2 * Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
21 #include "Database/DatabaseEnv.h"
26 #include "WorldPacket.h"
27 #include "WorldSession.h"
28 #include "UpdateMask.h"
31 #include "SkillDiscovery.h"
33 #include "GossipDef.h"
34 #include "UpdateData.h"
36 #include "ChannelMgr.h"
37 #include "MapManager.h"
38 #include "MapInstanced.h"
39 #include "InstanceSaveMgr.h"
40 #include "GridNotifiers.h"
41 #include "GridNotifiersImpl.h"
43 #include "ObjectMgr.h"
44 #include "ObjectAccessor.h"
45 #include "ObjectDefines.h"
46 #include "CreatureAI.h"
52 #include "Transports.h"
54 #include "BattleGround.h"
55 #include "BattleGroundAV.h"
56 #include "BattleGroundMgr.h"
57 #include "ArenaTeam.h"
59 #include "Database/DatabaseImpl.h"
61 #include "SocialMgr.h"
62 #include "AchievementMgr.h"
66 #define ZONE_UPDATE_INTERVAL (1*IN_MILISECONDS)
68 #define PLAYER_SKILL_INDEX(x) (PLAYER_SKILL_INFO_1_1 + ((x)*3))
69 #define PLAYER_SKILL_VALUE_INDEX(x) (PLAYER_SKILL_INDEX(x)+1)
70 #define PLAYER_SKILL_BONUS_INDEX(x) (PLAYER_SKILL_INDEX(x)+2)
72 #define SKILL_VALUE(x) PAIR32_LOPART(x)
73 #define SKILL_MAX(x) PAIR32_HIPART(x)
74 #define MAKE_SKILL_VALUE(v, m) MAKE_PAIR32(v,m)
76 #define SKILL_TEMP_BONUS(x) int16(PAIR32_LOPART(x))
77 #define SKILL_PERM_BONUS(x) int16(PAIR32_HIPART(x))
78 #define MAKE_SKILL_BONUS(t, p) MAKE_PAIR32(t,p)
82 CHARACTER_FLAG_NONE
= 0x00000000,
83 CHARACTER_FLAG_UNK1
= 0x00000001,
84 CHARACTER_FLAG_UNK2
= 0x00000002,
85 CHARACTER_LOCKED_FOR_TRANSFER
= 0x00000004,
86 CHARACTER_FLAG_UNK4
= 0x00000008,
87 CHARACTER_FLAG_UNK5
= 0x00000010,
88 CHARACTER_FLAG_UNK6
= 0x00000020,
89 CHARACTER_FLAG_UNK7
= 0x00000040,
90 CHARACTER_FLAG_UNK8
= 0x00000080,
91 CHARACTER_FLAG_UNK9
= 0x00000100,
92 CHARACTER_FLAG_UNK10
= 0x00000200,
93 CHARACTER_FLAG_HIDE_HELM
= 0x00000400,
94 CHARACTER_FLAG_HIDE_CLOAK
= 0x00000800,
95 CHARACTER_FLAG_UNK13
= 0x00001000,
96 CHARACTER_FLAG_GHOST
= 0x00002000,
97 CHARACTER_FLAG_RENAME
= 0x00004000,
98 CHARACTER_FLAG_UNK16
= 0x00008000,
99 CHARACTER_FLAG_UNK17
= 0x00010000,
100 CHARACTER_FLAG_UNK18
= 0x00020000,
101 CHARACTER_FLAG_UNK19
= 0x00040000,
102 CHARACTER_FLAG_UNK20
= 0x00080000,
103 CHARACTER_FLAG_UNK21
= 0x00100000,
104 CHARACTER_FLAG_UNK22
= 0x00200000,
105 CHARACTER_FLAG_UNK23
= 0x00400000,
106 CHARACTER_FLAG_UNK24
= 0x00800000,
107 CHARACTER_FLAG_LOCKED_BY_BILLING
= 0x01000000,
108 CHARACTER_FLAG_DECLINED
= 0x02000000,
109 CHARACTER_FLAG_UNK27
= 0x04000000,
110 CHARACTER_FLAG_UNK28
= 0x08000000,
111 CHARACTER_FLAG_UNK29
= 0x10000000,
112 CHARACTER_FLAG_UNK30
= 0x20000000,
113 CHARACTER_FLAG_UNK31
= 0x40000000,
114 CHARACTER_FLAG_UNK32
= 0x80000000
117 enum CharacterCustomizeFlags
119 CHAR_CUSTOMIZE_FLAG_NONE
= 0x00000000,
120 CHAR_CUSTOMIZE_FLAG_CUSTOMIZE
= 0x00000001, // name, gender, etc...
121 CHAR_CUSTOMIZE_FLAG_FACTION
= 0x00010000, // name, gender, faction, etc...
122 CHAR_CUSTOMIZE_FLAG_RACE
= 0x00100000 // name, gender, race, etc...
125 // corpse reclaim times
126 #define DEATH_EXPIRE_STEP (5*MINUTE)
127 #define MAX_DEATH_COUNT 3
129 static uint32 copseReclaimDelay
[MAX_DEATH_COUNT
] = { 30, 60, 120 };
131 //== PlayerTaxi ================================================
133 PlayerTaxi::PlayerTaxi()
136 memset(m_taximask
, 0, sizeof(m_taximask
));
139 void PlayerTaxi::InitTaxiNodesForLevel(uint32 race
, uint32 chrClass
, uint32 level
)
141 // class specific initial known nodes
144 case CLASS_DEATH_KNIGHT
:
146 for(int i
= 0; i
< TaxiMaskSize
; ++i
)
147 m_taximask
[i
] |= sOldContinentsNodesMask
[i
];
152 // race specific initial known nodes: capital and taxi hub masks
155 case RACE_HUMAN
: SetTaximaskNode(2); break; // Human
156 case RACE_ORC
: SetTaximaskNode(23); break; // Orc
157 case RACE_DWARF
: SetTaximaskNode(6); break; // Dwarf
158 case RACE_NIGHTELF
: SetTaximaskNode(26);
159 SetTaximaskNode(27); break; // Night Elf
160 case RACE_UNDEAD_PLAYER
: SetTaximaskNode(11); break;// Undead
161 case RACE_TAUREN
: SetTaximaskNode(22); break; // Tauren
162 case RACE_GNOME
: SetTaximaskNode(6); break; // Gnome
163 case RACE_TROLL
: SetTaximaskNode(23); break; // Troll
164 case RACE_BLOODELF
: SetTaximaskNode(82); break; // Blood Elf
165 case RACE_DRAENEI
: SetTaximaskNode(94); break; // Draenei
168 // new continent starting masks (It will be accessible only at new map)
169 switch(Player::TeamForRace(race
))
171 case ALLIANCE
: SetTaximaskNode(100); break;
172 case HORDE
: SetTaximaskNode(99); break;
174 // level dependent taxi hubs
176 SetTaximaskNode(213); //Shattered Sun Staging Area
179 void PlayerTaxi::LoadTaxiMask(const char* data
)
181 Tokens tokens
= StrSplit(data
, " ");
184 Tokens::iterator iter
;
185 for (iter
= tokens
.begin(), index
= 0;
186 (index
< TaxiMaskSize
) && (iter
!= tokens
.end()); ++iter
, ++index
)
188 // load and set bits only for existed taxi nodes
189 m_taximask
[index
] = sTaxiNodesMask
[index
] & uint32(atol((*iter
).c_str()));
193 void PlayerTaxi::AppendTaximaskTo( ByteBuffer
& data
, bool all
)
197 for (uint8 i
=0; i
<TaxiMaskSize
; ++i
)
198 data
<< uint32(sTaxiNodesMask
[i
]); // all existed nodes
202 for (uint8 i
=0; i
<TaxiMaskSize
; ++i
)
203 data
<< uint32(m_taximask
[i
]); // known nodes
207 bool PlayerTaxi::LoadTaxiDestinationsFromString( const std::string
& values
, uint32 team
)
209 ClearTaxiDestinations();
211 Tokens tokens
= StrSplit(values
," ");
213 for(Tokens::iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
)
215 uint32 node
= uint32(atol(iter
->c_str()));
216 AddTaxiDestination(node
);
219 if(m_TaxiDestinations
.empty())
223 if(m_TaxiDestinations
.size() < 2)
226 for(size_t i
= 1; i
< m_TaxiDestinations
.size(); ++i
)
230 sObjectMgr
.GetTaxiPath(m_TaxiDestinations
[i
-1],m_TaxiDestinations
[i
],path
,cost
);
235 // can't load taxi path without mount set (quest taxi path?)
236 if(!sObjectMgr
.GetTaxiMountDisplayId(GetTaxiSource(),team
,true))
242 std::string
PlayerTaxi::SaveTaxiDestinationsToString()
244 if(m_TaxiDestinations
.empty())
247 std::ostringstream ss
;
249 for(size_t i
=0; i
< m_TaxiDestinations
.size(); ++i
)
250 ss
<< m_TaxiDestinations
[i
] << " ";
255 uint32
PlayerTaxi::GetCurrentTaxiPath() const
257 if(m_TaxiDestinations
.size() < 2)
263 sObjectMgr
.GetTaxiPath(m_TaxiDestinations
[0],m_TaxiDestinations
[1],path
,cost
);
268 std::ostringstream
& operator<< (std::ostringstream
& ss
, PlayerTaxi
const& taxi
)
271 for(int i
= 0; i
< TaxiMaskSize
; ++i
)
272 ss
<< taxi
.m_taximask
[i
] << " ";
277 SpellModifier::SpellModifier( SpellModOp _op
, SpellModType _type
, int32 _value
, SpellEntry
const* spellEntry
, uint8 eff
, int16 _charges
/*= 0*/ ) : op(_op
), type(_type
), charges(_charges
), value(_value
), spellId(spellEntry
->Id
), lastAffected(NULL
)
279 uint32
const* ptr
= spellEntry
->GetEffectSpellClassMask(eff
);
280 mask
= uint64(ptr
[0]) | (uint64(ptr
[1]) << 32);
284 SpellModifier::SpellModifier( SpellModOp _op
, SpellModType _type
, int32 _value
, Aura
const* aura
, int16 _charges
/*= 0*/ ) : op(_op
), type(_type
), charges(_charges
), value(_value
), spellId(aura
->GetId()), lastAffected(NULL
)
286 uint32
const* ptr
= aura
->getAuraSpellClassMask();
287 mask
= uint64(ptr
[0]) | (uint64(ptr
[1]) << 32);
291 bool SpellModifier::isAffectedOnSpell( SpellEntry
const *spell
) const
293 SpellEntry
const *affect_spell
= sSpellStore
.LookupEntry(spellId
);
294 // False if affect_spell == NULL or spellFamily not equal
295 if (!affect_spell
|| affect_spell
->SpellFamilyName
!= spell
->SpellFamilyName
)
297 if (mask
& spell
->SpellFamilyFlags
)
299 if (mask2
& spell
->SpellFamilyFlags2
)
304 //== Player ====================================================
306 UpdateMask
Player::updateVisualBits
;
308 Player::Player (WorldSession
*session
): Unit(), m_achievementMgr(this), m_reputationMgr(this)
315 m_objectType
|= TYPEMASK_PLAYER
;
316 m_objectTypeId
= TYPEID_PLAYER
;
318 m_valuesCount
= PLAYER_END
;
325 if(GetSession()->GetSecurity() >= SEC_GAMEMASTER
)
326 SetAcceptTicket(true);
328 // players always accept
329 if(GetSession()->GetSecurity() == SEC_PLAYER
)
330 SetAcceptWhispers(true);
338 m_usedTalentCount
= 0;
339 m_questRewardTalentCount
= 0;
342 m_weaponChangeTimer
= 0;
345 m_zoneUpdateTimer
= 0;
349 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
351 // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
352 // this must help in case next save after mass player load after server startup
353 m_nextSave
= urand(m_nextSave
/2,m_nextSave
*3/2);
355 clearResurrectRequestData();
357 m_SpellModRemoveCount
= 0;
359 memset(m_items
, 0, sizeof(Item
*)*PLAYER_SLOTS_COUNT
);
363 // group is initialized in the reference constructor
364 SetGroupInvite(NULL
);
365 m_groupUpdateMask
= 0;
366 m_auraUpdateMask
= 0;
370 m_GuildIdInvited
= 0;
371 m_ArenaTeamIdInvited
= 0;
373 m_atLoginFlags
= AT_LOGIN_NONE
;
375 mSemaphoreTeleport_Near
= false;
376 mSemaphoreTeleport_Far
= false;
378 m_DelayedOperations
= 0;
379 m_bCanDelayTeleport
= false;
380 m_bHasDelayedTeleport
= false;
381 m_teleport_options
= 0;
388 PlayerTalkClass
= new PlayerMenu( GetSession() );
389 m_currentBuybackSlot
= BUYBACK_SLOT_START
;
391 m_DailyQuestChanged
= false;
392 m_lastDailyQuestTime
= 0;
394 for (int i
=0; i
<MAX_TIMERS
; ++i
)
395 m_MirrorTimer
[i
] = DISABLED_MIRROR_TIMER
;
397 m_MirrorTimerFlags
= UNDERWATER_NONE
;
398 m_MirrorTimerFlagsLast
= UNDERWATER_NONE
;
404 m_deathExpireTime
= 0;
408 m_DetectInvTimer
= 1*IN_MILISECONDS
;
410 for (int j
=0; j
< PLAYER_MAX_BATTLEGROUND_QUEUES
; ++j
)
412 m_bgBattleGroundQueueID
[j
].bgQueueTypeId
= BATTLEGROUND_QUEUE_NONE
;
413 m_bgBattleGroundQueueID
[j
].invitedToInstance
= 0;
416 m_logintime
= time(NULL
);
417 m_Last_tick
= m_logintime
;
418 m_WeaponProficiency
= 0;
419 m_ArmorProficiency
= 0;
422 m_canDualWield
= false;
423 m_canTitanGrip
= false;
426 m_temporaryUnsummonedPetNumber
= 0;
427 //cache for UNIT_CREATED_BY_SPELL to allow
428 //returning reagents for temporarily removed pets
429 //when dying/logging out
432 ////////////////////Rest System/////////////////////
439 rest_type
=REST_TYPE_NO
;
440 ////////////////////Rest System/////////////////////
442 m_mailsUpdated
= false;
444 m_nextMailDelivereTime
= 0;
446 m_resetTalentsCost
= 0;
447 m_resetTalentsTime
= 0;
448 m_itemUpdateQueueBlocked
= false;
450 for (int i
= 0; i
< MAX_MOVE_TYPE
; ++i
)
451 m_forced_speed_changes
[i
] = 0;
455 /////////////////// Instance System /////////////////////
458 m_InstanceValid
= true;
459 m_dungeonDifficulty
= DUNGEON_DIFFICULTY_NORMAL
;
460 m_raidDifficulty
= RAID_DIFFICULTY_10MAN_NORMAL
;
467 for (int i
= 0; i
< BASEMOD_END
; ++i
)
469 m_auraBaseMod
[i
][FLAT_MOD
] = 0.0f
;
470 m_auraBaseMod
[i
][PCT_MOD
] = 1.0f
;
473 for (int i
= 0; i
< MAX_COMBAT_RATING
; ++i
)
474 m_baseRatingValue
[i
] = 0;
476 m_baseSpellPower
= 0;
479 m_armorPenetrationPct
= 0.0f
;
482 m_lastHonorUpdateTime
= time(NULL
);
494 m_contestedPvPTimer
= 0;
496 m_declinedname
= NULL
;
505 CleanupsBeforeDelete();
507 // it must be unloaded already in PlayerLogout and accessed only for loggined player
510 // Note: buy back item already deleted from DB when player was saved
511 for(int i
= 0; i
< PLAYER_SLOTS_COUNT
; ++i
)
518 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
521 //all mailed items should be deleted, also all mail should be deallocated
522 for (PlayerMails::const_iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
525 for (ItemMap::const_iterator iter
= mMitems
.begin(); iter
!= mMitems
.end(); ++iter
)
526 delete iter
->second
; //if item is duplicated... then server may crash ... but that item should be deallocated
528 delete PlayerTalkClass
;
532 m_transport
->RemovePassenger(this);
535 for(size_t x
= 0; x
< ItemSetEff
.size(); x
++)
537 delete ItemSetEff
[x
];
539 // clean up player-instance binds, may unload some instance saves
540 for(uint8 i
= 0; i
< MAX_DIFFICULTY
; ++i
)
541 for(BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
542 itr
->second
.save
->RemovePlayer(this);
544 delete m_declinedname
;
548 void Player::CleanupsBeforeDelete()
550 if(m_uint32Values
) // only for fully created Object
553 DuelComplete(DUEL_INTERUPTED
);
555 Unit::CleanupsBeforeDelete();
558 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
)
560 //FIXME: outfitId not used in player creating
562 Object::_Create(guidlow
, 0, HIGHGUID_PLAYER
);
566 PlayerInfo
const* info
= sObjectMgr
.GetPlayerInfo(race
, class_
);
569 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
573 for (int i
= 0; i
< PLAYER_SLOTS_COUNT
; ++i
)
576 SetLocationMapId(info
->mapId
);
577 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
);
579 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(class_
);
582 sLog
.outError("Class %u not found in DBC (Wrong DBC files?)",class_
);
586 SetMap(sMapMgr
.CreateMap(info
->mapId
, this));
588 uint8 powertype
= cEntry
->powerType
;
590 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, DEFAULT_WORLD_OBJECT_SIZE
);
591 SetFloatValue(UNIT_FIELD_COMBATREACH
, 1.5f
);
593 setFactionForRace(race
);
595 uint32 RaceClassGender
= ( race
) | ( class_
<< 8 ) | ( gender
<< 16 );
597 SetUInt32Value(UNIT_FIELD_BYTES_0
, ( RaceClassGender
| ( powertype
<< 24 ) ) );
599 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_PVP
);
600 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
);
601 SetFlag(UNIT_FIELD_FLAGS_2
, UNIT_FLAG2_REGENERATE_POWER
);
602 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
); // fix cast time showed in spell tooltip on client
603 SetFloatValue(UNIT_FIELD_HOVERHEIGHT
, 1.0f
); // default for players in 3.0.3
605 // -1 is default value
606 SetInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX
, -1);
608 SetUInt32Value(PLAYER_BYTES
, (skin
| (face
<< 8) | (hairStyle
<< 16) | (hairColor
<< 24)));
609 SetUInt32Value(PLAYER_BYTES_2
, (facialHair
| (0x00 << 8) | (0x00 << 16) | (0x02 << 24)));
610 SetByteValue(PLAYER_BYTES_3
, 0, gender
);
612 SetUInt32Value( PLAYER_GUILDID
, 0 );
613 SetUInt32Value( PLAYER_GUILDRANK
, 0 );
614 SetUInt32Value( PLAYER_GUILD_TIMESTAMP
, 0 );
616 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES
, 0 ); // 0=disabled
617 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES1
, 0 ); // 0=disabled
618 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES2
, 0 ); // 0=disabled
619 SetUInt32Value( PLAYER_CHOSEN_TITLE
, 0 );
620 SetUInt32Value( PLAYER_FIELD_KILLS
, 0 );
621 SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 0 );
622 SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION
, 0 );
623 SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0 );
625 // set starting level
626 uint32 start_level
= getClass() != CLASS_DEATH_KNIGHT
627 ? sWorld
.getConfig(CONFIG_START_PLAYER_LEVEL
)
628 : sWorld
.getConfig(CONFIG_START_HEROIC_PLAYER_LEVEL
);
630 if (GetSession()->GetSecurity() >= SEC_MODERATOR
)
632 uint32 gm_level
= sWorld
.getConfig(CONFIG_START_GM_LEVEL
);
633 if(gm_level
> start_level
)
634 start_level
= gm_level
;
637 SetUInt32Value(UNIT_FIELD_LEVEL
, start_level
);
641 SetUInt32Value (PLAYER_FIELD_COINAGE
, sWorld
.getConfig(CONFIG_START_PLAYER_MONEY
));
642 SetUInt32Value (PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_START_HONOR_POINTS
));
643 SetUInt32Value (PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_START_ARENA_POINTS
));
646 m_Last_tick
= time(NULL
);
647 m_Played_time
[PLAYED_TIME_TOTAL
] = 0;
648 m_Played_time
[PLAYED_TIME_LEVEL
] = 0;
650 // base stats and related field values
652 InitTaxiNodesForLevel();
653 InitGlyphsForLevel();
654 InitTalentForLevel();
655 InitPrimaryProfessions(); // to max set before any spell added
657 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
658 UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
659 SetHealth(GetMaxHealth());
660 if (getPowerType()==POWER_MANA
)
662 UpdateMaxPower(POWER_MANA
); // Update max Mana (for add bonus from intellect)
663 SetPower(POWER_MANA
,GetMaxPower(POWER_MANA
));
666 if(getPowerType() == POWER_RUNIC_POWER
)
668 SetPower(POWER_RUNE
, 8);
669 SetMaxPower(POWER_RUNE
, 8);
670 SetPower(POWER_RUNIC_POWER
, 0);
671 SetMaxPower(POWER_RUNIC_POWER
, 1000);
675 learnDefaultSpells();
677 // original action bar
678 for (PlayerCreateInfoActions::const_iterator action_itr
= info
->action
.begin(); action_itr
!= info
->action
.end(); ++action_itr
)
679 addActionButton(action_itr
->button
,action_itr
->action
,action_itr
->type
);
682 CharStartOutfitEntry
const* oEntry
= NULL
;
683 for (uint32 i
= 1; i
< sCharStartOutfitStore
.GetNumRows(); ++i
)
685 if(CharStartOutfitEntry
const* entry
= sCharStartOutfitStore
.LookupEntry(i
))
687 if(entry
->RaceClassGender
== RaceClassGender
)
697 for(int j
= 0; j
< MAX_OUTFIT_ITEMS
; ++j
)
699 if(oEntry
->ItemId
[j
] <= 0)
702 uint32 item_id
= oEntry
->ItemId
[j
];
704 // just skip, reported in ObjectMgr::LoadItemPrototypes
705 ItemPrototype
const* iProto
= ObjectMgr::GetItemPrototype(item_id
);
709 // BuyCount by default
710 uint32 count
= iProto
->BuyCount
;
712 // special amount for foor/drink
713 if(iProto
->Class
==ITEM_CLASS_CONSUMABLE
&& iProto
->SubClass
==ITEM_SUBCLASS_FOOD
)
715 switch(iProto
->Spells
[0].SpellCategory
)
718 count
= getClass()==CLASS_DEATH_KNIGHT
? 10 : 4;
724 if(iProto
->Stackable
< count
)
725 count
= iProto
->Stackable
;
727 // special amount for daggers
728 else if(iProto
->Class
==ITEM_CLASS_WEAPON
&& iProto
->SubClass
==ITEM_SUBCLASS_WEAPON_DAGGER
)
730 count
= 2; // will placed to 2 slots
733 StoreNewItemInBestSlots(item_id
, count
);
737 for (PlayerCreateInfoItems::const_iterator item_id_itr
= info
->item
.begin(); item_id_itr
!=info
->item
.end(); ++item_id_itr
++)
738 StoreNewItemInBestSlots(item_id_itr
->item_id
, item_id_itr
->item_amount
);
740 // bags and main-hand weapon must equipped at this moment
741 // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
742 // or ammo not equipped in special bag
743 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
745 if(Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
748 // equip offhand weapon/shield if it attempt equipped before main-hand weapon
749 uint8 msg
= CanEquipItem( NULL_SLOT
, eDest
, pItem
, false );
750 if( msg
== EQUIP_ERR_OK
)
752 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
753 EquipItem( eDest
, pItem
, true);
755 // move other items to more appropriate slots (ammo not equipped in special bag)
758 ItemPosCountVec sDest
;
759 msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, sDest
, pItem
, false );
760 if( msg
== EQUIP_ERR_OK
)
762 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
763 pItem
= StoreItem( sDest
, pItem
, true);
766 // if this is ammo then use it
767 msg
= CanUseAmmo( pItem
->GetEntry() );
768 if( msg
== EQUIP_ERR_OK
)
769 SetAmmo( pItem
->GetEntry() );
773 // all item positions resolved
778 bool Player::StoreNewItemInBestSlots(uint32 titem_id
, uint32 titem_amount
)
780 sLog
.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id
, titem_amount
);
782 // attempt equip by one
783 while(titem_amount
> 0)
786 uint8 msg
= CanEquipNewItem( NULL_SLOT
, eDest
, titem_id
, false );
787 if( msg
!= EQUIP_ERR_OK
)
790 EquipNewItem( eDest
, titem_id
, true);
791 AutoUnequipOffhandIfNeed();
795 if(titem_amount
== 0)
796 return true; // equipped
799 ItemPosCountVec sDest
;
800 // store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
801 uint8 msg
= CanStoreNewItem( INVENTORY_SLOT_BAG_0
, NULL_SLOT
, sDest
, titem_id
, titem_amount
);
802 if( msg
== EQUIP_ERR_OK
)
804 StoreNewItem( sDest
, titem_id
, true, Item::GenerateItemRandomPropertyId(titem_id
) );
805 return true; // stored
808 // item can't be added
809 sLog
.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id
,getRace(),getClass(),msg
);
813 // helper function, mainly for script side, but can be used for simple task in mangos also.
814 Item
* Player::StoreNewItemInInventorySlot(uint32 itemEntry
, uint32 amount
)
816 ItemPosCountVec vDest
;
818 uint8 msg
= CanStoreNewItem(INVENTORY_SLOT_BAG_0
, NULL_SLOT
, vDest
, itemEntry
, amount
);
820 if (msg
== EQUIP_ERR_OK
)
822 if (Item
* pItem
= StoreNewItem(vDest
, itemEntry
, true, Item::GenerateItemRandomPropertyId(itemEntry
)))
829 void Player::SendMirrorTimer(MirrorTimerType Type
, uint32 MaxValue
, uint32 CurrentValue
, int32 Regen
)
831 if (int(MaxValue
) == DISABLED_MIRROR_TIMER
)
833 if (int(CurrentValue
) != DISABLED_MIRROR_TIMER
)
834 StopMirrorTimer(Type
);
837 WorldPacket
data(SMSG_START_MIRROR_TIMER
, (21));
838 data
<< (uint32
)Type
;
839 data
<< CurrentValue
;
843 data
<< (uint32
)0; // spell id
844 GetSession()->SendPacket( &data
);
847 void Player::StopMirrorTimer(MirrorTimerType Type
)
849 m_MirrorTimer
[Type
] = DISABLED_MIRROR_TIMER
;
850 WorldPacket
data(SMSG_STOP_MIRROR_TIMER
, 4);
851 data
<< (uint32
)Type
;
852 GetSession()->SendPacket( &data
);
855 uint32
Player::EnvironmentalDamage(EnviromentalDamage type
, uint32 damage
)
857 if(!isAlive() || isGameMaster())
860 // Absorb, resist some environmental damage type
863 if (type
== DAMAGE_LAVA
)
864 CalcAbsorbResist(this, SPELL_SCHOOL_MASK_FIRE
, DIRECT_DAMAGE
, damage
, &absorb
, &resist
);
865 else if (type
== DAMAGE_SLIME
)
866 CalcAbsorbResist(this, SPELL_SCHOOL_MASK_NATURE
, DIRECT_DAMAGE
, damage
, &absorb
, &resist
);
868 damage
-=absorb
+resist
;
870 DealDamageMods(this,damage
,&absorb
);
872 WorldPacket
data(SMSG_ENVIRONMENTALDAMAGELOG
, (21));
873 data
<< uint64(GetGUID());
874 data
<< uint8(type
!=DAMAGE_FALL_TO_VOID
? type
: DAMAGE_FALL
);
875 data
<< uint32(damage
);
876 data
<< uint32(absorb
);
877 data
<< uint32(resist
);
878 SendMessageToSet(&data
, true);
880 uint32 final_damage
= DealDamage(this, damage
, NULL
, SELF_DAMAGE
, SPELL_SCHOOL_MASK_NORMAL
, NULL
, false);
884 if(type
==DAMAGE_FALL
) // DealDamage not apply item durability loss at self damage
886 DEBUG_LOG("We are fall to death, loosing 10 percents durability");
887 DurabilityLossAll(0.10f
,false);
888 // durability lost message
889 WorldPacket
data2(SMSG_DURABILITY_DAMAGE_DEATH
, 0);
890 GetSession()->SendPacket(&data2
);
893 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM
, 1, type
);
899 int32
Player::getMaxTimer(MirrorTimerType timer
)
904 if (GetSession()->GetSecurity() >= sWorld
.getConfig(CONFIG_TIMERBAR_FATIGUE_GMLEVEL
))
905 return DISABLED_MIRROR_TIMER
;
906 return sWorld
.getConfig(CONFIG_TIMERBAR_FATIGUE_MAX
)*IN_MILISECONDS
;
909 if (!isAlive() || HasAuraType(SPELL_AURA_WATER_BREATHING
) ||
910 GetSession()->GetSecurity() >= sWorld
.getConfig(CONFIG_TIMERBAR_BREATH_GMLEVEL
))
911 return DISABLED_MIRROR_TIMER
;
912 int32 UnderWaterTime
= sWorld
.getConfig(CONFIG_TIMERBAR_BREATH_MAX
)*IN_MILISECONDS
;
913 AuraList
const& mModWaterBreathing
= GetAurasByType(SPELL_AURA_MOD_WATER_BREATHING
);
914 for(AuraList::const_iterator i
= mModWaterBreathing
.begin(); i
!= mModWaterBreathing
.end(); ++i
)
915 UnderWaterTime
= uint32(UnderWaterTime
* (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
);
916 return UnderWaterTime
;
920 if (!isAlive() || GetSession()->GetSecurity() >= sWorld
.getConfig(CONFIG_TIMERBAR_FIRE_GMLEVEL
))
921 return DISABLED_MIRROR_TIMER
;
922 return sWorld
.getConfig(CONFIG_TIMERBAR_FIRE_MAX
)*IN_MILISECONDS
;
930 void Player::UpdateMirrorTimers()
932 // Desync flags for update on next HandleDrowning
933 if (m_MirrorTimerFlags
)
934 m_MirrorTimerFlagsLast
= ~m_MirrorTimerFlags
;
937 void Player::HandleDrowning(uint32 time_diff
)
939 if (!m_MirrorTimerFlags
)
943 if (m_MirrorTimerFlags
& UNDERWATER_INWATER
)
945 // Breath timer not activated - activate it
946 if (m_MirrorTimer
[BREATH_TIMER
] == DISABLED_MIRROR_TIMER
)
948 m_MirrorTimer
[BREATH_TIMER
] = getMaxTimer(BREATH_TIMER
);
949 SendMirrorTimer(BREATH_TIMER
, m_MirrorTimer
[BREATH_TIMER
], m_MirrorTimer
[BREATH_TIMER
], -1);
951 else // If activated - do tick
953 m_MirrorTimer
[BREATH_TIMER
]-=time_diff
;
954 // Timer limit - need deal damage
955 if (m_MirrorTimer
[BREATH_TIMER
] < 0)
957 m_MirrorTimer
[BREATH_TIMER
]+= 1*IN_MILISECONDS
;
958 // Calculate and deal damage
959 // TODO: Check this formula
960 uint32 damage
= GetMaxHealth() / 5 + urand(0, getLevel()-1);
961 EnvironmentalDamage(DAMAGE_DROWNING
, damage
);
963 else if (!(m_MirrorTimerFlagsLast
& UNDERWATER_INWATER
)) // Update time in client if need
964 SendMirrorTimer(BREATH_TIMER
, getMaxTimer(BREATH_TIMER
), m_MirrorTimer
[BREATH_TIMER
], -1);
967 else if (m_MirrorTimer
[BREATH_TIMER
] != DISABLED_MIRROR_TIMER
) // Regen timer
969 int32 UnderWaterTime
= getMaxTimer(BREATH_TIMER
);
971 m_MirrorTimer
[BREATH_TIMER
]+=10*time_diff
;
972 if (m_MirrorTimer
[BREATH_TIMER
] >= UnderWaterTime
|| !isAlive())
973 StopMirrorTimer(BREATH_TIMER
);
974 else if (m_MirrorTimerFlagsLast
& UNDERWATER_INWATER
)
975 SendMirrorTimer(BREATH_TIMER
, UnderWaterTime
, m_MirrorTimer
[BREATH_TIMER
], 10);
979 if (m_MirrorTimerFlags
& UNDERWARER_INDARKWATER
)
981 // Fatigue timer not activated - activate it
982 if (m_MirrorTimer
[FATIGUE_TIMER
] == DISABLED_MIRROR_TIMER
)
984 m_MirrorTimer
[FATIGUE_TIMER
] = getMaxTimer(FATIGUE_TIMER
);
985 SendMirrorTimer(FATIGUE_TIMER
, m_MirrorTimer
[FATIGUE_TIMER
], m_MirrorTimer
[FATIGUE_TIMER
], -1);
989 m_MirrorTimer
[FATIGUE_TIMER
]-=time_diff
;
990 // Timer limit - need deal damage or teleport ghost to graveyard
991 if (m_MirrorTimer
[FATIGUE_TIMER
] < 0)
993 m_MirrorTimer
[FATIGUE_TIMER
]+= 1*IN_MILISECONDS
;
994 if (isAlive()) // Calculate and deal damage
996 uint32 damage
= GetMaxHealth() / 5 + urand(0, getLevel()-1);
997 EnvironmentalDamage(DAMAGE_EXHAUSTED
, damage
);
999 else if (HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
)) // Teleport ghost to graveyard
1002 else if (!(m_MirrorTimerFlagsLast
& UNDERWARER_INDARKWATER
))
1003 SendMirrorTimer(FATIGUE_TIMER
, getMaxTimer(FATIGUE_TIMER
), m_MirrorTimer
[FATIGUE_TIMER
], -1);
1006 else if (m_MirrorTimer
[FATIGUE_TIMER
] != DISABLED_MIRROR_TIMER
) // Regen timer
1008 int32 DarkWaterTime
= getMaxTimer(FATIGUE_TIMER
);
1009 m_MirrorTimer
[FATIGUE_TIMER
]+=10*time_diff
;
1010 if (m_MirrorTimer
[FATIGUE_TIMER
] >= DarkWaterTime
|| !isAlive())
1011 StopMirrorTimer(FATIGUE_TIMER
);
1012 else if (m_MirrorTimerFlagsLast
& UNDERWARER_INDARKWATER
)
1013 SendMirrorTimer(FATIGUE_TIMER
, DarkWaterTime
, m_MirrorTimer
[FATIGUE_TIMER
], 10);
1016 if (m_MirrorTimerFlags
& (UNDERWATER_INLAVA
|UNDERWATER_INSLIME
))
1018 // Breath timer not activated - activate it
1019 if (m_MirrorTimer
[FIRE_TIMER
] == DISABLED_MIRROR_TIMER
)
1020 m_MirrorTimer
[FIRE_TIMER
] = getMaxTimer(FIRE_TIMER
);
1023 m_MirrorTimer
[FIRE_TIMER
]-=time_diff
;
1024 if (m_MirrorTimer
[FIRE_TIMER
] < 0)
1026 m_MirrorTimer
[FIRE_TIMER
]+= 1*IN_MILISECONDS
;
1027 // Calculate and deal damage
1028 // TODO: Check this formula
1029 uint32 damage
= urand(600, 700);
1030 if (m_MirrorTimerFlags
&UNDERWATER_INLAVA
)
1031 EnvironmentalDamage(DAMAGE_LAVA
, damage
);
1033 EnvironmentalDamage(DAMAGE_SLIME
, damage
);
1038 m_MirrorTimer
[FIRE_TIMER
] = DISABLED_MIRROR_TIMER
;
1040 // Recheck timers flag
1041 m_MirrorTimerFlags
&=~UNDERWATER_EXIST_TIMERS
;
1042 for (int i
= 0; i
< MAX_TIMERS
; ++i
)
1043 if (m_MirrorTimer
[i
]!=DISABLED_MIRROR_TIMER
)
1045 m_MirrorTimerFlags
|=UNDERWATER_EXIST_TIMERS
;
1048 m_MirrorTimerFlagsLast
= m_MirrorTimerFlags
;
1051 ///The player sobers by 256 every 10 seconds
1052 void Player::HandleSobering()
1056 uint32 drunk
= (m_drunk
<= 256) ? 0 : (m_drunk
- 256);
1057 SetDrunkValue(drunk
);
1060 DrunkenState
Player::GetDrunkenstateByValue(uint16 value
)
1063 return DRUNKEN_SMASHED
;
1065 return DRUNKEN_DRUNK
;
1067 return DRUNKEN_TIPSY
;
1068 return DRUNKEN_SOBER
;
1071 void Player::SetDrunkValue(uint16 newDrunkenValue
, uint32 itemId
)
1073 uint32 oldDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
1075 m_drunk
= newDrunkenValue
;
1076 SetUInt32Value(PLAYER_BYTES_3
,(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFF0001) | (m_drunk
& 0xFFFE));
1078 uint32 newDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
1080 // special drunk invisibility detection
1081 if(newDrunkenState
>= DRUNKEN_DRUNK
)
1082 m_detectInvisibilityMask
|= (1<<6);
1084 m_detectInvisibilityMask
&= ~(1<<6);
1086 if(newDrunkenState
== oldDrunkenState
)
1089 WorldPacket
data(SMSG_CROSSED_INEBRIATION_THRESHOLD
, (8+4+4));
1090 data
<< uint64(GetGUID());
1091 data
<< uint32(newDrunkenState
);
1092 data
<< uint32(itemId
);
1094 SendMessageToSet(&data
, true);
1097 void Player::Update( uint32 p_time
)
1103 if(m_nextMailDelivereTime
&& m_nextMailDelivereTime
<= time(NULL
))
1108 // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
1109 m_nextMailDelivereTime
= 0;
1112 //used to implement delayed far teleports
1113 SetCanDelayTeleport(true);
1114 Unit::Update( p_time
);
1115 SetCanDelayTeleport(false);
1117 // update player only attacks
1118 if(uint32 ranged_att
= getAttackTimer(RANGED_ATTACK
))
1120 setAttackTimer(RANGED_ATTACK
, (p_time
>= ranged_att
? 0 : ranged_att
- p_time
) );
1123 if(uint32 off_att
= getAttackTimer(OFF_ATTACK
))
1125 setAttackTimer(OFF_ATTACK
, (p_time
>= off_att
? 0 : off_att
- p_time
) );
1128 time_t now
= time (NULL
);
1132 UpdateContestedPvP(p_time
);
1134 UpdateDuelFlag(now
);
1136 CheckDuelDistance(now
);
1138 UpdateAfkReport(now
);
1140 // Update items that have just a limited lifetime
1141 if (now
>m_Last_tick
)
1142 UpdateItemDuration(uint32(now
- m_Last_tick
));
1144 if (!m_timedquests
.empty())
1146 std::set
<uint32
>::iterator iter
= m_timedquests
.begin();
1147 while (iter
!= m_timedquests
.end())
1149 QuestStatusData
& q_status
= mQuestStatus
[*iter
];
1150 if( q_status
.m_timer
<= p_time
)
1152 uint32 quest_id
= *iter
;
1153 ++iter
; // current iter will be removed in FailQuest
1154 FailQuest(quest_id
);
1158 q_status
.m_timer
-= p_time
;
1159 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
1165 if (hasUnitState(UNIT_STAT_MELEE_ATTACKING
))
1167 Unit
*pVictim
= getVictim();
1168 if (pVictim
&& !IsNonMeleeSpellCasted(false))
1170 // default combat reach 10
1171 // TODO add weapon,skill check
1173 float pldistance
= ATTACK_DISTANCE
;
1175 if (isAttackReady(BASE_ATTACK
))
1177 if(!IsWithinDistInMap(pVictim
, pldistance
))
1179 setAttackTimer(BASE_ATTACK
,100);
1180 if(m_swingErrorMsg
!= 1) // send single time (client auto repeat)
1182 SendAttackSwingNotInRange();
1183 m_swingErrorMsg
= 1;
1186 //120 degrees of radiant range
1187 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1189 setAttackTimer(BASE_ATTACK
,100);
1190 if(m_swingErrorMsg
!= 2) // send single time (client auto repeat)
1192 SendAttackSwingBadFacingAttack();
1193 m_swingErrorMsg
= 2;
1198 m_swingErrorMsg
= 0; // reset swing error state
1200 // prevent base and off attack in same time, delay attack at 0.2 sec
1201 if(haveOffhandWeapon())
1203 uint32 off_att
= getAttackTimer(OFF_ATTACK
);
1204 if(off_att
< ATTACK_DISPLAY_DELAY
)
1205 setAttackTimer(OFF_ATTACK
,ATTACK_DISPLAY_DELAY
);
1207 AttackerStateUpdate(pVictim
, BASE_ATTACK
);
1208 resetAttackTimer(BASE_ATTACK
);
1212 if ( haveOffhandWeapon() && isAttackReady(OFF_ATTACK
))
1214 if(!IsWithinDistInMap(pVictim
, pldistance
))
1216 setAttackTimer(OFF_ATTACK
,100);
1218 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1220 setAttackTimer(OFF_ATTACK
,100);
1224 // prevent base and off attack in same time, delay attack at 0.2 sec
1225 uint32 base_att
= getAttackTimer(BASE_ATTACK
);
1226 if(base_att
< ATTACK_DISPLAY_DELAY
)
1227 setAttackTimer(BASE_ATTACK
,ATTACK_DISPLAY_DELAY
);
1229 AttackerStateUpdate(pVictim
, OFF_ATTACK
);
1230 resetAttackTimer(OFF_ATTACK
);
1234 Unit
*owner
= pVictim
->GetOwner();
1235 Unit
*u
= owner
? owner
: pVictim
;
1236 if(u
->IsPvP() && (!duel
|| duel
->opponent
!= u
))
1239 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT
);
1244 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
))
1246 if(roll_chance_i(3) && GetTimeInnEnter() > 0) //freeze update
1248 int time_inn
= time(NULL
)-GetTimeInnEnter();
1249 if (time_inn
>= 10) //freeze update
1251 float bubble
= 0.125*sWorld
.getRate(RATE_REST_INGAME
);
1252 //speed collect rest bonus (section/in hour)
1253 SetRestBonus( GetRestBonus()+ time_inn
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
1254 UpdateInnerTime(time(NULL
));
1261 if(p_time
>= m_regenTimer
)
1264 m_regenTimer
-= p_time
;
1267 if (m_weaponChangeTimer
> 0)
1269 if(p_time
>= m_weaponChangeTimer
)
1270 m_weaponChangeTimer
= 0;
1272 m_weaponChangeTimer
-= p_time
;
1275 if (m_zoneUpdateTimer
> 0)
1277 if(p_time
>= m_zoneUpdateTimer
)
1279 uint32 newzone
, newarea
;
1280 GetZoneAndAreaId(newzone
,newarea
);
1282 if( m_zoneUpdateId
!= newzone
)
1283 UpdateZone(newzone
,newarea
); // also update area
1286 // use area updates as well
1287 // needed for free far all arenas for example
1288 if( m_areaUpdateId
!= newarea
)
1289 UpdateArea(newarea
);
1291 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
1295 m_zoneUpdateTimer
-= p_time
;
1300 // if no longer casting, set regen power as soon as it is up.
