 WorldPacket
data(SMSG_ON_CANCEL_EXPECTED_RIDE_VEHICLE_AURA
, 0);
18941 GetSession()->SendPacket(&data
);
18943 data
.Initialize(MSG_MOVE_TELEPORT_ACK
, 30);
18944 data
.append(GetPackGUID());
18945 data
<< uint32(0); // counter?
18946 data
<< uint32(MOVEMENTFLAG_ONTRANSPORT
); // transport
18947 data
<< uint16(0); // special flags
18948 data
<< uint32(getMSTime()); // time
18949 data
<< vehicle
->GetPositionX(); // x
18950 data
<< vehicle
->GetPositionY(); // y
18951 data
<< vehicle
->GetPositionZ(); // z
18952 data
<< vehicle
->GetOrientation(); // o
18953 // transport part, TODO: load/calculate seat offsets
18954 data
<< uint64(vehicle
->GetGUID()); // transport guid
18955 data
<< float(veSeat
->m_attachmentOffsetX
); // transport offsetX
18956 data
<< float(veSeat
->m_attachmentOffsetY
); // transport offsetY
18957 data
<< float(veSeat
->m_attachmentOffsetZ
); // transport offsetZ
18958 data
<< float(0); // transport orientation
18959 data
<< uint32(getMSTime()); // transport time
18960 data
<< uint8(0); // seat
18961 // end of transport part
18962 data
<< uint32(0); // fall time
18963 GetSession()->SendPacket(&data
);
18965 data
.Initialize(SMSG_PET_SPELLS
, 8+4+4+4+4*10+1+1);
18966 data
<< uint64(vehicle
->GetGUID());
18967 data
<< uint32(0x00000000);
18968 data
<< uint32(0x00000000);
18969 data
<< uint32(0x00000101);
18971 for(uint32 i
= 0; i
< 10; ++i
)
18972 data
<< uint16(0) << uint8(0) << uint8(i
+8);
18976 GetSession()->SendPacket(&data
);
18979 void Player::ExitVehicle(Vehicle
*vehicle
)
18981 vehicle
->SetCharmerGUID(0);
18982 vehicle
->SetFlag(UNIT_NPC_FLAGS
, UNIT_NPC_FLAG_SPELLCLICK
);
18983 vehicle
->RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_UNKNOWN5
);
18984 vehicle
->setFaction((GetTeam() == ALLIANCE
) ? vehicle
->GetCreatureInfo()->faction_A
: vehicle
->GetCreatureInfo()->faction_H
);
18989 SetClientControl(vehicle
, 0);
18991 WorldPacket
data(MSG_MOVE_TELEPORT_ACK
, 30);
18992 data
.append(GetPackGUID());
18993 data
<< uint32(0); // counter?
18994 data
<< uint32(MOVEMENTFLAG_FLY_UNK1
); // fly unk
18995 data
<< uint16(0x40); // special flags
18996 data
<< uint32(getMSTime()); // time
18997 data
<< vehicle
->GetPositionX(); // x
18998 data
<< vehicle
->GetPositionY(); // y
18999 data
<< vehicle
->GetPositionZ(); // z
19000 data
<< vehicle
->GetOrientation(); // o
19001 data
<< uint32(0); // fall time
19002 GetSession()->SendPacket(&data
);
19004 data
.Initialize(SMSG_PET_SPELLS
, 8+4);
19007 GetSession()->SendPacket(&data
);
19009 // only for flyable vehicles?
19010 CastSpell(this, 45472, true); // Parachute
19013 bool Player::HasTitle(uint32 bitIndex
)
19015 if (bitIndex
> 128)
19018 uint32 fieldIndexOffset
= bitIndex
/32;
19019 uint32 flag
= 1 << (bitIndex
%32);
19020 return HasFlag(PLAYER__FIELD_KNOWN_TITLES
+fieldIndexOffset
, flag
);
19023 void Player::SetTitle(CharTitlesEntry
const* title
)
19025 uint32 fieldIndexOffset
= title
->bit_index
/32;
19026 uint32 flag
= 1 << (title
->bit_index
%32);
19027 SetFlag(PLAYER__FIELD_KNOWN_TITLES
+fieldIndexOffset
, flag
);
19030 void Player::ConvertRune(uint8 index
, uint8 newType
)
19032 SetCurrentRune(index
, newType
);
19034 WorldPacket
data(SMSG_CONVERT_RUNE
, 2);
19035 data
<< uint8(index
);
19036 data
<< uint8(newType
);
19037 GetSession()->SendPacket(&data
);
19040 void Player::ResyncRunes(uint8 count
)
19042 WorldPacket
data(SMSG_RESYNC_RUNES
, count
* 2);
19043 for(uint32 i
= 0; i
< count
; ++i
)
19045 data
<< uint8(GetCurrentRune(i
)); // rune type
19046 data
<< uint8(255 - (GetRuneCooldown(i
) * 51)); // passed cooldown time (0-255)
19048 GetSession()->SendPacket(&data
);
19051 void Player::AddRunePower(uint8 index
)
19053 WorldPacket
data(SMSG_ADD_RUNE_POWER
, 4);
19054 data
<< uint32(1 << index
); // mask (0x00-0x3F probably)
19055 GetSession()->SendPacket(&data
);
19058 void Player::InitRunes()
19060 if(getClass() != CLASS_DEATH_KNIGHT
)
19063 m_runes
= new Runes
;
19065 m_runes
->runeState
= 0;
19067 for(uint32 i
= 0; i
< MAX_RUNES
; ++i
)
19069 SetBaseRune(i
, i
/ 2); // init base types
19070 SetCurrentRune(i
, i
/ 2); // init current types
19071 SetRuneCooldown(i
, 0); // reset cooldowns
19072 m_runes
->SetRuneState(i
);
19075 for(uint32 i
= 0; i
< NUM_RUNE_TYPES
; ++i
)
19076 SetFloatValue(PLAYER_RUNE_REGEN_1
+ i
, 0.1f
);