1301 if (!IsUnderLastManaUseEffect())
1302 SetFlag(UNIT_FIELD_FLAGS_2
, UNIT_FLAG2_REGENERATE_POWER
);
1308 if (m_deathState
== JUST_DIED
)
1315 if(p_time
>= m_nextSave
)
1317 // m_nextSave reseted in SaveToDB call
1319 sLog
.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
1323 m_nextSave
-= p_time
;
1327 //Handle Water/drowning
1328 HandleDrowning(p_time
);
1330 //Handle detect stealth players
1331 if (m_DetectInvTimer
> 0)
1333 if (p_time
>= m_DetectInvTimer
)
1335 HandleStealthedUnitsDetection();
1336 m_DetectInvTimer
= 3000;
1339 m_DetectInvTimer
-= p_time
;
1343 if (now
> m_Last_tick
)
1345 uint32 elapsed
= uint32(now
- m_Last_tick
);
1346 m_Played_time
[PLAYED_TIME_TOTAL
] += elapsed
; // Total played time
1347 m_Played_time
[PLAYED_TIME_LEVEL
] += elapsed
; // Level played time
1353 m_drunkTimer
+= p_time
;
1355 if (m_drunkTimer
> 10*IN_MILISECONDS
)
1359 // not auto-free ghost from body in instances
1360 if(m_deathTimer
> 0 && !GetBaseMap()->Instanceable())
1362 if(p_time
>= m_deathTimer
)
1369 m_deathTimer
-= p_time
;
1372 UpdateEnchantTime(p_time
);
1373 UpdateHomebindTime(p_time
);
1376 SendUpdateToOutOfRangeGroupMembers();
1378 Pet
* pet
= GetPet();
1379 if(pet
&& !pet
->IsWithinDistInMap(this, GetMap()->GetVisibilityDistance()) && (GetCharmGUID() && (pet
->GetGUID() != GetCharmGUID())))
1381 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
, true);
1384 //we should execute delayed teleports only for alive(!) players
1385 //because we don't want player's ghost teleported from graveyard
1386 if(IsHasDelayedTeleport() && isAlive())
1387 TeleportTo(m_teleport_dest
, m_teleport_options
);
1390 void Player::setDeathState(DeathState s
)
1392 uint32 ressSpellId
= 0;
1394 bool cur
= isAlive();
1396 if(s
== JUST_DIED
&& cur
)
1398 // drunken state is cleared on death
1400 // lost combo points at any target (targeted combo points clear in Unit::setDeathState)
1403 clearResurrectRequestData();
1405 // remove form before other mods to prevent incorrect stats calculation
1406 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId
);
1408 //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
1409 RemovePet(NULL
, PET_SAVE_NOT_IN_SLOT
, true);
1411 // remove uncontrolled pets
1414 // save value before aura remove in Unit::setDeathState
1415 ressSpellId
= GetUInt32Value(PLAYER_SELF_RES_SPELL
);
1419 ressSpellId
= GetResurrectionSpellId();
1420 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP
, 1);
1421 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH
, 1);
1422 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON
, 1);
1424 Unit::setDeathState(s
);
1426 // restore resurrection spell id for player after aura remove
1427 if(s
== JUST_DIED
&& cur
&& ressSpellId
)
1428 SetUInt32Value(PLAYER_SELF_RES_SPELL
, ressSpellId
);
1430 if(isAlive() && !cur
)
1432 //clear aura case after resurrection by another way (spells will be applied before next death)
1433 SetUInt32Value(PLAYER_SELF_RES_SPELL
, 0);
1435 // restore default warrior stance
1436 if(getClass()== CLASS_WARRIOR
)
1437 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
1441 bool Player::BuildEnumData( QueryResult
* result
, WorldPacket
* p_data
)
1444 // "SELECT characters.guid, characters.name, characters.race, characters.class, characters.gender, characters.playerBytes, characters.playerBytes2, characters.level, "
1445 // 8 9 10 11 12 13 14
1446 // "characters.zone, characters.map, characters.position_x, characters.position_y, characters.position_z, guild_member.guildid, characters.playerFlags, "
1447 // 15 16 17 18 19 20
1448 // "characters.at_login, character_pet.entry, character_pet.modelid, character_pet.level, characters.data, character_declinedname.genitive "
1450 Field
*fields
= result
->Fetch();
1452 uint32 guid
= fields
[0].GetUInt32();
1453 uint8 pRace
= fields
[2].GetUInt8();
1454 uint8 pClass
= fields
[3].GetUInt8();
1456 PlayerInfo
const *info
= sObjectMgr
.GetPlayerInfo(pRace
, pClass
);
1459 sLog
.outError("Player %u has incorrect race/class pair. Don't build enum.", guid
);
1463 *p_data
<< uint64(MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
1464 *p_data
<< fields
[1].GetString(); // name
1465 *p_data
<< uint8(pRace
); // race
1466 *p_data
<< uint8(pClass
); // class
1467 *p_data
<< uint8(fields
[4].GetUInt8()); // gender
1469 uint32 playerBytes
= fields
[5].GetUInt32();
1470 *p_data
<< uint8(playerBytes
); // skin
1471 *p_data
<< uint8(playerBytes
>> 8); // face
1472 *p_data
<< uint8(playerBytes
>> 16); // hair style
1473 *p_data
<< uint8(playerBytes
>> 24); // hair color
1475 uint32 playerBytes2
= fields
[6].GetUInt32();
1476 *p_data
<< uint8(playerBytes2
& 0xFF); // facial hair
1478 *p_data
<< uint8(fields
[7].GetUInt8()); // level
1479 *p_data
<< uint32(fields
[8].GetUInt32()); // zone
1480 *p_data
<< uint32(fields
[9].GetUInt32()); // map
1482 *p_data
<< fields
[10].GetFloat(); // x
1483 *p_data
<< fields
[11].GetFloat(); // y
1484 *p_data
<< fields
[12].GetFloat(); // z
1486 *p_data
<< uint32(fields
[13].GetUInt32()); // guild id
1488 uint32 char_flags
= 0;
1489 uint32 playerFlags
= fields
[14].GetUInt32();
1490 uint32 atLoginFlags
= fields
[15].GetUInt32();
1491 if(playerFlags
& PLAYER_FLAGS_HIDE_HELM
)
1492 char_flags
|= CHARACTER_FLAG_HIDE_HELM
;
1493 if(playerFlags
& PLAYER_FLAGS_HIDE_CLOAK
)
1494 char_flags
|= CHARACTER_FLAG_HIDE_CLOAK
;
1495 if(playerFlags
& PLAYER_FLAGS_GHOST
)
1496 char_flags
|= CHARACTER_FLAG_GHOST
;
1497 if(atLoginFlags
& AT_LOGIN_RENAME
)
1498 char_flags
|= CHARACTER_FLAG_RENAME
;
1499 if(sWorld
.getConfig(CONFIG_DECLINED_NAMES_USED
))
1501 if(!fields
[20].GetCppString().empty())
1502 char_flags
|= CHARACTER_FLAG_DECLINED
;
1505 char_flags
|= CHARACTER_FLAG_DECLINED
;
1507 *p_data
<< uint32(char_flags
); // character flags
1508 // character customize flags
1509 *p_data
<< uint32(atLoginFlags
& AT_LOGIN_CUSTOMIZE
? CHAR_CUSTOMIZE_FLAG_CUSTOMIZE
: CHAR_CUSTOMIZE_FLAG_NONE
);
1510 *p_data
<< uint8(1); // unknown
1514 uint32 petDisplayId
= 0;
1515 uint32 petLevel
= 0;
1516 uint32 petFamily
= 0;
1518 // show pet at selection character in character list only for non-ghost character
1519 if (result
&& !(playerFlags
& PLAYER_FLAGS_GHOST
) && (pClass
== CLASS_WARLOCK
|| pClass
== CLASS_HUNTER
|| pClass
== CLASS_DEATH_KNIGHT
))
1521 uint32 entry
= fields
[16].GetUInt32();
1522 CreatureInfo
const* cInfo
= sCreatureStorage
.LookupEntry
<CreatureInfo
>(entry
);
1525 petDisplayId
= fields
[17].GetUInt32();
1526 petLevel
= fields
[18].GetUInt32();
1527 petFamily
= cInfo
->family
;
1531 *p_data
<< uint32(petDisplayId
);
1532 *p_data
<< uint32(petLevel
);
1533 *p_data
<< uint32(petFamily
);
1536 // TODO: do not access data field here
1537 Tokens data
= StrSplit(fields
[19].GetCppString(), " ");
1539 for (uint8 slot
= 0; slot
< EQUIPMENT_SLOT_END
; slot
++)
1541 uint32 visualbase
= PLAYER_VISIBLE_ITEM_1_ENTRYID
+ (slot
* 2);
1542 uint32 item_id
= GetUInt32ValueFromArray(data
, visualbase
);
1543 const ItemPrototype
* proto
= ObjectMgr::GetItemPrototype(item_id
);
1546 *p_data
<< uint32(0);
1547 *p_data
<< uint8(0);
1548 *p_data
<< uint32(0);
1552 SpellItemEnchantmentEntry
const *enchant
= NULL
;
1554 uint32 enchants
= GetUInt32ValueFromArray(data
, visualbase
+ 1);
1555 for(uint8 enchantSlot
= PERM_ENCHANTMENT_SLOT
; enchantSlot
<= TEMP_ENCHANTMENT_SLOT
; ++enchantSlot
)
1557 // values stored in 2 uint16
1558 uint32 enchantId
= 0x0000FFFF & (enchants
>> enchantSlot
*16);
1562 if ((enchant
= sSpellItemEnchantmentStore
.LookupEntry(enchantId
)))
1566 *p_data
<< uint32(proto
->DisplayInfoID
);
1567 *p_data
<< uint8(proto
->InventoryType
);
1568 *p_data
<< uint32(enchant
? enchant
->aura_id
: 0);
1570 *p_data
<< uint32(0); // first bag display id
1571 *p_data
<< uint8(0); // first bag inventory type
1572 *p_data
<< uint32(0); // enchant?
1577 bool Player::ToggleAFK()
1579 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1581 bool state
= HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1583 // afk player not allowed in battleground
1584 if(state
&& InBattleGround())
1585 LeaveBattleground();
1590 bool Player::ToggleDND()
1592 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1594 return HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1597 uint8
Player::chatTag() const
1614 bool Player::TeleportTo(uint32 mapid
, float x
, float y
, float z
, float orientation
, uint32 options
)
1616 if(!MapManager::IsValidMapCoord(mapid
, x
, y
, z
, orientation
))
1618 sLog
.outError("TeleportTo: invalid map %d or absent instance template.", mapid
);
1622 // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
1623 Pet
* pet
= GetPet();
1625 MapEntry
const* mEntry
= sMapStore
.LookupEntry(mapid
);
1627 // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
1628 // don't let gm level > 1 either
1629 if(!InBattleGround() && mEntry
->IsBattleGroundOrArena())
1632 // client without expansion support
1633 if(GetSession()->Expansion() < mEntry
->Expansion())
1635 sLog
.outDebug("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid
);
1638 RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
1640 SendTransferAborted(mapid
, TRANSFER_ABORT_INSUF_EXPAN_LVL
, mEntry
->Expansion());
1642 return false; // normal client can't teleport to this map...
1646 sLog
.outDebug("Player %s is being teleported to map %u", GetName(), mapid
);
1649 // if we were on a transport, leave
1650 if (!(options
& TELE_TO_NOT_LEAVE_TRANSPORT
) && m_transport
)
1652 m_transport
->RemovePassenger(this);
1654 m_movementInfo
.SetTransportData(0, 0.0f
, 0.0f
, 0.0f
, 0.0f
, 0, -1);
1657 // The player was ported to another map and looses the duel immediately.
1658 // We have to perform this check before the teleport, otherwise the
1659 // ObjectAccessor won't find the flag.
1660 if (duel
&& GetMapId() != mapid
)
1662 GameObject
* obj
= GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER
));
1664 DuelComplete(DUEL_FLED
);
1667 // reset movement flags at teleport, because player will continue move with these flags after teleport
1668 m_movementInfo
.SetMovementFlags(MOVEFLAG_NONE
);
1670 if ((GetMapId() == mapid
) && (!m_transport
))
1672 //lets reset far teleport flag if it wasn't reset during chained teleports
1673 SetSemaphoreTeleportFar(false);
1674 //setup delayed teleport flag
1675 SetDelayedTeleportFlag(IsCanDelayTeleport());
1676 //if teleport spell is casted in Unit::Update() func
1677 //then we need to delay it until update process will be finished
1678 if(IsHasDelayedTeleport())
1680 SetSemaphoreTeleportNear(true);
1681 //lets save teleport destination for player
1682 m_teleport_dest
= WorldLocation(mapid
, x
, y
, z
, orientation
);
1683 m_teleport_options
= options
;
1687 if (!(options
& TELE_TO_NOT_UNSUMMON_PET
))
1689 //same map, only remove pet if out of range for new position
1690 if(pet
&& !pet
->IsWithinDist3d(x
, y
, z
, GetMap()->GetVisibilityDistance()))
1691 UnsummonPetTemporaryIfAny();
1694 if(!(options
& TELE_TO_NOT_LEAVE_COMBAT
))
1697 // this will be used instead of the current location in SaveToDB
1698 m_teleport_dest
= WorldLocation(mapid
, x
, y
, z
, orientation
);
1699 SetFallInformation(0, z
);
1701 // code for finish transfer called in WorldSession::HandleMovementOpcodes()
1702 // at client packet MSG_MOVE_TELEPORT_ACK
1703 SetSemaphoreTeleportNear(true);
1704 // near teleport, triggering send MSG_MOVE_TELEPORT_ACK from client at landing
1705 if(!GetSession()->PlayerLogout())
1708 BuildTeleportAckMsg(&data
, x
, y
, z
, orientation
);
1709 GetSession()->SendPacket(&data
);
1714 // far teleport to another map
1715 Map
* oldmap
= IsInWorld() ? GetMap() : NULL
;
1716 // check if we can enter before stopping combat / removing pet / totems / interrupting spells
1718 // Check enter rights before map getting to avoid creating instance copy for player
1719 // this check not dependent from map instance copy and same for all instance copies of selected map
1720 if (!sMapMgr
.CanPlayerEnter(mapid
, this))
1723 // If the map is not created, assume it is possible to enter it.
1724 // It will be created in the WorldPortAck.
1725 Map
*map
= sMapMgr
.FindMap(mapid
);
1726 if (!map
|| map
->CanEnter(this))
1728 //lets reset near teleport flag if it wasn't reset during chained teleports
1729 SetSemaphoreTeleportNear(false);
1730 //setup delayed teleport flag
1731 SetDelayedTeleportFlag(IsCanDelayTeleport());
1732 //if teleport spell is casted in Unit::Update() func
1733 //then we need to delay it until update process will be finished
1734 if(IsHasDelayedTeleport())
1736 SetSemaphoreTeleportFar(true);
1737 //lets save teleport destination for player
1738 m_teleport_dest
= WorldLocation(mapid
, x
, y
, z
, orientation
);
1739 m_teleport_options
= options
;
1747 ResetContestedPvP();
1749 // remove player from battleground on far teleport (when changing maps)
1750 if(BattleGround
const* bg
= GetBattleGround())
1752 // Note: at battleground join battleground id set before teleport
1753 // and we already will found "current" battleground
1754 // just need check that this is targeted map or leave
1755 if(bg
->GetMapId() != mapid
)
1756 LeaveBattleground(false); // don't teleport to entry point
1759 // remove pet on map change
1761 UnsummonPetTemporaryIfAny();
1763 // remove all dyn objects
1764 RemoveAllDynObjects();
1766 // stop spellcasting
1767 // not attempt interrupt teleportation spell at caster teleport
1768 if(!(options
& TELE_TO_SPELL
))
1769 if(IsNonMeleeSpellCasted(true))
1770 InterruptNonMeleeSpells(true);
1772 //remove auras before removing from map...
1773 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP
| AURA_INTERRUPT_FLAG_MOVE
| AURA_INTERRUPT_FLAG_TURNING
);
1775 if(!GetSession()->PlayerLogout())
1777 // send transfer packets
1778 WorldPacket
data(SMSG_TRANSFER_PENDING
, (4+4+4));
1779 data
<< uint32(mapid
);
1782 data
<< uint32(m_transport
->GetEntry());
1783 data
<< uint32(GetMapId());
1785 GetSession()->SendPacket(&data
);
1787 data
.Initialize(SMSG_NEW_WORLD
, (20));
1790 data
<< uint32(mapid
);
1791 data
<< float(m_movementInfo
.GetTransportPos()->x
);
1792 data
<< float(m_movementInfo
.GetTransportPos()->y
);
1793 data
<< float(m_movementInfo
.GetTransportPos()->z
);
1794 data
<< float(m_movementInfo
.GetTransportPos()->o
);
1798 data
<< uint32(mapid
);
1802 data
<< float(orientation
);
1804 GetSession()->SendPacket( &data
);
1805 SendSavedInstances();
1808 // remove from old map now
1810 oldmap
->Remove(this, false);
1812 // new final coordinates
1816 float final_o
= orientation
;
1820 final_x
+= m_movementInfo
.GetTransportPos()->x
;
1821 final_y
+= m_movementInfo
.GetTransportPos()->y
;
1822 final_z
+= m_movementInfo
.GetTransportPos()->z
;
1823 final_o
+= m_movementInfo
.GetTransportPos()->o
;
1826 m_teleport_dest
= WorldLocation(mapid
, final_x
, final_y
, final_z
, final_o
);
1827 SetFallInformation(0, final_z
);
1828 // if the player is saved before worldport ack (at logout for example)
1829 // this will be used instead of the current location in SaveToDB
1831 // move packet sent by client always after far teleport
1832 // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
1833 SetSemaphoreTeleportFar(true);
1841 bool Player::TeleportToBGEntryPoint()
1843 ScheduleDelayedOperation(DELAYED_BG_MOUNT_RESTORE
);
1844 ScheduleDelayedOperation(DELAYED_BG_TAXI_RESTORE
);
1845 return TeleportTo(m_bgData
.joinPos
);
1848 void Player::ProcessDelayedOperations()
1850 if(m_DelayedOperations
== 0)
1853 if(m_DelayedOperations
& DELAYED_RESURRECT_PLAYER
)
1855 ResurrectPlayer(0.0f
, false);
1857 if(GetMaxHealth() > m_resurrectHealth
)
1858 SetHealth( m_resurrectHealth
);
1860 SetHealth( GetMaxHealth() );
1862 if(GetMaxPower(POWER_MANA
) > m_resurrectMana
)
1863 SetPower(POWER_MANA
, m_resurrectMana
);
1865 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
) );
1867 SetPower(POWER_RAGE
, 0 );
1868 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
) );
1873 if(m_DelayedOperations
& DELAYED_SAVE_PLAYER
)
1878 if(m_DelayedOperations
& DELAYED_SPELL_CAST_DESERTER
)
1880 CastSpell(this, 26013, true); // Deserter
1883 if (m_DelayedOperations
& DELAYED_BG_MOUNT_RESTORE
)
1885 if (m_bgData
.mountSpell
)
1887 CastSpell(this, m_bgData
.mountSpell
, true);
1888 m_bgData
.mountSpell
= 0;
1892 if (m_DelayedOperations
& DELAYED_BG_TAXI_RESTORE
)
1894 if (m_bgData
.HasTaxiPath())
1896 m_taxi
.AddTaxiDestination(m_bgData
.taxiPath
[0]);
1897 m_taxi
.AddTaxiDestination(m_bgData
.taxiPath
[1]);
1898 m_bgData
.ClearTaxiPath();
1900 ContinueTaxiFlight();
1904 //we have executed ALL delayed ops, so clear the flag
1905 m_DelayedOperations
= 0;
1908 void Player::AddToWorld()
1910 ///- Do not add/remove the player from the object storage
1911 ///- It will crash when updating the ObjectAccessor
1912 ///- The player should only be added when logging in
1915 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; ++i
)
1918 m_items
[i
]->AddToWorld();
1922 void Player::RemoveFromWorld()
1927 ///- Release charmed creatures, unsummon totems and remove pets/guardians
1928 UnsummonAllTotems();
1932 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; ++i
)
1935 m_items
[i
]->RemoveFromWorld();
1938 ///- Do not add/remove the player from the object storage
1939 ///- It will crash when updating the ObjectAccessor
1940 ///- The player should only be removed when logging out
1941 Unit::RemoveFromWorld();
1944 void Player::RewardRage( uint32 damage
, uint32 weaponSpeedHitFactor
, bool attacker
)
1948 float rageconversion
= ((0.0091107836 * getLevel()*getLevel())+3.225598133*getLevel())+4.2652911;
1952 addRage
= ((damage
/rageconversion
*7.5 + weaponSpeedHitFactor
)/2);
1954 // talent who gave more rage on attack
1955 addRage
*= 1.0f
+ GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT
) / 100.0f
;
1959 addRage
= damage
/rageconversion
*2.5;
1961 // Berserker Rage effect
1962 if(HasAura(18499,0))
1966 addRage
*= sWorld
.getRate(RATE_POWER_RAGE_INCOME
);
1968 ModifyPower(POWER_RAGE
, uint32(addRage
*10));
1971 void Player::RegenerateAll(uint32 diff
)
1973 // Not in combat or they have regeneration
1974 if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) ||
1975 HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
) || IsPolymorphed() )
1977 RegenerateHealth(diff
);
1978 if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN
))
1980 Regenerate(POWER_RAGE
, diff
);
1981 if(getClass() == CLASS_DEATH_KNIGHT
)
1982 Regenerate(POWER_RUNIC_POWER
, diff
);
1986 Regenerate(POWER_ENERGY
, diff
);
1988 Regenerate(POWER_MANA
, diff
);
1990 if (getClass() == CLASS_DEATH_KNIGHT
)
1991 Regenerate(POWER_RUNE
, diff
);
1993 m_regenTimer
= REGEN_TIME_FULL
;
1996 // diff contains the time in milliseconds since last regen.
1997 void Player::Regenerate(Powers power
, uint32 diff
)
1999 uint32 curValue
= GetPower(power
);
2000 uint32 maxValue
= GetMaxPower(power
);
2002 float addvalue
= 0.0f
;
2008 bool recentCast
= IsUnderLastManaUseEffect();
2009 float ManaIncreaseRate
= sWorld
.getRate(RATE_POWER_MANA
);
2012 // Mangos Updates Mana in intervals of 2s, which is correct
2013 addvalue
= GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER
) * ManaIncreaseRate
* 2.00f
;
2017 addvalue
= GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER
) * ManaIncreaseRate
* 2.00f
;
2020 case POWER_RAGE
: // Regenerate rage
2022 float RageDecreaseRate
= sWorld
.getRate(RATE_POWER_RAGE_LOSS
);
2023 addvalue
= 20 * RageDecreaseRate
; // 2 rage by tick (= 2 seconds => 1 rage/sec)
2025 case POWER_ENERGY
: // Regenerate energy (rogue)
2028 case POWER_RUNIC_POWER
:
2030 float RunicPowerDecreaseRate
= sWorld
.getRate(RATE_POWER_RUNICPOWER_LOSS
);
2031 addvalue
= 30 * RunicPowerDecreaseRate
; // 3 RunicPower by tick
2035 if (getClass() != CLASS_DEATH_KNIGHT
)
2038 for(uint32 i
= 0; i
< MAX_RUNES
; ++i
)
2040 if(uint16 cd
= GetRuneCooldown(i
)) // if we have cooldown, reduce it...
2041 SetRuneCooldown(i
, (cd
< diff
) ? 0 : cd
- diff
);
2045 case POWER_HAPPINESS
:
2050 // Mana regen calculated in Player::UpdateManaRegen()
2051 // Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras
2052 if(power
!= POWER_MANA
)
2054 AuraList
const& ModPowerRegenPCTAuras
= GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT
);
2055 for(AuraList::const_iterator i
= ModPowerRegenPCTAuras
.begin(); i
!= ModPowerRegenPCTAuras
.end(); ++i
)
2056 if ((*i
)->GetModifier()->m_miscvalue
== power
)
2057 addvalue
*= ((*i
)->GetModifier()->m_amount
+ 100) / 100.0f
;
2060 // addvalue computed on a 2sec basis. => update to diff time
2061 addvalue
*= float(diff
) / REGEN_TIME_FULL
;
2063 if (power
!= POWER_RAGE
&& power
!= POWER_RUNIC_POWER
)
2065 curValue
+= uint32(addvalue
);
2066 if (curValue
> maxValue
)
2067 curValue
= maxValue
;
2071 if(curValue
<= uint32(addvalue
))
2074 curValue
-= uint32(addvalue
);
2076 SetPower(power
, curValue
);
2079 void Player::RegenerateHealth(uint32 diff
)
2081 uint32 curValue
= GetHealth();
2082 uint32 maxValue
= GetMaxHealth();
2084 if (curValue
>= maxValue
) return;
2086 float HealthIncreaseRate
= sWorld
.getRate(RATE_HEALTH
);
2088 float addvalue
= 0.0f
;
2091 if ( IsPolymorphed() )
2092 addvalue
= GetMaxHealth()/3;
2093 // normal regen case (maybe partly in combat case)
2094 else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) )
2096 addvalue
= OCTRegenHPPerSpirit()* HealthIncreaseRate
;
2099 AuraList
const& mModHealthRegenPct
= GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT
);
2100 for(AuraList::const_iterator i
= mModHealthRegenPct
.begin(); i
!= mModHealthRegenPct
.end(); ++i
)
2101 addvalue
*= (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
;
2103 else if(HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
))
2104 addvalue
*= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) / 100.0f
;
2110 // always regeneration bonus (including combat)
2111 addvalue
+= GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
);
2116 addvalue
*= (float)diff
/ REGEN_TIME_FULL
;
2118 ModifyHealth(int32(addvalue
));
2121 Creature
* Player::GetNPCIfCanInteractWith(uint64 guid
, uint32 npcflagmask
)
2124 if (!guid
|| !IsInWorld() || isInFlight())
2127 // exist (we need look pets also for some interaction (quest/etc)
2128 Creature
*unit
= GetMap()->GetCreatureOrPetOrVehicle(guid
);
2132 // appropriate npc type
2133 if (npcflagmask
&& !unit
->HasFlag( UNIT_NPC_FLAGS
, npcflagmask
))
2136 if (npcflagmask
== UNIT_NPC_FLAG_STABLEMASTER
)
2138 if (getClass() != CLASS_HUNTER
)
2142 // if a dead unit should be able to talk - the creature must be alive and have special flags
2143 if (!unit
->isAlive())
2146 if (isAlive() && unit
->isInvisibleForAlive())
2149 // not allow interaction under control, but allow with own pets
2150 if (unit
->GetCharmerGUID())
2154 if (unit
->IsHostileTo(this))
2158 if(FactionTemplateEntry
const* factionTemplate
= sFactionTemplateStore
.LookupEntry(unit
->getFaction()))
2159 if(factionTemplate
->faction
)
2160 if(FactionEntry
const* faction
= sFactionStore
.LookupEntry(factionTemplate
->faction
))
2161 if(faction
->reputationListID
>= 0 && GetReputationMgr().GetRank(faction
) <= REP_UNFRIENDLY
)
2165 if(!unit
->IsWithinDistInMap(this,INTERACTION_DISTANCE
))
2171 GameObject
* Player::GetGameObjectIfCanInteractWith(uint64 guid
, uint32 gameobject_type
) const
2173 if (GameObject
*go
= GetMap()->GetGameObject(guid
))
2175 if (uint32(go
->GetGoType()) == gameobject_type
|| gameobject_type
== MAX_GAMEOBJECT_TYPE
)
2178 switch(go
->GetGoType())
2180 // TODO: find out how the client calculates the maximal usage distance to spellless working
2181 // gameobjects like guildbanks and mailboxes - 10.0 is a just an abitrary choosen number
2182 case GAMEOBJECT_TYPE_GUILD_BANK
:
2183 case GAMEOBJECT_TYPE_MAILBOX
:
2186 case GAMEOBJECT_TYPE_FISHINGHOLE
:
2187 maxdist
= 20.0f
+CONTACT_DISTANCE
; // max spell range
2190 maxdist
= INTERACTION_DISTANCE
;
2194 if (go
->IsWithinDistInMap(this, maxdist
) && go
->isSpawned())
2197 sLog
.outError("GetGameObjectIfCanInteractWith: GameObject '%s' [GUID: %u] is too far away from player %s [GUID: %u] to be used by him (distance=%f, maximal 10 is allowed)", go
->GetGOInfo()->name
,
2198 go
->GetGUIDLow(), GetName(), GetGUIDLow(), go
->GetDistance(this));
2204 bool Player::IsUnderWater() const
2206 return IsInWater() &&
2207 GetPositionZ() < (GetBaseMap()->GetWaterLevel(GetPositionX(),GetPositionY())-2);
2210 void Player::SetInWater(bool apply
)
2212 if(m_isInWater
==apply
)
2215 //define player in water by opcodes
2216 //move player's guid into HateOfflineList of those mobs
2217 //which can't swim and move guid back into ThreatList when
2219 //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
2220 m_isInWater
= apply
;
2222 // remove auras that need water/land
2223 RemoveAurasWithInterruptFlags(apply
? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER
: AURA_INTERRUPT_FLAG_NOT_UNDERWATER
);
2225 getHostileRefManager().updateThreatTables();
2228 struct SetGameMasterOnHelper
2230 explicit SetGameMasterOnHelper() {}
2231 void operator()(Unit
* unit
) const
2233 unit
->setFaction(35);
2234 unit
->getHostileRefManager().setOnlineOfflineState(false);
2238 struct SetGameMasterOffHelper
2240 explicit SetGameMasterOffHelper(uint32 _faction
) : faction(_faction
) {}
2241 void operator()(Unit
* unit
) const
2243 unit
->setFaction(faction
);
2244 unit
->getHostileRefManager().setOnlineOfflineState(true);
2249 void Player::SetGameMaster(bool on
)
2253 m_ExtraFlags
|= PLAYER_EXTRA_GM_ON
;
2255 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
2257 CallForAllControlledUnits(SetGameMasterOnHelper(),true,true,true,false);
2260 ResetContestedPvP();
2262 getHostileRefManager().setOnlineOfflineState(false);
2263 CombatStopWithPets();
2265 SetPhaseMask(PHASEMASK_ANYWHERE
,false); // see and visible in all phases
2270 AuraList
const& phases
= GetAurasByType(SPELL_AURA_PHASE
);
2271 SetPhaseMask(!phases
.empty() ? phases
.front()->GetMiscValue() : PHASEMASK_NORMAL
,false);
2273 m_ExtraFlags
&= ~ PLAYER_EXTRA_GM_ON
;
2274 setFactionForRace(getRace());
2275 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
2277 CallForAllControlledUnits(SetGameMasterOffHelper(getFaction()),true,true,true,false);
2279 // restore FFA PvP Server state
2280 if(sWorld
.IsFFAPvPRealm())
2283 // restore FFA PvP area state, remove not allowed for GM mounts
2284 UpdateArea(m_areaUpdateId
);
2286 getHostileRefManager().setOnlineOfflineState(true);
2289 UpdateVisibilityForPlayer();
2292 void Player::SetGMVisible(bool on
)
2296 m_ExtraFlags
&= ~PLAYER_EXTRA_GM_INVISIBLE
; //remove flag
2298 // Reapply stealth/invisibility if active or show if not any
2299 if(HasAuraType(SPELL_AURA_MOD_STEALTH
))
2300 SetVisibility(VISIBILITY_GROUP_STEALTH
);
2301 else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY
))
2302 SetVisibility(VISIBILITY_GROUP_INVISIBILITY
);
2304 SetVisibility(VISIBILITY_ON
);
2308 m_ExtraFlags
|= PLAYER_EXTRA_GM_INVISIBLE
; //add flag
2310 SetAcceptWhispers(false);
2311 SetGameMaster(true);
2313 SetVisibility(VISIBILITY_OFF
);
2317 bool Player::IsGroupVisibleFor(Player
* p
) const
2319 switch(sWorld
.getConfig(CONFIG_GROUP_VISIBILITY
))
2321 default: return IsInSameGroupWith(p
);
2322 case 1: return IsInSameRaidWith(p
);
2323 case 2: return GetTeam()==p
->GetTeam();
2327 bool Player::IsInSameGroupWith(Player
const* p
) const
2329 return (p
==this || (GetGroup() != NULL
&&
2330 GetGroup()->SameSubGroup((Player
*)this, (Player
*)p
)));
2333 ///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
2334 /// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
2335 void Player::UninviteFromGroup()
2337 Group
* group
= GetGroupInvite();
2341 group
->RemoveInvite(this);
2343 if(group
->GetMembersCount() <= 1) // group has just 1 member => disband
2345 if(group
->IsCreated())
2347 group
->Disband(true);
2348 sObjectMgr
.RemoveGroup(group
);
2351 group
->RemoveAllInvites();
2357 void Player::RemoveFromGroup(Group
* group
, uint64 guid
)
2361 if (group
->RemoveMember(guid
, 0) <= 1)
2363 // group->Disband(); already disbanded in RemoveMember
2364 sObjectMgr
.RemoveGroup(group
);
2366 // removemember sets the player's group pointer to NULL
2371 void Player::SendLogXPGain(uint32 GivenXP
, Unit
* victim
, uint32 RestXP
)
2373 WorldPacket
data(SMSG_LOG_XPGAIN
, 21);
2374 data
<< uint64(victim
? victim
->GetGUID() : 0); // guid
2375 data
<< uint32(GivenXP
+RestXP
); // given experience
2376 data
<< uint8(victim
? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
2379 data
<< uint32(GivenXP
); // experience without rested bonus
2380 data
<< float(1); // 1 - none 0 - 100% group bonus output
2382 data
<< uint8(0); // new 2.4.0
2383 GetSession()->SendPacket(&data
);
2386 void Player::GiveXP(uint32 xp
, Unit
* victim
)
2394 uint32 level
= getLevel();
2396 // XP to money conversion processed in Player::RewardQuest
2397 if(level
>= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
2402 // handle SPELL_AURA_MOD_KILL_XP_PCT auras
2403 Unit::AuraList
const& ModXPPctAuras
= GetAurasByType(SPELL_AURA_MOD_KILL_XP_PCT
);
2404 for(Unit::AuraList::const_iterator i
= ModXPPctAuras
.begin();i
!= ModXPPctAuras
.end(); ++i
)
2405 xp
= uint32(xp
*(1.0f
+ (*i
)->GetModifier()->m_amount
/ 100.0f
));
2409 // handle SPELL_AURA_MOD_QUEST_XP_PCT auras
2410 Unit::AuraList
const& ModXPPctAuras
= GetAurasByType(SPELL_AURA_MOD_QUEST_XP_PCT
);
2411 for(Unit::AuraList::const_iterator i
= ModXPPctAuras
.begin();i
!= ModXPPctAuras
.end(); ++i
)
2412 xp
= uint32(xp
*(1.0f
+ (*i
)->GetModifier()->m_amount
/ 100.0f
));
2415 // XP resting bonus for kill
2416 uint32 rested_bonus_xp
= victim
? GetXPRestBonus(xp
) : 0;
2418 SendLogXPGain(xp
,victim
,rested_bonus_xp
);
2420 uint32 curXP
= GetUInt32Value(PLAYER_XP
);
2421 uint32 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2422 uint32 newXP
= curXP
+ xp
+ rested_bonus_xp
;
2424 while( newXP
>= nextLvlXP
&& level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2428 if ( level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2429 GiveLevel(level
+ 1);
2432 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2435 SetUInt32Value(PLAYER_XP
, newXP
);
2438 // Update player to next level
2439 // Current player experience not update (must be update by caller)
2440 void Player::GiveLevel(uint32 level
)
2442 if ( level
== getLevel() )
2445 PlayerLevelInfo info
;
2446 sObjectMgr
.GetPlayerLevelInfo(getRace(),getClass(),level
,&info
);
2448 PlayerClassLevelInfo classInfo
;
2449 sObjectMgr
.GetPlayerClassLevelInfo(getClass(),level
,&classInfo
);
2451 // send levelup info to client
2452 WorldPacket
data(SMSG_LEVELUP_INFO
, (4+4+MAX_POWERS
*4+MAX_STATS
*4));
2453 data
<< uint32(level
);
2454 data
<< uint32(int32(classInfo
.basehealth
) - int32(GetCreateHealth()));
2455 // for(int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6)
2456 data
<< uint32(int32(classInfo
.basemana
) - int32(GetCreateMana()));
2464 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
) // Stats loop (0-4)
2465 data
<< uint32(int32(info
.stats
[i
]) - GetCreateStat(Stats(i
)));
2467 GetSession()->SendPacket(&data
);
2469 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, sObjectMgr
.GetXPForLevel(level
));
2471 //update level, max level of skills
2472 m_Played_time
[PLAYED_TIME_LEVEL
] = 0; // Level Played Time reset
2474 _ApplyAllLevelScaleItemMods(false);
2478 UpdateSkillsForLevel ();
2480 // save base values (bonuses already included in stored stats
2481 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2482 SetCreateStat(Stats(i
), info
.stats
[i
]);
2484 SetCreateHealth(classInfo
.basehealth
);
2485 SetCreateMana(classInfo
.basemana
);
2487 InitTalentForLevel();
2488 InitTaxiNodesForLevel();
2489 InitGlyphsForLevel();
2493 // set current level health and mana/energy to maximum after applying all mods.
2494 SetHealth(GetMaxHealth());
2495 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2496 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2497 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2498 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2499 SetPower(POWER_FOCUS
, 0);
2500 SetPower(POWER_HAPPINESS
, 0);
2502 _ApplyAllLevelScaleItemMods(true);
2504 // update level to hunter/summon pet
2505 if (Pet
* pet
= GetPet())
2506 pet
->SynchronizeLevelWithOwner();
2508 if (MailLevelReward
const* mailReward
= sObjectMgr
.GetMailLevelReward(level
,getRaceMask()))
2509 MailDraft(mailReward
->mailTemplateId
).SendMailTo(this,MailSender(MAIL_CREATURE
,mailReward
->senderEntry
));
2511 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL
);
2514 void Player::InitTalentForLevel()
2516 uint32 level
= getLevel();
2517 // talents base at level diff ( talents = level - 9 but some can be used already)
2520 // Remove all talent points
2521 if(m_usedTalentCount
> 0) // Free any used talents
2524 SetFreeTalentPoints(0);
2529 uint32 talentPointsForLevel
= CalculateTalentsPoints();
2531 // if used more that have then reset
2532 if(m_usedTalentCount
> talentPointsForLevel
)
2534 if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR
)
2537 SetFreeTalentPoints(0);
2539 // else update amount of free points
2541 SetFreeTalentPoints(talentPointsForLevel
-m_usedTalentCount
);
2544 if(!GetSession()->PlayerLoading())
2545 SendTalentsInfoData(false); // update at client
2548 void Player::InitStatsForLevel(bool reapplyMods
)
2550 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2551 _RemoveAllStatBonuses();
2553 PlayerClassLevelInfo classInfo
;
2554 sObjectMgr
.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo
);
2556 PlayerLevelInfo info
;
2557 sObjectMgr
.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info
);
2559 SetUInt32Value(PLAYER_FIELD_MAX_LEVEL
, sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) );
2560 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, sObjectMgr
.GetXPForLevel(getLevel()));
2562 // reset before any aura state sources (health set/aura apply)
2563 SetUInt32Value(UNIT_FIELD_AURASTATE
, 0);
2565 UpdateSkillsForLevel ();
2567 // set default cast time multiplier
2568 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
);
2570 // reset size before reapply auras
2571 SetFloatValue(OBJECT_FIELD_SCALE_X
,1.0f
);
2573 // save base values (bonuses already included in stored stats
2574 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2575 SetCreateStat(Stats(i
), info
.stats
[i
]);
2577 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2578 SetStat(Stats(i
), info
.stats
[i
]);
2580 SetCreateHealth(classInfo
.basehealth
);
2583 SetCreateMana(classInfo
.basemana
);
2585 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2589 //reset rating fields values
2590 for(uint16 index
= PLAYER_FIELD_COMBAT_RATING_1
; index
< PLAYER_FIELD_COMBAT_RATING_1
+ MAX_COMBAT_RATING
; ++index
)
2591 SetUInt32Value(index
, 0);
2593 SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS
,0);
2594 for (int i
= 0; i
< 7; ++i
)
2596 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG
+i
, 0);
2597 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS
+i
, 0);
2598 SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT
+i
, 1.00f
);
2601 //reset attack power, damage and attack speed fields
2602 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
, 2000.0f
);
2603 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
+ 1, 2000.0f
); // offhand attack time
2604 SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME
, 2000.0f
);
2606 SetFloatValue(UNIT_FIELD_MINDAMAGE
, 0.0f
);
2607 SetFloatValue(UNIT_FIELD_MAXDAMAGE
, 0.0f
);
2608 SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
, 0.0f
);
2609 SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
, 0.0f
);
2610 SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
, 0.0f
);
2611 SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
, 0.0f
);
2613 SetInt32Value(UNIT_FIELD_ATTACK_POWER
, 0 );
2614 SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS
, 0 );
2615 SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER
,0.0f
);
2616 SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER
, 0 );
2617 SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS
,0 );
2618 SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER
,0.0f
);
2620 // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2621 SetFloatValue(PLAYER_CRIT_PERCENTAGE
,0.0f
);
2622 SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE
,0.0f
);
2623 SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE
,0.0f
);
2625 // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2626 for (uint8 i
= 0; i
< 7; ++i
)
2627 SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1
+i
, 0.0f
);
2629 SetFloatValue(PLAYER_PARRY_PERCENTAGE
, 0.0f
);
2630 SetFloatValue(PLAYER_BLOCK_PERCENTAGE
, 0.0f
);
2631 SetUInt32Value(PLAYER_SHIELD_BLOCK
, 0);
2634 SetFloatValue(PLAYER_DODGE_PERCENTAGE
, 0.0f
);
2636 // set armor (resistance 0) to original value (create_agility*2)
2637 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2638 SetResistanceBuffMods(SpellSchools(0), true, 0.0f
);
2639 SetResistanceBuffMods(SpellSchools(0), false, 0.0f
);
2640 // set other resistance to original value (0)
2641 for (int i
= 1; i
< MAX_SPELL_SCHOOL
; ++i
)
2643 SetResistance(SpellSchools(i
), 0);
2644 SetResistanceBuffMods(SpellSchools(i
), true, 0.0f
);
2645 SetResistanceBuffMods(SpellSchools(i
), false, 0.0f
);
2648 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE
,0);
2649 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE
,0);
2650 for(int i
= 0; i
< MAX_SPELL_SCHOOL
; ++i
)
2652 SetUInt32Value(UNIT_FIELD_POWER_COST_MODIFIER
+i
,0);
2653 SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER
+i
,0.0f
);
2655 // Reset no reagent cost field
2656 for(int i
= 0; i
< 3; ++i
)
2657 SetUInt32Value(PLAYER_NO_REAGENT_COST_1
+ i
, 0);
2658 // Init data for form but skip reapply item mods for form
2659 InitDataForForm(reapplyMods
);
2662 for (int i
= POWER_MANA
; i
< MAX_POWERS
; ++i
)
2663 SetMaxPower(Powers(i
), uint32(GetCreatePowers(Powers(i
))));
2665 SetMaxHealth(classInfo
.basehealth
); // stamina bonus will applied later
2667 // cleanup mounted state (it will set correctly at aura loading if player saved at mount.
2668 SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID
, 0);
2670 // cleanup unit flags (will be re-applied if need at aura load).
2671 RemoveFlag( UNIT_FIELD_FLAGS
,
2672 UNIT_FLAG_NON_ATTACKABLE
| UNIT_FLAG_DISABLE_MOVE
| UNIT_FLAG_NOT_ATTACKABLE_1
|
2673 UNIT_FLAG_PET_IN_COMBAT
| UNIT_FLAG_SILENCED
| UNIT_FLAG_PACIFIED
|
2674 UNIT_FLAG_STUNNED
| UNIT_FLAG_IN_COMBAT
| UNIT_FLAG_DISARMED
|
2675 UNIT_FLAG_CONFUSED
| UNIT_FLAG_FLEEING
| UNIT_FLAG_NOT_SELECTABLE
|
2676 UNIT_FLAG_SKINNABLE
| UNIT_FLAG_MOUNT
| UNIT_FLAG_TAXI_FLIGHT
);
2677 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
); // must be set
2679 SetFlag(UNIT_FIELD_FLAGS_2
,UNIT_FLAG2_REGENERATE_POWER
);// must be set
2681 // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
2682 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
| PLAYER_FLAGS_DND
| PLAYER_FLAGS_GM
| PLAYER_FLAGS_GHOST
);
2684 RemoveStandFlags(UNIT_STAND_FLAGS_ALL
); // one form stealth modified bytes
2685 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
| UNIT_BYTE2_FLAG_SANCTUARY
);
2687 // restore if need some important flags
2688 SetUInt32Value(PLAYER_FIELD_BYTES2
, 0 ); // flags empty by default
2690 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2691 _ApplyAllStatBonuses();
2693 // set current level health and mana/energy to maximum after applying all mods.
2694 SetHealth(GetMaxHealth());
2695 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2696 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2697 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2698 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2699 SetPower(POWER_FOCUS
, 0);
2700 SetPower(POWER_HAPPINESS
, 0);
2701 SetPower(POWER_RUNIC_POWER
, 0);
2703 // update level to hunter/summon pet
2704 if (Pet
* pet
= GetPet())
2705 pet
->SynchronizeLevelWithOwner();
2708 void Player::SendInitialSpells()
2710 time_t curTime
= time(NULL
);
2711 time_t infTime
= curTime
+ infinityCooldownDelayCheck
;
2713 uint16 spellCount
= 0;
2715 WorldPacket
data(SMSG_INITIAL_SPELLS
, (1+2+4*m_spells
.size()+2+m_spellCooldowns
.size()*(2+2+2+4+4)));
2718 size_t countPos
= data
.wpos();
2719 data
<< uint16(spellCount
); // spell count placeholder
2721 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2723 if(itr
->second
->state
== PLAYERSPELL_REMOVED
)
2726 if(!itr
->second
->active
|| itr
->second
->disabled
)
2729 data
<< uint32(itr
->first
);
2730 data
<< uint16(0); // it's not slot id
2735 data
.put
<uint16
>(countPos
,spellCount
); // write real count value
2737 uint16 spellCooldowns
= m_spellCooldowns
.size();
2738 data
<< uint16(spellCooldowns
);
2739 for(SpellCooldowns::const_iterator itr
=m_spellCooldowns
.begin(); itr
!=m_spellCooldowns
.end(); ++itr
)
2741 SpellEntry
const *sEntry
= sSpellStore
.LookupEntry(itr
->first
);
2745 data
<< uint32(itr
->first
);
2747 data
<< uint16(itr
->second
.itemid
); // cast item id
2748 data
<< uint16(sEntry
->Category
); // spell category
2750 // send infinity cooldown in special format
2751 if(itr
->second
.end
>= infTime
)
2753 data
<< uint32(1); // cooldown
2754 data
<< uint32(0x80000000); // category cooldown
2758 time_t cooldown
= itr
->second
.end
> curTime
? (itr
->second
.end
-curTime
)*IN_MILISECONDS
: 0;
2760 if(sEntry
->Category
) // may be wrong, but anyway better than nothing...
2762 data
<< uint32(0); // cooldown
2763 data
<< uint32(cooldown
); // category cooldown
2767 data
<< uint32(cooldown
); // cooldown
2768 data
<< uint32(0); // category cooldown
2772 GetSession()->SendPacket(&data
);
2774 sLog
.outDetail( "CHARACTER: Sent Initial Spells" );
2777 void Player::RemoveMail(uint32 id
)
2779 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
2781 if ((*itr
)->messageID
== id
)
2783 //do not delete item, because Player::removeMail() is called when returning mail to sender.
2790 void Player::SendMailResult(uint32 mailId
, MailResponseType mailAction
, MailResponseResult mailError
, uint32 equipError
, uint32 item_guid
, uint32 item_count
)
2792 WorldPacket
data(SMSG_SEND_MAIL_RESULT
, (4+4+4+(mailError
== MAIL_ERR_EQUIP_ERROR
?4:(mailAction
== MAIL_ITEM_TAKEN
?4+4:0))));
2793 data
<< (uint32
) mailId
;
2794 data
<< (uint32
) mailAction
;
2795 data
<< (uint32
) mailError
;
2796 if ( mailError
== MAIL_ERR_EQUIP_ERROR
)
2797 data
<< (uint32
) equipError
;
2798 else if( mailAction
== MAIL_ITEM_TAKEN
)
2800 data
<< (uint32
) item_guid
; // item guid low?
2801 data
<< (uint32
) item_count
; // item count?
2803 GetSession()->SendPacket(&data
);
2806 void Player::SendNewMail()
2808 // deliver undelivered mail
2809 WorldPacket
data(SMSG_RECEIVED_MAIL
, 4);
2811 GetSession()->SendPacket(&data
);
2814 void Player::UpdateNextMailTimeAndUnreads()
2816 // calculate next delivery time (min. from non-delivered mails
2817 // and recalculate unReadMail
2818 time_t cTime
= time(NULL
);
2819 m_nextMailDelivereTime
= 0;
2821 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
2823 if((*itr
)->deliver_time
> cTime
)
2825 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> (*itr
)->deliver_time
)
2826 m_nextMailDelivereTime
= (*itr
)->deliver_time
;
2828 else if(((*itr
)->checked
& MAIL_CHECK_MASK_READ
) == 0)
2833 void Player::AddNewMailDeliverTime(time_t deliver_time
)
2835 if(deliver_time
<= time(NULL
)) // ready now
2840 else // not ready and no have ready mails
2842 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> deliver_time
)
2843 m_nextMailDelivereTime
= deliver_time
;
2847 bool Player::addSpell(uint32 spell_id
, bool active
, bool learning
, bool dependent
, bool disabled
)
2849 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
2852 // do character spell book cleanup (all characters)
2853 if(!IsInWorld() && !learning
) // spell load case
2855 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id
);
2856 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2859 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id
);
2864 if(!SpellMgr::IsSpellValid(spellInfo
,this,false))
2866 // do character spell book cleanup (all characters)
2867 if(!IsInWorld() && !learning
) // spell load case
2869 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id
);
2870 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2873 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id
);
2878 PlayerSpellState state
= learning
? PLAYERSPELL_NEW
: PLAYERSPELL_UNCHANGED
;
2880 bool dependent_set
= false;
2881 bool disabled_case
= false;
2882 bool superceded_old
= false;
2884 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2885 if (itr
!= m_spells
.end())
2887 uint32 next_active_spell_id
= 0;
2888 // fix activate state for non-stackable low rank (and find next spell for !active case)
2889 if(!SpellMgr::canStackSpellRanks(spellInfo
) && sSpellMgr
.GetSpellRank(spellInfo
->Id
) != 0)
2891 SpellChainMapNext
const& nextMap
= sSpellMgr
.GetSpellChainNext();
2892 for(SpellChainMapNext::const_iterator next_itr
= nextMap
.lower_bound(spell_id
); next_itr
!= nextMap
.upper_bound(spell_id
); ++next_itr
)
2894 if(HasSpell(next_itr
->second
))
2896 // high rank already known so this must !active
2898 next_active_spell_id
= next_itr
->second
;
2904 // not do anything if already known in expected state
2905 if(itr
->second
->state
!= PLAYERSPELL_REMOVED
&& itr
->second
->active
== active
&&
2906 itr
->second
->dependent
== dependent
&& itr
->second
->disabled
== disabled
)
2908 if(!IsInWorld() && !learning
) // explicitly load from DB and then exist in it already and set correctly
2909 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2914 // dependent spell known as not dependent, overwrite state
2915 if (itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->dependent
&& dependent
)
2917 itr
->second
->dependent
= dependent
;
2918 if (itr
->second
->state
!= PLAYERSPELL_NEW
)
2919 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2920 dependent_set
= true;
2923 // update active state for known spell
2924 if(itr
->second
->active
!= active
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->disabled
)
2926 itr
->second
->active
= active
;
2928 if(!IsInWorld() && !learning
&& !dependent_set
) // explicitly load from DB and then exist in it already and set correctly
2929 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2930 else if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2931 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2935 if (IsPassiveSpell(spell_id
) && IsNeedCastPassiveSpellAtLearn(spellInfo
))
2936 CastSpell (this,spell_id
,true);
2938 else if(IsInWorld())
2940 if(next_active_spell_id
)
2942 // update spell ranks in spellbook and action bar
2943 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, 4 + 4);
2944 data
<< uint32(spell_id
);
2945 data
<< uint32(next_active_spell_id
);
2946 GetSession()->SendPacket( &data
);
2950 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
2951 data
<< uint32(spell_id
);
2952 GetSession()->SendPacket(&data
);
2956 return active
; // learn (show in spell book if active now)
2959 if(itr
->second
->disabled
!= disabled
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
)
2961 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2962 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2963 itr
->second
->disabled
= disabled
;
2968 disabled_case
= true;
2970 else switch(itr
->second
->state
)
2972 case PLAYERSPELL_UNCHANGED
: // known saved spell
2974 case PLAYERSPELL_REMOVED
: // re-learning removed not saved spell
2977 m_spells
.erase(itr
);
2978 state
= PLAYERSPELL_CHANGED
;
2979 break; // need re-add
2981 default: // known not saved yet spell (new or modified)
2983 // can be in case spell loading but learned at some previous spell loading
2984 if(!IsInWorld() && !learning
&& !dependent_set
)
2985 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2992 if(!disabled_case
) // skip new spell adding if spell already known (disabled spells case)
2994 // talent: unlearn all other talent ranks (high and low)
2995 if(TalentSpellPos
const* talentPos
= GetTalentSpellPos(spell_id
))
2997 if(TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry( talentPos
->talent_id
))
2999 for(int i
=0; i
< MAX_TALENT_RANK
; ++i
)
3001 // skip learning spell and no rank spell case
3002 uint32 rankSpellId
= talentInfo
->RankID
[i
];
3003 if(!rankSpellId
|| rankSpellId
==spell_id
)
3006 removeSpell(rankSpellId
,false,false);
3010 // non talent spell: learn low ranks (recursive call)
3011 else if(uint32 prev_spell
= sSpellMgr
.GetPrevSpellInChain(spell_id
))
3013 if(!IsInWorld() || disabled
) // at spells loading, no output, but allow save
3014 addSpell(prev_spell
,active
,true,true,disabled
);
3015 else // at normal learning
3016 learnSpell(prev_spell
,true);
3019 PlayerSpell
*newspell
= new PlayerSpell
;
3020 newspell
->state
= state
;
3021 newspell
->active
= active
;
3022 newspell
->dependent
= dependent
;
3023 newspell
->disabled
= disabled
;
3025 // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
3026 if(newspell
->active
&& !newspell
->disabled
&& !SpellMgr::canStackSpellRanks(spellInfo
) && sSpellMgr
.GetSpellRank(spellInfo
->Id
) != 0)
3028 for( PlayerSpellMap::iterator itr2
= m_spells
.begin(); itr2
!= m_spells
.end(); ++itr2
)
3030 if(itr2
->second
->state
== PLAYERSPELL_REMOVED
) continue;
3031 SpellEntry
const *i_spellInfo
= sSpellStore
.LookupEntry(itr2
->first
);
3032 if(!i_spellInfo
) continue;
3034 if( sSpellMgr
.IsRankSpellDueToSpell(spellInfo
,itr2
->first
) )
3036 if(itr2
->second
->active
)
3038 if(sSpellMgr
.IsHighRankOfSpell(spell_id
,itr2
->first
))
3040 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
3042 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, 4 + 4);
3043 data
<< uint32(itr2
->first
);
3044 data
<< uint32(spell_id
);
3045 GetSession()->SendPacket( &data
);
3048 // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
3049 itr2
->second
->active
= false;
3050 if(itr2
->second
->state
!= PLAYERSPELL_NEW
)
3051 itr2
->second
->state
= PLAYERSPELL_CHANGED
;
3052 superceded_old
= true; // new spell replace old in action bars and spell book.
3054 else if(sSpellMgr
.IsHighRankOfSpell(itr2
->first
,spell_id
))
3056 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
3058 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, 4 + 4);
3059 data
<< uint32(spell_id
);
3060 data
<< uint32(itr2
->first
);
3061 GetSession()->SendPacket( &data
);
3064 // mark new spell as disable (not learned yet for client and will not learned)
3065 newspell
->active
= false;
3066 if(newspell
->state
!= PLAYERSPELL_NEW
)
3067 newspell
->state
= PLAYERSPELL_CHANGED
;
3074 m_spells
[spell_id
] = newspell
;
3076 // return false if spell disabled
3077 if (newspell
->disabled
)
3081 uint32 talentCost
= GetTalentSpellCost(spell_id
);
3083 // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
3084 // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
3085 if (talentCost
> 0 && IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_LEARN_SPELL
))
3087 // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
3088 CastSpell(this, spell_id
, true);
3090 // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
3091 else if (IsPassiveSpell(spell_id
))
3093 if (IsNeedCastPassiveSpellAtLearn(spellInfo
))
3094 CastSpell(this, spell_id
, true);
3096 else if (IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_SKILL_STEP
))
3098 CastSpell(this, spell_id
, true);
3102 // update used talent points count
3103 m_usedTalentCount
+= talentCost
;
3105 // update free primary prof.points (if any, can be none in case GM .learn prof. learning)
3106 if (uint32 freeProfs
= GetFreePrimaryProfessionPoints())
3108 if(sSpellMgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
3109 SetFreePrimaryProfessions(freeProfs
-1);
3112 // add dependent skills
3113 uint16 maxskill
= GetMaxSkillValueForLevel();
3115 SpellLearnSkillNode
const* spellLearnSkill
= sSpellMgr
.GetSpellLearnSkill(spell_id
);
3117 SkillLineAbilityMapBounds skill_bounds
= sSpellMgr
.GetSkillLineAbilityMapBounds(spell_id
);
3119 if (spellLearnSkill
)
3121 uint32 skill_value
= GetPureSkillValue(spellLearnSkill
->skill
);
3122 uint32 skill_max_value
= GetPureMaxSkillValue(spellLearnSkill
->skill
);
3124 if (skill_value
< spellLearnSkill
->value
)
3125 skill_value
= spellLearnSkill
->value
;
3127 uint32 new_skill_max_value
= spellLearnSkill
->maxvalue
== 0 ? maxskill
: spellLearnSkill
->maxvalue
;
3129 if (skill_max_value
< new_skill_max_value
)
3130 skill_max_value
= new_skill_max_value
;
3132 SetSkill(spellLearnSkill
->skill
,skill_value
,skill_max_value
);
3136 // not ranked skills
3137 for(SkillLineAbilityMap::const_iterator _spell_idx
= skill_bounds
.first
; _spell_idx
!= skill_bounds
.second
; ++_spell_idx
)
3139 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
3143 if (HasSkill(pSkill
->id
))
3146 if (_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
||
3147 // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
3148 ((pSkill
->id
==SKILL_LOCKPICKING
|| pSkill
->id
==SKILL_RUNEFORGING
) && _spell_idx
->second
->max_value
==0))
3150 switch(GetSkillRangeType(pSkill
,_spell_idx
->second
->racemask
!=0))
3152 case SKILL_RANGE_LANGUAGE
:
3153 SetSkill(pSkill
->id
, 300, 300 );
3155 case SKILL_RANGE_LEVEL
:
3156 SetSkill(pSkill
->id
, 1, GetMaxSkillValueForLevel() );
3158 case SKILL_RANGE_MONO
:
3159 SetSkill(pSkill
->id
, 1, 1 );
3168 // learn dependent spells
3169 SpellLearnSpellMapBounds spell_bounds
= sSpellMgr
.GetSpellLearnSpellMapBounds(spell_id
);
3171 for(SpellLearnSpellMap::const_iterator itr2
= spell_bounds
.first
; itr2
!= spell_bounds
.second
; ++itr2
)
3173 if (!itr2
->second
.autoLearned
)
3175 if (!IsInWorld() || !itr2
->second
.active
) // at spells loading, no output, but allow save
3176 addSpell(itr2
->second
.spell
,itr2
->second
.active
,true,true,false);
3177 else // at normal learning
3178 learnSpell(itr2
->second
.spell
,true);
3182 if (!GetSession()->PlayerLoading())
3184 // not ranked skills
3185 for(SkillLineAbilityMap::const_iterator _spell_idx
= skill_bounds
.first
; _spell_idx
!= skill_bounds
.second
; ++_spell_idx
)
3187 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE
,_spell_idx
->second
->skillId
);
3188 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS
,_spell_idx
->second
->skillId
);
3191 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL
,spell_id
);
3194 // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
3195 return active
&& !disabled
&& !superceded_old
;
3198 bool Player::IsNeedCastPassiveSpellAtLearn(SpellEntry
const* spellInfo
) const
3200 // note: form passives activated with shapeshift spells be implemented by HandleShapeshiftBoosts instead of spell_learn_spell
3201 // talent dependent passives activated at form apply have proper stance data
3202 bool need_cast
= (!spellInfo
->Stances
|| (m_form
!= 0 && (spellInfo
->Stances
& (1<<(m_form
-1)))));
3204 //Check CasterAuraStates
3205 return need_cast
&& (!spellInfo
->CasterAuraState
|| HasAuraState(AuraState(spellInfo
->CasterAuraState
)));
3208 void Player::learnSpell(uint32 spell_id
, bool dependent
)
3210 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
3212 bool disabled
= (itr
!= m_spells
.end()) ? itr
->second
->disabled
: false;
3213 bool active
= disabled
? itr
->second
->active
: true;
3215 bool learning
= addSpell(spell_id
,active
,true,dependent
,false);
3217 // learn all disabled higher ranks (recursive)
3220 SpellChainMapNext
const& nextMap
= sSpellMgr
.GetSpellChainNext();
3221 for(SpellChainMapNext::const_iterator i
= nextMap
.lower_bound(spell_id
); i
!= nextMap
.upper_bound(spell_id
); ++i
)
3223 PlayerSpellMap::iterator iter
= m_spells
.find(i
->second
);
3224 if (iter
!= m_spells
.end() && iter
->second
->disabled
)
3225 learnSpell(i
->second
,false);
3229 // prevent duplicated entires in spell book, also not send if not in world (loading)
3230 if(!learning
|| !IsInWorld ())
3233 WorldPacket
data(SMSG_LEARNED_SPELL
, 4);
3234 data
<< uint32(spell_id
);
3235 GetSession()->SendPacket(&data
);
3238 void Player::removeSpell(uint32 spell_id
, bool disabled
, bool learn_low_rank
, bool sendUpdate
)
3240 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
3241 if (itr
== m_spells
.end())
3244 if (itr
->second
->state
== PLAYERSPELL_REMOVED
|| (disabled
&& itr
->second
->disabled
))
3247 // unlearn non talent higher ranks (recursive)
3248 SpellChainMapNext
const& nextMap
= sSpellMgr
.GetSpellChainNext();
3249 for(SpellChainMapNext::const_iterator itr2
= nextMap
.lower_bound(spell_id
); itr2
!= nextMap
.upper_bound(spell_id
); ++itr2
)
3250 if(HasSpell(itr2
->second
) && !GetTalentSpellPos(itr2
->second
))
3251 removeSpell(itr2
->second
,disabled
,false);
3253 // re-search, it can be corrupted in prev loop
3254 itr
= m_spells
.find(spell_id
);
3255 if (itr
== m_spells
.end())
3256 return; // already unleared
3258 bool cur_active
= itr
->second
->active
;
3259 bool cur_dependent
= itr
->second
->dependent
;
3263 itr
->second
->disabled
= disabled
;
3264 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
3265 itr
->second
->state
= PLAYERSPELL_CHANGED
;
3269 if(itr
->second
->state
== PLAYERSPELL_NEW
)
3272 m_spells
.erase(itr
);
3275 itr
->second
->state
= PLAYERSPELL_REMOVED
;
3278 RemoveAurasDueToSpell(spell_id
);
3281 for(int i
= 0; i
< 3; ++i
)
3282 if(PetAura
const* petSpell
= sSpellMgr
.GetPetAura(spell_id
, i
))
3283 RemovePetAura(petSpell
);
3285 // free talent points
3286 uint32 talentCosts
= GetTalentSpellCost(spell_id
);
3289 if(talentCosts
< m_usedTalentCount
)
3290 m_usedTalentCount
-= talentCosts
;
3292 m_usedTalentCount
= 0;
3295 // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
3296 if(sSpellMgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
3298 uint32 freeProfs
= GetFreePrimaryProfessionPoints()+1;
3299 if(freeProfs
<= sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
))
3300 SetFreePrimaryProfessions(freeProfs
);
3303 // remove dependent skill
3304 SpellLearnSkillNode
const* spellLearnSkill
= sSpellMgr
.GetSpellLearnSkill(spell_id
);
3307 uint32 prev_spell
= sSpellMgr
.GetPrevSpellInChain(spell_id
);
3308 if(!prev_spell
) // first rank, remove skill
3309 SetSkill(spellLearnSkill
->skill
,0,0);
3312 // search prev. skill setting by spell ranks chain
3313 SpellLearnSkillNode
const* prevSkill
= sSpellMgr
.GetSpellLearnSkill(prev_spell
);
3314 while(!prevSkill
&& prev_spell
)
3316 prev_spell
= sSpellMgr
.GetPrevSpellInChain(prev_spell
);
3317 prevSkill
= sSpellMgr
.GetSpellLearnSkill(sSpellMgr
.GetFirstSpellInChain(prev_spell
));
3320 if (!prevSkill
) // not found prev skill setting, remove skill
3321 SetSkill(spellLearnSkill
->skill
,0,0);
3322 else // set to prev. skill setting values
3324 uint32 skill_value
= GetPureSkillValue(prevSkill
->skill
);
3325 uint32 skill_max_value
= GetPureMaxSkillValue(prevSkill
->skill
);
3327 if (skill_value
> prevSkill
->value
)
3328 skill_value
= prevSkill
->value
;
3330 uint32 new_skill_max_value
= prevSkill
->maxvalue
== 0 ? GetMaxSkillValueForLevel() : prevSkill
->maxvalue
;
3332 if (skill_max_value
> new_skill_max_value
)
3333 skill_max_value
= new_skill_max_value
;
3335 SetSkill(prevSkill
->skill
,skill_value
,skill_max_value
);
3342 // not ranked skills
3343 SkillLineAbilityMapBounds bounds
= sSpellMgr
.GetSkillLineAbilityMapBounds(spell_id
);
3345 for(SkillLineAbilityMap::const_iterator _spell_idx
= bounds
.first
; _spell_idx
!= bounds
.second
; ++_spell_idx
)
3347 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
3351 if(_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
&&
3352 pSkill
->categoryId
!= SKILL_CATEGORY_CLASS
||// not unlearn class skills (spellbook/talent pages)
3353 // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
3354 ((pSkill
->id
==SKILL_LOCKPICKING
|| pSkill
->id
==SKILL_RUNEFORGING
) && _spell_idx
->second
->max_value
==0))
3356 // not reset skills for professions and racial abilities
3357 if ((pSkill
->categoryId
==SKILL_CATEGORY_SECONDARY
|| pSkill
->categoryId
==SKILL_CATEGORY_PROFESSION
) &&
3358 (IsProfessionSkill(pSkill
->id
) || _spell_idx
->second
->racemask
!=0))
3361 SetSkill(pSkill
->id
, 0, 0 );
3366 // remove dependent spells
3367 SpellLearnSpellMapBounds spell_bounds
= sSpellMgr
.GetSpellLearnSpellMapBounds(spell_id
);
3369 for(SpellLearnSpellMap::const_iterator itr2
= spell_bounds
.first
; itr2
!= spell_bounds
.second
; ++itr2
)
3370 removeSpell(itr2
->second
.spell
, disabled
);
3372 // activate lesser rank in spellbook/action bar, and cast it if need
3373 bool prev_activate
= false;
3375 if (uint32 prev_id
= sSpellMgr
.GetPrevSpellInChain (spell_id
))
3377 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
3379 // if talent then lesser rank also talent and need learn
3383 learnSpell (prev_id
,false);
3385 // if ranked non-stackable spell: need activate lesser rank and update dendence state
3386 else if (cur_active
&& !SpellMgr::canStackSpellRanks(spellInfo
) && sSpellMgr
.GetSpellRank(spellInfo
->Id
) != 0)
3388 // need manually update dependence state (learn spell ignore like attempts)
3389 PlayerSpellMap::iterator prev_itr
= m_spells
.find(prev_id
);
3390 if (prev_itr
!= m_spells
.end())
3392 if (prev_itr
->second
->dependent
!= cur_dependent
)
3394 prev_itr
->second
->dependent
= cur_dependent
;
3395 if (prev_itr
->second
->state
!= PLAYERSPELL_NEW
)
3396 prev_itr
->second
->state
= PLAYERSPELL_CHANGED
;
3399 // now re-learn if need re-activate
3400 if (cur_active
&& !prev_itr
->second
->active
&& learn_low_rank
)
3402 if (addSpell(prev_id
,true,false,prev_itr
->second
->dependent
,prev_itr
->second
->disabled
))
3404 // downgrade spell ranks in spellbook and action bar
3405 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, 4 + 4);
3406 data
<< uint32(spell_id
);
3407 data
<< uint32(prev_id
);
3408 GetSession()->SendPacket( &data
);
3409 prev_activate
= true;
3416 // remove from spell book if not replaced by lesser rank
3417 if (!prev_activate
&& sendUpdate
)
3419 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
3420 data
<< uint32(spell_id
);
3421 GetSession()->SendPacket(&data
);
3425 void Player::RemoveSpellCooldown( uint32 spell_id
, bool update
/* = false */ )
3427 m_spellCooldowns
.erase(spell_id
);
3430 SendClearCooldown(spell_id
, this);
3433 void Player::RemoveSpellCategoryCooldown(uint32 cat
, bool update
/* = false */)
3435 SpellCategoryStore::const_iterator ct
= sSpellCategoryStore
.find(cat
);
3436 if (ct
== sSpellCategoryStore
.end())
3439 const SpellCategorySet
& ct_set
= ct
->second
;
3440 for (SpellCooldowns::const_iterator i
= m_spellCooldowns
.begin(); i
!= m_spellCooldowns
.end();)
3442 if (ct_set
.find(i
->first
) != ct_set
.end())
3443 RemoveSpellCooldown((i
++)->first
, update
);
3449 void Player::RemoveArenaSpellCooldowns()
3451 // remove cooldowns on spells that has < 15 min CD
3452 SpellCooldowns::iterator itr
, next
;
3453 // iterate spell cooldowns
3454 for(itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); itr
= next
)
3458 SpellEntry
const * entry
= sSpellStore
.LookupEntry(itr
->first
);
3459 // check if spellentry is present and if the cooldown is less than 15 mins
3461 entry
->RecoveryTime
<= 15 * MINUTE
* IN_MILISECONDS
&&
3462 entry
->CategoryRecoveryTime
<= 15 * MINUTE
* IN_MILISECONDS
)
3465 RemoveSpellCooldown(itr
->first
, true);
3470 void Player::RemoveAllSpellCooldown()
3472 if(!m_spellCooldowns
.empty())
3474 for(SpellCooldowns::const_iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); ++itr
)
3475 SendClearCooldown(itr
->first
, this);
3477 m_spellCooldowns
.clear();
3481 void Player::_LoadSpellCooldowns(QueryResult
*result
)
3483 // some cooldowns can be already set at aura loading...
3485 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
3489 time_t curTime
= time(NULL
);
3493 Field
*fields
= result
->Fetch();
3495 uint32 spell_id
= fields
[0].GetUInt32();
3496 uint32 item_id
= fields
[1].GetUInt32();
3497 time_t db_time
= (time_t)fields
[2].GetUInt64();
3499 if(!sSpellStore
.LookupEntry(spell_id
))
3501 sLog
.outError("Player %u has unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id
);
3505 // skip outdated cooldown
3506 if(db_time
<= curTime
)
3509 AddSpellCooldown(spell_id
, item_id
, db_time
);
3511 sLog
.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id
, item_id
, uint32(db_time
-curTime
));
3513 while( result
->NextRow() );
3519 void Player::_SaveSpellCooldowns()
3521 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
3523 time_t curTime
= time(NULL
);
3524 time_t infTime
= curTime
+ infinityCooldownDelayCheck
;
3526 /* copied following sql-code partly from achievementmgr */
3527 bool first_round
= true;
3528 std::ostringstream ss
;
3530 // remove outdated and save active
3531 for(SpellCooldowns::iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end();)
3533 if(itr
->second
.end
<= curTime
)
3534 m_spellCooldowns
.erase(itr
++);
3535 else if(itr
->second
.end
<= infTime
) // not save locked cooldowns, it will be reset or set at reload
3539 ss
<< "INSERT INTO character_spell_cooldown (guid,spell,item,time) VALUES ";
3540 first_round
= false;
3542 // next new/changed record prefix
3545 ss
<< "(" << GetGUIDLow() << "," << itr
->first
<< "," << itr
->second
.itemid
<< "," << uint64(itr
->second
.end
) << ")";
3552 // if something changed execute
3554 CharacterDatabase
.Execute( ss
.str().c_str() );
3557 uint32
Player::resetTalentsCost() const
3559 // The first time reset costs 1 gold
3560 if(m_resetTalentsCost
< 1*GOLD
)
3563 else if(m_resetTalentsCost
< 5*GOLD
)
3565 // After that it increases in increments of 5 gold
3566 else if(m_resetTalentsCost
< 10*GOLD
)
3570 uint32 months
= (sWorld
.GetGameTime() - m_resetTalentsTime
)/MONTH
;
3573 // This cost will be reduced by a rate of 5 gold per month
3574 int32 new_cost
= int32(m_resetTalentsCost
) - 5*GOLD
*months
;
3575 // to a minimum of 10 gold.
3576 return (new_cost
< 10*GOLD
? 10*GOLD
: new_cost
);
3580 // After that it increases in increments of 5 gold
3581 int32 new_cost
= m_resetTalentsCost
+ 5*GOLD
;
3582 // until it hits a cap of 50 gold.
3583 if(new_cost
> 50*GOLD
)
3590 bool Player::resetTalents(bool no_cost
)
3592 // not need after this call
3593 if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS
))
3594 RemoveAtLoginFlag(AT_LOGIN_RESET_TALENTS
,true);
3596 uint32 talentPointsForLevel
= CalculateTalentsPoints();
3598 if (m_usedTalentCount
== 0)
3600 SetFreeTalentPoints(talentPointsForLevel
);
3608 cost
= resetTalentsCost();
3610 if (GetMoney() < cost
)
3612 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, 0, 0, 0);
3617 for (unsigned int i
= 0; i
< sTalentStore
.GetNumRows(); ++i
)
3619 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry(i
);
3621 if (!talentInfo
) continue;
3623 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentInfo
->TalentTab
);
3628 // unlearn only talents for character class
3629 // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
3630 // to prevent unexpected lost normal learned spell skip another class talents
3631 if( (getClassMask() & talentTabInfo
->ClassMask
) == 0 )
3634 for (int j
= 0; j
< MAX_TALENT_RANK
; ++j
)
3636 for(PlayerSpellMap::iterator itr
= GetSpellMap().begin(); itr
!= GetSpellMap().end();)
3638 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->disabled
)
3644 // remove learned spells (all ranks)
3645 uint32 itrFirstId
= sSpellMgr
.GetFirstSpellInChain(itr
->first
);
3647 // unlearn if first rank is talent or learned by talent
3648 if (itrFirstId
== talentInfo
->RankID
[j
])
3650 removeSpell(itr
->first
,!IsPassiveSpell(itr
->first
),false);
3651 itr
= GetSpellMap().begin();
3654 else if (sSpellMgr
.IsSpellLearnToSpell(talentInfo
->RankID
[j
],itrFirstId
))
3656 removeSpell(itr
->first
,!IsPassiveSpell(itr
->first
));
3657 itr
= GetSpellMap().begin();
3666 SetFreeTalentPoints(talentPointsForLevel
);
3670 ModifyMoney(-(int32
)cost
);
3671 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS
, cost
);
3672 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS
, 1);
3674 m_resetTalentsCost
= cost
;
3675 m_resetTalentsTime
= time(NULL
);
3678 //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
3679 RemovePet(NULL
,PET_SAVE_NOT_IN_SLOT
, true);
3680 /* when prev line will dropped use next line
3681 if(Pet* pet = GetPet())
3683 if(pet->getPetType()==HUNTER_PET && !pet->GetCreatureInfo()->isTameable(CanTameExoticPets()))
3684 RemovePet(NULL,PET_SAVE_NOT_IN_SLOT, true);
3691 m_canTitanGrip
= false;
3692 if(sWorld
.getConfig(CONFIG_OFFHAND_CHECK_AT_TALENTS_RESET
))
3693 AutoUnequipOffhandIfNeed();
3699 Mail
* Player::GetMail(uint32 id
)
3701 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
3703 if ((*itr
)->messageID
== id
)
3711 void Player::_SetCreateBits(UpdateMask
*updateMask
, Player
*target
) const
3715 Object::_SetCreateBits(updateMask
, target
);
3719 for(uint16 index
= 0; index
< m_valuesCount
; index
++)
3721 if(GetUInt32Value(index
) != 0 && updateVisualBits
.GetBit(index
))
3722 updateMask
->SetBit(index
);
3727 void Player::_SetUpdateBits(UpdateMask
*updateMask
, Player
*target
) const
3731 Object::_SetUpdateBits(updateMask
, target
);
3735 Object::_SetUpdateBits(updateMask
, target
);
3736 *updateMask
&= updateVisualBits
;
3740 void Player::InitVisibleBits()
3742 updateVisualBits
.SetCount(PLAYER_END
);
3744 updateVisualBits
.SetBit(OBJECT_FIELD_GUID
);
3745 updateVisualBits
.SetBit(OBJECT_FIELD_TYPE
);
3746 updateVisualBits
.SetBit(OBJECT_FIELD_ENTRY
);
3747 updateVisualBits
.SetBit(OBJECT_FIELD_SCALE_X
);
3748 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
+ 0);
3749 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
+ 1);
3750 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
+ 0);
3751 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
+ 1);
3752 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
+ 0);
3753 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
+ 1);
3754 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
+ 0);
3755 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
+ 1);
3756 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
+ 0);
3757 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
+ 1);
3758 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_0
);
3759 updateVisualBits
.SetBit(UNIT_FIELD_HEALTH
);
3760 updateVisualBits
.SetBit(UNIT_FIELD_POWER1
);
3761 updateVisualBits
.SetBit(UNIT_FIELD_POWER2
);
3762 updateVisualBits
.SetBit(UNIT_FIELD_POWER3
);
3763 updateVisualBits
.SetBit(UNIT_FIELD_POWER4
);
3764 updateVisualBits
.SetBit(UNIT_FIELD_POWER5
);
3765 updateVisualBits
.SetBit(UNIT_FIELD_POWER6
);
3766 updateVisualBits
.SetBit(UNIT_FIELD_POWER7
);
3767 updateVisualBits
.SetBit(UNIT_FIELD_MAXHEALTH
);
3768 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER1
);
3769 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER2
);
3770 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER3
);
3771 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER4
);
3772 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER5
);
3773 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER6
);
3774 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER7
);
3775 updateVisualBits
.SetBit(UNIT_FIELD_LEVEL
);
3776 updateVisualBits
.SetBit(UNIT_FIELD_FACTIONTEMPLATE
);
3777 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 0);
3778 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 1);
3779 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 2);
3780 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS
);
3781 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS_2
);
3782 updateVisualBits
.SetBit(UNIT_FIELD_AURASTATE
);
3783 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
+ 0);
3784 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
+ 1);
3785 updateVisualBits
.SetBit(UNIT_FIELD_BOUNDINGRADIUS
);
3786 updateVisualBits
.SetBit(UNIT_FIELD_COMBATREACH
);
3787 updateVisualBits
.SetBit(UNIT_FIELD_DISPLAYID
);
3788 updateVisualBits
.SetBit(UNIT_FIELD_NATIVEDISPLAYID
);
3789 updateVisualBits
.SetBit(UNIT_FIELD_MOUNTDISPLAYID
);
3790 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_1
);
3791 updateVisualBits
.SetBit(UNIT_FIELD_PETNUMBER
);
3792 updateVisualBits
.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP
);
3793 updateVisualBits
.SetBit(UNIT_DYNAMIC_FLAGS
);
3794 updateVisualBits
.SetBit(UNIT_CHANNEL_SPELL
);
3795 updateVisualBits
.SetBit(UNIT_MOD_CAST_SPEED
);
3796 updateVisualBits
.SetBit(UNIT_FIELD_BASE_MANA
);
3797 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_2
);
3798 updateVisualBits
.SetBit(UNIT_FIELD_HOVERHEIGHT
);
3800 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
+ 0);
3801 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
+ 1);
3802 updateVisualBits
.SetBit(PLAYER_FLAGS
);
3803 updateVisualBits
.SetBit(PLAYER_GUILDID
);
3804 updateVisualBits
.SetBit(PLAYER_GUILDRANK
);
3805 updateVisualBits
.SetBit(PLAYER_BYTES
);
3806 updateVisualBits
.SetBit(PLAYER_BYTES_2
);
3807 updateVisualBits
.SetBit(PLAYER_BYTES_3
);
3808 updateVisualBits
.SetBit(PLAYER_DUEL_TEAM
);
3809 updateVisualBits
.SetBit(PLAYER_GUILD_TIMESTAMP
);
3811 // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
3812 for(uint16 i
= PLAYER_QUEST_LOG_1_1
; i
< PLAYER_QUEST_LOG_25_2
; i
+= MAX_QUEST_OFFSET
)
3813 updateVisualBits
.SetBit(i
);
3815 // Players visible items are not inventory stuff
3816 for(uint16 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
3818 uint32 offset
= i
* 2;
3821 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_ENTRYID
+ offset
);
3823 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ offset
);
3826 updateVisualBits
.SetBit(PLAYER_CHOSEN_TITLE
);
3829 void Player::BuildCreateUpdateBlockForPlayer( UpdateData
*data
, Player
*target
) const
3831 for(int i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
3833 if(m_items
[i
] == NULL
)
3836 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3841 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
3843 if(m_items
[i
] == NULL
)
3846 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3848 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
3850 if(m_items
[i
] == NULL
)
3853 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3857 Unit::BuildCreateUpdateBlockForPlayer( data
, target
);
3860 void Player::DestroyForPlayer( Player
*target
, bool anim
) const
3862 Unit::DestroyForPlayer( target
, anim
);
3864 for(int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
3866 if(m_items
[i
] == NULL
)
3869 m_items
[i
]->DestroyForPlayer( target
);
3874 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
3876 if(m_items
[i
] == NULL
)
3879 m_items
[i
]->DestroyForPlayer( target
);
3881 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
3883 if(m_items
[i
] == NULL
)
3886 m_items
[i
]->DestroyForPlayer( target
);
3891 bool Player::HasSpell(uint32 spell
) const
3893 PlayerSpellMap::const_iterator itr
= m_spells
.find(spell
);
3894 return (itr
!= m_spells
.end() && itr
->second
->state
!= PLAYERSPELL_REMOVED
&&
3895 !itr
->second
->disabled
);
3898 bool Player::HasActiveSpell(uint32 spell
) const
3900 PlayerSpellMap::const_iterator itr
= m_spells
.find(spell
);
3901 return (itr
!= m_spells
.end() && itr
->second
->state
!= PLAYERSPELL_REMOVED
&&
3902 itr
->second
->active
&& !itr
->second
->disabled
);
3905 TrainerSpellState
Player::GetTrainerSpellState(TrainerSpell
const* trainer_spell
) const
3908 return TRAINER_SPELL_RED
;
3910 if (!trainer_spell
->learnedSpell
)
3911 return TRAINER_SPELL_RED
;
3914 if(HasSpell(trainer_spell
->learnedSpell
))
3915 return TRAINER_SPELL_GRAY
;
3917 // check race/class requirement
3918 if(!IsSpellFitByClassAndRace(trainer_spell
->learnedSpell
))
3919 return TRAINER_SPELL_RED
;
3921 // check level requirement
3922 if(getLevel() < trainer_spell
->reqLevel
)
3923 return TRAINER_SPELL_RED
;
3925 if(SpellChainNode
const* spell_chain
= sSpellMgr
.GetSpellChainNode(trainer_spell
->learnedSpell
))
3927 // check prev.rank requirement
3928 if(spell_chain
->prev
&& !HasSpell(spell_chain
->prev
))
3929 return TRAINER_SPELL_RED
;
3931 // check additional spell requirement
3932 if(spell_chain
->req
&& !HasSpell(spell_chain
->req
))
3933 return TRAINER_SPELL_RED
;
3936 // check skill requirement
3937 if(trainer_spell
->reqSkill
&& GetBaseSkillValue(trainer_spell
->reqSkill
) < trainer_spell
->reqSkillValue
)
3938 return TRAINER_SPELL_RED
;
3940 // exist, already checked at loading
3941 SpellEntry
const* spell
= sSpellStore
.LookupEntry(trainer_spell
->learnedSpell
);
3943 // secondary prof. or not prof. spell
3944 uint32 skill
= spell
->EffectMiscValue
[1];
3946 if(spell
->Effect
[1] != SPELL_EFFECT_SKILL
|| !IsPrimaryProfessionSkill(skill
))
3947 return TRAINER_SPELL_GREEN
;
3949 // check primary prof. limit
3950 if(sSpellMgr
.IsPrimaryProfessionFirstRankSpell(spell
->Id
) && GetFreePrimaryProfessionPoints() == 0)
3951 return TRAINER_SPELL_GREEN_DISABLED
;
3953 return TRAINER_SPELL_GREEN
;
3956 void Player::DeleteFromDB(uint64 playerguid
, uint32 accountId
, bool updateRealmChars
)
3958 uint32 guid
= GUID_LOPART(playerguid
);
3960 // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
3961 // bones will be deleted by corpse/bones deleting thread shortly
3962 sObjectAccessor
.ConvertCorpseForPlayer(playerguid
);
3964 // remove from guild
3965 uint32 guildId
= GetGuildIdFromDB(playerguid
);
3968 Guild
* guild
= sObjectMgr
.GetGuildById(guildId
);
3970 guild
->DelMember(guid
);
3973 // remove from arena teams
3974 LeaveAllArenaTeams(playerguid
);
3976 // the player was uninvited already on logout so just remove from group
3977 QueryResult
*resultGroup
= CharacterDatabase
.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid
);
3980 uint32 leaderGuidLow
= (*resultGroup
)[0].GetUInt32();
3982 if (Group
* group
= sObjectMgr
.GetGroupByLeaderLowGUID(leaderGuidLow
))
3983 RemoveFromGroup(group
, playerguid
);
3986 // remove signs from petitions (also remove petitions if owner);
3987 RemovePetitionsAndSigns(playerguid
, 10);
3989 // return back all mails with COD and Item 0 1 2 3 4 5 6 7
3990 QueryResult
*resultMail
= CharacterDatabase
.PQuery("SELECT id,messageType,mailTemplateId,sender,subject,itemTextId,money,has_items FROM mail WHERE receiver='%u' AND has_items<>0 AND cod<>0", guid
);
3995 Field
*fields
= resultMail
->Fetch();
3997 uint32 mail_id
= fields
[0].GetUInt32();
3998 uint16 mailType
= fields
[1].GetUInt16();
3999 uint16 mailTemplateId
= fields
[2].GetUInt16();
4000 uint32 sender
= fields
[3].GetUInt32();
4001 std::string subject
= fields
[4].GetCppString();
4002 uint32 itemTextId
= fields
[5].GetUInt32();
4003 uint32 money
= fields
[6].GetUInt32();
4004 bool has_items
= fields
[7].GetBool();
4006 //we can return mail now
4007 //so firstly delete the old one
4008 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id
);
4010 // mail not from player
4011 if (mailType
!= MAIL_NORMAL
)
4014 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id
);
4018 MailDraft
draft(subject
, itemTextId
);
4020 draft
= MailDraft(mailTemplateId
,false); // itesm already included
4024 // data needs to be at first place for Item::LoadFromDB
4025 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
);
4030 Field
*fields2
= resultItems
->Fetch();
4032 uint32 item_guidlow
= fields2
[1].GetUInt32();
4033 uint32 item_template
= fields2
[2].GetUInt32();
4035 ItemPrototype
const* itemProto
= ObjectMgr::GetItemPrototype(item_template
);
4038 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow
);
4042 Item
*pItem
= NewItemOrBag(itemProto
);
4043 if(!pItem
->LoadFromDB(item_guidlow
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
),resultItems
))
4045 pItem
->FSetState(ITEM_REMOVED
);
4046 pItem
->SaveToDB(); // it also deletes item object !
4050 draft
.AddItem(pItem
);
4052 while (resultItems
->NextRow());
4058 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id
);
4060 uint32 pl_account
= sObjectMgr
.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
4062 draft
.AddMoney(money
).SendReturnToSender(pl_account
, guid
, sender
);
4064 while (resultMail
->NextRow());
4069 // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
4070 // Get guids of character's pets, will deleted in transaction
4071 QueryResult
*resultPets
= CharacterDatabase
.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid
);
4073 // NOW we can finally clear other DB data related to character
4074 CharacterDatabase
.BeginTransaction();
4079 Field
*fields3
= resultPets
->Fetch();
4080 uint32 petguidlow
= fields3
[0].GetUInt32();
4081 Pet::DeleteFromDB(petguidlow
);
4082 } while (resultPets
->NextRow());
4086 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",guid
);
4087 CharacterDatabase
.PExecute("DELETE FROM character_account_data WHERE guid = '%u'",guid
);
4088 CharacterDatabase
.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid
);
4089 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid
);
4090 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid
);
4091 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid
);
4092 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid
);
4093 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid
);
4094 CharacterDatabase
.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid
);
4095 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid
);
4096 CharacterDatabase
.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid
);
4097 CharacterDatabase
.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",guid
);
4098 CharacterDatabase
.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid
);
4099 CharacterDatabase
.PExecute("DELETE FROM character_skills WHERE guid = '%u'",guid
);
4100 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid
);
4101 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid
);
4102 CharacterDatabase
.PExecute("DELETE FROM character_ticket WHERE guid = '%u'",guid
);
4103 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid
);
4104 CharacterDatabase
.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid
,guid
);
4105 CharacterDatabase
.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid
);
4106 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid
);
4107 CharacterDatabase
.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid
);
4108 CharacterDatabase
.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid
);
4109 CharacterDatabase
.PExecute("DELETE FROM character_achievement WHERE guid = '%u'",guid
);
4110 CharacterDatabase
.PExecute("DELETE FROM character_achievement_progress WHERE guid = '%u'",guid
);
4111 CharacterDatabase
.PExecute("DELETE FROM character_equipmentsets WHERE guid = '%u'",guid
);
4112 CharacterDatabase
.PExecute("DELETE FROM guild_eventlog WHERE PlayerGuid1 = '%u'",guid
);
4113 CharacterDatabase
.PExecute("DELETE FROM guild_eventlog WHERE PlayerGuid2 = '%u'",guid
);
4114 CharacterDatabase
.PExecute("DELETE FROM guild_bank_eventlog WHERE PlayerGuid = '%u'",guid
);
4115 CharacterDatabase
.CommitTransaction();
4117 //loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID);
4118 if(updateRealmChars
) sWorld
.UpdateRealmCharCount(accountId
);
4121 void Player::SetMovement(PlayerMovementType pType
)
4126 case MOVE_ROOT
: data
.Initialize(SMSG_FORCE_MOVE_ROOT
, GetPackGUID().size()+4); break;
4127 case MOVE_UNROOT
: data
.Initialize(SMSG_FORCE_MOVE_UNROOT
, GetPackGUID().size()+4); break;
4128 case MOVE_WATER_WALK
: data
.Initialize(SMSG_MOVE_WATER_WALK
, GetPackGUID().size()+4); break;
4129 case MOVE_LAND_WALK
: data
.Initialize(SMSG_MOVE_LAND_WALK
, GetPackGUID().size()+4); break;
4131 sLog
.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType
);
4134 data
.append(GetPackGUID());
4136 GetSession()->SendPacket( &data
);
4140 - a resurrectable corpse must not be loaded for the player (only bones)
4141 - the player must be in world
4143 void Player::BuildPlayerRepop()
4145 WorldPacket
data(SMSG_PRE_RESURRECT
, GetPackGUID().size());
4146 data
.append(GetPackGUID());
4147 GetSession()->SendPacket(&data
);
4149 if(getRace() == RACE_NIGHTELF
)
4150 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)
4151 CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)
4153 // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
4154 // there must be SMSG.STOP_MIRROR_TIMER
4155 // there we must send 888 opcode
4157 // the player cannot have a corpse already, only bones which are not returned by GetCorpse
4160 sLog
.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
4164 // create a corpse and place it at the player's location
4166 Corpse
*corpse
= GetCorpse();
4169 sLog
.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
4172 GetMap()->Add(corpse
);
4174 // convert player body to ghost
4177 SetMovement(MOVE_WATER_WALK
);
4178 if(!GetSession()->isLogingOut())
4179 SetMovement(MOVE_UNROOT
);
4181 // BG - remove insignia related
4182 RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_SKINNABLE
);
4184 SendCorpseReclaimDelay();
4186 // to prevent cheating
4187 corpse
->ResetGhostTime();
4189 StopMirrorTimers(); //disable timers(bars)
4191 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, (float)1.0); //see radius of death player?
4193 // set and clear other
4194 SetByteValue(UNIT_FIELD_BYTES_1
, 3, UNIT_BYTE1_FLAG_ALWAYS_STAND
);
4197 void Player::ResurrectPlayer(float restore_percent
, bool applySickness
)
4199 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // remove spirit healer position
4204 GetSession()->SendPacket(&data
);
4206 // speed change, land walk
4208 // remove death flag + set aura
4209 SetByteValue(UNIT_FIELD_BYTES_1
, 3, 0x00);
4210 if(getRace() == RACE_NIGHTELF
)
4211 RemoveAurasDueToSpell(20584); // speed bonuses
4212 RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
4214 setDeathState(ALIVE
);
4216 SetMovement(MOVE_LAND_WALK
);
4217 SetMovement(MOVE_UNROOT
);
4221 // set health/powers (0- will be set in caller)
4222 if(restore_percent
>0.0f
)
4224 SetHealth(uint32(GetMaxHealth()*restore_percent
));
4225 SetPower(POWER_MANA
, uint32(GetMaxPower(POWER_MANA
)*restore_percent
));
4226 SetPower(POWER_RAGE
, 0);
4227 SetPower(POWER_ENERGY
, uint32(GetMaxPower(POWER_ENERGY
)*restore_percent
));
4230 // trigger update zone for alive state zone updates
4231 uint32 newzone
, newarea
;
4232 GetZoneAndAreaId(newzone
,newarea
);
4233 UpdateZone(newzone
,newarea
);
4235 // update visibility
4236 UpdateVisibilityForPlayer();
4241 //Characters from level 1-10 are not affected by resurrection sickness.
4242 //Characters from level 11-19 will suffer from one minute of sickness
4243 //for each level they are above 10.
4244 //Characters level 20 and up suffer from ten minutes of sickness.
4245 int32 startLevel
= sWorld
.getConfig(CONFIG_DEATH_SICKNESS_LEVEL
);
4247 if(int32(getLevel()) >= startLevel
)
4249 // set resurrection sickness
4250 CastSpell(this,SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,true);
4252 // not full duration
4253 if(int32(getLevel()) < startLevel
+9)
4255 int32 delta
= (int32(getLevel()) - startLevel
+ 1)*MINUTE
;
4257 for(int i
=0; i
< 3; ++i
)
4259 if(Aura
* Aur
= GetAura(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,i
))
4261 Aur
->SetAuraDuration(delta
*IN_MILISECONDS
);
4262 Aur
->SendAuraUpdate(false);
4269 void Player::KillPlayer()
4271 SetMovement(MOVE_ROOT
);
4273 StopMirrorTimers(); //disable timers(bars)
4275 setDeathState(CORPSE
);
4276 //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
4278 SetFlag(UNIT_DYNAMIC_FLAGS
, 0x00);
4279 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, !sMapStore
.LookupEntry(GetMapId())->Instanceable());
4281 // 6 minutes until repop at graveyard
4282 m_deathTimer
= 6*MINUTE
*IN_MILISECONDS
;
4284 UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
4286 // don't create corpse at this moment, player might be falling
4288 // update visibility
4289 UpdateObjectVisibility();
4292 void Player::CreateCorpse()
4294 // prevent existence 2 corpse for player
4297 uint32 _uf
, _pb
, _pb2
, _cfb1
, _cfb2
;
4299 Corpse
*corpse
= new Corpse( (m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
) ? CORPSE_RESURRECTABLE_PVP
: CORPSE_RESURRECTABLE_PVE
);
4302 if(!corpse
->Create(sObjectMgr
.GenerateLowGuid(HIGHGUID_CORPSE
), this))
4308 _uf
= GetUInt32Value(UNIT_FIELD_BYTES_0
);
4309 _pb
= GetUInt32Value(PLAYER_BYTES
);
4310 _pb2
= GetUInt32Value(PLAYER_BYTES_2
);
4312 uint8 race
= (uint8
)(_uf
);
4313 uint8 skin
= (uint8
)(_pb
);
4314 uint8 face
= (uint8
)(_pb
>> 8);
4315 uint8 hairstyle
= (uint8
)(_pb
>> 16);
4316 uint8 haircolor
= (uint8
)(_pb
>> 24);
4317 uint8 facialhair
= (uint8
)(_pb2
);
4319 _cfb1
= ((0x00) | (race
<< 8) | (getGender() << 16) | (skin
<< 24));
4320 _cfb2
= ((face
) | (hairstyle
<< 8) | (haircolor
<< 16) | (facialhair
<< 24));
4322 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_1
, _cfb1
);
4323 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_2
, _cfb2
);
4325 uint32 flags
= CORPSE_FLAG_UNK2
;
4326 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_HELM
))
4327 flags
|= CORPSE_FLAG_HIDE_HELM
;
4328 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_CLOAK
))
4329 flags
|= CORPSE_FLAG_HIDE_CLOAK
;
4330 if(InBattleGround() && !InArena())
4331 flags
|= CORPSE_FLAG_LOOTABLE
; // to be able to remove insignia
4332 corpse
->SetUInt32Value( CORPSE_FIELD_FLAGS
, flags
);
4334 corpse
->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID
, GetNativeDisplayId() );
4336 corpse
->SetUInt32Value( CORPSE_FIELD_GUILD
, GetGuildId() );
4339 uint32 iIventoryType
;
4341 for (int i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
4345 iDisplayID
= m_items
[i
]->GetProto()->DisplayInfoID
;
4346 iIventoryType
= m_items
[i
]->GetProto()->InventoryType
;
4348 _cfi
= iDisplayID
| (iIventoryType
<< 24);
4349 corpse
->SetUInt32Value(CORPSE_FIELD_ITEM
+ i
, _cfi
);
4353 // we don't SaveToDB for players in battlegrounds so don't do it for corpses either
4354 const MapEntry
*entry
= sMapStore
.LookupEntry(corpse
->GetMapId());
4356 if(entry
->map_type
!= MAP_BATTLEGROUND
)
4359 // register for player, but not show
4360 sObjectAccessor
.AddCorpse(corpse
);
4363 void Player::SpawnCorpseBones()
4365 if(sObjectAccessor
.ConvertCorpseForPlayer(GetGUID()))
4366 if (!GetSession()->PlayerLogoutWithSave()) // at logout we will already store the player
4367 SaveToDB(); // prevent loading as ghost without corpse
4370 Corpse
* Player::GetCorpse() const
4372 return sObjectAccessor
.GetCorpseForPlayerGUID(GetGUID());
4375 void Player::DurabilityLossAll(double percent
, bool inventory
)
4377 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
4378 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4379 DurabilityLoss(pItem
,percent
);
4383 // bags not have durability
4384 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
4386 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
4387 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4388 DurabilityLoss(pItem
,percent
);
4390 // keys not have durability
4391 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i)
4393 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
4394 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4395 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
4396 if(Item
* pItem
= GetItemByPos( i
, j
))
4397 DurabilityLoss(pItem
,percent
);
4401 void Player::DurabilityLoss(Item
* item
, double percent
)
4406 uint32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4411 uint32 pDurabilityLoss
= uint32(pMaxDurability
*percent
);
4413 if(pDurabilityLoss
< 1 )
4414 pDurabilityLoss
= 1;
4416 DurabilityPointsLoss(item
,pDurabilityLoss
);
4419 void Player::DurabilityPointsLossAll(int32 points
, bool inventory
)
4421 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
4422 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4423 DurabilityPointsLoss(pItem
,points
);
4427 // bags not have durability
4428 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
4430 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
4431 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4432 DurabilityPointsLoss(pItem
,points
);
4434 // keys not have durability
4435 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i)
4437 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
4438 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4439 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
4440 if(Item
* pItem
= GetItemByPos( i
, j
))
4441 DurabilityPointsLoss(pItem
,points
);
4445 void Player::DurabilityPointsLoss(Item
* item
, int32 points
)
4447 int32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4448 int32 pOldDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
4449 int32 pNewDurability
= pOldDurability
- points
;
4451 if (pNewDurability
< 0)
4453 else if (pNewDurability
> pMaxDurability
)
4454 pNewDurability
= pMaxDurability
;
4456 if (pOldDurability
!= pNewDurability
)
4458 // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
4459 if ( pNewDurability
== 0 && pOldDurability
> 0 && item
->IsEquipped())
4460 _ApplyItemMods(item
,item
->GetSlot(), false);
4462 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, pNewDurability
);
4464 // modify item stats _after_ restore durability to pass _ApplyItemMods internal check
4465 if ( pNewDurability
> 0 && pOldDurability
== 0 && item
->IsEquipped())
4466 _ApplyItemMods(item
,item
->GetSlot(), true);
4468 item
->SetState(ITEM_CHANGED
, this);
4472 void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot
)
4474 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
))
4475 DurabilityPointsLoss(pItem
,1);
4478 uint32
Player::DurabilityRepairAll(bool cost
, float discountMod
, bool guildBank
)
4480 uint32 TotalCost
= 0;
4481 // equipped, backpack, bags itself
4482 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
4483 TotalCost
+= DurabilityRepair(( (INVENTORY_SLOT_BAG_0
<< 8) | i
),cost
,discountMod
, guildBank
);
4485 // bank, buyback and keys not repaired
4487 // items in inventory bags
4488 for(int j
= INVENTORY_SLOT_BAG_START
; j
< INVENTORY_SLOT_BAG_END
; ++j
)
4489 for(int i
= 0; i
< MAX_BAG_SIZE
; ++i
)
4490 TotalCost
+= DurabilityRepair(( (j
<< 8) | i
),cost
,discountMod
, guildBank
);
4494 uint32
Player::DurabilityRepair(uint16 pos
, bool cost
, float discountMod
, bool guildBank
)
4496 Item
* item
= GetItemByPos(pos
);
4498 uint32 TotalCost
= 0;
4502 uint32 maxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4506 uint32 curDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
4510 uint32 LostDurability
= maxDurability
- curDurability
;
4511 if(LostDurability
>0)
4513 ItemPrototype
const *ditemProto
= item
->GetProto();
4515 DurabilityCostsEntry
const *dcost
= sDurabilityCostsStore
.LookupEntry(ditemProto
->ItemLevel
);
4518 sLog
.outError("RepairDurability: Wrong item lvl %u", ditemProto
->ItemLevel
);
4522 uint32 dQualitymodEntryId
= (ditemProto
->Quality
+1)*2;
4523 DurabilityQualityEntry
const *dQualitymodEntry
= sDurabilityQualityStore
.LookupEntry(dQualitymodEntryId
);
4524 if(!dQualitymodEntry
)
4526 sLog
.outError("RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId
);
4530 uint32 dmultiplier
= dcost
->multiplier
[ItemSubClassToDurabilityMultiplierId(ditemProto
->Class
,ditemProto
->SubClass
)];
4531 uint32 costs
= uint32(LostDurability
*dmultiplier
*double(dQualitymodEntry
->quality_mod
));
4533 costs
= uint32(costs
* discountMod
);
4535 if (costs
==0) //fix for ITEM_QUALITY_ARTIFACT
4540 if (GetGuildId()==0)
4542 DEBUG_LOG("You are not member of a guild");
4546 Guild
*pGuild
= sObjectMgr
.GetGuildById(GetGuildId());
4550 if (!pGuild
->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR
))
4552 DEBUG_LOG("You do not have rights to withdraw for repairs");
4556 if (pGuild
->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs
)
4558 DEBUG_LOG("You do not have enough money withdraw amount remaining");
4562 if (pGuild
->GetGuildBankMoney() < costs
)
4564 DEBUG_LOG("There is not enough money in bank");
4568 pGuild
->MemberMoneyWithdraw(costs
, GetGUIDLow());
4571 else if (GetMoney() < costs
)
4573 DEBUG_LOG("You do not have enough money");
4577 ModifyMoney( -int32(costs
) );
4581 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, maxDurability
);
4582 item
->SetState(ITEM_CHANGED
, this);
4584 // reapply mods for total broken and repaired item if equipped
4585 if(IsEquipmentPos(pos
) && !curDurability
)
4586 _ApplyItemMods(item
,pos
& 255, true);
4590 void Player::RepopAtGraveyard()
4592 // note: this can be called also when the player is alive
4593 // for example from WorldSession::HandleMovementOpcodes
4595 AreaTableEntry
const *zone
= GetAreaEntryByAreaID(GetAreaId());
4597 // Such zones are considered unreachable as a ghost and the player must be automatically revived
4598 if ((!isAlive() && zone
&& zone
->flags
& AREA_FLAG_NEED_FLY
) || GetTransport())
4600 ResurrectPlayer(0.5f
);
4604 WorldSafeLocsEntry
const *ClosestGrave
= NULL
;
4606 // Special handle for battleground maps
4607 if( BattleGround
*bg
= GetBattleGround() )
4608 ClosestGrave
= bg
->GetClosestGraveYard(this);
4610 ClosestGrave
= sObjectMgr
.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() );
4612 // stop countdown until repop
4615 // if no grave found, stay at the current location
4616 // and don't show spirit healer location
4619 TeleportTo(ClosestGrave
->map_id
, ClosestGrave
->x
, ClosestGrave
->y
, ClosestGrave
->z
, GetOrientation());
4620 if(isDead()) // not send if alive, because it used in TeleportTo()
4622 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // show spirit healer position on minimap
4623 data
<< ClosestGrave
->map_id
;
4624 data
<< ClosestGrave
->x
;
4625 data
<< ClosestGrave
->y
;
4626 data
<< ClosestGrave
->z
;
4627 GetSession()->SendPacket(&data
);
4632 void Player::JoinedChannel(Channel
*c
)
4634 m_channels
.push_back(c
);
4637 void Player::LeftChannel(Channel
*c
)
4639 m_channels
.remove(c
);
4642 void Player::CleanupChannels()
4644 while(!m_channels
.empty())
4646 Channel
* ch
= *m_channels
.begin();
4647 m_channels
.erase(m_channels
.begin()); // remove from player's channel list
4648 ch
->Leave(GetGUID(), false); // not send to client, not remove from player's channel list
4649 if (ChannelMgr
* cMgr
= channelMgr(GetTeam()))
4650 cMgr
->LeftChannel(ch
->GetName()); // deleted channel if empty
4653 sLog
.outDebug("Player: channels cleaned up!");
4656 void Player::UpdateLocalChannels(uint32 newZone
)
4658 if(m_channels
.empty())
4661 AreaTableEntry
const* current_zone
= GetAreaEntryByAreaID(newZone
);
4665 ChannelMgr
* cMgr
= channelMgr(GetTeam());
4669 std::string current_zone_name
= current_zone
->area_name
[GetSession()->GetSessionDbcLocale()];
4671 for(JoinedChannelsList::iterator i
= m_channels
.begin(), next
; i
!= m_channels
.end(); i
= next
)
4675 // skip non built-in channels
4676 if(!(*i
)->IsConstant())
4679 ChatChannelsEntry
const* ch
= GetChannelEntryFor((*i
)->GetChannelId());
4683 if((ch
->flags
& 4) == 4) // global channel without zone name in pattern
4687 char new_channel_name_buf
[100];
4688 snprintf(new_channel_name_buf
,100,ch
->pattern
[m_session
->GetSessionDbcLocale()],current_zone_name
.c_str());
4689 Channel
* new_channel
= cMgr
->GetJoinChannel(new_channel_name_buf
,ch
->ChannelID
);
4691 if((*i
)!=new_channel
)
4693 new_channel
->Join(GetGUID(),""); // will output Changed Channel: N. Name
4695 // leave old channel
4696 (*i
)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client
4697 std::string name
= (*i
)->GetName(); // store name, (*i)erase in LeftChannel
4698 LeftChannel(*i
); // remove from player's channel list
4699 cMgr
->LeftChannel(name
); // delete if empty
4702 sLog
.outDebug("Player: channels cleaned up!");
4705 void Player::LeaveLFGChannel()
4707 for(JoinedChannelsList::iterator i
= m_channels
.begin(); i
!= m_channels
.end(); ++i
)
4711 (*i
)->Leave(GetGUID());
4717 void Player::UpdateDefense()
4719 uint32 defense_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_DEFENSE
);
4721 if(UpdateSkill(SKILL_DEFENSE
,defense_skill_gain
))
4723 // update dependent from defense skill part
4724 UpdateDefenseBonusesMod();
4728 void Player::HandleBaseModValue(BaseModGroup modGroup
, BaseModType modType
, float amount
, bool apply
)
4730 if(modGroup
>= BASEMOD_END
|| modType
>= MOD_END
)
4732 sLog
.outError("ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!");
4741 m_auraBaseMod
[modGroup
][modType
] += apply
? amount
: -amount
;
4744 if(amount
<= -100.0f
)
4747 val
= (100.0f
+ amount
) / 100.0f
;
4748 m_auraBaseMod
[modGroup
][modType
] *= apply
? val
: (1.0f
/val
);
4752 if(!CanModifyStats())
4757 case CRIT_PERCENTAGE
: UpdateCritPercentage(BASE_ATTACK
); break;
4758 case RANGED_CRIT_PERCENTAGE
: UpdateCritPercentage(RANGED_ATTACK
); break;
4759 case OFFHAND_CRIT_PERCENTAGE
: UpdateCritPercentage(OFF_ATTACK
); break;
4760 case SHIELD_BLOCK_VALUE
: UpdateShieldBlockValue(); break;
4765 float Player::GetBaseModValue(BaseModGroup modGroup
, BaseModType modType
) const
4767 if(modGroup
>= BASEMOD_END
|| modType
> MOD_END
)
4769 sLog
.outError("trial to access non existed BaseModGroup or wrong BaseModType!");
4773 if(modType
== PCT_MOD
&& m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4776 return m_auraBaseMod
[modGroup
][modType
];
4779 float Player::GetTotalBaseModValue(BaseModGroup modGroup
) const
4781 if(modGroup
>= BASEMOD_END
)
4783 sLog
.outError("wrong BaseModGroup in GetTotalBaseModValue()!");
4787 if(m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4790 return m_auraBaseMod
[modGroup
][FLAT_MOD
] * m_auraBaseMod
[modGroup
][PCT_MOD
];
4793 uint32
Player::GetShieldBlockValue() const
4795 float value
= (m_auraBaseMod
[SHIELD_BLOCK_VALUE
][FLAT_MOD
] + GetStat(STAT_STRENGTH
) * 0.5f
- 10)*m_auraBaseMod
[SHIELD_BLOCK_VALUE
][PCT_MOD
];
4797 value
= (value
< 0) ? 0 : value
;
4799 return uint32(value
);
4802 float Player::GetMeleeCritFromAgility()
4804 uint32 level
= getLevel();
4805 uint32 pclass
= getClass();
4807 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4809 GtChanceToMeleeCritBaseEntry
const *critBase
= sGtChanceToMeleeCritBaseStore
.LookupEntry(pclass
-1);
4810 GtChanceToMeleeCritEntry
const *critRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4811 if (critBase
==NULL
|| critRatio
==NULL
)
4814 float crit
=critBase
->base
+ GetStat(STAT_AGILITY
)*critRatio
->ratio
;
4818 float Player::GetDodgeFromAgility()
4820 // Table for base dodge values
4821 float dodge_base
[MAX_CLASSES
] = {
4823 0.00652f
, // Paladin
4830 0.02011f
, // Warlock
4834 // Crit/agility to dodge/agility coefficient multipliers
4835 float crit_to_dodge
[MAX_CLASSES
] = {
4849 uint32 level
= getLevel();
4850 uint32 pclass
= getClass();
4852 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4854 // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
4855 GtChanceToMeleeCritEntry
const *dodgeRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4856 if (dodgeRatio
==NULL
|| pclass
> MAX_CLASSES
)
4859 float dodge
=dodge_base
[pclass
-1] + GetStat(STAT_AGILITY
) * dodgeRatio
->ratio
* crit_to_dodge
[pclass
-1];
4860 return dodge
*100.0f
;
4863 float Player::GetSpellCritFromIntellect()
4865 uint32 level
= getLevel();
4866 uint32 pclass
= getClass();
4868 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4870 GtChanceToSpellCritBaseEntry
const *critBase
= sGtChanceToSpellCritBaseStore
.LookupEntry(pclass
-1);
4871 GtChanceToSpellCritEntry
const *critRatio
= sGtChanceToSpellCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4872 if (critBase
==NULL
|| critRatio
==NULL
)
4875 float crit
=critBase
->base
+ GetStat(STAT_INTELLECT
)*critRatio
->ratio
;
4879 float Player::GetRatingCoefficient(CombatRating cr
) const
4881 uint32 level
= getLevel();
4883 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4885 GtCombatRatingsEntry
const *Rating
= sGtCombatRatingsStore
.LookupEntry(cr
*GT_MAX_LEVEL
+level
-1);
4887 return 1.0f
; // By default use minimum coefficient (not must be called)
4889 return Rating
->ratio
;
4892 float Player::GetRatingBonusValue(CombatRating cr
) const
4894 return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
)) / GetRatingCoefficient(cr
);
4897 float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType
) const
4902 return GetUInt32Value(PLAYER_EXPERTISE
) / 4.0f
;
4904 return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE
) / 4.0f
;
4911 float Player::OCTRegenHPPerSpirit()
4913 uint32 level
= getLevel();
4914 uint32 pclass
= getClass();
4916 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4918 GtOCTRegenHPEntry
const *baseRatio
= sGtOCTRegenHPStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4919 GtRegenHPPerSptEntry
const *moreRatio
= sGtRegenHPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4920 if (baseRatio
==NULL
|| moreRatio
==NULL
)
4923 // Formula from PaperDollFrame script
4924 float spirit
= GetStat(STAT_SPIRIT
);
4925 float baseSpirit
= spirit
;
4926 if (baseSpirit
>50) baseSpirit
= 50;
4927 float moreSpirit
= spirit
- baseSpirit
;
4928 float regen
= baseSpirit
* baseRatio
->ratio
+ moreSpirit
* moreRatio
->ratio
;
4932 float Player::OCTRegenMPPerSpirit()
4934 uint32 level
= getLevel();
4935 uint32 pclass
= getClass();
4937 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4939 // GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4940 GtRegenMPPerSptEntry
const *moreRatio
= sGtRegenMPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4941 if (moreRatio
==NULL
)
4944 // Formula get from PaperDollFrame script
4945 float spirit
= GetStat(STAT_SPIRIT
);
4946 float regen
= spirit
* moreRatio
->ratio
;
4950 void Player::ApplyRatingMod(CombatRating cr
, int32 value
, bool apply
)
4952 m_baseRatingValue
[cr
]+=(apply
? value
: -value
);
4954 // explicit affected values
4957 case CR_HASTE_MELEE
:
4959 float RatingChange
= value
/ GetRatingCoefficient(cr
);
4960 ApplyAttackTimePercentMod(BASE_ATTACK
,RatingChange
,apply
);
4961 ApplyAttackTimePercentMod(OFF_ATTACK
,RatingChange
,apply
);
4964 case CR_HASTE_RANGED
:
4966 float RatingChange
= value
/ GetRatingCoefficient(cr
);
4967 ApplyAttackTimePercentMod(RANGED_ATTACK
, RatingChange
, apply
);
4970 case CR_HASTE_SPELL
:
4972 float RatingChange
= value
/ GetRatingCoefficient(cr
);
4973 ApplyCastTimePercentMod(RatingChange
,apply
);
4981 void Player::UpdateRating(CombatRating cr
)
4983 int32 amount
= m_baseRatingValue
[cr
];
4984 // Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT
4985 // stat used stored in miscValueB for this aura
4986 AuraList
const& modRatingFromStat
= GetAurasByType(SPELL_AURA_MOD_RATING_FROM_STAT
);
4987 for(AuraList::const_iterator i
= modRatingFromStat
.begin();i
!= modRatingFromStat
.end(); ++i
)
4988 if ((*i
)->GetMiscValue() & (1<<cr
))
4989 amount
+= int32(GetStat(Stats((*i
)->GetMiscBValue())) * (*i
)->GetModifier()->m_amount
/ 100.0f
);
4992 SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
, uint32(amount
));
4994 bool affectStats
= CanModifyStats();
4998 case CR_WEAPON_SKILL
: // Implemented in Unit::RollMeleeOutcomeAgainst
4999 case CR_DEFENSE_SKILL
:
5000 UpdateDefenseBonusesMod();
5003 UpdateDodgePercentage();
5006 UpdateParryPercentage();
5009 UpdateBlockPercentage();
5012 UpdateMeleeHitChances();
5015 UpdateRangedHitChances();
5018 UpdateSpellHitChances();
5023 UpdateCritPercentage(BASE_ATTACK
);
5024 UpdateCritPercentage(OFF_ATTACK
);
5027 case CR_CRIT_RANGED
:
5029 UpdateCritPercentage(RANGED_ATTACK
);
5033 UpdateAllSpellCritChances();
5035 case CR_HIT_TAKEN_MELEE
: // Implemented in Unit::MeleeMissChanceCalc
5036 case CR_HIT_TAKEN_RANGED
:
5038 case CR_HIT_TAKEN_SPELL
: // Implemented in Unit::MagicSpellHitResult
5040 case CR_CRIT_TAKEN_MELEE
: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
5041 case CR_CRIT_TAKEN_RANGED
:
5043 case CR_CRIT_TAKEN_SPELL
: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
5045 case CR_HASTE_MELEE
: // Implemented in Player::ApplyRatingMod
5046 case CR_HASTE_RANGED
:
5047 case CR_HASTE_SPELL
:
5049 case CR_WEAPON_SKILL_MAINHAND
: // Implemented in Unit::RollMeleeOutcomeAgainst
5050 case CR_WEAPON_SKILL_OFFHAND
:
5051 case CR_WEAPON_SKILL_RANGED
:
5056 UpdateExpertise(BASE_ATTACK
);
5057 UpdateExpertise(OFF_ATTACK
);
5060 case CR_ARMOR_PENETRATION
:
5062 UpdateArmorPenetration();
5067 void Player::UpdateAllRatings()
5069 for(int cr
= 0; cr
< MAX_COMBAT_RATING
; ++cr
)
5070 UpdateRating(CombatRating(cr
));
5073 void Player::SetRegularAttackTime()
5075 for(int i
= 0; i
< MAX_ATTACK
; ++i
)
5077 Item
*tmpitem
= GetWeaponForAttack(WeaponAttackType(i
),true,false);
5080 ItemPrototype
const *proto
= tmpitem
->GetProto();
5082 SetAttackTime(WeaponAttackType(i
), proto
->Delay
);
5084 SetAttackTime(WeaponAttackType(i
), BASE_ATTACK_TIME
);
5089 //skill+step, checking for max value
5090 bool Player::UpdateSkill(uint32 skill_id
, uint32 step
)
5095 SkillStatusMap::iterator itr
= mSkillStatus
.find(skill_id
);
5096 if(itr
== mSkillStatus
.end() || itr
->second
.uState
== SKILL_DELETED
)
5099 uint32 valueIndex
= PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
);
5100 uint32 data
= GetUInt32Value(valueIndex
);
5101 uint32 value
= SKILL_VALUE(data
);
5102 uint32 max
= SKILL_MAX(data
);
5104 if ((!max
) || (!value
) || (value
>= max
))
5107 if (value
*512 < max
*urand(0,512))
5109 uint32 new_value
= value
+step
;
5113 SetUInt32Value(valueIndex
,MAKE_SKILL_VALUE(new_value
,max
));
5114 if(itr
->second
.uState
!= SKILL_NEW
)
5115 itr
->second
.uState
= SKILL_CHANGED
;
5116 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,skill_id
);
5123 inline int SkillGainChance(uint32 SkillValue
, uint32 GrayLevel
, uint32 GreenLevel
, uint32 YellowLevel
)
5125 if ( SkillValue
>= GrayLevel
)
5126 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREY
)*10;
5127 if ( SkillValue
>= GreenLevel
)
5128 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREEN
)*10;
5129 if ( SkillValue
>= YellowLevel
)
5130 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_YELLOW
)*10;
5131 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_ORANGE
)*10;
5134 bool Player::UpdateCraftSkill(uint32 spellid
)
5136 sLog
.outDebug("UpdateCraftSkill spellid %d", spellid
);
5138 SkillLineAbilityMapBounds bounds
= sSpellMgr
.GetSkillLineAbilityMapBounds(spellid
);
5140 for(SkillLineAbilityMap::const_iterator _spell_idx
= bounds
.first
; _spell_idx
!= bounds
.second
; ++_spell_idx
)
5142 if (_spell_idx
->second
->skillId
)
5144 uint32 SkillValue
= GetPureSkillValue(_spell_idx
->second
->skillId
);
5146 // Alchemy Discoveries here
5147 SpellEntry
const* spellEntry
= sSpellStore
.LookupEntry(spellid
);
5148 if (spellEntry
&& spellEntry
->Mechanic
==MECHANIC_DISCOVERY
)
5150 if (uint32 discoveredSpell
= GetSkillDiscoverySpell(_spell_idx
->second
->skillId
, spellid
, this))
5151 learnSpell(discoveredSpell
,false);
5154 uint32 craft_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_CRAFTING
);
5156 return UpdateSkillPro(_spell_idx
->second
->skillId
, SkillGainChance(SkillValue
,
5157 _spell_idx
->second
->max_value
,
5158 (_spell_idx
->second
->max_value
+ _spell_idx
->second
->min_value
)/2,
5159 _spell_idx
->second
->min_value
),
5166 bool Player::UpdateGatherSkill(uint32 SkillId
, uint32 SkillValue
, uint32 RedLevel
, uint32 Multiplicator
)
5168 sLog
.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId
, SkillValue
, RedLevel
);
5170 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
5172 // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
5175 case SKILL_HERBALISM
:
5176 case SKILL_LOCKPICKING
:
5177 case SKILL_JEWELCRAFTING
:
5178 case SKILL_INSCRIPTION
:
5179 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
5180 case SKILL_SKINNING
:
5181 if( sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)==0)
5182 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
5184 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)), gathering_skill_gain
);
5186 if (sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)==0)
5187 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
5189 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)),gathering_skill_gain
);
5194 bool Player::UpdateFishingSkill()
5196 sLog
.outDebug("UpdateFishingSkill");
5198 uint32 SkillValue
= GetPureSkillValue(SKILL_FISHING
);
5200 int32 chance
= SkillValue
< 75 ? 100 : 2500/(SkillValue
-50);
5202 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
5204 return UpdateSkillPro(SKILL_FISHING
,chance
*10,gathering_skill_gain
);
5207 // levels sync. with spell requirement for skill levels to learn
5208 // bonus abilities in sSkillLineAbilityStore
5209 // Used only to avoid scan DBC at each skill grow
5210 static uint32 bonusSkillLevels
[] = {75,150,225,300,375,450};
5212 bool Player::UpdateSkillPro(uint16 SkillId
, int32 Chance
, uint32 step
)
5214 sLog
.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId
, Chance
/10.0);
5218 if(Chance
<= 0) // speedup in 0 chance case
5220 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
5224 SkillStatusMap::iterator itr
= mSkillStatus
.find(SkillId
);
5225 if(itr
== mSkillStatus
.end() || itr
->second
.uState
== SKILL_DELETED
)
5228 uint32 valueIndex
= PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
);
5230 uint32 data
= GetUInt32Value(valueIndex
);
5231 uint16 SkillValue
= SKILL_VALUE(data
);
5232 uint16 MaxValue
= SKILL_MAX(data
);
5234 if ( !MaxValue
|| !SkillValue
|| SkillValue
>= MaxValue
)
5237 int32 Roll
= irand(1,1000);
5239 if ( Roll
<= Chance
)
5241 uint32 new_value
= SkillValue
+step
;
5242 if(new_value
> MaxValue
)
5243 new_value
= MaxValue
;
5245 SetUInt32Value(valueIndex
,MAKE_SKILL_VALUE(new_value
,MaxValue
));
5246 if(itr
->second
.uState
!= SKILL_NEW
)
5247 itr
->second
.uState
= SKILL_CHANGED
;
5248 for(uint32
* bsl
= &bonusSkillLevels
[0]; *bsl
; ++bsl
)
5250 if((SkillValue
< *bsl
&& new_value
>= *bsl
))
5252 learnSkillRewardedSpells( SkillId
, new_value
);
5256 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,SkillId
);
5257 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance
/10.0);
5261 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
5265 void Player::UpdateWeaponSkill (WeaponAttackType attType
)
5267 // no skill gain in pvp
5268 Unit
*pVictim
= getVictim();
5269 if(pVictim
&& pVictim
->IsCharmerOrOwnerPlayerOrPlayerItself())
5273 return; // always maximized SKILL_FERAL_COMBAT in fact
5275 if(m_form
== FORM_TREE
)
5276 return; // use weapon but not skill up
5278 uint32 weapon_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_WEAPON
);
5284 Item
*tmpitem
= GetWeaponForAttack(attType
,true,true);
5287 UpdateSkill(SKILL_UNARMED
,weapon_skill_gain
);
5288 else if(tmpitem
->GetProto()->SubClass
!= ITEM_SUBCLASS_WEAPON_FISHING_POLE
)
5289 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
5295 Item
*tmpitem
= GetWeaponForAttack(attType
,true,true);
5297 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
5301 UpdateAllCritPercentages();
5304 void Player::UpdateCombatSkills(Unit
*pVictim
, WeaponAttackType attType
, bool defence
)
5306 uint32 plevel
= getLevel(); // if defense than pVictim == attacker
5307 uint32 greylevel
= MaNGOS::XP::GetGrayLevel(plevel
);
5308 uint32 moblevel
= pVictim
->getLevelForTarget(this);
5309 if(moblevel
< greylevel
)
5312 if (moblevel
> plevel
+ 5)
5313 moblevel
= plevel
+ 5;
5315 uint32 lvldif
= moblevel
- greylevel
;
5319 uint32 skilldif
= 5 * plevel
- (defence
? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType
));
5323 float chance
= float(3 * lvldif
* skilldif
) / plevel
;
5326 if(getClass() == CLASS_WARRIOR
|| getClass() == CLASS_ROGUE
)
5327 chance
*= 0.1f
* GetStat(STAT_INTELLECT
);
5330 chance
= chance
< 1.0f
? 1.0f
: chance
; //minimum chance to increase skill is 1%
5332 if(roll_chance_f(chance
))
5337 UpdateWeaponSkill(attType
);
5343 void Player::ModifySkillBonus(uint32 skillid
,int32 val
, bool talent
)
5345 SkillStatusMap::const_iterator itr
= mSkillStatus
.find(skillid
);
5346 if(itr
== mSkillStatus
.end() || itr
->second
.uState
== SKILL_DELETED
)
5349 uint32 bonusIndex
= PLAYER_SKILL_BONUS_INDEX(itr
->second
.pos
);
5351 uint32 bonus_val
= GetUInt32Value(bonusIndex
);
5352 int16 temp_bonus
= SKILL_TEMP_BONUS(bonus_val
);
5353 int16 perm_bonus
= SKILL_PERM_BONUS(bonus_val
);
5355 if(talent
) // permanent bonus stored in high part
5356 SetUInt32Value(bonusIndex
,MAKE_SKILL_BONUS(temp_bonus
,perm_bonus
+val
));
5357 else // temporary/item bonus stored in low part
5358 SetUInt32Value(bonusIndex
,MAKE_SKILL_BONUS(temp_bonus
+val
,perm_bonus
));
5361 void Player::UpdateSkillsForLevel()
5363 uint16 maxconfskill
= sWorld
.GetConfigMaxSkillValue();
5364 uint32 maxSkill
= GetMaxSkillValueForLevel();
5366 bool alwaysMaxSkill
= sWorld
.getConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL
);
5368 for(SkillStatusMap::iterator itr
= mSkillStatus
.begin(); itr
!= mSkillStatus
.end(); ++itr
)
5370 if(itr
->second
.uState
== SKILL_DELETED
)
5373 uint32 pskill
= itr
->first
;
5375 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(pskill
);
5379 if(GetSkillRangeType(pSkill
,false) != SKILL_RANGE_LEVEL
)
5382 uint32 valueIndex
= PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
);
5383 uint32 data
= GetUInt32Value(valueIndex
);
5384 uint32 max
= SKILL_MAX(data
);
5385 uint32 val
= SKILL_VALUE(data
);
5387 /// update only level dependent max skill values
5390 /// maximize skill always
5393 SetUInt32Value(valueIndex
, MAKE_SKILL_VALUE(maxSkill
,maxSkill
));
5394 if(itr
->second
.uState
!= SKILL_NEW
)
5395 itr
->second
.uState
= SKILL_CHANGED
;
5397 else if(max
!= maxconfskill
) /// update max skill value if current max skill not maximized
5399 SetUInt32Value(valueIndex
, MAKE_SKILL_VALUE(val
,maxSkill
));
5400 if(itr
->second
.uState
!= SKILL_NEW
)
5401 itr
->second
.uState
= SKILL_CHANGED
;
5407 void Player::UpdateSkillsToMaxSkillsForLevel()
5409 for(SkillStatusMap::iterator itr
= mSkillStatus
.begin(); itr
!= mSkillStatus
.end(); ++itr
)
5411 if(itr
->second
.uState
== SKILL_DELETED
)
5414 uint32 pskill
= itr
->first
;
5415 if( IsProfessionOrRidingSkill(pskill
))
5417 uint32 valueIndex
= PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
);
5418 uint32 data
= GetUInt32Value(valueIndex
);
5420 uint32 max
= SKILL_MAX(data
);
5424 SetUInt32Value(valueIndex
,MAKE_SKILL_VALUE(max
,max
));
5425 if(itr
->second
.uState
!= SKILL_NEW
)
5426 itr
->second
.uState
= SKILL_CHANGED
;
5429 if(pskill
== SKILL_DEFENSE
)
5430 UpdateDefenseBonusesMod();
5434 // This functions sets a skill line value (and adds if doesn't exist yet)
5435 // To "remove" a skill line, set it's values to zero
5436 void Player::SetSkill(uint32 id
, uint16 currVal
, uint16 maxVal
)
5441 SkillStatusMap::iterator itr
= mSkillStatus
.find(id
);
5444 if(itr
!= mSkillStatus
.end() && itr
->second
.uState
!= SKILL_DELETED
)
5448 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
),MAKE_SKILL_VALUE(currVal
,maxVal
));
5449 if(itr
->second
.uState
!= SKILL_NEW
)
5450 itr
->second
.uState
= SKILL_CHANGED
;
5451 learnSkillRewardedSpells(id
, currVal
);
5452 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,id
);
5453 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL
,id
);
5457 // clear skill fields
5458 SetUInt32Value(PLAYER_SKILL_INDEX(itr
->second
.pos
),0);
5459 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
),0);
5460 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr
->second
.pos
),0);
5462 // mark as deleted or simply remove from map if not saved yet
5463 if(itr
->second
.uState
!= SKILL_NEW
)
5464 itr
->second
.uState
= SKILL_DELETED
;
5466 mSkillStatus
.erase(itr
);
5468 // remove all spells that related to this skill
5469 for (uint32 j
=0; j
<sSkillLineAbilityStore
.GetNumRows(); ++j
)
5470 if(SkillLineAbilityEntry
const *pAbility
= sSkillLineAbilityStore
.LookupEntry(j
))
5471 if (pAbility
->skillId
==id
)
5472 removeSpell(sSpellMgr
.GetFirstSpellInChain(pAbility
->spellId
));
5475 else if(currVal
) //add
5477 for (int i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5478 if (!GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
5480 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(id
);
5483 sLog
.outError("Skill not found in SkillLineStore: skill #%u", id
);
5486 // enable unlearn button for primary professions only
5487 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
5488 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,1));
5490 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
5491 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
5492 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,id
);
5493 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL
,id
);
5495 // insert new entry or update if not deleted old entry yet
5496 if(itr
!= mSkillStatus
.end())
5498 itr
->second
.pos
= i
;
5499 itr
->second
.uState
= SKILL_CHANGED
;
5502 mSkillStatus
.insert(SkillStatusMap::value_type(id
, SkillStatusData(i
, SKILL_NEW
)));
5504 // apply skill bonuses
5505 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
5507 // temporary bonuses
5508 AuraList
const& mModSkill
= GetAurasByType(SPELL_AURA_MOD_SKILL
);
5509 for(AuraList::const_iterator j
= mModSkill
.begin(); j
!= mModSkill
.end(); ++j
)
5510 if ((*j
)->GetModifier()->m_miscvalue
== int32(id
))
5511 (*j
)->ApplyModifier(true);
5513 // permanent bonuses
5514 AuraList
const& mModSkillTalent
= GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT
);
5515 for(AuraList::const_iterator j
= mModSkillTalent
.begin(); j
!= mModSkillTalent
.end(); ++j
)
5516 if ((*j
)->GetModifier()->m_miscvalue
== int32(id
))
5517 (*j
)->ApplyModifier(true);
5519 // Learn all spells for skill
5520 learnSkillRewardedSpells(id
, currVal
);
5526 bool Player::HasSkill(uint32 skill
) const
5531 SkillStatusMap::const_iterator itr
= mSkillStatus
.find(skill
);
5532 return (itr
!= mSkillStatus
.end() && itr
->second
.uState
!= SKILL_DELETED
);
5535 uint16
Player::GetSkillValue(uint32 skill
) const
5540 SkillStatusMap::const_iterator itr
= mSkillStatus
.find(skill
);
5541 if(itr
== mSkillStatus
.end() || itr
->second
.uState
== SKILL_DELETED
)
5544 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr
->second
.pos
));
5546 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
))));
5547 result
+= SKILL_TEMP_BONUS(bonus
);
5548 result
+= SKILL_PERM_BONUS(bonus
);
5549 return result
< 0 ? 0 : result
;
5552 uint16
Player::GetMaxSkillValue(uint32 skill
) const
5557 SkillStatusMap::const_iterator itr
= mSkillStatus
.find(skill
);
5558 if(itr
== mSkillStatus
.end() || itr
->second
.uState
== SKILL_DELETED
)
5561 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr
->second
.pos
));
5563 int32 result
= int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
))));
5564 result
+= SKILL_TEMP_BONUS(bonus
);
5565 result
+= SKILL_PERM_BONUS(bonus
);
5566 return result
< 0 ? 0 : result
;
5569 uint16
Player::GetPureMaxSkillValue(uint32 skill
) const
5574 SkillStatusMap::const_iterator itr
= mSkillStatus
.find(skill
);
5575 if(itr
== mSkillStatus
.end() || itr
->second
.uState
== SKILL_DELETED
)
5578 return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
)));
5581 uint16
Player::GetBaseSkillValue(uint32 skill
) const
5586 SkillStatusMap::const_iterator itr
= mSkillStatus
.find(skill
);
5587 if(itr
== mSkillStatus
.end() || itr
->second
.uState
== SKILL_DELETED
)
5590 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
))));
5591 result
+= SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr
->second
.pos
)));
5592 return result
< 0 ? 0 : result
;
5595 uint16
Player::GetPureSkillValue(uint32 skill
) const
5600 SkillStatusMap::const_iterator itr
= mSkillStatus
.find(skill
);
5601 if(itr
== mSkillStatus
.end() || itr
->second
.uState
== SKILL_DELETED
)
5604 return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
)));
5607 int16
Player::GetSkillPermBonusValue(uint32 skill
) const
5612 SkillStatusMap::const_iterator itr
= mSkillStatus
.find(skill
);
5613 if(itr
== mSkillStatus
.end() || itr
->second
.uState
== SKILL_DELETED
)
5616 return SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr
->second
.pos
)));
5619 int16
Player::GetSkillTempBonusValue(uint32 skill
) const
5624 SkillStatusMap::const_iterator itr
= mSkillStatus
.find(skill
);
5625 if(itr
== mSkillStatus
.end() || itr
->second
.uState
== SKILL_DELETED
)
5628 return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr
->second
.pos
)));
5631 void Player::SendInitialActionButtons() const
5633 sLog
.outDetail( "Initializing Action Buttons for '%u'", GetGUIDLow() );
5635 WorldPacket
data(SMSG_ACTION_BUTTONS
, 1+(MAX_ACTION_BUTTONS
*4));
5636 data
<< uint8(0); // can be 0, 1, 2 (talent spec)
5637 for(int button
= 0; button
< MAX_ACTION_BUTTONS
; ++button
)
5639 ActionButtonList::const_iterator itr
= m_actionButtons
.find(button
);
5640 if(itr
!= m_actionButtons
.end() && itr
->second
.uState
!= ACTIONBUTTON_DELETED
)
5641 data
<< uint32(itr
->second
.packedData
);
5646 GetSession()->SendPacket( &data
);
5647 sLog
.outDetail( "Action Buttons for '%u' Initialized", GetGUIDLow() );
5650 bool Player::IsActionButtonDataValid(uint8 button
, uint32 action
, uint8 type
, Player
* player
)
5652 if(button
>= MAX_ACTION_BUTTONS
)
5655 sLog
.outError( "Action %u not added into button %u for player %s: button must be < %u", action
, button
, player
->GetName(), MAX_ACTION_BUTTONS
);
5657 sLog
.outError( "Table `playercreateinfo_action` have action %u into button %u : button must be < %u", action
, button
, MAX_ACTION_BUTTONS
);
5661 if(action
>= MAX_ACTION_BUTTON_ACTION_VALUE
)
5664 sLog
.outError( "Action %u not added into button %u for player %s: action must be < %u", action
, button
, player
->GetName(), MAX_ACTION_BUTTON_ACTION_VALUE
);
5666 sLog
.outError( "Table `playercreateinfo_action` have action %u into button %u : action must be < %u", action
, button
, MAX_ACTION_BUTTON_ACTION_VALUE
);
5672 case ACTION_BUTTON_SPELL
:
5673 if(!sSpellStore
.LookupEntry(action
))
5676 sLog
.outError( "Spell action %u not added into button %u for player %s: spell not exist", action
, button
, player
->GetName() );
5678 sLog
.outError( "Table `playercreateinfo_action` have spell action %u into button %u: spell not exist", action
, button
);
5682 if(player
&& !player
->HasSpell(action
))
5684 sLog
.outError( "Spell action %u not added into button %u for player %s: player don't known this spell", action
, button
, player
->GetName() );
5688 case ACTION_BUTTON_ITEM
:
5689 if(!ObjectMgr::GetItemPrototype(action
))
5692 sLog
.outError( "Item action %u not added into button %u for player %s: item not exist", action
, button
, player
->GetName() );
5694 sLog
.outError( "Table `playercreateinfo_action` have item action %u into button %u: item not exist", action
, button
);
5699 break; // other cases not checked at this moment
5705 ActionButton
* Player::addActionButton(uint8 button
, uint32 action
, uint8 type
)
5708 if (!IsActionButtonDataValid(button
,action
,type
,this))
5711 // it create new button (NEW state) if need or return existed
5712 ActionButton
& ab
= m_actionButtons
[button
];
5714 // set data and update to CHANGED if not NEW
5715 ab
.SetActionAndType(action
,ActionButtonType(type
));
5717 sLog
.outDetail( "Player '%u' Added Action '%u' (type %u) to Button '%u'", GetGUIDLow(), action
, uint32(type
), button
);
5721 void Player::removeActionButton(uint8 button
)
5723 ActionButtonList::iterator buttonItr
= m_actionButtons
.find(button
);
5724 if (buttonItr
==m_actionButtons
.end())
5727 if(buttonItr
->second
.uState
==ACTIONBUTTON_NEW
)
5728 m_actionButtons
.erase(buttonItr
); // new and not saved
5730 buttonItr
->second
.uState
= ACTIONBUTTON_DELETED
; // saved, will deleted at next save
5732 sLog
.outDetail( "Action Button '%u' Removed from Player '%u'", button
, GetGUIDLow() );
5735 ActionButton
const* Player::GetActionButton(uint8 button
)
5737 ActionButtonList::iterator buttonItr
= m_actionButtons
.find(button
);
5738 if (buttonItr
==m_actionButtons
.end() || buttonItr
->second
.uState
== ACTIONBUTTON_DELETED
)
5741 return &buttonItr
->second
;
5744 bool Player::SetPosition(float x
, float y
, float z
, float orientation
, bool teleport
)
5746 // prevent crash when a bad coord is sent by the client
5747 if(!MaNGOS::IsValidMapCoord(x
,y
,z
,orientation
))
5749 sLog
.outDebug("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x
,y
,z
,orientation
,teleport
,GetGUIDLow());
5755 const float old_x
= GetPositionX();
5756 const float old_y
= GetPositionY();
5757 const float old_z
= GetPositionZ();
5758 const float old_r
= GetOrientation();
5760 if( teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
|| old_r
!= orientation
)
5762 if (teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
)
5763 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE
| AURA_INTERRUPT_FLAG_TURNING
);
5765 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING
);
5767 // move and update visible state if need
5768 m
->PlayerRelocation(this, x
, y
, z
, orientation
);
5770 // reread after Map::Relocation
5777 if(GetGroup() && (old_x
!= x
|| old_y
!= y
))
5778 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION
);
5781 // code block for underwater state update
5782 UpdateUnderwaterState(m
, x
, y
, z
);
5784 CheckExploreSystem();
5789 void Player::SaveRecallPosition()
5791 m_recallMap
= GetMapId();
5792 m_recallX
= GetPositionX();
5793 m_recallY
= GetPositionY();
5794 m_recallZ
= GetPositionZ();
5795 m_recallO
= GetOrientation();
5798 void Player::SendMessageToSet(WorldPacket
*data
, bool self
)
5800 Map
* _map
= IsInWorld() ? GetMap() : sMapMgr
.FindMap(GetMapId(), GetInstanceId());
5803 _map
->MessageBroadcast(this, data
, self
);
5807 //if player is not in world and map in not created/already destroyed
5808 //no need to create one, just send packet for itself!
5810 GetSession()->SendPacket(data
);
5813 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
)
5815 Map
* _map
= IsInWorld() ? GetMap() : sMapMgr
.FindMap(GetMapId(), GetInstanceId());
5818 _map
->MessageDistBroadcast(this, data
, dist
, self
);
5823 GetSession()->SendPacket(data
);
5826 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
, bool own_team_only
)
5828 Map
* _map
= IsInWorld() ? GetMap() : sMapMgr
.FindMap(GetMapId(), GetInstanceId());
5831 _map
->MessageDistBroadcast(this, data
, dist
, self
, own_team_only
);
5836 GetSession()->SendPacket(data
);
5839 void Player::SendDirectMessage(WorldPacket
*data
)
5841 GetSession()->SendPacket(data
);
5844 void Player::SendCinematicStart(uint32 CinematicSequenceId
)
5846 WorldPacket
data(SMSG_TRIGGER_CINEMATIC
, 4);
5847 data
<< uint32(CinematicSequenceId
);
5848 SendDirectMessage(&data
);
5851 void Player::SendMovieStart(uint32 MovieId
)
5853 WorldPacket
data(SMSG_TRIGGER_MOVIE
, 4);
5854 data
<< uint32(MovieId
);
5855 SendDirectMessage(&data
);
5858 void Player::CheckExploreSystem()
5866 uint16 areaFlag
= GetBaseMap()->GetAreaFlag(GetPositionX(),GetPositionY(),GetPositionZ());
5867 if(areaFlag
==0xffff)
5869 int offset
= areaFlag
/ 32;
5873 sLog
.outError("Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < 128 ).",areaFlag
,GetPositionX(),GetPositionY(),offset
,offset
);
5877 uint32 val
= (uint32
)(1 << (areaFlag
% 32));
5878 uint32 currFields
= GetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
);
5880 if( !(currFields
& val
) )
5882 SetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
, (uint32
)(currFields
| val
));
5884 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA
);
5886 AreaTableEntry
const *p
= GetAreaEntryByAreaFlagAndMap(areaFlag
,GetMapId());
5889 sLog
.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId());
5891 else if(p
->area_level
> 0)
5893 uint32 area
= p
->ID
;
5894 if (getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
5896 SendExplorationExperience(area
,0);
5900 int32 diff
= int32(getLevel()) - p
->area_level
;
5904 XP
= uint32(sObjectMgr
.GetBaseXP(getLevel()+5)*sWorld
.getRate(RATE_XP_EXPLORE
));
5908 int32 exploration_percent
= (100-((diff
-5)*5));
5909 if (exploration_percent
> 100)
5910 exploration_percent
= 100;
5911 else if (exploration_percent
< 0)
5912 exploration_percent
= 0;
5914 XP
= uint32(sObjectMgr
.GetBaseXP(p
->area_level
)*exploration_percent
/100*sWorld
.getRate(RATE_XP_EXPLORE
));
5918 XP
= uint32(sObjectMgr
.GetBaseXP(p
->area_level
)*sWorld
.getRate(RATE_XP_EXPLORE
));
5922 SendExplorationExperience(area
,XP
);
5924 sLog
.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area
);
5929 uint32
Player::TeamForRace(uint8 race
)
5931 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5934 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5938 switch(rEntry
->TeamID
)
5940 case 7: return ALLIANCE
;
5941 case 1: return HORDE
;
5944 sLog
.outError("Race %u have wrong teamid %u in DBC: wrong DBC files?",uint32(race
),rEntry
->TeamID
);
5948 uint32
Player::getFactionForRace(uint8 race
)
5950 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5953 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5957 return rEntry
->FactionID
;
5960 void Player::setFactionForRace(uint8 race
)
5962 m_team
= TeamForRace(race
);
5963 setFaction( getFactionForRace(race
) );
5966 ReputationRank
Player::GetReputationRank(uint32 faction
) const
5968 FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(faction
);
5969 return GetReputationMgr().GetRank(factionEntry
);
5972 //Calculate total reputation percent player gain with quest/creature level
5973 int32
Player::CalculateReputationGain(uint32 creatureOrQuestLevel
, int32 rep
, int32 faction
, bool for_quest
)
5975 float percent
= 100.0f
;
5977 float rate
= for_quest
? sWorld
.getRate(RATE_REPUTATION_LOWLEVEL_QUEST
) : sWorld
.getRate(RATE_REPUTATION_LOWLEVEL_KILL
);
5979 if (rate
!= 1.0f
&& creatureOrQuestLevel
<= MaNGOS::XP::GetGrayLevel(getLevel()))
5982 float repMod
= GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN
);
5985 repMod
+= GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_FACTION_REPUTATION_GAIN
, faction
);
5987 percent
+= rep
> 0 ? repMod
: -repMod
;
5989 if (percent
<= 0.0f
)
5992 return int32(sWorld
.getRate(RATE_REPUTATION_GAIN
)*rep
*percent
/100.0f
);
5995 //Calculates how many reputation points player gains in victim's enemy factions
5996 void Player::RewardReputation(Unit
*pVictim
, float rate
)
5998 if(!pVictim
|| pVictim
->GetTypeId() == TYPEID_PLAYER
)
6001 ReputationOnKillEntry
const* Rep
= sObjectMgr
.GetReputationOnKilEntry(((Creature
*)pVictim
)->GetCreatureInfo()->Entry
);
6006 if(Rep
->repfaction1
&& (!Rep
->team_dependent
|| GetTeam()==ALLIANCE
))
6008 int32 donerep1
= CalculateReputationGain(pVictim
->getLevel(), Rep
->repvalue1
, Rep
->repfaction1
, false);
6009 donerep1
= int32(donerep1
*rate
);
6010 FactionEntry
const *factionEntry1
= sFactionStore
.LookupEntry(Rep
->repfaction1
);
6011 uint32 current_reputation_rank1
= GetReputationMgr().GetRank(factionEntry1
);
6012 if (factionEntry1
&& current_reputation_rank1
<= Rep
->reputation_max_cap1
)
6013 GetReputationMgr().ModifyReputation(factionEntry1
, donerep1
);
6015 // Wiki: Team factions value divided by 2
6016 if (factionEntry1
&& Rep
->is_teamaward1
)
6018 FactionEntry
const *team1_factionEntry
= sFactionStore
.LookupEntry(factionEntry1
->team
);
6019 if(team1_factionEntry
)
6020 GetReputationMgr().ModifyReputation(team1_factionEntry
, donerep1
/ 2);
6024 if(Rep
->repfaction2
&& (!Rep
->team_dependent
|| GetTeam()==HORDE
))
6026 int32 donerep2
= CalculateReputationGain(pVictim
->getLevel(), Rep
->repvalue2
, Rep
->repfaction2
, false);
6027 donerep2
= int32(donerep2
*rate
);
6028 FactionEntry
const *factionEntry2
= sFactionStore
.LookupEntry(Rep
->repfaction2
);
6029 uint32 current_reputation_rank2
= GetReputationMgr().GetRank(factionEntry2
);
6030 if (factionEntry2
&& current_reputation_rank2
<= Rep
->reputation_max_cap2
)
6031 GetReputationMgr().ModifyReputation(factionEntry2
, donerep2
);
6033 // Wiki: Team factions value divided by 2
6034 if (factionEntry2
&& Rep
->is_teamaward2
)
6036 FactionEntry
const *team2_factionEntry
= sFactionStore
.LookupEntry(factionEntry2
->team
);
6037 if(team2_factionEntry
)
6038 GetReputationMgr().ModifyReputation(team2_factionEntry
, donerep2
/ 2);
6043 //Calculate how many reputation points player gain with the quest
6044 void Player::RewardReputation(Quest
const *pQuest
)
6046 // quest reputation reward/loss
6047 for(int i
= 0; i
< QUEST_REPUTATIONS_COUNT
; ++i
)
6049 if(pQuest
->RewRepFaction
[i
] && pQuest
->RewRepValue
[i
] )
6051 int32 rep
= CalculateReputationGain(GetQuestLevelForPlayer(pQuest
), pQuest
->RewRepValue
[i
], pQuest
->RewRepFaction
[i
], true);
6052 FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(pQuest
->RewRepFaction
[i
]);
6054 GetReputationMgr().ModifyReputation(factionEntry
, rep
);
6058 // TODO: implement reputation spillover
6061 void Player::UpdateArenaFields(void)
6063 /* arena calcs go here */
6066 void Player::UpdateHonorFields()
6068 /// called when rewarding honor and at each save
6069 uint64 now
= time(NULL
);
6070 uint64 today
= uint64(time(NULL
) / DAY
) * DAY
;
6072 if(m_lastHonorUpdateTime
< today
)
6074 uint64 yesterday
= today
- DAY
;
6076 uint16 kills_today
= PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS
));
6078 // update yesterday's contribution
6079 if(m_lastHonorUpdateTime
>= yesterday
)
6081 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
));
6083 // this is the first update today, reset today's contribution
6084 SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, 0);
6085 SetUInt32Value(PLAYER_FIELD_KILLS
, MAKE_PAIR32(0,kills_today
));
6089 // no honor/kills yesterday or today, reset
6090 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0);
6091 SetUInt32Value(PLAYER_FIELD_KILLS
, 0);
6095 m_lastHonorUpdateTime
= now
;
6098 ///Calculate the amount of honor gained based on the victim
6099 ///and the size of the group for which the honor is divided
6100 ///An exact honor value can also be given (overriding the calcs)
6101 bool Player::RewardHonor(Unit
*uVictim
, uint32 groupsize
, float honor
)
6103 // do not reward honor in arenas, but enable onkill spellproc
6106 if(!uVictim
|| uVictim
== this || uVictim
->GetTypeId() != TYPEID_PLAYER
)
6109 if( GetBGTeam() == ((Player
*)uVictim
)->GetBGTeam() )
6115 // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
6116 if(GetDummyAura(SPELL_AURA_PLAYER_INACTIVE
))
6119 uint64 victim_guid
= 0;
6120 uint32 victim_rank
= 0;
6122 // need call before fields update to have chance move yesterday data to appropriate fields before today data change.
6123 UpdateHonorFields();
6127 if(!uVictim
|| uVictim
== this || uVictim
->HasAuraType(SPELL_AURA_NO_PVP_CREDIT
))
6130 victim_guid
= uVictim
->GetGUID();
6132 if( uVictim
->GetTypeId() == TYPEID_PLAYER
)
6134 Player
*pVictim
= (Player
*)uVictim
;
6136 if( GetTeam() == pVictim
->GetTeam() && !sWorld
.IsFFAPvPRealm() )
6139 float f
= 1; //need for total kills (?? need more info)
6141 uint32 k_level
= getLevel();
6142 uint32 v_level
= pVictim
->getLevel();
6145 // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
6147 // [1..14] Alliance honor titles and player name
6148 // [15..28] Horde honor titles and player name
6149 // [29..38] Other title and player name
6151 uint32 victim_title
= pVictim
->GetUInt32Value(PLAYER_CHOSEN_TITLE
);
6152 // Get Killer titles, CharTitlesEntry::bit_index
6154 // title[1..14] -> rank[5..18]
6155 // title[15..28] -> rank[5..18]
6156 // title[other] -> 0
6157 if (victim_title
== 0)
6158 victim_guid
= 0; // Don't show HK: <rank> message, only log.
6159 else if (victim_title
< 15)
6160 victim_rank
= victim_title
+ 4;
6161 else if (victim_title
< 29)
6162 victim_rank
= victim_title
- 14 + 4;
6164 victim_guid
= 0; // Don't show HK: <rank> message, only log.
6167 k_grey
= MaNGOS::XP::GetGrayLevel(k_level
);
6172 float diff_level
= (k_level
== k_grey
) ? 1 : ((float(v_level
) - float(k_grey
)) / (float(k_level
) - float(k_grey
)));
6174 int32 v_rank
=1; //need more info
6176 honor
= ((f
* diff_level
* (190 + v_rank
*10))/6);
6177 honor
*= ((float)k_level
) / 70.0f
; //factor of dependence on levels of the killer
6179 // count the number of playerkills in one day
6180 ApplyModUInt32Value(PLAYER_FIELD_KILLS
, 1, true);
6181 // and those in a lifetime
6182 ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 1, true);
6183 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL
);
6184 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS
, pVictim
->getClass());
6185 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_RACE
, pVictim
->getRace());
6189 Creature
*cVictim
= (Creature
*)uVictim
;
6191 if (!cVictim
->isRacialLeader())
6194 honor
= 100; // ??? need more info
6195 victim_rank
= 19; // HK: Leader
6199 if (uVictim
!= NULL
)
6201 honor
*= sWorld
.getRate(RATE_HONOR
);
6202 honor
*= (GetMaxPositiveAuraModifier(SPELL_AURA_MOD_HONOR_GAIN
) + 100.0f
)/100.0f
;
6207 honor
*= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor
6210 // honor - for show honor points in log
6211 // victim_guid - for show victim name in log
6212 // victim_rank [1..4] HK: <dishonored rank>
6213 // victim_rank [5..19] HK: <alliance\horde rank>
6214 // victim_rank [0,20+] HK: <>
6215 WorldPacket
data(SMSG_PVP_CREDIT
,4+8+4);
6216 data
<< (uint32
) honor
;
6217 data
<< (uint64
) victim_guid
;
6218 data
<< (uint32
) victim_rank
;
6220 GetSession()->SendPacket(&data
);
6223 ModifyHonorPoints(int32(honor
));
6225 ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, uint32(honor
), true);
6229 void Player::ModifyHonorPoints( int32 value
)
6233 if (GetHonorPoints() > sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
))
6234 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) + value
);
6236 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() > uint32(-value
) ? GetHonorPoints() + value
: 0);
6239 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() < sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) - value
? GetHonorPoints() + value
: sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
));
6242 void Player::ModifyArenaPoints( int32 value
)
6246 if (GetArenaPoints() > sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
))
6247 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) + value
);
6249 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() > uint32(-value
) ? GetArenaPoints() + value
: 0);
6252 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() < sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) - value
? GetArenaPoints() + value
: sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
));
6255 uint32
Player::GetGuildIdFromDB(uint64 guid
)
6257 QueryResult
* result
= CharacterDatabase
.PQuery("SELECT guildid FROM guild_member WHERE guid='%u'", GUID_LOPART(guid
));
6261 uint32 id
= result
->Fetch()[0].GetUInt32();
6266 uint32
Player::GetRankFromDB(uint64 guid
)
6268 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT rank FROM guild_member WHERE guid='%u'", GUID_LOPART(guid
) );
6271 uint32 v
= result
->Fetch()[0].GetUInt32();
6279 uint32
Player::GetArenaTeamIdFromDB(uint64 guid
, uint8 type
)
6281 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
);
6285 uint32 id
= (*result
)[0].GetUInt32();
6290 uint32
Player::GetZoneIdFromDB(uint64 guid
)
6292 uint32 guidLow
= GUID_LOPART(guid
);
6293 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT zone FROM characters WHERE guid='%u'", guidLow
);
6296 Field
* fields
= result
->Fetch();
6297 uint32 zone
= fields
[0].GetUInt32();
6302 // stored zone is zero, use generic and slow zone detection
6303 result
= CharacterDatabase
.PQuery("SELECT map,position_x,position_y,position_z FROM characters WHERE guid='%u'", guidLow
);
6306 fields
= result
->Fetch();
6307 uint32 map
= fields
[0].GetUInt32();
6308 float posx
= fields
[1].GetFloat();
6309 float posy
= fields
[2].GetFloat();
6310 float posz
= fields
[3].GetFloat();
6313 zone
= sMapMgr
.GetZoneId(map
,posx
,posy
,posz
);
6316 CharacterDatabase
.PExecute("UPDATE characters SET zone='%u' WHERE guid='%u'", zone
, guidLow
);
6322 uint32
Player::GetLevelFromDB(uint64 guid
)
6324 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT level FROM characters WHERE guid='%u'", GUID_LOPART(guid
) );
6328 Field
* fields
= result
->Fetch();
6329 uint32 level
= fields
[0].GetUInt32();
6335 void Player::UpdateArea(uint32 newArea
)
6337 // FFA_PVP flags are area and not zone id dependent
6338 // so apply them accordingly
6339 m_areaUpdateId
= newArea
;
6341 AreaTableEntry
const* area
= GetAreaEntryByAreaID(newArea
);
6343 if(area
&& (area
->flags
& AREA_FLAG_ARENA
))
6350 // remove ffa flag only if not ffapvp realm
6351 // removal in sanctuaries and capitals is handled in zone update
6352 if(IsFFAPvP() && !sWorld
.IsFFAPvPRealm())
6356 UpdateAreaDependentAuras(newArea
);
6359 void Player::UpdateZone(uint32 newZone
, uint32 newArea
)
6361 AreaTableEntry
const* zone
= GetAreaEntryByAreaID(newZone
);
6365 if(m_zoneUpdateId
!= newZone
)
6367 SendInitWorldStates(newZone
, newArea
); // only if really enters to new zone, not just area change, works strange...
6369 if (sWorld
.getConfig(CONFIG_WEATHER
))
6371 if(Weather
*wth
= sWorld
.FindWeather(zone
->ID
))
6372 wth
->SendWeatherUpdateToPlayer(this);
6373 else if(!sWorld
.AddWeather(zone
->ID
))
6375 // send fine weather packet to remove old zone's weather
6376 Weather::SendFineWeatherUpdateToPlayer(this);
6381 m_zoneUpdateId
= newZone
;
6382 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
6384 // zone changed, so area changed as well, update it
6385 UpdateArea(newArea
);
6387 // in PvP, any not controlled zone (except zone->team == 6, default case)
6388 // in PvE, only opposition team capital
6392 pvpInfo
.inHostileArea
= GetTeam() != ALLIANCE
&& (sWorld
.IsPvPRealm() || zone
->flags
& AREA_FLAG_CAPITAL
);
6394 case AREATEAM_HORDE
:
6395 pvpInfo
.inHostileArea
= GetTeam() != HORDE
&& (sWorld
.IsPvPRealm() || zone
->flags
& AREA_FLAG_CAPITAL
);
6398 // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
6399 pvpInfo
.inHostileArea
= sWorld
.IsPvPRealm() || InBattleGround();
6401 default: // 6 in fact
6402 pvpInfo
.inHostileArea
= false;
6406 if(pvpInfo
.inHostileArea
) // in hostile area
6408 if(!IsPvP() || pvpInfo
.endTimer
!= 0)
6409 UpdatePvP(true, true);
6411 else // in friendly area
6413 if(IsPvP() && !HasFlag(PLAYER_FLAGS
,PLAYER_FLAGS_IN_PVP
) && pvpInfo
.endTimer
== 0)
6414 pvpInfo
.endTimer
= time(0); // start toggle-off
6417 if(zone
->flags
& AREA_FLAG_SANCTUARY
) // in sanctuary
6419 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_SANCTUARY
);
6420 if(sWorld
.IsFFAPvPRealm())
6425 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_SANCTUARY
);
6428 if(zone
->flags
& AREA_FLAG_CAPITAL
) // in capital city
6430 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6431 SetRestType(REST_TYPE_IN_CITY
);
6432 InnEnter(time(0),GetMapId(),0,0,0);
6434 if(sWorld
.IsFFAPvPRealm())
6437 else // anywhere else
6439 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
)) // but resting (walk from city or maybe in tavern or leave tavern recently)
6441 if(GetRestType()==REST_TYPE_IN_TAVERN
) // has been in tavern. Is still in?
6443 if(GetMapId()!=GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40)
6445 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6446 SetRestType(REST_TYPE_NO
);
6448 if(sWorld
.IsFFAPvPRealm())
6452 else // not in tavern (leave city then)
6454 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6455 SetRestType(REST_TYPE_NO
);
6457 // Set player to FFA PVP when not in rested environment.
6458 if(sWorld
.IsFFAPvPRealm())
6464 // remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
6465 // if player resurrected at teleport this will be applied in resurrect code
6467 DestroyZoneLimitedItem( true, newZone
);
6469 // check some item equip limitations (in result lost CanTitanGrip at talent reset, for example)
6470 AutoUnequipOffhandIfNeed();
6472 // recent client version not send leave/join channel packets for built-in local channels
6473 UpdateLocalChannels( newZone
);
6477 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE
);
6479 UpdateZoneDependentAuras(newZone
);
6482 //If players are too far way of duel flag... then player loose the duel
6483 void Player::CheckDuelDistance(time_t currTime
)
6488 uint64 duelFlagGUID
= GetUInt64Value(PLAYER_DUEL_ARBITER
);
6489 GameObject
* obj
= GetMap()->GetGameObject(duelFlagGUID
);
6493 if(duel
->outOfBound
== 0)
6495 if(!IsWithinDistInMap(obj
, 50))
6497 duel
->outOfBound
= currTime
;
6499 WorldPacket
data(SMSG_DUEL_OUTOFBOUNDS
, 0);
6500 GetSession()->SendPacket(&data
);
6505 if(IsWithinDistInMap(obj
, 40))
6507 duel
->outOfBound
= 0;
6509 WorldPacket
data(SMSG_DUEL_INBOUNDS
, 0);
6510 GetSession()->SendPacket(&data
);
6512 else if(currTime
>= (duel
->outOfBound
+10))
6514 DuelComplete(DUEL_FLED
);
6519 void Player::DuelComplete(DuelCompleteType type
)
6521 // duel not requested
6525 WorldPacket
data(SMSG_DUEL_COMPLETE
, (1));
6526 data
<< (uint8
)((type
!= DUEL_INTERUPTED
) ? 1 : 0);
6527 GetSession()->SendPacket(&data
);
6528 duel
->opponent
->GetSession()->SendPacket(&data
);
6530 if(type
!= DUEL_INTERUPTED
)
6532 data
.Initialize(SMSG_DUEL_WINNER
, (1+20)); // we guess size
6533 data
<< (uint8
)((type
==DUEL_WON
) ? 0 : 1); // 0 = just won; 1 = fled
6534 data
<< duel
->opponent
->GetName();
6536 SendMessageToSet(&data
,true);
6539 if (type
== DUEL_WON
)
6541 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOSE_DUEL
, 1);
6543 duel
->opponent
->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL
, 1);
6546 //Remove Duel Flag object
6547 GameObject
* obj
= GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER
));
6549 duel
->initiator
->RemoveGameObject(obj
,true);
6552 std::vector
<uint32
> auras2remove
;
6553 AuraMap
const& vAuras
= duel
->opponent
->GetAuras();
6554 for (AuraMap::const_iterator i
= vAuras
.begin(); i
!= vAuras
.end(); ++i
)
6556 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6557 auras2remove
.push_back(i
->second
->GetId());
6560 for(size_t i
=0; i
<auras2remove
.size(); ++i
)
6561 duel
->opponent
->RemoveAurasDueToSpell(auras2remove
[i
]);
6563 auras2remove
.clear();
6564 AuraMap
const& auras
= GetAuras();
6565 for (AuraMap::const_iterator i
= auras
.begin(); i
!= auras
.end(); ++i
)
6567 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == duel
->opponent
->GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6568 auras2remove
.push_back(i
->second
->GetId());
6570 for(size_t i
=0; i
<auras2remove
.size(); ++i
)
6571 RemoveAurasDueToSpell(auras2remove
[i
]);
6573 // cleanup combo points
6574 if(GetComboTarget()==duel
->opponent
->GetGUID())
6576 else if(GetComboTarget()==duel
->opponent
->GetPetGUID())
6579 if(duel
->opponent
->GetComboTarget()==GetGUID())
6580 duel
->opponent
->ClearComboPoints();
6581 else if(duel
->opponent
->GetComboTarget()==GetPetGUID())
6582 duel
->opponent
->ClearComboPoints();
6585 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6586 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6587 duel
->opponent
->SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6588 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6590 delete duel
->opponent
->duel
;
6591 duel
->opponent
->duel
= NULL
;
6596 //---------------------------------------------------------//
6598 void Player::_ApplyItemMods(Item
*item
, uint8 slot
,bool apply
)
6600 if(slot
>= INVENTORY_SLOT_BAG_END
|| !item
)
6603 // not apply/remove mods for broken item
6604 if(item
->IsBroken())
6607 ItemPrototype
const *proto
= item
->GetProto();
6612 sLog
.outDetail("applying mods for item %u ",item
->GetGUIDLow());
6614 uint32 attacktype
= Player::GetAttackBySlot(slot
);
6615 if(attacktype
< MAX_ATTACK
)
6616 _ApplyWeaponDependentAuraMods(item
,WeaponAttackType(attacktype
),apply
);
6618 _ApplyItemBonuses(proto
,slot
,apply
);
6620 if( slot
==EQUIPMENT_SLOT_RANGED
)
6621 _ApplyAmmoBonuses();
6623 ApplyItemEquipSpell(item
,apply
);
6624 ApplyEnchantment(item
, apply
);
6626 if(proto
->Socket
[0].Color
) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
6627 CorrectMetaGemEnchants(slot
, apply
);
6629 sLog
.outDebug("_ApplyItemMods complete.");
6632 void Player::_ApplyItemBonuses(ItemPrototype
const *proto
, uint8 slot
, bool apply
, bool only_level_scale
/*= false*/)
6634 if (slot
>= INVENTORY_SLOT_BAG_END
|| !proto
)
6637 ScalingStatDistributionEntry
const *ssd
= proto
->ScalingStatDistribution
? sScalingStatDistributionStore
.LookupEntry(proto
->ScalingStatDistribution
) : NULL
;
6638 if (only_level_scale
&& !ssd
)
6641 // req. check at equip, but allow use for extended range if range limit max level, set proper level
6642 uint32 ssd_level
= getLevel();
6643 if (ssd
&& ssd_level
> ssd
->MaxLevel
)
6644 ssd_level
= ssd
->MaxLevel
;
6646 ScalingStatValuesEntry
const *ssv
= proto
->ScalingStatValue
? sScalingStatValuesStore
.LookupEntry(ssd_level
) : NULL
;
6647 if (only_level_scale
&& !ssv
)
6650 for (int i
= 0; i
< MAX_ITEM_PROTO_STATS
; ++i
)
6652 uint32 statType
= 0;
6654 // If set ScalingStatDistribution need get stats and values from it
6657 if (ssd
->StatMod
[i
] < 0)
6659 statType
= ssd
->StatMod
[i
];
6660 val
= (ssv
->getssdMultiplier(proto
->ScalingStatValue
) * ssd
->Modifier
[i
]) / 10000;
6664 if (i
>= proto
->StatsCount
)
6666 statType
= proto
->ItemStat
[i
].ItemStatType
;
6667 val
= proto
->ItemStat
[i
].ItemStatValue
;
6676 HandleStatModifier(UNIT_MOD_MANA
, BASE_VALUE
, float(val
), apply
);
6678 case ITEM_MOD_HEALTH
: // modify HP
6679 HandleStatModifier(UNIT_MOD_HEALTH
, BASE_VALUE
, float(val
), apply
);
6681 case ITEM_MOD_AGILITY
: // modify agility
6682 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, BASE_VALUE
, float(val
), apply
);
6683 ApplyStatBuffMod(STAT_AGILITY
, float(val
), apply
);
6685 case ITEM_MOD_STRENGTH
: //modify strength
6686 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, BASE_VALUE
, float(val
), apply
);
6687 ApplyStatBuffMod(STAT_STRENGTH
, float(val
), apply
);
6689 case ITEM_MOD_INTELLECT
: //modify intellect
6690 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, BASE_VALUE
, float(val
), apply
);
6691 ApplyStatBuffMod(STAT_INTELLECT
, float(val
), apply
);
6693 case ITEM_MOD_SPIRIT
: //modify spirit
6694 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, BASE_VALUE
, float(val
), apply
);
6695 ApplyStatBuffMod(STAT_SPIRIT
, float(val
), apply
);
6697 case ITEM_MOD_STAMINA
: //modify stamina
6698 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, BASE_VALUE
, float(val
), apply
);
6699 ApplyStatBuffMod(STAT_STAMINA
, float(val
), apply
);
6701 case ITEM_MOD_DEFENSE_SKILL_RATING
:
6702 ApplyRatingMod(CR_DEFENSE_SKILL
, int32(val
), apply
);
6704 case ITEM_MOD_DODGE_RATING
:
6705 ApplyRatingMod(CR_DODGE
, int32(val
), apply
);
6707 case ITEM_MOD_PARRY_RATING
:
6708 ApplyRatingMod(CR_PARRY
, int32(val
), apply
);
6710 case ITEM_MOD_BLOCK_RATING
:
6711 ApplyRatingMod(CR_BLOCK
, int32(val
), apply
);
6713 case ITEM_MOD_HIT_MELEE_RATING
:
6714 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6716 case ITEM_MOD_HIT_RANGED_RATING
:
6717 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6719 case ITEM_MOD_HIT_SPELL_RATING
:
6720 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6722 case ITEM_MOD_CRIT_MELEE_RATING
:
6723 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6725 case ITEM_MOD_CRIT_RANGED_RATING
:
6726 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6728 case ITEM_MOD_CRIT_SPELL_RATING
:
6729 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6731 case ITEM_MOD_HIT_TAKEN_MELEE_RATING
:
6732 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6734 case ITEM_MOD_HIT_TAKEN_RANGED_RATING
:
6735 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6737 case ITEM_MOD_HIT_TAKEN_SPELL_RATING
:
6738 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6740 case ITEM_MOD_CRIT_TAKEN_MELEE_RATING
:
6741 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6743 case ITEM_MOD_CRIT_TAKEN_RANGED_RATING
:
6744 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6746 case ITEM_MOD_CRIT_TAKEN_SPELL_RATING
:
6747 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6749 case ITEM_MOD_HASTE_MELEE_RATING
:
6750 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6752 case ITEM_MOD_HASTE_RANGED_RATING
:
6753 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6755 case ITEM_MOD_HASTE_SPELL_RATING
:
6756 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6758 case ITEM_MOD_HIT_RATING
:
6759 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6760 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6761 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6763 case ITEM_MOD_CRIT_RATING
:
6764 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6765 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6766 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6768 case ITEM_MOD_HIT_TAKEN_RATING
:
6769 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6770 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6771 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6773 case ITEM_MOD_CRIT_TAKEN_RATING
:
6774 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6775 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6776 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6778 case ITEM_MOD_RESILIENCE_RATING
:
6779 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6780 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6781 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6783 case ITEM_MOD_HASTE_RATING
:
6784 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6785 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6786 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6788 case ITEM_MOD_EXPERTISE_RATING
:
6789 ApplyRatingMod(CR_EXPERTISE
, int32(val
), apply
);
6791 case ITEM_MOD_ATTACK_POWER
:
6792 HandleStatModifier(UNIT_MOD_ATTACK_POWER
, TOTAL_VALUE
, float(val
), apply
);
6793 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(val
), apply
);
6795 case ITEM_MOD_RANGED_ATTACK_POWER
:
6796 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(val
), apply
);
6798 case ITEM_MOD_MANA_REGENERATION
:
6799 ApplyManaRegenBonus(int32(val
), apply
);
6801 case ITEM_MOD_ARMOR_PENETRATION_RATING
:
6802 ApplyRatingMod(CR_ARMOR_PENETRATION
, int32(val
), apply
);
6804 case ITEM_MOD_SPELL_POWER
:
6805 ApplySpellPowerBonus(int32(val
), apply
);
6807 // depricated item mods
6808 case ITEM_MOD_FERAL_ATTACK_POWER
:
6809 case ITEM_MOD_SPELL_HEALING_DONE
:
6810 case ITEM_MOD_SPELL_DAMAGE_DONE
:
6815 // Apply Spell Power from ScalingStatValue if set
6818 if (int32 spellbonus
= ssv
->getSpellBonus(proto
->ScalingStatValue
))
6819 ApplySpellPowerBonus(spellbonus
, apply
);
6822 // If set ScalingStatValue armor get it or use item armor
6823 uint32 armor
= proto
->Armor
;
6826 if (uint32 ssvarmor
= ssv
->getArmorMod(proto
->ScalingStatValue
))
6829 // Add armor bonus from ArmorDamageModifier if > 0
6830 if (proto
->ArmorDamageModifier
> 0)
6831 armor
+= uint32(proto
->ArmorDamageModifier
);
6834 HandleStatModifier(UNIT_MOD_ARMOR
, BASE_VALUE
, float(armor
), apply
);
6837 HandleBaseModValue(SHIELD_BLOCK_VALUE
, FLAT_MOD
, float(proto
->Block
), apply
);
6840 HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY
, BASE_VALUE
, float(proto
->HolyRes
), apply
);
6843 HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE
, BASE_VALUE
, float(proto
->FireRes
), apply
);
6845 if (proto
->NatureRes
)
6846 HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE
, BASE_VALUE
, float(proto
->NatureRes
), apply
);
6848 if (proto
->FrostRes
)
6849 HandleStatModifier(UNIT_MOD_RESISTANCE_FROST
, BASE_VALUE
, float(proto
->FrostRes
), apply
);
6851 if (proto
->ShadowRes
)
6852 HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW
, BASE_VALUE
, float(proto
->ShadowRes
), apply
);
6854 if (proto
->ArcaneRes
)
6855 HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE
, BASE_VALUE
, float(proto
->ArcaneRes
), apply
);
6857 WeaponAttackType attType
= BASE_ATTACK
;
6858 float damage
= 0.0f
;
6860 if( slot
== EQUIPMENT_SLOT_RANGED
&& (
6861 proto
->InventoryType
== INVTYPE_RANGED
|| proto
->InventoryType
== INVTYPE_THROWN
||
6862 proto
->InventoryType
== INVTYPE_RANGEDRIGHT
))
6864 attType
= RANGED_ATTACK
;
6866 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6868 attType
= OFF_ATTACK
;
6871 float minDamage
= proto
->Damage
[0].DamageMin
;
6872 float maxDamage
= proto
->Damage
[0].DamageMax
;
6874 // If set dpsMod in ScalingStatValue use it for min (70% from average), max (130% from average) damage
6877 if ((extraDPS
= ssv
->getDPSMod(proto
->ScalingStatValue
)))
6879 float average
= extraDPS
* proto
->Delay
/ 1000.0f
;
6880 minDamage
= 0.7f
* average
;
6881 maxDamage
= 1.3f
* average
;
6886 damage
= apply
? minDamage
: BASE_MINDAMAGE
;
6887 SetBaseWeaponDamage(attType
, MINDAMAGE
, damage
);
6888 //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
6893 damage
= apply
? maxDamage
: BASE_MAXDAMAGE
;
6894 SetBaseWeaponDamage(attType
, MAXDAMAGE
, damage
);
6897 // Apply feral bonus from ScalingStatValue if set
6900 if (int32 feral_bonus
= ssv
->getFeralBonus(proto
->ScalingStatValue
))
6901 ApplyFeralAPBonus(feral_bonus
, apply
);
6903 // Druids get feral AP bonus from weapon dps (lso use DPS from ScalingStatValue)
6904 if(getClass() == CLASS_DRUID
)
6906 int32 feral_bonus
= proto
->getFeralBonus(extraDPS
);
6907 if (feral_bonus
> 0)
6908 ApplyFeralAPBonus(feral_bonus
, apply
);
6911 if(!IsUseEquipedWeapon(slot
==EQUIPMENT_SLOT_MAINHAND
))
6916 if(slot
== EQUIPMENT_SLOT_RANGED
)
6917 SetAttackTime(RANGED_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6918 else if(slot
==EQUIPMENT_SLOT_MAINHAND
)
6919 SetAttackTime(BASE_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6920 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6921 SetAttackTime(OFF_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6924 if(CanModifyStats() && (damage
|| proto
->Delay
))
6925 UpdateDamagePhysical(attType
);
6928 void Player::_ApplyWeaponDependentAuraMods(Item
*item
,WeaponAttackType attackType
,bool apply
)
6930 AuraList
const& auraCritList
= GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT
);
6931 for(AuraList::const_iterator itr
= auraCritList
.begin(); itr
!=auraCritList
.end();++itr
)
6932 _ApplyWeaponDependentAuraCritMod(item
,attackType
,*itr
,apply
);
6934 AuraList
const& auraDamageFlatList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE
);
6935 for(AuraList::const_iterator itr
= auraDamageFlatList
.begin(); itr
!=auraDamageFlatList
.end();++itr
)
6936 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6938 AuraList
const& auraDamagePCTList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
);
6939 for(AuraList::const_iterator itr
= auraDamagePCTList
.begin(); itr
!=auraDamagePCTList
.end();++itr
)
6940 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6943 void Player::_ApplyWeaponDependentAuraCritMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6945 // generic not weapon specific case processes in aura code
6946 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6949 BaseModGroup mod
= BASEMOD_END
;
6952 case BASE_ATTACK
: mod
= CRIT_PERCENTAGE
; break;
6953 case OFF_ATTACK
: mod
= OFFHAND_CRIT_PERCENTAGE
;break;
6954 case RANGED_ATTACK
: mod
= RANGED_CRIT_PERCENTAGE
; break;
6958 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6960 HandleBaseModValue(mod
, FLAT_MOD
, float (aura
->GetModifier()->m_amount
), apply
);
6964 void Player::_ApplyWeaponDependentAuraDamageMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6966 // ignore spell mods for not wands
6967 Modifier
const* modifier
= aura
->GetModifier();
6968 if((modifier
->m_miscvalue
& SPELL_SCHOOL_MASK_NORMAL
)==0 && (getClassMask() & CLASSMASK_WAND_USERS
)==0)
6971 // generic not weapon specific case processes in aura code
6972 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6975 UnitMods unitMod
= UNIT_MOD_END
;
6978 case BASE_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_MAINHAND
; break;
6979 case OFF_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_OFFHAND
; break;
6980 case RANGED_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_RANGED
; break;
6984 UnitModifierType unitModType
= TOTAL_VALUE
;
6985 switch(modifier
->m_auraname
)
6987 case SPELL_AURA_MOD_DAMAGE_DONE
: unitModType
= TOTAL_VALUE
; break;
6988 case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
: unitModType
= TOTAL_PCT
; break;
6992 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6994 HandleStatModifier(unitMod
, unitModType
, float(modifier
->m_amount
),apply
);
6998 void Player::ApplyItemEquipSpell(Item
*item
, bool apply
, bool form_change
)
7003 ItemPrototype
const *proto
= item
->GetProto();
7007 for (int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
7009 _Spell
const& spellData
= proto
->Spells
[i
];
7012 if(!spellData
.SpellId
)
7015 // wrong triggering type
7016 if(apply
&& spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_EQUIP
)
7019 // check if it is valid spell
7020 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellData
.SpellId
);
7024 ApplyEquipSpell(spellproto
,item
,apply
,form_change
);
7028 void Player::ApplyEquipSpell(SpellEntry
const* spellInfo
, Item
* item
, bool apply
, bool form_change
)
7032 // Cannot be used in this stance/form
7033 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
) != SPELL_CAST_OK
)
7036 if(form_change
) // check aura active state from other form
7039 for (int k
=0; k
< 3; ++k
)
7041 spellEffectPair spair
= spellEffectPair(spellInfo
->Id
, k
);
7042 for (AuraMap::const_iterator iter
= m_Auras
.lower_bound(spair
); iter
!= m_Auras
.upper_bound(spair
); ++iter
)
7044 if(!item
|| iter
->second
->GetCastItemGUID() == item
->GetGUID())
7054 if(found
) // and skip re-cast already active aura at form change
7058 DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item
? "item" : "itemset"), spellInfo
->Id
);
7060 CastSpell(this,spellInfo
,true,item
);
7064 if(form_change
) // check aura compatibility
7066 // Cannot be used in this stance/form
7067 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
)==SPELL_CAST_OK
)
7068 return; // and remove only not compatible at form change
7072 RemoveAurasDueToItemSpell(item
,spellInfo
->Id
); // un-apply all spells , not only at-equipped
7074 RemoveAurasDueToSpell(spellInfo
->Id
); // un-apply spell (item set case)
7078 void Player::UpdateEquipSpellsAtFormChange()
7080 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7082 if(m_items
[i
] && !m_items
[i
]->IsBroken())
7084 ApplyItemEquipSpell(m_items
[i
],false,true); // remove spells that not fit to form
7085 ApplyItemEquipSpell(m_items
[i
],true,true); // add spells that fit form but not active
7089 // item set bonuses not dependent from item broken state
7090 for(size_t setindex
= 0; setindex
< ItemSetEff
.size(); ++setindex
)
7092 ItemSetEffect
* eff
= ItemSetEff
[setindex
];
7096 for(uint32 y
=0;y
<8; ++y
)
7098 SpellEntry
const* spellInfo
= eff
->spells
[y
];
7102 ApplyEquipSpell(spellInfo
,NULL
,false,true); // remove spells that not fit to form
7103 ApplyEquipSpell(spellInfo
,NULL
,true,true); // add spells that fit form but not active
7108 void Player::CastItemCombatSpell(Unit
* Target
, WeaponAttackType attType
)
7110 Item
*item
= GetWeaponForAttack(attType
, true, false);
7114 ItemPrototype
const *proto
= item
->GetProto();
7118 if (!Target
|| Target
== this )
7121 for (int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
7123 _Spell
const& spellData
= proto
->Spells
[i
];
7126 if(!spellData
.SpellId
)
7129 // wrong triggering type
7130 if(spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_CHANCE_ON_HIT
)
7133 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellData
.SpellId
);
7136 sLog
.outError("WORLD: unknown Item spellid %i", spellData
.SpellId
);
7140 // not allow proc extra attack spell at extra attack
7141 if( m_extraAttacks
&& IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_ADD_EXTRA_ATTACKS
) )
7144 float chance
= spellInfo
->procChance
;
7146 if(spellData
.SpellPPMRate
)
7148 uint32 WeaponSpeed
= proto
->Delay
;
7149 chance
= GetPPMProcChance(WeaponSpeed
, spellData
.SpellPPMRate
);
7151 else if(chance
> 100.0f
)
7153 chance
= GetWeaponProcChance();
7156 if (roll_chance_f(chance
))
7157 CastSpell(Target
, spellInfo
->Id
, true, item
);
7160 // item combat enchantments
7161 for(int e_slot
= 0; e_slot
< MAX_ENCHANTMENT_SLOT
; ++e_slot
)
7163 uint32 enchant_id
= item
->GetEnchantmentId(EnchantmentSlot(e_slot
));
7164 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
7165 if(!pEnchant
) continue;
7166 for (int s
=0;s
<3;s
++)
7168 if(pEnchant
->type
[s
]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
)
7171 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(pEnchant
->spellid
[s
]);
7174 sLog
.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant
->ID
, pEnchant
->spellid
[s
]);
7178 // Use first rank to access spell item enchant procs
7179 float ppmRate
= sSpellMgr
.GetItemEnchantProcChance(spellInfo
->Id
);
7181 float chance
= ppmRate
7182 ? GetPPMProcChance(proto
->Delay
, ppmRate
)
7183 : pEnchant
->amount
[s
] != 0 ? float(pEnchant
->amount
[s
]) : GetWeaponProcChance();
7186 ApplySpellMod(spellInfo
->Id
,SPELLMOD_CHANCE_OF_SUCCESS
,chance
);
7187 ApplySpellMod(spellInfo
->Id
,SPELLMOD_FREQUENCY_OF_SUCCESS
,chance
);
7189 if (roll_chance_f(chance
))
7191 if(IsPositiveSpell(pEnchant
->spellid
[s
]))
7192 CastSpell(this, pEnchant
->spellid
[s
], true, item
);
7194 CastSpell(Target
, pEnchant
->spellid
[s
], true, item
);
7200 void Player::CastItemUseSpell(Item
*item
,SpellCastTargets
const& targets
,uint8 cast_count
, uint32 glyphIndex
)
7202 ItemPrototype
const* proto
= item
->GetProto();
7203 // special learning case
7204 if(proto
->Spells
[0].SpellId
==SPELL_ID_GENERIC_LEARN
|| proto
->Spells
[0].SpellId
==SPELL_ID_GENERIC_LEARN_PET
)
7206 uint32 learn_spell_id
= proto
->Spells
[0].SpellId
;
7207 uint32 learning_spell_id
= proto
->Spells
[1].SpellId
;
7209 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(learn_spell_id
);
7212 sLog
.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring ",proto
->ItemId
, learn_spell_id
);
7213 SendEquipError(EQUIP_ERR_NONE
,item
,NULL
);
7217 Spell
*spell
= new Spell(this, spellInfo
, false);
7218 spell
->m_CastItem
= item
;
7219 spell
->m_cast_count
= cast_count
; //set count of casts
7220 spell
->m_currentBasePoints
[0] = learning_spell_id
;
7221 spell
->prepare(&targets
);
7225 // use triggered flag only for items with many spell casts and for not first cast
7228 // item spells casted at use
7229 for(int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
7231 _Spell
const& spellData
= proto
->Spells
[i
];
7234 if(!spellData
.SpellId
)
7237 // wrong triggering type
7238 if( spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_USE
&& spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_NO_DELAY_USE
)
7241 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellData
.SpellId
);
7244 sLog
.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring",proto
->ItemId
, spellData
.SpellId
);
7248 Spell
*spell
= new Spell(this, spellInfo
, (count
> 0));
7249 spell
->m_CastItem
= item
;
7250 spell
->m_cast_count
= cast_count
; // set count of casts
7251 spell
->m_glyphIndex
= glyphIndex
; // glyph index
7252 spell
->prepare(&targets
);
7257 // Item enchantments spells casted at use
7258 for(int e_slot
= 0; e_slot
< MAX_ENCHANTMENT_SLOT
; ++e_slot
)
7260 uint32 enchant_id
= item
->GetEnchantmentId(EnchantmentSlot(e_slot
));
7261 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
7262 if(!pEnchant
) continue;
7263 for (int s
=0;s
<3;s
++)
7265 if(pEnchant
->type
[s
]!=ITEM_ENCHANTMENT_TYPE_USE_SPELL
)
7268 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(pEnchant
->spellid
[s
]);
7271 sLog
.outError("Player::CastItemUseSpell Enchant %i, cast unknown spell %i", pEnchant
->ID
, pEnchant
->spellid
[s
]);
7275 Spell
*spell
= new Spell(this, spellInfo
, (count
> 0));
7276 spell
->m_CastItem
= item
;
7277 spell
->m_cast_count
= cast_count
; // set count of casts
7278 spell
->m_glyphIndex
= glyphIndex
; // glyph index
7279 spell
->prepare(&targets
);
7286 void Player::_RemoveAllItemMods()
7288 sLog
.outDebug("_RemoveAllItemMods start.");
7290 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7294 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7298 // item set bonuses not dependent from item broken state
7300 RemoveItemsSetItem(this,proto
);
7302 if(m_items
[i
]->IsBroken())
7305 ApplyItemEquipSpell(m_items
[i
],false);
7306 ApplyEnchantment(m_items
[i
], false);
7310 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7314 if(m_items
[i
]->IsBroken())
7316 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7320 uint32 attacktype
= Player::GetAttackBySlot(i
);
7321 if(attacktype
< MAX_ATTACK
)
7322 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),false);
7324 _ApplyItemBonuses(proto
,i
, false);
7326 if( i
== EQUIPMENT_SLOT_RANGED
)
7327 _ApplyAmmoBonuses();
7331 sLog
.outDebug("_RemoveAllItemMods complete.");
7334 void Player::_ApplyAllItemMods()
7336 sLog
.outDebug("_ApplyAllItemMods start.");
7338 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7342 if(m_items
[i
]->IsBroken())
7345 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7349 uint32 attacktype
= Player::GetAttackBySlot(i
);
7350 if(attacktype
< MAX_ATTACK
)
7351 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),true);
7353 _ApplyItemBonuses(proto
,i
, true);
7355 if( i
== EQUIPMENT_SLOT_RANGED
)
7356 _ApplyAmmoBonuses();
7360 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7364 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7368 // item set bonuses not dependent from item broken state
7370 AddItemsSetItem(this,m_items
[i
]);
7372 if(m_items
[i
]->IsBroken())
7375 ApplyItemEquipSpell(m_items
[i
],true);
7376 ApplyEnchantment(m_items
[i
], true);
7380 sLog
.outDebug("_ApplyAllItemMods complete.");
7383 void Player::_ApplyAllLevelScaleItemMods(bool apply
)
7385 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7389 if(m_items
[i
]->IsBroken())
7392 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7396 _ApplyItemBonuses(proto
,i
, apply
, true);
7401 void Player::_ApplyAmmoBonuses()
7404 uint32 ammo_id
= GetUInt32Value(PLAYER_AMMO_ID
);
7408 float currentAmmoDPS
;
7410 ItemPrototype
const *ammo_proto
= ObjectMgr::GetItemPrototype( ammo_id
);
7411 if( !ammo_proto
|| ammo_proto
->Class
!=ITEM_CLASS_PROJECTILE
|| !CheckAmmoCompatibility(ammo_proto
))
7412 currentAmmoDPS
= 0.0f
;
7414 currentAmmoDPS
= ammo_proto
->Damage
[0].DamageMin
;
7416 if(currentAmmoDPS
== GetAmmoDPS())
7419 m_ammoDPS
= currentAmmoDPS
;
7421 if(CanModifyStats())
7422 UpdateDamagePhysical(RANGED_ATTACK
);
7425 bool Player::CheckAmmoCompatibility(const ItemPrototype
*ammo_proto
) const
7430 // check ranged weapon
7431 Item
*weapon
= GetWeaponForAttack( RANGED_ATTACK
, true, false );
7435 ItemPrototype
const* weapon_proto
= weapon
->GetProto();
7436 if(!weapon_proto
|| weapon_proto
->Class
!=ITEM_CLASS_WEAPON
)
7439 // check ammo ws. weapon compatibility
7440 switch(weapon_proto
->SubClass
)
7442 case ITEM_SUBCLASS_WEAPON_BOW
:
7443 case ITEM_SUBCLASS_WEAPON_CROSSBOW
:
7444 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_ARROW
)
7447 case ITEM_SUBCLASS_WEAPON_GUN
:
7448 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_BULLET
)
7458 /* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
7459 Called by remove insignia spell effect */
7460 void Player::RemovedInsignia(Player
* looterPlr
)
7462 if (!GetBattleGroundId())
7465 // If not released spirit, do it !
7466 if(m_deathTimer
> 0)
7473 Corpse
*corpse
= GetCorpse();
7477 // We have to convert player corpse to bones, not to be able to resurrect there
7478 // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
7479 Corpse
*bones
= sObjectAccessor
.ConvertCorpseForPlayer(GetGUID(),true);
7483 // Now we must make bones lootable, and send player loot
7484 bones
->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS
, CORPSE_DYNFLAG_LOOTABLE
);
7486 // We store the level of our player in the gold field
7487 // We retrieve this information at Player::SendLoot()
7488 bones
->loot
.gold
= getLevel();
7489 bones
->lootRecipient
= looterPlr
;
7490 looterPlr
->SendLoot(bones
->GetGUID(), LOOT_INSIGNIA
);
7493 void Player::SendLootRelease( uint64 guid
)
7495 WorldPacket
data( SMSG_LOOT_RELEASE_RESPONSE
, (8+1) );
7496 data
<< uint64(guid
) << uint8(1);
7497 SendDirectMessage( &data
);
7500 void Player::SendLoot(uint64 guid
, LootType loot_type
)
7502 if (uint64 lguid
= GetLootGUID())
7503 m_session
->DoLootRelease(lguid
);
7506 PermissionTypes permission
= ALL_PERMISSION
;
7508 sLog
.outDebug("Player::SendLoot");
7509 if (IS_GAMEOBJECT_GUID(guid
))
7511 sLog
.outDebug(" IS_GAMEOBJECT_GUID(guid)");
7512 GameObject
*go
= GetMap()->GetGameObject(guid
);
7514 // not check distance for GO in case owned GO (fishing bobber case, for example)
7515 // And permit out of range GO with no owner in case fishing hole
7516 if (!go
|| (loot_type
!= LOOT_FISHINGHOLE
&& (loot_type
!= LOOT_FISHING
|| go
->GetOwnerGUID() != GetGUID()) && !go
->IsWithinDistInMap(this,INTERACTION_DISTANCE
)))
7518 SendLootRelease(guid
);
7524 if (go
->getLootState() == GO_READY
)
7526 uint32 lootid
= go
->GetGOInfo()->GetLootId();
7527 if ((go
->GetEntry() == BG_AV_OBJECTID_MINE_N
|| go
->GetEntry() == BG_AV_OBJECTID_MINE_S
))
7528 if (BattleGround
*bg
= GetBattleGround())
7529 if (bg
->GetTypeID() == BATTLEGROUND_AV
)
7530 if (!(((BattleGroundAV
*)bg
)->PlayerCanDoMineQuest(go
->GetEntry(), GetTeam())))
7532 SendLootRelease(guid
);
7538 sLog
.outDebug(" if(lootid)");
7540 loot
->FillLoot(lootid
, LootTemplates_Gameobject
, this, false);
7543 if (loot_type
== LOOT_FISHING
)
7544 go
->getFishLoot(loot
,this);
7546 go
->SetLootState(GO_ACTIVATED
);
7549 else if (IS_ITEM_GUID(guid
))
7551 Item
*item
= GetItemByGuid( guid
);
7555 SendLootRelease(guid
);
7561 if (!item
->m_lootGenerated
)
7563 item
->m_lootGenerated
= true;
7568 case LOOT_DISENCHANTING
:
7569 loot
->FillLoot(item
->GetProto()->DisenchantID
, LootTemplates_Disenchant
, this,true);
7571 case LOOT_PROSPECTING
:
7572 loot
->FillLoot(item
->GetEntry(), LootTemplates_Prospecting
, this,true);
7575 loot
->FillLoot(item
->GetEntry(), LootTemplates_Milling
, this,true);
7578 loot
->FillLoot(item
->GetEntry(), LootTemplates_Item
, this,true);
7579 loot
->generateMoneyLoot(item
->GetProto()->MinMoneyLoot
,item
->GetProto()->MaxMoneyLoot
);
7584 else if (IS_CORPSE_GUID(guid
)) // remove insignia
7586 Corpse
*bones
= GetMap()->GetCorpse(guid
);
7588 if (!bones
|| !((loot_type
== LOOT_CORPSE
) || (loot_type
== LOOT_INSIGNIA
)) || (bones
->GetType() != CORPSE_BONES
) )
7590 SendLootRelease(guid
);
7594 loot
= &bones
->loot
;
7596 if (!bones
->lootForBody
)
7598 bones
->lootForBody
= true;
7599 uint32 pLevel
= bones
->loot
.gold
;
7600 bones
->loot
.clear();
7601 if (GetBattleGround()->GetTypeID() == BATTLEGROUND_AV
)
7602 loot
->FillLoot(0, LootTemplates_Creature
, this, false);
7603 // It may need a better formula
7604 // Now it works like this: lvl10: ~6copper, lvl70: ~9silver
7605 bones
->loot
.gold
= (uint32
)( urand(50, 150) * 0.016f
* pow( ((float)pLevel
)/5.76f
, 2.5f
) * sWorld
.getRate(RATE_DROP_MONEY
) );
7608 if (bones
->lootRecipient
!= this)
7609 permission
= NONE_PERMISSION
;
7613 Creature
*creature
= GetMap()->GetCreature(guid
);
7615 // must be in range and creature must be alive for pickpocket and must be dead for another loot
7616 if (!creature
|| creature
->isAlive()!=(loot_type
== LOOT_PICKPOCKETING
) || !creature
->IsWithinDistInMap(this,INTERACTION_DISTANCE
))
7618 SendLootRelease(guid
);
7622 if (loot_type
== LOOT_PICKPOCKETING
&& IsFriendlyTo(creature
))
7624 SendLootRelease(guid
);
7628 loot
= &creature
->loot
;
7630 if (loot_type
== LOOT_PICKPOCKETING
)
7632 if (!creature
->lootForPickPocketed
)
7634 creature
->lootForPickPocketed
= true;
7637 if (uint32 lootid
= creature
->GetCreatureInfo()->pickpocketLootId
)
7638 loot
->FillLoot(lootid
, LootTemplates_Pickpocketing
, this, false);
7640 // Generate extra money for pick pocket loot
7641 const uint32 a
= urand(0, creature
->getLevel()/2);
7642 const uint32 b
= urand(0, getLevel()/2);
7643 loot
->gold
= uint32(10 * (a
+ b
) * sWorld
.getRate(RATE_DROP_MONEY
));
7648 // the player whose group may loot the corpse
7649 Player
*recipient
= creature
->GetLootRecipient();
7652 creature
->SetLootRecipient(this);
7656 if (creature
->lootForPickPocketed
)
7658 creature
->lootForPickPocketed
= false;
7662 if (!creature
->lootForBody
)
7664 creature
->lootForBody
= true;
7667 if (uint32 lootid
= creature
->GetCreatureInfo()->lootid
)
7668 loot
->FillLoot(lootid
, LootTemplates_Creature
, recipient
, false);
7670 loot
->generateMoneyLoot(creature
->GetCreatureInfo()->mingold
,creature
->GetCreatureInfo()->maxgold
);
7672 if (Group
* group
= recipient
->GetGroup())
7674 group
->UpdateLooterGuid(creature
,true);
7676 switch (group
->GetLootMethod())
7679 // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin
7680 group
->GroupLoot(recipient
->GetGUID(), loot
, creature
);
7682 case NEED_BEFORE_GREED
:
7683 group
->NeedBeforeGreed(recipient
->GetGUID(), loot
, creature
);
7686 group
->MasterLoot(recipient
->GetGUID(), loot
, creature
);
7694 // possible only if creature->lootForBody && loot->empty() at spell cast check
7695 if (loot_type
== LOOT_SKINNING
)
7698 loot
->FillLoot(creature
->GetCreatureInfo()->SkinLootId
, LootTemplates_Skinning
, this, false);
7700 // set group rights only for loot_type != LOOT_SKINNING
7703 if(Group
* group
= GetGroup())
7705 if (group
== recipient
->GetGroup())
7707 if (group
->GetLootMethod() == FREE_FOR_ALL
)
7708 permission
= ALL_PERMISSION
;
7709 else if (group
->GetLooterGuid() == GetGUID())
7711 if (group
->GetLootMethod() == MASTER_LOOT
)
7712 permission
= MASTER_PERMISSION
;
7714 permission
= ALL_PERMISSION
;
7717 permission
= GROUP_PERMISSION
;
7720 permission
= NONE_PERMISSION
;
7722 else if (recipient
== this)
7723 permission
= ALL_PERMISSION
;
7725 permission
= NONE_PERMISSION
;
7732 // LOOT_INSIGNIA and LOOT_FISHINGHOLE unsupported by client
7735 case LOOT_INSIGNIA
: loot_type
= LOOT_SKINNING
; break;
7736 case LOOT_FISHINGHOLE
: loot_type
= LOOT_FISHING
; break;
7740 // need know merged fishing/corpse loot type for achievements
7741 loot
->loot_type
= loot_type
;
7743 WorldPacket
data(SMSG_LOOT_RESPONSE
, (9+50)); // we guess size
7745 data
<< uint64(guid
);
7746 data
<< uint8(loot_type
);
7747 data
<< LootView(*loot
, this, permission
);
7749 SendDirectMessage(&data
);
7751 // add 'this' player as one of the players that are looting 'loot'
7752 if (permission
!= NONE_PERMISSION
)
7753 loot
->AddLooter(GetGUID());
7755 if (loot_type
== LOOT_CORPSE
&& !IS_ITEM_GUID(guid
))
7756 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_LOOTING
);
7759 void Player::SendNotifyLootMoneyRemoved()
7761 WorldPacket
data(SMSG_LOOT_CLEAR_MONEY
, 0);
7762 GetSession()->SendPacket( &data
);
7765 void Player::SendNotifyLootItemRemoved(uint8 lootSlot
)
7767 WorldPacket
data(SMSG_LOOT_REMOVED
, 1);
7768 data
<< uint8(lootSlot
);
7769 GetSession()->SendPacket( &data
);
7772 void Player::SendUpdateWorldState(uint32 Field
, uint32 Value
)
7774 WorldPacket
data(SMSG_UPDATE_WORLD_STATE
, 8);
7777 GetSession()->SendPacket(&data
);
7780 void Player::SendInitWorldStates(uint32 zoneid
, uint32 areaid
)
7782 // data depends on zoneid/mapid...
7783 BattleGround
* bg
= GetBattleGround();
7784 uint16 NumberOfFields
= 0;
7785 uint32 mapid
= GetMapId();
7787 sLog
.outDebug("Sending SMSG_INIT_WORLD_STATES to Map:%u, Zone: %u", mapid
, zoneid
);
7789 // may be exist better way to do this...
7812 NumberOfFields
= 41;
7815 NumberOfFields
= 15;
7818 NumberOfFields
= 83;
7821 NumberOfFields
= 16;
7825 NumberOfFields
= 40;
7828 NumberOfFields
= 27;
7831 NumberOfFields
= 39;
7834 NumberOfFields
= 38;
7837 NumberOfFields
= 37;
7842 NumberOfFields
= 11;
7845 NumberOfFields
= 11;
7848 NumberOfFields
= 12;
7852 WorldPacket
data(SMSG_INIT_WORLD_STATES
, (4+4+4+2+(NumberOfFields
*8)));
7853 data
<< uint32(mapid
); // mapid
7854 data
<< uint32(zoneid
); // zone id
7855 data
<< uint32(areaid
); // area id, new 2.1.0
7856 data
<< uint16(NumberOfFields
); // count of uint64 blocks
7857 data
<< uint32(0x8d8) << uint32(0x0); // 1
7858 data
<< uint32(0x8d7) << uint32(0x0); // 2
7859 data
<< uint32(0x8d6) << uint32(0x0); // 3
7860 data
<< uint32(0x8d5) << uint32(0x0); // 4
7861 data
<< uint32(0x8d4) << uint32(0x0); // 5
7862 data
<< uint32(0x8d3) << uint32(0x0); // 6
7863 // 7 1 - Arena season in progress, 0 - end of season
7864 data
<< uint32(0xC77) << uint32(sWorld
.getConfig(CONFIG_ARENA_SEASON_IN_PROGRESS
));
7865 // 8 Arena season id
7866 data
<< uint32(0xF3D) << uint32(sWorld
.getConfig(CONFIG_ARENA_SEASON_ID
));
7867 if(mapid
== 530) // Outland
7869 data
<< uint32(0x9bf) << uint32(0x0); // 7
7870 data
<< uint32(0x9bd) << uint32(0xF); // 8
7871 data
<< uint32(0x9bb) << uint32(0xF); // 9
7886 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_AV
)
7887 bg
->FillInitialWorldStates(data
);
7890 data
<< uint32(0x7ae) << uint32(0x1); // 7 snowfall n
7891 data
<< uint32(0x532) << uint32(0x1); // 8 frostwolfhut hc
7892 data
<< uint32(0x531) << uint32(0x0); // 9 frostwolfhut ac
7893 data
<< uint32(0x52e) << uint32(0x0); // 10 stormpike firstaid a_a
7894 data
<< uint32(0x571) << uint32(0x0); // 11 east frostwolf tower horde assaulted -unused
7895 data
<< uint32(0x570) << uint32(0x0); // 12 west frostwolf tower horde assaulted - unused
7896 data
<< uint32(0x567) << uint32(0x1); // 13 frostwolfe c
7897 data
<< uint32(0x566) << uint32(0x1); // 14 frostwolfw c
7898 data
<< uint32(0x550) << uint32(0x1); // 15 irondeep (N) ally
7899 data
<< uint32(0x544) << uint32(0x0); // 16 ice grave a_a
7900 data
<< uint32(0x536) << uint32(0x0); // 17 stormpike grave h_c
7901 data
<< uint32(0x535) << uint32(0x1); // 18 stormpike grave a_c
7902 data
<< uint32(0x518) << uint32(0x0); // 19 stoneheart grave a_a
7903 data
<< uint32(0x517) << uint32(0x0); // 20 stoneheart grave h_a
7904 data
<< uint32(0x574) << uint32(0x0); // 21 1396 unk
7905 data
<< uint32(0x573) << uint32(0x0); // 22 iceblood tower horde assaulted -unused
7906 data
<< uint32(0x572) << uint32(0x0); // 23 towerpoint horde assaulted - unused
7907 data
<< uint32(0x56f) << uint32(0x0); // 24 1391 unk
7908 data
<< uint32(0x56e) << uint32(0x0); // 25 iceblood a
7909 data
<< uint32(0x56d) << uint32(0x0); // 26 towerp a
7910 data
<< uint32(0x56c) << uint32(0x0); // 27 frostwolfe a
7911 data
<< uint32(0x56b) << uint32(0x0); // 28 froswolfw a
7912 data
<< uint32(0x56a) << uint32(0x1); // 29 1386 unk
7913 data
<< uint32(0x569) << uint32(0x1); // 30 iceblood c
7914 data
<< uint32(0x568) << uint32(0x1); // 31 towerp c
7915 data
<< uint32(0x565) << uint32(0x0); // 32 stoneh tower a
7916 data
<< uint32(0x564) << uint32(0x0); // 33 icewing tower a
7917 data
<< uint32(0x563) << uint32(0x0); // 34 dunn a
7918 data
<< uint32(0x562) << uint32(0x0); // 35 duns a
7919 data
<< uint32(0x561) << uint32(0x0); // 36 stoneheart bunker alliance assaulted - unused
7920 data
<< uint32(0x560) << uint32(0x0); // 37 icewing bunker alliance assaulted - unused
7921 data
<< uint32(0x55f) << uint32(0x0); // 38 dunbaldar south alliance assaulted - unused
7922 data
<< uint32(0x55e) << uint32(0x0); // 39 dunbaldar north alliance assaulted - unused
7923 data
<< uint32(0x55d) << uint32(0x0); // 40 stone tower d
7924 data
<< uint32(0x3c6) << uint32(0x0); // 41 966 unk
7925 data
<< uint32(0x3c4) << uint32(0x0); // 42 964 unk
7926 data
<< uint32(0x3c2) << uint32(0x0); // 43 962 unk
7927 data
<< uint32(0x516) << uint32(0x1); // 44 stoneheart grave a_c
7928 data
<< uint32(0x515) << uint32(0x0); // 45 stonheart grave h_c
7929 data
<< uint32(0x3b6) << uint32(0x0); // 46 950 unk
7930 data
<< uint32(0x55c) << uint32(0x0); // 47 icewing tower d
7931 data
<< uint32(0x55b) << uint32(0x0); // 48 dunn d
7932 data
<< uint32(0x55a) << uint32(0x0); // 49 duns d
7933 data
<< uint32(0x559) << uint32(0x0); // 50 1369 unk
7934 data
<< uint32(0x558) << uint32(0x0); // 51 iceblood d
7935 data
<< uint32(0x557) << uint32(0x0); // 52 towerp d
7936 data
<< uint32(0x556) << uint32(0x0); // 53 frostwolfe d
7937 data
<< uint32(0x555) << uint32(0x0); // 54 frostwolfw d
7938 data
<< uint32(0x554) << uint32(0x1); // 55 stoneh tower c
7939 data
<< uint32(0x553) << uint32(0x1); // 56 icewing tower c
7940 data
<< uint32(0x552) << uint32(0x1); // 57 dunn c
7941 data
<< uint32(0x551) << uint32(0x1); // 58 duns c
7942 data
<< uint32(0x54f) << uint32(0x0); // 59 irondeep (N) horde
7943 data
<< uint32(0x54e) << uint32(0x0); // 60 irondeep (N) ally
7944 data
<< uint32(0x54d) << uint32(0x1); // 61 mine (S) neutral
7945 data
<< uint32(0x54c) << uint32(0x0); // 62 mine (S) horde
7946 data
<< uint32(0x54b) << uint32(0x0); // 63 mine (S) ally
7947 data
<< uint32(0x545) << uint32(0x0); // 64 iceblood h_a
7948 data
<< uint32(0x543) << uint32(0x1); // 65 iceblod h_c
7949 data
<< uint32(0x542) << uint32(0x0); // 66 iceblood a_c
7950 data
<< uint32(0x540) << uint32(0x0); // 67 snowfall h_a
7951 data
<< uint32(0x53f) << uint32(0x0); // 68 snowfall a_a
7952 data
<< uint32(0x53e) << uint32(0x0); // 69 snowfall h_c
7953 data
<< uint32(0x53d) << uint32(0x0); // 70 snowfall a_c
7954 data
<< uint32(0x53c) << uint32(0x0); // 71 frostwolf g h_a
7955 data
<< uint32(0x53b) << uint32(0x0); // 72 frostwolf g a_a
7956 data
<< uint32(0x53a) << uint32(0x1); // 73 frostwolf g h_c
7957 data
<< uint32(0x539) << uint32(0x0); // 74 frostwolf g a_c
7958 data
<< uint32(0x538) << uint32(0x0); // 75 stormpike grave h_a
7959 data
<< uint32(0x537) << uint32(0x0); // 76 stormpike grave a_a
7960 data
<< uint32(0x534) << uint32(0x0); // 77 frostwolf hut h_a
7961 data
<< uint32(0x533) << uint32(0x0); // 78 frostwolf hut a_a
7962 data
<< uint32(0x530) << uint32(0x0); // 79 stormpike first aid h_a
7963 data
<< uint32(0x52f) << uint32(0x0); // 80 stormpike first aid h_c
7964 data
<< uint32(0x52d) << uint32(0x1); // 81 stormpike first aid a_c
7968 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_WS
)
7969 bg
->FillInitialWorldStates(data
);
7972 data
<< uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures
7973 data
<< uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures
7974 data
<< uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
7975 data
<< uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
7976 data
<< uint32(0x60b) << uint32(0x2); // 11 1547 unk
7977 data
<< uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?)
7978 data
<< uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7979 data
<< uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7983 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_AB
)
7984 bg
->FillInitialWorldStates(data
);
7987 data
<< uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance
7988 data
<< uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde
7989 data
<< uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST?
7990 data
<< uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide)
7991 data
<< uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
7992 data
<< uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide)
7993 data
<< uint32(0x6ee) << uint32(0x0); // 13 1774 farm color
7994 data
<< uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM?
7995 data
<< uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources
7996 data
<< uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources
7997 data
<< uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases
7998 data
<< uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases
7999 data
<< uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000)
8000 data
<< uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color
8001 data
<< uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide)
8002 data
<< uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs?
8003 data
<< uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs?
8004 data
<< uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
8005 data
<< uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
8006 data
<< uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide)
8007 data
<< uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color
8008 data
<< uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM?
8009 data
<< uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
8010 data
<< uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide)
8011 data
<< uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color
8012 data
<< uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled)
8013 data
<< uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled)
8014 data
<< uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled)
8015 data
<< uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled)
8016 data
<< uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled)
8017 data
<< uint32(0x745) << uint32(0x2); // 37 1861 unk
8018 data
<< uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800)
8022 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_EY
)
8023 bg
->FillInitialWorldStates(data
);
8026 data
<< uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases
8027 data
<< uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases
8028 data
<< uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict
8029 data
<< uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict
8030 data
<< uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict
8031 data
<< uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict
8032 data
<< uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict
8033 data
<< uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict
8034 data
<< uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start
8035 data
<< uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start
8036 data
<< uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control
8037 data
<< uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control
8038 data
<< uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
8039 data
<< uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control
8040 data
<< uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control
8041 data
<< uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
8042 data
<< uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control
8043 data
<< uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control
8044 data
<< uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no)
8045 data
<< uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control
8046 data
<< uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control
8047 data
<< uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
8048 data
<< uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
8049 data
<< uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
8050 data
<< uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
8051 data
<< uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources
8052 data
<< uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources
8053 data
<< uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant?
8054 data
<< uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
8055 data
<< uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
8056 data
<< uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
8057 data
<< uint32(0xc0d) << uint32(0x17b); // 38 3085 unk
8058 // and some more ... unknown
8061 case 3483: // Hellfire Peninsula
8062 data
<< uint32(0x9ba) << uint32(0x1); // 10
8063 data
<< uint32(0x9b9) << uint32(0x1); // 11
8064 data
<< uint32(0x9b5) << uint32(0x0); // 12
8065 data
<< uint32(0x9b4) << uint32(0x1); // 13
8066 data
<< uint32(0x9b3) << uint32(0x0); // 14
8067 data
<< uint32(0x9b2) << uint32(0x0); // 15
8068 data
<< uint32(0x9b1) << uint32(0x1); // 16
8069 data
<< uint32(0x9b0) << uint32(0x0); // 17
8070 data
<< uint32(0x9ae) << uint32(0x0); // 18 horde pvp objectives captured
8071 data
<< uint32(0x9ac) << uint32(0x0); // 19
8072 data
<< uint32(0x9a8) << uint32(0x0); // 20
8073 data
<< uint32(0x9a7) << uint32(0x0); // 21
8074 data
<< uint32(0x9a6) << uint32(0x1); // 22
8076 case 3519: // Terokkar Forest
8077 data
<< uint32(0xa41) << uint32(0x0); // 10
8078 data
<< uint32(0xa40) << uint32(0x14); // 11
8079 data
<< uint32(0xa3f) << uint32(0x0); // 12
8080 data
<< uint32(0xa3e) << uint32(0x0); // 13
8081 data
<< uint32(0xa3d) << uint32(0x5); // 14
8082 data
<< uint32(0xa3c) << uint32(0x0); // 15
8083 data
<< uint32(0xa87) << uint32(0x0); // 16
8084 data
<< uint32(0xa86) << uint32(0x0); // 17
8085 data
<< uint32(0xa85) << uint32(0x0); // 18
8086 data
<< uint32(0xa84) << uint32(0x0); // 19
8087 data
<< uint32(0xa83) << uint32(0x0); // 20
8088 data
<< uint32(0xa82) << uint32(0x0); // 21
8089 data
<< uint32(0xa81) << uint32(0x0); // 22
8090 data
<< uint32(0xa80) << uint32(0x0); // 23
8091 data
<< uint32(0xa7e) << uint32(0x0); // 24
8092 data
<< uint32(0xa7d) << uint32(0x0); // 25
8093 data
<< uint32(0xa7c) << uint32(0x0); // 26
8094 data
<< uint32(0xa7b) << uint32(0x0); // 27
8095 data
<< uint32(0xa7a) << uint32(0x0); // 28
8096 data
<< uint32(0xa79) << uint32(0x0); // 29
8097 data
<< uint32(0x9d0) << uint32(0x5); // 30
8098 data
<< uint32(0x9ce) << uint32(0x0); // 31
8099 data
<< uint32(0x9cd) << uint32(0x0); // 32
8100 data
<< uint32(0x9cc) << uint32(0x0); // 33
8101 data
<< uint32(0xa88) << uint32(0x0); // 34
8102 data
<< uint32(0xad0) << uint32(0x0); // 35
8103 data
<< uint32(0xacf) << uint32(0x1); // 36
8105 case 3521: // Zangarmarsh
8106 data
<< uint32(0x9e1) << uint32(0x0); // 10
8107 data
<< uint32(0x9e0) << uint32(0x0); // 11
8108 data
<< uint32(0x9df) << uint32(0x0); // 12
8109 data
<< uint32(0xa5d) << uint32(0x1); // 13
8110 data
<< uint32(0xa5c) << uint32(0x0); // 14
8111 data
<< uint32(0xa5b) << uint32(0x1); // 15
8112 data
<< uint32(0xa5a) << uint32(0x0); // 16
8113 data
<< uint32(0xa59) << uint32(0x1); // 17
8114 data
<< uint32(0xa58) << uint32(0x0); // 18
8115 data
<< uint32(0xa57) << uint32(0x0); // 19
8116 data
<< uint32(0xa56) << uint32(0x0); // 20
8117 data
<< uint32(0xa55) << uint32(0x1); // 21
8118 data
<< uint32(0xa54) << uint32(0x0); // 22
8119 data
<< uint32(0x9e7) << uint32(0x0); // 23
8120 data
<< uint32(0x9e6) << uint32(0x0); // 24
8121 data
<< uint32(0x9e5) << uint32(0x0); // 25
8122 data
<< uint32(0xa00) << uint32(0x0); // 26
8123 data
<< uint32(0x9ff) << uint32(0x1); // 27
8124 data
<< uint32(0x9fe) << uint32(0x0); // 28
8125 data
<< uint32(0x9fd) << uint32(0x0); // 29
8126 data
<< uint32(0x9fc) << uint32(0x1); // 30
8127 data
<< uint32(0x9fb) << uint32(0x0); // 31
8128 data
<< uint32(0xa62) << uint32(0x0); // 32
8129 data
<< uint32(0xa61) << uint32(0x1); // 33
8130 data
<< uint32(0xa60) << uint32(0x1); // 34
8131 data
<< uint32(0xa5f) << uint32(0x0); // 35
8133 case 3698: // Nagrand Arena
8134 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_NA
)
8135 bg
->FillInitialWorldStates(data
);
8138 data
<< uint32(0xa0f) << uint32(0x0); // 7
8139 data
<< uint32(0xa10) << uint32(0x0); // 8
8140 data
<< uint32(0xa11) << uint32(0x0); // 9 show
8143 case 3702: // Blade's Edge Arena
8144 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_BE
)
8145 bg
->FillInitialWorldStates(data
);
8148 data
<< uint32(0x9f0) << uint32(0x0); // 7 gold
8149 data
<< uint32(0x9f1) << uint32(0x0); // 8 green
8150 data
<< uint32(0x9f3) << uint32(0x0); // 9 show
8153 case 3968: // Ruins of Lordaeron
8154 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_RL
)
8155 bg
->FillInitialWorldStates(data
);
8158 data
<< uint32(0xbb8) << uint32(0x0); // 7 gold
8159 data
<< uint32(0xbb9) << uint32(0x0); // 8 green
8160 data
<< uint32(0xbba) << uint32(0x0); // 9 show
8163 case 3703: // Shattrath City
8166 data
<< uint32(0x914) << uint32(0x0); // 7
8167 data
<< uint32(0x913) << uint32(0x0); // 8
8168 data
<< uint32(0x912) << uint32(0x0); // 9
8169 data
<< uint32(0x915) << uint32(0x0); // 10
8172 GetSession()->SendPacket(&data
);
8175 uint32
Player::GetXPRestBonus(uint32 xp
)
8177 uint32 rested_bonus
= (uint32
)GetRestBonus(); // xp for each rested bonus
8179 if(rested_bonus
> xp
) // max rested_bonus == xp or (r+x) = 200% xp
8182 SetRestBonus( GetRestBonus() - rested_bonus
);
8184 sLog
.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp
+rested_bonus
,rested_bonus
,GetRestBonus());
8185 return rested_bonus
;
8188 void Player::SetBindPoint(uint64 guid
)
8190 WorldPacket
data(SMSG_BINDER_CONFIRM
, 8);
8191 data
<< uint64(guid
);
8192 GetSession()->SendPacket( &data
);
8195 void Player::SendTalentWipeConfirm(uint64 guid
)
8197 WorldPacket
data(MSG_TALENT_WIPE_CONFIRM
, (8+4));
8198 data
<< uint64(guid
);
8199 data
<< uint32(resetTalentsCost());
8200 GetSession()->SendPacket( &data
);
8203 void Player::SendPetSkillWipeConfirm()
8205 Pet
* pet
= GetPet();
8208 WorldPacket
data(SMSG_PET_UNLEARN_CONFIRM
, (8+4));
8209 data
<< pet
->GetGUID();
8210 data
<< uint32(pet
->resetTalentsCost());
8211 GetSession()->SendPacket( &data
);
8214 /*********************************************************/
8215 /*** STORAGE SYSTEM ***/
8216 /*********************************************************/
8218 void Player::SetVirtualItemSlot( uint8 i
, Item
* item
)
8223 if(!item
->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT
))
8225 uint32 charges
= item
->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
);
8229 item
->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
,charges
-1);
8230 else if(charges
<= 1)
8232 ApplyEnchantment(item
,TEMP_ENCHANTMENT_SLOT
,false);
8233 item
->ClearEnchantment(TEMP_ENCHANTMENT_SLOT
);
8238 void Player::SetSheath( SheathState sheathed
)
8242 case SHEATH_STATE_UNARMED
: // no prepared weapon
8243 SetVirtualItemSlot(0,NULL
);
8244 SetVirtualItemSlot(1,NULL
);
8245 SetVirtualItemSlot(2,NULL
);
8247 case SHEATH_STATE_MELEE
: // prepared melee weapon
8249 SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK
,true,true));
8250 SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK
,true,true));
8251 SetVirtualItemSlot(2,NULL
);
8253 case SHEATH_STATE_RANGED
: // prepared ranged weapon
8254 SetVirtualItemSlot(0,NULL
);
8255 SetVirtualItemSlot(1,NULL
);
8256 SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK
,true,true));
8259 SetVirtualItemSlot(0,NULL
);
8260 SetVirtualItemSlot(1,NULL
);
8261 SetVirtualItemSlot(2,NULL
);
8264 Unit::SetSheath(sheathed
); // this must visualize Sheath changing for other players...
8267 uint8
Player::FindEquipSlot( ItemPrototype
const* proto
, uint32 slot
, bool swap
) const
8269 uint8 pClass
= getClass();
8272 slots
[0] = NULL_SLOT
;
8273 slots
[1] = NULL_SLOT
;
8274 slots
[2] = NULL_SLOT
;
8275 slots
[3] = NULL_SLOT
;
8276 switch( proto
->InventoryType
)
8279 slots
[0] = EQUIPMENT_SLOT_HEAD
;
8282 slots
[0] = EQUIPMENT_SLOT_NECK
;
8284 case INVTYPE_SHOULDERS
:
8285 slots
[0] = EQUIPMENT_SLOT_SHOULDERS
;
8288 slots
[0] = EQUIPMENT_SLOT_BODY
;
8291 slots
[0] = EQUIPMENT_SLOT_CHEST
;
8294 slots
[0] = EQUIPMENT_SLOT_CHEST
;
8297 slots
[0] = EQUIPMENT_SLOT_WAIST
;
8300 slots
[0] = EQUIPMENT_SLOT_LEGS
;
8303 slots
[0] = EQUIPMENT_SLOT_FEET
;
8305 case INVTYPE_WRISTS
:
8306 slots
[0] = EQUIPMENT_SLOT_WRISTS
;
8309 slots
[0] = EQUIPMENT_SLOT_HANDS
;
8311 case INVTYPE_FINGER
:
8312 slots
[0] = EQUIPMENT_SLOT_FINGER1
;
8313 slots
[1] = EQUIPMENT_SLOT_FINGER2
;
8315 case INVTYPE_TRINKET
:
8316 slots
[0] = EQUIPMENT_SLOT_TRINKET1
;
8317 slots
[1] = EQUIPMENT_SLOT_TRINKET2
;
8320 slots
[0] = EQUIPMENT_SLOT_BACK
;
8322 case INVTYPE_WEAPON
:
8324 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8326 // suggest offhand slot only if know dual wielding
8327 // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
8329 slots
[1] = EQUIPMENT_SLOT_OFFHAND
;
8332 case INVTYPE_SHIELD
:
8333 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8335 case INVTYPE_RANGED
:
8336 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8338 case INVTYPE_2HWEAPON
:
8339 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8340 if (CanDualWield() && CanTitanGrip())
8341 slots
[1] = EQUIPMENT_SLOT_OFFHAND
;
8343 case INVTYPE_TABARD
:
8344 slots
[0] = EQUIPMENT_SLOT_TABARD
;
8346 case INVTYPE_WEAPONMAINHAND
:
8347 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8349 case INVTYPE_WEAPONOFFHAND
:
8350 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8352 case INVTYPE_HOLDABLE
:
8353 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8355 case INVTYPE_THROWN
:
8356 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8358 case INVTYPE_RANGEDRIGHT
:
8359 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8362 slots
[0] = INVENTORY_SLOT_BAG_START
+ 0;
8363 slots
[1] = INVENTORY_SLOT_BAG_START
+ 1;
8364 slots
[2] = INVENTORY_SLOT_BAG_START
+ 2;
8365 slots
[3] = INVENTORY_SLOT_BAG_START
+ 3;
8369 switch(proto
->SubClass
)
8371 case ITEM_SUBCLASS_ARMOR_LIBRAM
:
8372 if (pClass
== CLASS_PALADIN
)
8373 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8375 case ITEM_SUBCLASS_ARMOR_IDOL
:
8376 if (pClass
== CLASS_DRUID
)
8377 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8379 case ITEM_SUBCLASS_ARMOR_TOTEM
:
8380 if (pClass
== CLASS_SHAMAN
)
8381 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8383 case ITEM_SUBCLASS_ARMOR_MISC
:
8384 if (pClass
== CLASS_WARLOCK
)
8385 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8387 case ITEM_SUBCLASS_ARMOR_SIGIL
:
8388 if (pClass
== CLASS_DEATH_KNIGHT
)
8389 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8398 if( slot
!= NULL_SLOT
)
8400 if( swap
|| !GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
) )
8402 for (int i
= 0; i
< 4; ++i
)
8404 if ( slots
[i
] == slot
)
8411 // search free slot at first
8412 for (int i
= 0; i
< 4; ++i
)
8414 if ( slots
[i
] != NULL_SLOT
&& !GetItemByPos( INVENTORY_SLOT_BAG_0
, slots
[i
] ) )
8416 // in case 2hand equipped weapon (without titan grip) offhand slot empty but not free
8417 if(slots
[i
]!=EQUIPMENT_SLOT_OFFHAND
|| !IsTwoHandUsed())
8422 // if not found free and can swap return first appropriate from used
8423 for (int i
= 0; i
< 4; ++i
)
8425 if ( slots
[i
] != NULL_SLOT
&& swap
)
8434 uint8
Player::CanUnequipItems( uint32 item
, uint32 count
) const
8437 uint32 tempcount
= 0;
8439 uint8 res
= EQUIP_ERR_OK
;
8441 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8443 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8444 if( pItem
&& pItem
->GetEntry() == item
)
8446 uint8 ires
= CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
, false);
8447 if(ires
==EQUIP_ERR_OK
)
8449 tempcount
+= pItem
->GetCount();
8450 if( tempcount
>= count
)
8451 return EQUIP_ERR_OK
;
8457 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8459 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8460 if( pItem
&& pItem
->GetEntry() == item
)
8462 tempcount
+= pItem
->GetCount();
8463 if( tempcount
>= count
)
8464 return EQUIP_ERR_OK
;
8467 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8469 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8470 if( pItem
&& pItem
->GetEntry() == item
)
8472 tempcount
+= pItem
->GetCount();
8473 if( tempcount
>= count
)
8474 return EQUIP_ERR_OK
;
8478 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8480 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8483 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8485 pItem
= GetItemByPos( i
, j
);
8486 if( pItem
&& pItem
->GetEntry() == item
)
8488 tempcount
+= pItem
->GetCount();
8489 if( tempcount
>= count
)
8490 return EQUIP_ERR_OK
;
8496 // not found req. item count and have unequippable items
8500 uint32
Player::GetItemCount( uint32 item
, bool inBankAlso
, Item
* skipItem
) const
8503 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8505 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8506 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8507 count
+= pItem
->GetCount();
8509 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8511 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8512 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8513 count
+= pItem
->GetCount();
8515 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8517 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8519 count
+= pBag
->GetItemCount(item
,skipItem
);
8522 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8524 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8526 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8527 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8528 count
+= pItem
->GetGemCountWithID(item
);
8534 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; ++i
)
8536 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8537 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8538 count
+= pItem
->GetCount();
8540 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
8542 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8544 count
+= pBag
->GetItemCount(item
,skipItem
);
8547 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8549 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; ++i
)
8551 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8552 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8553 count
+= pItem
->GetGemCountWithID(item
);
8561 Item
* Player::GetItemByGuid( uint64 guid
) const
8563 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8565 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8566 if( pItem
&& pItem
->GetGUID() == guid
)
8569 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8571 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8572 if( pItem
&& pItem
->GetGUID() == guid
)
8576 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8578 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8581 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8583 Item
* pItem
= pBag
->GetItemByPos( j
);
8584 if( pItem
&& pItem
->GetGUID() == guid
)
8589 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
8591 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8594 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8596 Item
* pItem
= pBag
->GetItemByPos( j
);
8597 if( pItem
&& pItem
->GetGUID() == guid
)
8606 Item
* Player::GetItemByPos( uint16 pos
) const
8608 uint8 bag
= pos
>> 8;
8609 uint8 slot
= pos
& 255;
8610 return GetItemByPos( bag
, slot
);
8613 Item
* Player::GetItemByPos( uint8 bag
, uint8 slot
) const
8615 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< BANK_SLOT_BAG_END
|| (slot
>= KEYRING_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)) )
8616 return m_items
[slot
];
8617 else if ((bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8618 || (bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
) )
8620 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8622 return pBag
->GetItemByPos(slot
);
8627 Item
* Player::GetWeaponForAttack(WeaponAttackType attackType
, bool nonbroken
, bool useable
) const
8632 case BASE_ATTACK
: slot
= EQUIPMENT_SLOT_MAINHAND
; break;
8633 case OFF_ATTACK
: slot
= EQUIPMENT_SLOT_OFFHAND
; break;
8634 case RANGED_ATTACK
: slot
= EQUIPMENT_SLOT_RANGED
; break;
8635 default: return NULL
;
8638 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, slot
);
8639 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_WEAPON
)
8642 if (useable
&& !IsUseEquipedWeapon(attackType
==BASE_ATTACK
))
8645 if (nonbroken
&& item
->IsBroken())
8651 Item
* Player::GetShield(bool useable
) const
8653 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
8654 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_ARMOR
)
8660 if( item
->IsBroken())
8666 uint32
Player::GetAttackBySlot( uint8 slot
)
8670 case EQUIPMENT_SLOT_MAINHAND
: return BASE_ATTACK
;
8671 case EQUIPMENT_SLOT_OFFHAND
: return OFF_ATTACK
;
8672 case EQUIPMENT_SLOT_RANGED
: return RANGED_ATTACK
;
8673 default: return MAX_ATTACK
;
8677 bool Player::IsInventoryPos( uint8 bag
, uint8 slot
)
8679 if( bag
== INVENTORY_SLOT_BAG_0
&& slot
== NULL_SLOT
)
8681 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
) )
8683 if( bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8685 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= KEYRING_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
) )
8690 bool Player::IsEquipmentPos( uint8 bag
, uint8 slot
)
8692 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< EQUIPMENT_SLOT_END
) )
8694 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8699 bool Player::IsBankPos( uint8 bag
, uint8 slot
)
8701 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
) )
8703 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8705 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8710 bool Player::IsBagPos( uint16 pos
)
8712 uint8 bag
= pos
>> 8;
8713 uint8 slot
= pos
& 255;
8714 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8716 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8721 bool Player::IsValidPos( uint8 bag
, uint8 slot
, bool explicit_pos
)
8724 if(bag
== NULL_BAG
&& !explicit_pos
)
8727 if (bag
== INVENTORY_SLOT_BAG_0
)
8729 // any post selected
8730 if (slot
== NULL_SLOT
&& !explicit_pos
)
8734 if (slot
< EQUIPMENT_SLOT_END
)
8738 if (slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
)
8742 if (slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
)
8746 if (slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_END
)
8750 if (slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
)
8754 if (slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
8760 // bag content slots
8761 if (bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8763 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8767 // any post selected
8768 if (slot
== NULL_SLOT
&& !explicit_pos
)
8771 return slot
< pBag
->GetBagSize();
8774 // bank bag content slots
8775 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8777 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8781 // any post selected
8782 if (slot
== NULL_SLOT
&& !explicit_pos
)
8785 return slot
< pBag
->GetBagSize();
8793 bool Player::HasItemCount( uint32 item
, uint32 count
, bool inBankAlso
) const
8795 uint32 tempcount
= 0;
8796 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8798 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8799 if( pItem
&& pItem
->GetEntry() == item
)
8801 tempcount
+= pItem
->GetCount();
8802 if( tempcount
>= count
)
8806 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8808 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8809 if( pItem
&& pItem
->GetEntry() == item
)
8811 tempcount
+= pItem
->GetCount();
8812 if( tempcount
>= count
)
8816 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8818 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8820 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8822 Item
* pItem
= GetItemByPos( i
, j
);
8823 if( pItem
&& pItem
->GetEntry() == item
)
8825 tempcount
+= pItem
->GetCount();
8826 if( tempcount
>= count
)
8835 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; ++i
)
8837 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8838 if( pItem
&& pItem
->GetEntry() == item
)
8840 tempcount
+= pItem
->GetCount();
8841 if( tempcount
>= count
)
8845 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
8847 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8849 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8851 Item
* pItem
= GetItemByPos( i
, j
);
8852 if( pItem
&& pItem
->GetEntry() == item
)
8854 tempcount
+= pItem
->GetCount();
8855 if( tempcount
>= count
)
8866 bool Player::HasItemOrGemWithIdEquipped( uint32 item
, uint32 count
, uint8 except_slot
) const
8868 uint32 tempcount
= 0;
8869 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8871 if(i
==int(except_slot
))
8874 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8875 if( pItem
&& pItem
->GetEntry() == item
)
8877 tempcount
+= pItem
->GetCount();
8878 if( tempcount
>= count
)
8883 ItemPrototype
const *pProto
= ObjectMgr::GetItemPrototype(item
);
8884 if (pProto
&& pProto
->GemProperties
)
8886 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8888 if(i
==int(except_slot
))
8891 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8892 if( pItem
&& pItem
->GetProto()->Socket
[0].Color
)
8894 tempcount
+= pItem
->GetGemCountWithID(item
);
8895 if( tempcount
>= count
)
8904 bool Player::HasItemOrGemWithLimitCategoryEquipped( uint32 limitCategory
, uint32 count
, uint8 except_slot
) const
8906 uint32 tempcount
= 0;
8907 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8909 if(i
==int(except_slot
))
8912 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8916 ItemPrototype
const *pProto
= pItem
->GetProto();
8920 if (pProto
->ItemLimitCategory
== limitCategory
)
8922 tempcount
+= pItem
->GetCount();
8923 if( tempcount
>= count
)
8927 if( pProto
->Socket
[0].Color
)
8929 tempcount
+= pItem
->GetGemCountWithLimitCategory(limitCategory
);
8930 if( tempcount
>= count
)
8938 uint8
Player::_CanTakeMoreSimilarItems(uint32 entry
, uint32 count
, Item
* pItem
, uint32
* no_space_count
) const
8940 ItemPrototype
const *pProto
= ObjectMgr::GetItemPrototype(entry
);
8944 *no_space_count
= count
;
8945 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8949 if(pProto
->MaxCount
<= 0)
8950 return EQUIP_ERR_OK
;
8952 uint32 curcount
= GetItemCount(pProto
->ItemId
,true,pItem
);
8954 if (curcount
+ count
> uint32(pProto
->MaxCount
))
8957 *no_space_count
= count
+curcount
- pProto
->MaxCount
;
8958 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8961 return EQUIP_ERR_OK
;
8964 bool Player::HasItemTotemCategory( uint32 TotemCategory
) const
8967 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8969 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8970 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8973 for(uint8 i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8975 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8976 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8979 for(uint8 i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8981 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8983 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8985 pItem
= GetItemByPos( i
, j
);
8986 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8994 uint8
Player::_CanStoreItem_InSpecificSlot( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, ItemPrototype
const *pProto
, uint32
& count
, bool swap
, Item
* pSrcItem
) const
8996 Item
* pItem2
= GetItemByPos( bag
, slot
);
8998 // ignore move item (this slot will be empty at move)
8999 if (pItem2
==pSrcItem
)
9004 // empty specific slot - check item fit to slot
9005 if (!pItem2
|| swap
)
9007 if (bag
== INVENTORY_SLOT_BAG_0
)
9010 if (slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_START
+GetMaxKeyringSize() && !(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
))
9011 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
9013 // currencytoken case
9014 if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
&& !(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
))
9015 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
9018 if (slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
|| slot
>= PLAYER_SLOT_END
)
9019 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
9023 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
9025 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
9027 ItemPrototype
const* pBagProto
= pBag
->GetProto();
9029 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
9031 if (slot
>= pBagProto
->ContainerSlots
)
9032 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
9034 if (!ItemCanGoIntoBag(pProto
,pBagProto
))
9035 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
9038 // non empty stack with space
9039 need_space
= pProto
->GetMaxStackSize();
9041 // non empty slot, check item type
9044 // can be merged at least partly
9045 uint8 res
= pItem2
->CanBeMergedPartlyWith(pProto
);
9046 if (res
!= EQUIP_ERR_OK
)
9049 // free stack space or infinity
9050 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
9053 if (need_space
> count
)
9056 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | slot
, need_space
);
9057 if (!newPosition
.isContainedIn(dest
))
9059 dest
.push_back(newPosition
);
9060 count
-= need_space
;
9062 return EQUIP_ERR_OK
;
9065 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
9067 // skip specific bag already processed in first called _CanStoreItem_InBag
9069 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
9071 // skip not existed bag or self targeted bag
9072 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
9073 if (!pBag
|| pBag
==pSrcItem
)
9074 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
9076 ItemPrototype
const* pBagProto
= pBag
->GetProto();
9078 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
9080 // specialized bag mode or non-specilized
9081 if (non_specialized
!= (pBagProto
->Class
== ITEM_CLASS_CONTAINER
&& pBagProto
->SubClass
== ITEM_SUBCLASS_CONTAINER
))
9082 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
9084 if (!ItemCanGoIntoBag(pProto
,pBagProto
))
9085 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
9087 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9089 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
9093 Item
* pItem2
= GetItemByPos( bag
, j
);
9095 // ignore move item (this slot will be empty at move)
9096 if (pItem2
== pSrcItem
)
9099 // if merge skip empty, if !merge skip non-empty
9100 if ((pItem2
!= NULL
) != merge
)
9103 uint32 need_space
= pProto
->GetMaxStackSize();
9107 // can be merged at least partly
9108 uint8 res
= pItem2
->CanBeMergedPartlyWith(pProto
);
9109 if (res
!= EQUIP_ERR_OK
)
9112 // descrease at current stacksize
9113 need_space
-= pItem2
->GetCount();
9116 if (need_space
> count
)
9119 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
9120 if (!newPosition
.isContainedIn(dest
))
9122 dest
.push_back(newPosition
);
9123 count
-= need_space
;
9126 return EQUIP_ERR_OK
;
9129 return EQUIP_ERR_OK
;
9132 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
9134 for(uint32 j
= slot_begin
; j
< slot_end
; ++j
)
9136 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
9137 if (INVENTORY_SLOT_BAG_0
==skip_bag
&& j
==skip_slot
)
9140 Item
* pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, j
);
9142 // ignore move item (this slot will be empty at move)
9143 if (pItem2
==pSrcItem
)
9146 // if merge skip empty, if !merge skip non-empty
9147 if ((pItem2
!= NULL
) != merge
)
9150 uint32 need_space
= pProto
->GetMaxStackSize();
9154 // can be merged at least partly
9155 uint8 res
= pItem2
->CanBeMergedPartlyWith(pProto
);
9156 if (res
!= EQUIP_ERR_OK
)
9159 // descrease at current stacksize
9160 need_space
-= pItem2
->GetCount();
9163 if (need_space
> count
)
9166 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
9167 if (!newPosition
.isContainedIn(dest
))
9169 dest
.push_back(newPosition
);
9170 count
-= need_space
;
9173 return EQUIP_ERR_OK
;
9176 return EQUIP_ERR_OK
;
9179 uint8
Player::_CanStoreItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, uint32 entry
, uint32 count
, Item
*pItem
, bool swap
, uint32
* no_space_count
) const
9181 sLog
.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, entry
, count
);
9183 ItemPrototype
const *pProto
= ObjectMgr::GetItemPrototype(entry
);
9187 *no_space_count
= count
;
9188 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
:EQUIP_ERR_ITEM_NOT_FOUND
;
9194 if(pItem
->m_lootGenerated
)
9197 *no_space_count
= count
;
9198 return EQUIP_ERR_ALREADY_LOOTED
;
9201 if (pItem
->IsBindedNotWith(this))
9204 *no_space_count
= count
;
9205 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9209 // check count of items (skip for auto move for same player from bank)
9210 uint32 no_similar_count
= 0; // can't store this amount similar items
9211 uint8 res
= _CanTakeMoreSimilarItems(entry
,count
,pItem
,&no_similar_count
);
9212 if (res
!=EQUIP_ERR_OK
)
9214 if (count
==no_similar_count
)
9217 *no_space_count
= no_similar_count
;
9220 count
-= no_similar_count
;
9224 if (bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
9226 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
9227 if (res
!=EQUIP_ERR_OK
)
9230 *no_space_count
= count
+ no_similar_count
;
9236 if (no_similar_count
==0)
9237 return EQUIP_ERR_OK
;
9240 *no_space_count
= count
+ no_similar_count
;
9241 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9245 // not specific slot or have space for partly store only in specific slot
9248 if (bag
!= NULL_BAG
)
9250 // search stack in bag for merge to
9251 if (pProto
->Stackable
!= 1)
9253 if (bag
== INVENTORY_SLOT_BAG_0
) // inventory
9255 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9256 if (res
!=EQUIP_ERR_OK
)
9259 *no_space_count
= count
+ no_similar_count
;
9265 if (no_similar_count
==0)
9266 return EQUIP_ERR_OK
;
9269 *no_space_count
= count
+ no_similar_count
;
9270 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9273 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9274 if (res
!=EQUIP_ERR_OK
)
9277 *no_space_count
= count
+ no_similar_count
;
9283 if (no_similar_count
==0)
9284 return EQUIP_ERR_OK
;
9287 *no_space_count
= count
+ no_similar_count
;
9288 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9291 else // equipped bag
9293 // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag
9294 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
9295 if (res
!=EQUIP_ERR_OK
)
9296 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
9298 if (res
!=EQUIP_ERR_OK
)
9301 *no_space_count
= count
+ no_similar_count
;
9307 if (no_similar_count
==0)
9308 return EQUIP_ERR_OK
;
9311 *no_space_count
= count
+ no_similar_count
;
9312 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9317 // search free slot in bag for place to
9318 if(bag
== INVENTORY_SLOT_BAG_0
) // inventory
9320 // search free slot - keyring case
9321 if (pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9323 uint32 keyringSize
= GetMaxKeyringSize();
9324 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9325 if (res
!=EQUIP_ERR_OK
)
9328 *no_space_count
= count
+ no_similar_count
;
9334 if (no_similar_count
==0)
9335 return EQUIP_ERR_OK
;
9338 *no_space_count
= count
+ no_similar_count
;
9339 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9342 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9343 if (res
!=EQUIP_ERR_OK
)
9346 *no_space_count
= count
+ no_similar_count
;
9352 if (no_similar_count
==0)
9353 return EQUIP_ERR_OK
;
9356 *no_space_count
= count
+ no_similar_count
;
9357 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9360 else if (pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
9362 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9363 if (res
!=EQUIP_ERR_OK
)
9366 *no_space_count
= count
+ no_similar_count
;
9372 if (no_similar_count
==0)
9373 return EQUIP_ERR_OK
;
9376 *no_space_count
= count
+ no_similar_count
;
9377 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9381 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9382 if (res
!=EQUIP_ERR_OK
)
9385 *no_space_count
= count
+ no_similar_count
;
9391 if (no_similar_count
==0)
9392 return EQUIP_ERR_OK
;
9395 *no_space_count
= count
+ no_similar_count
;
9396 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9399 else // equipped bag
9401 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,false,pItem
,NULL_BAG
,slot
);
9402 if (res
!=EQUIP_ERR_OK
)
9403 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,true,pItem
,NULL_BAG
,slot
);
9405 if (res
!=EQUIP_ERR_OK
)
9408 *no_space_count
= count
+ no_similar_count
;
9414 if (no_similar_count
==0)
9415 return EQUIP_ERR_OK
;
9418 *no_space_count
= count
+ no_similar_count
;
9419 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9424 // not specific bag or have space for partly store only in specific bag
9426 // search stack for merge to
9427 if (pProto
->Stackable
!= 1)
9429 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9430 if (res
!=EQUIP_ERR_OK
)
9433 *no_space_count
= count
+ no_similar_count
;
9439 if (no_similar_count
==0)
9440 return EQUIP_ERR_OK
;
9443 *no_space_count
= count
+ no_similar_count
;
9444 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9447 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9448 if (res
!=EQUIP_ERR_OK
)
9451 *no_space_count
= count
+ no_similar_count
;
9457 if (no_similar_count
==0)
9458 return EQUIP_ERR_OK
;
9461 *no_space_count
= count
+ no_similar_count
;
9462 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9465 if (pProto
->BagFamily
)
9467 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9469 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
9470 if (res
!=EQUIP_ERR_OK
)
9475 if (no_similar_count
==0)
9476 return EQUIP_ERR_OK
;
9479 *no_space_count
= count
+ no_similar_count
;
9480 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9485 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9487 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
9488 if (res
!=EQUIP_ERR_OK
)
9493 if (no_similar_count
==0)
9494 return EQUIP_ERR_OK
;
9497 *no_space_count
= count
+ no_similar_count
;
9498 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9503 // search free slot - special bag case
9504 if (pProto
->BagFamily
)
9506 if (pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9508 uint32 keyringSize
= GetMaxKeyringSize();
9509 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9510 if (res
!=EQUIP_ERR_OK
)
9513 *no_space_count
= count
+ no_similar_count
;
9519 if (no_similar_count
==0)
9520 return EQUIP_ERR_OK
;
9523 *no_space_count
= count
+ no_similar_count
;
9524 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9527 else if (pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
9529 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9530 if (res
!=EQUIP_ERR_OK
)
9533 *no_space_count
= count
+ no_similar_count
;
9539 if (no_similar_count
==0)
9540 return EQUIP_ERR_OK
;
9543 *no_space_count
= count
+ no_similar_count
;
9544 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9548 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9550 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
9551 if (res
!=EQUIP_ERR_OK
)
9556 if (no_similar_count
==0)
9557 return EQUIP_ERR_OK
;
9560 *no_space_count
= count
+ no_similar_count
;
9561 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9567 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9568 if (res
!=EQUIP_ERR_OK
)
9571 *no_space_count
= count
+ no_similar_count
;
9577 if (no_similar_count
==0)
9578 return EQUIP_ERR_OK
;
9581 *no_space_count
= count
+ no_similar_count
;
9582 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9585 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9587 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
9588 if (res
!=EQUIP_ERR_OK
)
9593 if (no_similar_count
==0)
9594 return EQUIP_ERR_OK
;
9597 *no_space_count
= count
+ no_similar_count
;
9598 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9603 *no_space_count
= count
+ no_similar_count
;
9605 return EQUIP_ERR_INVENTORY_FULL
;
9608 //////////////////////////////////////////////////////////////////////////
9609 uint8
Player::CanStoreItems( Item
**pItems
,int count
) const
9614 int inv_slot_items
[INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
];
9615 int inv_bags
[INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
][MAX_BAG_SIZE
];
9616 int inv_keys
[KEYRING_SLOT_END
-KEYRING_SLOT_START
];
9617 int inv_tokens
[CURRENCYTOKEN_SLOT_END
-CURRENCYTOKEN_SLOT_START
];
9619 memset(inv_slot_items
,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
));
9620 memset(inv_bags
,0,sizeof(int)*(INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
)*MAX_BAG_SIZE
);
9621 memset(inv_keys
,0,sizeof(int)*(KEYRING_SLOT_END
-KEYRING_SLOT_START
));
9622 memset(inv_tokens
,0,sizeof(int)*(CURRENCYTOKEN_SLOT_END
-CURRENCYTOKEN_SLOT_START
));
9624 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
9626 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9628 if (pItem2
&& !pItem2
->IsInTrade())
9630 inv_slot_items
[i
-INVENTORY_SLOT_ITEM_START
] = pItem2
->GetCount();
9634 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; ++i
)
9636 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9638 if (pItem2
&& !pItem2
->IsInTrade())
9640 inv_keys
[i
-KEYRING_SLOT_START
] = pItem2
->GetCount();
9644 for(int i
= CURRENCYTOKEN_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
9646 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9648 if (pItem2
&& !pItem2
->IsInTrade())
9650 inv_tokens
[i
-CURRENCYTOKEN_SLOT_START
] = pItem2
->GetCount();
9654 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9656 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
9658 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9660 pItem2
= GetItemByPos( i
, j
);
9661 if (pItem2
&& !pItem2
->IsInTrade())
9663 inv_bags
[i
-INVENTORY_SLOT_BAG_START
][j
] = pItem2
->GetCount();
9669 // check free space for all items
9670 for (int k
= 0; k
< count
; ++k
)
9672 Item
*pItem
= pItems
[k
];
9675 if (!pItem
) continue;
9677 sLog
.outDebug( "STORAGE: CanStoreItems %i. item = %u, count = %u", k
+1, pItem
->GetEntry(), pItem
->GetCount());
9678 ItemPrototype
const *pProto
= pItem
->GetProto();
9682 return EQUIP_ERR_ITEM_NOT_FOUND
;
9685 if(pItem
->m_lootGenerated
)
9686 return EQUIP_ERR_ALREADY_LOOTED
;
9689 if(pItem
->IsBindedNotWith(this))
9690 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9693 ItemPrototype
const *pBagProto
;
9695 // item is 'one item only'
9696 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9697 if(res
!= EQUIP_ERR_OK
)
9700 // search stack for merge to
9701 if( pProto
->Stackable
!= 1 )
9703 bool b_found
= false;
9705 for(int t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_END
; ++t
)
9707 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9708 if( pItem2
&& pItem2
->CanBeMergedPartlyWith(pProto
) == EQUIP_ERR_OK
&& inv_keys
[t
-KEYRING_SLOT_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9710 inv_keys
[t
-KEYRING_SLOT_START
] += pItem
->GetCount();
9715 if (b_found
) continue;
9717 for(int t
= CURRENCYTOKEN_SLOT_START
; t
< CURRENCYTOKEN_SLOT_END
; ++t
)
9719 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9720 if( pItem2
&& pItem2
->CanBeMergedPartlyWith(pProto
) == EQUIP_ERR_OK
&& inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9722 inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] += pItem
->GetCount();
9727 if (b_found
) continue;
9729 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; ++t
)
9731 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9732 if( pItem2
&& pItem2
->CanBeMergedPartlyWith(pProto
) == EQUIP_ERR_OK
&& inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9734 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] += pItem
->GetCount();
9739 if (b_found
) continue;
9741 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; ++t
)
9743 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9746 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9748 pItem2
= GetItemByPos( t
, j
);
9749 if( pItem2
&& pItem2
->CanBeMergedPartlyWith(pProto
) == EQUIP_ERR_OK
&& inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9751 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] += pItem
->GetCount();
9758 if (b_found
) continue;
9762 if( pProto
->BagFamily
)
9764 bool b_found
= false;
9765 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9767 uint32 keyringSize
= GetMaxKeyringSize();
9768 for(uint32 t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_START
+keyringSize
; ++t
)
9770 if( inv_keys
[t
-KEYRING_SLOT_START
] == 0 )
9772 inv_keys
[t
-KEYRING_SLOT_START
] = 1;
9779 if (b_found
) continue;
9781 if(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
9783 for(uint32 t
= CURRENCYTOKEN_SLOT_START
; t
< CURRENCYTOKEN_SLOT_END
; ++t
)
9785 if( inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] == 0 )
9787 inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] = 1;
9794 if (b_found
) continue;
9796 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; ++t
)
9798 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9801 pBagProto
= pBag
->GetProto();
9803 // not plain container check
9804 if( pBagProto
&& (pBagProto
->Class
!= ITEM_CLASS_CONTAINER
|| pBagProto
->SubClass
!= ITEM_SUBCLASS_CONTAINER
) &&
9805 ItemCanGoIntoBag(pProto
,pBagProto
) )
9807 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9809 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9811 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9819 if (b_found
) continue;
9823 bool b_found
= false;
9824 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; ++t
)
9826 if( inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] == 0 )
9828 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] = 1;
9833 if (b_found
) continue;
9835 // search free slot in bags
9836 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; ++t
)
9838 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9841 pBagProto
= pBag
->GetProto();
9843 // special bag already checked
9844 if( pBagProto
&& (pBagProto
->Class
!= ITEM_CLASS_CONTAINER
|| pBagProto
->SubClass
!= ITEM_SUBCLASS_CONTAINER
))
9847 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9849 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9851 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9859 // no free slot found?
9861 return EQUIP_ERR_INVENTORY_FULL
;
9864 return EQUIP_ERR_OK
;
9867 //////////////////////////////////////////////////////////////////////////
9868 uint8
Player::CanEquipNewItem( uint8 slot
, uint16
&dest
, uint32 item
, bool swap
) const
9871 Item
*pItem
= Item::CreateItem( item
, 1, this );
9874 uint8 result
= CanEquipItem(slot
, dest
, pItem
, swap
);
9879 return EQUIP_ERR_ITEM_NOT_FOUND
;
9882 uint8
Player::CanEquipItem( uint8 slot
, uint16
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
9887 sLog
.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot
, pItem
->GetEntry(), pItem
->GetCount());
9888 ItemPrototype
const *pProto
= pItem
->GetProto();
9892 if(pItem
->m_lootGenerated
)
9893 return EQUIP_ERR_ALREADY_LOOTED
;
9895 if(pItem
->IsBindedNotWith(this))
9896 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9898 // check count of items (skip for auto move for same player from bank)
9899 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9900 if(res
!= EQUIP_ERR_OK
)
9903 // check this only in game
9906 // May be here should be more stronger checks; STUNNED checked
9907 // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
9908 if (hasUnitState(UNIT_STAT_STUNNED
))
9909 return EQUIP_ERR_YOU_ARE_STUNNED
;
9911 // do not allow equipping gear except weapons, offhands, projectiles, relics in
9913 // - in-progress arenas
9914 if( !pProto
->CanChangeEquipStateInCombat() )
9917 return EQUIP_ERR_NOT_IN_COMBAT
;
9919 if(BattleGround
* bg
= GetBattleGround())
9920 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
9921 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
9924 if(isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
!= 0)
9925 return EQUIP_ERR_CANT_DO_RIGHT_NOW
; // maybe exist better err
9927 if(IsNonMeleeSpellCasted(false))
9928 return EQUIP_ERR_CANT_DO_RIGHT_NOW
;
9931 ScalingStatDistributionEntry
const *ssd
= pProto
->ScalingStatDistribution
? sScalingStatDistributionStore
.LookupEntry(pProto
->ScalingStatDistribution
) : 0;
9932 // check allowed level (extend range to upper values if MaxLevel more or equal max player level, this let GM set high level with 1...max range items)
9933 if (ssd
&& ssd
->MaxLevel
< DEFAULT_MAX_LEVEL
&& ssd
->MaxLevel
< getLevel())
9934 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9936 uint8 eslot
= FindEquipSlot( pProto
, slot
, swap
);
9937 if (eslot
== NULL_SLOT
)
9938 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9940 uint8 msg
= CanUseItem(pItem
, not_loading
);
9941 if (msg
!= EQUIP_ERR_OK
)
9943 if (!swap
&& GetItemByPos(INVENTORY_SLOT_BAG_0
, eslot
))
9944 return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE
;
9946 // if swap ignore item (equipped also)
9947 if (uint8 res2
= CanEquipUniqueItem(pItem
, swap
? eslot
: NULL_SLOT
))
9950 // check unique-equipped special item classes
9951 if (pProto
->Class
== ITEM_CLASS_QUIVER
)
9953 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9955 if (Item
* pBag
= GetItemByPos(INVENTORY_SLOT_BAG_0
, i
))
9959 if (ItemPrototype
const* pBagProto
= pBag
->GetProto())
9961 if (pBagProto
->Class
==pProto
->Class
&& (!swap
|| pBag
->GetSlot() != eslot
))
9962 return (pBagProto
->SubClass
== ITEM_SUBCLASS_AMMO_POUCH
)
9963 ? EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH
9964 : EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER
;
9971 uint32 type
= pProto
->InventoryType
;
9973 if (eslot
== EQUIPMENT_SLOT_OFFHAND
)
9975 if (type
== INVTYPE_WEAPON
|| type
== INVTYPE_WEAPONOFFHAND
)
9977 if (!CanDualWield())
9978 return EQUIP_ERR_CANT_DUAL_WIELD
;
9980 else if (type
== INVTYPE_2HWEAPON
)
9982 if (!CanDualWield() || !CanTitanGrip())
9983 return EQUIP_ERR_CANT_DUAL_WIELD
;
9986 if (IsTwoHandUsed())
9987 return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED
;
9990 // equip two-hand weapon case (with possible unequip 2 items)
9991 if (type
== INVTYPE_2HWEAPON
)
9993 if (eslot
== EQUIPMENT_SLOT_OFFHAND
)
9995 if (!CanTitanGrip())
9996 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9998 else if (eslot
!= EQUIPMENT_SLOT_MAINHAND
)
9999 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
10001 if (!CanTitanGrip())
10003 // offhand item must can be stored in inventory for offhand item and it also must be unequipped
10004 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
10005 ItemPosCountVec off_dest
;
10006 if (offItem
&& (!not_loading
||
10007 CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0
) << 8 | EQUIPMENT_SLOT_OFFHAND
,false) != EQUIP_ERR_OK
||
10008 CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false ) != EQUIP_ERR_OK
))
10009 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_INVENTORY_FULL
;
10012 dest
= ((INVENTORY_SLOT_BAG_0
<< 8) | eslot
);
10013 return EQUIP_ERR_OK
;
10017 return !swap
? EQUIP_ERR_ITEM_NOT_FOUND
: EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
;
10020 uint8
Player::CanUnequipItem( uint16 pos
, bool swap
) const
10022 // Applied only to equipped items and bank bags
10023 if(!IsEquipmentPos(pos
) && !IsBagPos(pos
))
10024 return EQUIP_ERR_OK
;
10026 Item
* pItem
= GetItemByPos(pos
);
10028 // Applied only to existed equipped item
10030 return EQUIP_ERR_OK
;
10032 sLog
.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos
, pItem
->GetEntry(), pItem
->GetCount());
10034 ItemPrototype
const *pProto
= pItem
->GetProto();
10036 return EQUIP_ERR_ITEM_NOT_FOUND
;
10039 if(pItem
->m_lootGenerated
)
10040 return EQUIP_ERR_ALREADY_LOOTED
;
10042 // do not allow unequipping gear except weapons, offhands, projectiles, relics in
10044 // - in-progress arenas
10045 if( !pProto
->CanChangeEquipStateInCombat() )
10048 return EQUIP_ERR_NOT_IN_COMBAT
;
10050 if(BattleGround
* bg
= GetBattleGround())
10051 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
10052 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
10055 if(!swap
&& pItem
->IsBag() && !((Bag
*)pItem
)->IsEmpty())
10056 return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS
;
10058 return EQUIP_ERR_OK
;
10061 uint8
Player::CanBankItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
10064 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
10066 uint32 count
= pItem
->GetCount();
10068 sLog
.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), pItem
->GetCount());
10069 ItemPrototype
const *pProto
= pItem
->GetProto();
10071 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
10074 if(pItem
->m_lootGenerated
)
10075 return EQUIP_ERR_ALREADY_LOOTED
;
10077 if (pItem
->IsBindedNotWith(this))
10078 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
10080 // check count of items (skip for auto move for same player from bank)
10081 uint8 res
= CanTakeMoreSimilarItems(pItem
);
10082 if (res
!= EQUIP_ERR_OK
)
10085 // in specific slot
10086 if (bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
10088 if (slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
10090 if (!pItem
->IsBag())
10091 return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
;
10093 if (slot
- BANK_SLOT_BAG_START
>= GetBankBagSlotCount())
10094 return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT
;
10096 if (uint8 cantuse
= CanUseItem( pItem
, not_loading
) != EQUIP_ERR_OK
)
10100 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
10101 if (res
!=EQUIP_ERR_OK
)
10105 return EQUIP_ERR_OK
;
10108 // not specific slot or have space for partly store only in specific slot
10111 if( bag
!= NULL_BAG
)
10113 if( pProto
->InventoryType
== INVTYPE_BAG
)
10115 Bag
*pBag
= (Bag
*)pItem
;
10116 if( pBag
&& !pBag
->IsEmpty() )
10117 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
;
10120 // search stack in bag for merge to
10121 if( pProto
->Stackable
!= 1 )
10123 if( bag
== INVENTORY_SLOT_BAG_0
)
10125 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
10126 if(res
!=EQUIP_ERR_OK
)
10130 return EQUIP_ERR_OK
;
10134 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
10135 if(res
!=EQUIP_ERR_OK
)
10136 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
10138 if(res
!=EQUIP_ERR_OK
)
10142 return EQUIP_ERR_OK
;
10146 // search free slot in bag
10147 if( bag
== INVENTORY_SLOT_BAG_0
)
10149 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
10150 if(res
!=EQUIP_ERR_OK
)
10154 return EQUIP_ERR_OK
;
10158 res
= _CanStoreItem_InBag(bag
, dest
, pProto
, count
, false, false, pItem
, NULL_BAG
, slot
);
10159 if(res
!= EQUIP_ERR_OK
)
10160 res
= _CanStoreItem_InBag(bag
, dest
, pProto
, count
, false, true, pItem
, NULL_BAG
, slot
);
10162 if(res
!= EQUIP_ERR_OK
)
10166 return EQUIP_ERR_OK
;
10170 // not specific bag or have space for partly store only in specific bag
10172 // search stack for merge to
10173 if( pProto
->Stackable
!= 1 )
10176 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
10177 if(res
!= EQUIP_ERR_OK
)
10181 return EQUIP_ERR_OK
;
10184 if( pProto
->BagFamily
)
10186 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
10188 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
10189 if(res
!=EQUIP_ERR_OK
)
10193 return EQUIP_ERR_OK
;
10197 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
10199 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
10200 if(res
!=EQUIP_ERR_OK
)
10204 return EQUIP_ERR_OK
;
10208 // search free place in special bag
10209 if( pProto
->BagFamily
)
10211 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
10213 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
10214 if(res
!=EQUIP_ERR_OK
)
10218 return EQUIP_ERR_OK
;
10222 // search free space
10223 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
10224 if(res
!=EQUIP_ERR_OK
)
10228 return EQUIP_ERR_OK
;
10230 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
10232 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
10233 if(res
!=EQUIP_ERR_OK
)
10237 return EQUIP_ERR_OK
;
10239 return EQUIP_ERR_BANK_FULL
;
10242 uint8
Player::CanUseItem( Item
*pItem
, bool not_loading
) const
10246 sLog
.outDebug( "STORAGE: CanUseItem item = %u", pItem
->GetEntry());
10248 if (!isAlive() && not_loading
)
10249 return EQUIP_ERR_YOU_ARE_DEAD
;
10252 // return EQUIP_ERR_YOU_ARE_STUNNED;
10254 ItemPrototype
const *pProto
= pItem
->GetProto();
10257 if (pItem
->IsBindedNotWith(this))
10258 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
10260 if ((pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0)
10261 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
10263 if (uint32 item_use_skill
= pItem
->GetSkill())
10265 if (GetSkillValue(item_use_skill
) == 0)
10267 // armor items with scaling stats can downgrade armor skill reqs if related class can learn armor use at some level
10268 if (pProto
->Class
!= ITEM_CLASS_ARMOR
)
10269 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10271 ScalingStatDistributionEntry
const *ssd
= pProto
->ScalingStatDistribution
? sScalingStatDistributionStore
.LookupEntry(pProto
->ScalingStatDistribution
) : NULL
;
10273 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10275 bool allowScaleSkill
= false;
10276 for (uint32 i
= 0; i
< sSkillLineAbilityStore
.GetNumRows(); ++i
)
10278 SkillLineAbilityEntry
const *skillInfo
= sSkillLineAbilityStore
.LookupEntry(i
);
10282 if (skillInfo
->skillId
!= item_use_skill
)
10286 if (skillInfo
->classmask
&& (skillInfo
->classmask
& getClassMask()) == 0)
10289 if (skillInfo
->racemask
&& (skillInfo
->racemask
& getRaceMask()) == 0)
10292 allowScaleSkill
= true;
10296 if (!allowScaleSkill
)
10297 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10301 if (pProto
->RequiredSkill
!= 0)
10303 if (GetSkillValue( pProto
->RequiredSkill
) == 0)
10304 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10306 if (GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
10307 return EQUIP_ERR_CANT_EQUIP_SKILL
;
10310 if (pProto
->RequiredSpell
!= 0 && !HasSpell(pProto
->RequiredSpell
))
10311 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10313 if (pProto
->RequiredReputationFaction
&& uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
10314 return EQUIP_ERR_CANT_EQUIP_REPUTATION
;
10316 if (getLevel() < pProto
->RequiredLevel
)
10317 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
10319 return EQUIP_ERR_OK
;
10322 return EQUIP_ERR_ITEM_NOT_FOUND
;
10325 bool Player::CanUseItem( ItemPrototype
const *pProto
)
10327 // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
10331 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
10333 if( pProto
->RequiredSkill
!= 0 )
10335 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
10337 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
10340 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
10342 if( getLevel() < pProto
->RequiredLevel
)
10349 uint8
Player::CanUseAmmo( uint32 item
) const
10351 sLog
.outDebug( "STORAGE: CanUseAmmo item = %u", item
);
10353 return EQUIP_ERR_YOU_ARE_DEAD
;
10354 //if( isStunned() )
10355 // return EQUIP_ERR_YOU_ARE_STUNNED;
10356 ItemPrototype
const *pProto
= ObjectMgr::GetItemPrototype( item
);
10359 if( pProto
->InventoryType
!= INVTYPE_AMMO
)
10360 return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE
;
10361 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
10362 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
10363 if( pProto
->RequiredSkill
!= 0 )
10365 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
10366 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10367 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
10368 return EQUIP_ERR_CANT_EQUIP_SKILL
;
10370 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
10371 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10372 /*if( GetReputationMgr().GetReputation() < pProto->RequiredReputation )
10373 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
10375 if( getLevel() < pProto
->RequiredLevel
)
10376 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
10378 // Requires No Ammo
10379 if(GetDummyAura(46699))
10380 return EQUIP_ERR_BAG_FULL6
;
10382 return EQUIP_ERR_OK
;
10384 return EQUIP_ERR_ITEM_NOT_FOUND
;
10387 void Player::SetAmmo( uint32 item
)
10393 if( GetUInt32Value(PLAYER_AMMO_ID
) == item
)
10399 uint8 msg
= CanUseAmmo( item
);
10400 if( msg
!= EQUIP_ERR_OK
)
10402 SendEquipError( msg
, NULL
, NULL
);
10407 SetUInt32Value(PLAYER_AMMO_ID
, item
);
10409 _ApplyAmmoBonuses();
10412 void Player::RemoveAmmo()
10414 SetUInt32Value(PLAYER_AMMO_ID
, 0);
10418 if(CanModifyStats())
10419 UpdateDamagePhysical(RANGED_ATTACK
);
10422 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10423 Item
* Player::StoreNewItem( ItemPosCountVec
const& dest
, uint32 item
, bool update
,int32 randomPropertyId
)
10426 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); ++itr
)
10427 count
+= itr
->count
;
10429 Item
*pItem
= Item::CreateItem( item
, count
, this );
10432 ItemAddedQuestCheck( item
, count
);
10433 if(randomPropertyId
)
10434 pItem
->SetItemRandomProperties(randomPropertyId
);
10435 pItem
= StoreItem( dest
, pItem
, update
);
10440 Item
* Player::StoreItem( ItemPosCountVec
const& dest
, Item
* pItem
, bool update
)
10445 Item
* lastItem
= pItem
;
10446 uint32 entry
= pItem
->GetEntry();
10447 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); )
10449 uint16 pos
= itr
->pos
;
10450 uint32 count
= itr
->count
;
10454 if(itr
== dest
.end())
10456 lastItem
= _StoreItem(pos
,pItem
,count
,false,update
);
10460 lastItem
= _StoreItem(pos
,pItem
,count
,true,update
);
10462 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM
, entry
);
10466 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10467 Item
* Player::_StoreItem( uint16 pos
, Item
*pItem
, uint32 count
, bool clone
, bool update
)
10472 uint8 bag
= pos
>> 8;
10473 uint8 slot
= pos
& 255;
10475 sLog
.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), count
);
10477 Item
*pItem2
= GetItemByPos( bag
, slot
);
10482 pItem
= pItem
->CloneItem(count
, this);
10484 pItem
->SetCount(count
);
10489 if (pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
10490 pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
10491 (pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
)))
10492 pItem
->SetBinding( true );
10494 if (bag
== INVENTORY_SLOT_BAG_0
)
10496 m_items
[slot
] = pItem
;
10497 SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), pItem
->GetGUID() );
10498 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
10499 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
10501 pItem
->SetSlot( slot
);
10502 pItem
->SetContainer( NULL
);
10504 // need update known currency
10505 if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)
10506 UpdateKnownCurrencies(pItem
->GetEntry(), true);
10508 if (IsInWorld() && update
)
10510 pItem
->AddToWorld();
10511 pItem
->SendCreateUpdateToPlayer( this );
10514 pItem
->SetState(ITEM_CHANGED
, this);
10516 else if (Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
))
10518 pBag
->StoreItem( slot
, pItem
, update
);
10519 if( IsInWorld() && update
)
10521 pItem
->AddToWorld();
10522 pItem
->SendCreateUpdateToPlayer( this );
10524 pItem
->SetState(ITEM_CHANGED
, this);
10525 pBag
->SetState(ITEM_CHANGED
, this);
10528 AddEnchantmentDurations(pItem
);
10529 AddItemDurations(pItem
);
10535 if (pItem2
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
10536 pItem2
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
10537 (pItem2
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
)))
10538 pItem2
->SetBinding( true );
10540 pItem2
->SetCount( pItem2
->GetCount() + count
);
10541 if (IsInWorld() && update
)
10542 pItem2
->SendCreateUpdateToPlayer( this );
10546 // delete item (it not in any slot currently)
10547 if (IsInWorld() && update
)
10549 pItem
->RemoveFromWorld();
10550 pItem
->DestroyForPlayer( this );
10553 RemoveEnchantmentDurations(pItem
);
10554 RemoveItemDurations(pItem
);
10556 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10557 pItem
->SetState(ITEM_REMOVED
, this);
10560 // AddItemDurations(pItem2); - pItem2 already have duration listed for player
10561 AddEnchantmentDurations(pItem2
);
10563 pItem2
->SetState(ITEM_CHANGED
, this);
10569 Item
* Player::EquipNewItem( uint16 pos
, uint32 item
, bool update
)
10571 if (Item
*pItem
= Item::CreateItem( item
, 1, this ))
10573 ItemAddedQuestCheck( item
, 1 );
10574 return EquipItem( pos
, pItem
, update
);
10580 Item
* Player::EquipItem( uint16 pos
, Item
*pItem
, bool update
)
10582 AddEnchantmentDurations(pItem
);
10583 AddItemDurations(pItem
);
10585 uint8 bag
= pos
>> 8;
10586 uint8 slot
= pos
& 255;
10588 Item
*pItem2
= GetItemByPos( bag
, slot
);
10592 VisualizeItem( slot
, pItem
);
10596 ItemPrototype
const *pProto
= pItem
->GetProto();
10598 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10599 if(pProto
&& pProto
->ItemSet
)
10600 AddItemsSetItem(this, pItem
);
10602 _ApplyItemMods(pItem
, slot
, true);
10604 if(pProto
&& isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
== 0)
10606 uint32 cooldownSpell
= SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s
;
10608 if (getClass() == CLASS_ROGUE
)
10609 cooldownSpell
= SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_0s
;
10611 SpellEntry
const* spellProto
= sSpellStore
.LookupEntry(cooldownSpell
);
10614 sLog
.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell
);
10617 m_weaponChangeTimer
= spellProto
->StartRecoveryTime
;
10619 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+4);
10620 data
<< uint64(GetGUID());
10622 data
<< uint32(cooldownSpell
);
10624 GetSession()->SendPacket(&data
);
10629 if( IsInWorld() && update
)
10631 pItem
->AddToWorld();
10632 pItem
->SendCreateUpdateToPlayer( this );
10635 ApplyEquipCooldown(pItem
);
10637 if( slot
== EQUIPMENT_SLOT_MAINHAND
)
10639 UpdateExpertise(BASE_ATTACK
);
10640 UpdateArmorPenetration();
10642 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10644 UpdateExpertise(OFF_ATTACK
);
10645 UpdateArmorPenetration();
10650 pItem2
->SetCount( pItem2
->GetCount() + pItem
->GetCount() );
10651 if( IsInWorld() && update
)
10652 pItem2
->SendCreateUpdateToPlayer( this );
10654 // delete item (it not in any slot currently)
10655 //pItem->DeleteFromDB();
10656 if( IsInWorld() && update
)
10658 pItem
->RemoveFromWorld();
10659 pItem
->DestroyForPlayer( this );
10662 RemoveEnchantmentDurations(pItem
);
10663 RemoveItemDurations(pItem
);
10665 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10666 pItem
->SetState(ITEM_REMOVED
, this);
10667 pItem2
->SetState(ITEM_CHANGED
, this);
10669 ApplyEquipCooldown(pItem2
);
10674 // only for full equip instead adding to stack
10675 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM
, pItem
->GetEntry());
10680 void Player::QuickEquipItem( uint16 pos
, Item
*pItem
)
10684 AddEnchantmentDurations(pItem
);
10685 AddItemDurations(pItem
);
10687 uint8 slot
= pos
& 255;
10688 VisualizeItem( slot
, pItem
);
10692 pItem
->AddToWorld();
10693 pItem
->SendCreateUpdateToPlayer( this );
10696 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM
, pItem
->GetEntry());
10700 void Player::SetVisibleItemSlot(uint8 slot
, Item
*pItem
)
10704 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID
+ (slot
* 2), pItem
->GetEntry());
10705 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (slot
* 2), 0, pItem
->GetEnchantmentId(PERM_ENCHANTMENT_SLOT
));
10706 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (slot
* 2), 1, pItem
->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT
));
10710 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID
+ (slot
* 2), 0);
10711 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (slot
* 2), 0);
10715 void Player::VisualizeItem( uint8 slot
, Item
*pItem
)
10720 // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
10721 if( pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
|| pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
|| pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
)
10722 pItem
->SetBinding( true );
10724 sLog
.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot
, pItem
->GetEntry());
10726 m_items
[slot
] = pItem
;
10727 SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), pItem
->GetGUID() );
10728 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
10729 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
10730 pItem
->SetSlot( slot
);
10731 pItem
->SetContainer( NULL
);
10733 if( slot
< EQUIPMENT_SLOT_END
)
10734 SetVisibleItemSlot(slot
, pItem
);
10736 pItem
->SetState(ITEM_CHANGED
, this);
10739 void Player::RemoveItem( uint8 bag
, uint8 slot
, bool update
)
10741 // note: removeitem does not actually change the item
10742 // it only takes the item out of storage temporarily
10743 // note2: if removeitem is to be used for delinking
10744 // the item must be removed from the player's updatequeue
10746 Item
*pItem
= GetItemByPos( bag
, slot
);
10749 sLog
.outDebug( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10751 RemoveEnchantmentDurations(pItem
);
10752 RemoveItemDurations(pItem
);
10754 if( bag
== INVENTORY_SLOT_BAG_0
)
10756 if ( slot
< INVENTORY_SLOT_BAG_END
)
10758 ItemPrototype
const *pProto
= pItem
->GetProto();
10759 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10761 if(pProto
&& pProto
->ItemSet
)
10762 RemoveItemsSetItem(this, pProto
);
10764 _ApplyItemMods(pItem
, slot
, false);
10766 // remove item dependent auras and casts (only weapon and armor slots)
10767 if(slot
< EQUIPMENT_SLOT_END
)
10769 RemoveItemDependentAurasAndCasts(pItem
);
10771 // remove held enchantments, update expertise
10772 if ( slot
== EQUIPMENT_SLOT_MAINHAND
)
10774 if (pItem
->GetItemSuffixFactor())
10776 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3
);
10777 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4
);
10781 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0
);
10782 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1
);
10785 UpdateExpertise(BASE_ATTACK
);
10786 UpdateArmorPenetration();
10788 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10790 UpdateExpertise(OFF_ATTACK
);
10791 UpdateArmorPenetration();
10795 // need update known currency
10796 else if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)
10797 UpdateKnownCurrencies(pItem
->GetEntry(), false);
10799 m_items
[slot
] = NULL
;
10800 SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), 0);
10802 if ( slot
< EQUIPMENT_SLOT_END
)
10803 SetVisibleItemSlot(slot
, NULL
);
10807 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
10809 pBag
->RemoveItem(slot
, update
);
10811 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10812 // pItem->SetUInt64Value( ITEM_FIELD_OWNER, 0 ); not clear owner at remove (it will be set at store). This used in mail and auction code
10813 pItem
->SetSlot( NULL_SLOT
);
10814 if( IsInWorld() && update
)
10815 pItem
->SendCreateUpdateToPlayer( this );
10819 // Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
10820 void Player::MoveItemFromInventory(uint8 bag
, uint8 slot
, bool update
)
10822 if(Item
* it
= GetItemByPos(bag
,slot
))
10824 ItemRemovedQuestCheck(it
->GetEntry(), it
->GetCount());
10825 RemoveItem(bag
, slot
, update
);
10826 it
->RemoveFromUpdateQueueOf(this);
10827 if(it
->IsInWorld())
10829 it
->RemoveFromWorld();
10830 it
->DestroyForPlayer( this );
10835 // Common operation need to add item from inventory without delete in trade, guild bank, mail....
10836 void Player::MoveItemToInventory(ItemPosCountVec
const& dest
, Item
* pItem
, bool update
, bool in_characterInventoryDB
)
10838 // update quest counters
10839 ItemAddedQuestCheck(pItem
->GetEntry(), pItem
->GetCount());
10842 Item
* pLastItem
= StoreItem(dest
, pItem
, update
);
10844 // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way)
10845 if(pLastItem
== pItem
)
10847 // update owner for last item (this can be original item with wrong owner
10848 if(pLastItem
->GetOwnerGUID() != GetGUID())
10849 pLastItem
->SetOwnerGUID(GetGUID());
10851 // if this original item then it need create record in inventory
10852 // in case trade we already have item in other player inventory
10853 pLastItem
->SetState(in_characterInventoryDB
? ITEM_CHANGED
: ITEM_NEW
, this);
10857 void Player::DestroyItem( uint8 bag
, uint8 slot
, bool update
)
10859 Item
*pItem
= GetItemByPos( bag
, slot
);
10862 sLog
.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10864 // start from destroy contained items (only equipped bag can have its)
10865 if (pItem
->IsBag() && pItem
->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot
10867 for (int i
= 0; i
< MAX_BAG_SIZE
; ++i
)
10868 DestroyItem(slot
, i
, update
);
10871 if(pItem
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_WRAPPED
))
10872 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem
->GetGUIDLow());
10874 RemoveEnchantmentDurations(pItem
);
10875 RemoveItemDurations(pItem
);
10877 ItemRemovedQuestCheck( pItem
->GetEntry(), pItem
->GetCount() );
10879 if( bag
== INVENTORY_SLOT_BAG_0
)
10881 SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), 0);
10883 // equipment and equipped bags can have applied bonuses
10884 if ( slot
< INVENTORY_SLOT_BAG_END
)
10886 ItemPrototype
const *pProto
= pItem
->GetProto();
10888 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10889 if(pProto
&& pProto
->ItemSet
)
10890 RemoveItemsSetItem(this, pProto
);
10892 _ApplyItemMods(pItem
, slot
, false);
10895 if ( slot
< EQUIPMENT_SLOT_END
)
10897 // remove item dependent auras and casts (only weapon and armor slots)
10898 RemoveItemDependentAurasAndCasts(pItem
);
10900 // update expertise
10901 if( slot
== EQUIPMENT_SLOT_MAINHAND
)
10903 UpdateExpertise(BASE_ATTACK
);
10904 UpdateArmorPenetration();
10906 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10908 UpdateExpertise(OFF_ATTACK
);
10909 UpdateArmorPenetration();
10912 // equipment visual show
10913 SetVisibleItemSlot(slot
, NULL
);
10915 // need update known currency
10916 else if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)
10917 UpdateKnownCurrencies(pItem
->GetEntry(), false);
10919 m_items
[slot
] = NULL
;
10921 else if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
))
10922 pBag
->RemoveItem(slot
, update
);
10924 if( IsInWorld() && update
)
10926 pItem
->RemoveFromWorld();
10927 pItem
->DestroyForPlayer(this);
10930 //pItem->SetOwnerGUID(0);
10931 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10932 pItem
->SetSlot( NULL_SLOT
);
10933 pItem
->SetState(ITEM_REMOVED
, this);
10937 void Player::DestroyItemCount( uint32 item
, uint32 count
, bool update
, bool unequip_check
)
10939 sLog
.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item
, count
);
10940 uint32 remcount
= 0;
10943 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
10945 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10947 if (pItem
->GetEntry() == item
)
10949 if (pItem
->GetCount() + remcount
<= count
)
10951 // all items in inventory can unequipped
10952 remcount
+= pItem
->GetCount();
10953 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10955 if (remcount
>= count
)
10960 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10961 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10962 if (IsInWorld() & update
)
10963 pItem
->SendCreateUpdateToPlayer( this );
10964 pItem
->SetState(ITEM_CHANGED
, this);
10971 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
10973 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10975 if (pItem
->GetEntry() == item
)
10977 if (pItem
->GetCount() + remcount
<= count
)
10979 // all keys can be unequipped
10980 remcount
+= pItem
->GetCount();
10981 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10983 if (remcount
>= count
)
10988 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10989 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10990 if (IsInWorld() & update
)
10991 pItem
->SendCreateUpdateToPlayer( this );
10992 pItem
->SetState(ITEM_CHANGED
, this);
10999 // in inventory bags
11000 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
11002 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
11004 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
11006 if(Item
* pItem
= pBag
->GetItemByPos(j
))
11008 if (pItem
->GetEntry() == item
)
11010 // all items in bags can be unequipped
11011 if (pItem
->GetCount() + remcount
<= count
)
11013 remcount
+= pItem
->GetCount();
11014 DestroyItem( i
, j
, update
);
11016 if (remcount
>= count
)
11021 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
11022 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
11023 if (IsInWorld() && update
)
11024 pItem
->SendCreateUpdateToPlayer( this );
11025 pItem
->SetState(ITEM_CHANGED
, this);
11034 // in equipment and bag list
11035 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
11037 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
11039 if (pItem
&& pItem
->GetEntry() == item
)
11041 if (pItem
->GetCount() + remcount
<= count
)
11043 if (!unequip_check
|| CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
, false) == EQUIP_ERR_OK
)
11045 remcount
+= pItem
->GetCount();
11046 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
11048 if (remcount
>= count
)
11054 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
11055 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
11056 if (IsInWorld() & update
)
11057 pItem
->SendCreateUpdateToPlayer( this );
11058 pItem
->SetState(ITEM_CHANGED
, this);
11066 void Player::DestroyZoneLimitedItem( bool update
, uint32 new_zone
)
11068 sLog
.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone
);
11071 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
11072 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
11073 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
11074 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
11076 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
11077 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
11078 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
11079 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
11081 // in inventory bags
11082 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
11083 if (Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
11084 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
11085 if (Item
* pItem
= pBag
->GetItemByPos(j
))
11086 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
11087 DestroyItem(i
, j
, update
);
11089 // in equipment and bag list
11090 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
11091 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
11092 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
11093 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
11096 void Player::DestroyConjuredItems( bool update
)
11098 // used when entering arena
11099 // destroys all conjured items
11100 sLog
.outDebug( "STORAGE: DestroyConjuredItems" );
11103 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
11104 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
11105 if (pItem
->IsConjuredConsumable())
11106 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
11108 // in inventory bags
11109 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
11110 if (Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
11111 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
11112 if (Item
* pItem
= pBag
->GetItemByPos(j
))
11113 if (pItem
->IsConjuredConsumable())
11114 DestroyItem( i
, j
, update
);
11116 // in equipment and bag list
11117 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
11118 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
11119 if (pItem
->IsConjuredConsumable())
11120 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
11123 void Player::DestroyItemCount( Item
* pItem
, uint32
&count
, bool update
)
11128 sLog
.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem
->GetGUIDLow(),pItem
->GetEntry(), count
);
11130 if( pItem
->GetCount() <= count
)
11132 count
-= pItem
->GetCount();
11134 DestroyItem( pItem
->GetBagSlot(),pItem
->GetSlot(), update
);
11138 ItemRemovedQuestCheck( pItem
->GetEntry(), count
);
11139 pItem
->SetCount( pItem
->GetCount() - count
);
11141 if( IsInWorld() & update
)
11142 pItem
->SendCreateUpdateToPlayer( this );
11143 pItem
->SetState(ITEM_CHANGED
, this);
11147 void Player::SplitItem( uint16 src
, uint16 dst
, uint32 count
)
11149 uint8 srcbag
= src
>> 8;
11150 uint8 srcslot
= src
& 255;
11152 uint8 dstbag
= dst
>> 8;
11153 uint8 dstslot
= dst
& 255;
11155 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
11158 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
11162 if(pSrcItem
->m_lootGenerated
) // prevent split looting item (item
11164 //best error message found for attempting to split while looting
11165 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
11169 // not let split all items (can be only at cheating)
11170 if(pSrcItem
->GetCount() == count
)
11172 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
11176 // not let split more existed items (can be only at cheating)
11177 if(pSrcItem
->GetCount() < count
)
11179 SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT
, pSrcItem
, NULL
);
11183 sLog
.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag
, dstslot
, pSrcItem
->GetEntry(), count
);
11184 Item
*pNewItem
= pSrcItem
->CloneItem( count
, this );
11187 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
11191 if( IsInventoryPos( dst
) )
11193 // change item amount before check (for unique max count check)
11194 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
11196 ItemPosCountVec dest
;
11197 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pNewItem
, false );
11198 if( msg
!= EQUIP_ERR_OK
)
11201 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
11202 SendEquipError( msg
, pSrcItem
, NULL
);
11207 pSrcItem
->SendCreateUpdateToPlayer( this );
11208 pSrcItem
->SetState(ITEM_CHANGED
, this);
11209 StoreItem( dest
, pNewItem
, true);
11211 else if( IsBankPos ( dst
) )
11213 // change item amount before check (for unique max count check)
11214 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
11216 ItemPosCountVec dest
;
11217 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pNewItem
, false );
11218 if( msg
!= EQUIP_ERR_OK
)
11221 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
11222 SendEquipError( msg
, pSrcItem
, NULL
);
11227 pSrcItem
->SendCreateUpdateToPlayer( this );
11228 pSrcItem
->SetState(ITEM_CHANGED
, this);
11229 BankItem( dest
, pNewItem
, true);
11231 else if( IsEquipmentPos ( dst
) )
11233 // change item amount before check (for unique max count check), provide space for splitted items
11234 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
11237 uint8 msg
= CanEquipItem( dstslot
, dest
, pNewItem
, false );
11238 if( msg
!= EQUIP_ERR_OK
)
11241 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
11242 SendEquipError( msg
, pSrcItem
, NULL
);
11247 pSrcItem
->SendCreateUpdateToPlayer( this );
11248 pSrcItem
->SetState(ITEM_CHANGED
, this);
11249 EquipItem( dest
, pNewItem
, true);
11250 AutoUnequipOffhandIfNeed();
11254 void Player::SwapItem( uint16 src
, uint16 dst
)
11256 uint8 srcbag
= src
>> 8;
11257 uint8 srcslot
= src
& 255;
11259 uint8 dstbag
= dst
>> 8;
11260 uint8 dstslot
= dst
& 255;
11262 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
11263 Item
*pDstItem
= GetItemByPos( dstbag
, dstslot
);
11268 sLog
.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag
, dstslot
, pSrcItem
->GetEntry());
11272 SendEquipError( EQUIP_ERR_YOU_ARE_DEAD
, pSrcItem
, pDstItem
);
11278 // check unequip potability for equipped items and bank bags
11279 if (IsEquipmentPos(src
) || IsBagPos(src
))
11281 // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
11282 uint8 msg
= CanUnequipItem( src
, !IsBagPos ( src
) || IsBagPos ( dst
) || (pDstItem
&& pDstItem
->IsBag() && ((Bag
*)pDstItem
)->IsEmpty()));
11283 if (msg
!= EQUIP_ERR_OK
)
11285 SendEquipError( msg
, pSrcItem
, pDstItem
);
11290 // prevent put equipped/bank bag in self
11291 if (IsBagPos(src
) && srcslot
== dstbag
)
11293 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
, pSrcItem
, pDstItem
);
11297 // prevent put equipped/bank bag in self
11298 if (IsBagPos(dst
) && dstslot
== srcbag
)
11300 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
, pDstItem
, pSrcItem
);
11308 // check unequip potability for equipped items and bank bags
11309 if(IsEquipmentPos ( dst
) || IsBagPos ( dst
))
11311 // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
11312 uint8 msg
= CanUnequipItem( dst
, !IsBagPos ( dst
) || IsBagPos ( src
) || (pSrcItem
->IsBag() && ((Bag
*)pSrcItem
)->IsEmpty()));
11313 if(msg
!= EQUIP_ERR_OK
)
11315 SendEquipError( msg
, pSrcItem
, pDstItem
);
11321 // NOW this is or item move (swap with empty), or swap with another item (including bags in bag possitions)
11322 // or swap empty bag with another empty or not empty bag (with items exchange)
11327 if( IsInventoryPos( dst
) )
11329 ItemPosCountVec dest
;
11330 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pSrcItem
, false );
11331 if( msg
!= EQUIP_ERR_OK
)
11333 SendEquipError( msg
, pSrcItem
, NULL
);
11337 RemoveItem(srcbag
, srcslot
, true);
11338 StoreItem( dest
, pSrcItem
, true);
11340 else if( IsBankPos ( dst
) )
11342 ItemPosCountVec dest
;
11343 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pSrcItem
, false);
11344 if( msg
!= EQUIP_ERR_OK
)
11346 SendEquipError( msg
, pSrcItem
, NULL
);
11350 RemoveItem(srcbag
, srcslot
, true);
11351 BankItem( dest
, pSrcItem
, true);
11353 else if( IsEquipmentPos ( dst
) )
11356 uint8 msg
= CanEquipItem( dstslot
, dest
, pSrcItem
, false );
11357 if( msg
!= EQUIP_ERR_OK
)
11359 SendEquipError( msg
, pSrcItem
, NULL
);
11363 RemoveItem(srcbag
, srcslot
, true);
11364 EquipItem(dest
, pSrcItem
, true);
11365 AutoUnequipOffhandIfNeed();
11371 // attempt merge to / fill target item
11372 if(!pSrcItem
->IsBag() && !pDstItem
->IsBag())
11375 ItemPosCountVec sDest
;
11377 if( IsInventoryPos( dst
) )
11378 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
11379 else if( IsBankPos ( dst
) )
11380 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
11381 else if( IsEquipmentPos ( dst
) )
11382 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, false );
11386 // can be merge/fill
11387 if(msg
== EQUIP_ERR_OK
)
11389 if( pSrcItem
->GetCount() + pDstItem
->GetCount() <= pSrcItem
->GetProto()->GetMaxStackSize())
11391 RemoveItem(srcbag
, srcslot
, true);
11393 if( IsInventoryPos( dst
) )
11394 StoreItem( sDest
, pSrcItem
, true);
11395 else if( IsBankPos ( dst
) )
11396 BankItem( sDest
, pSrcItem
, true);
11397 else if( IsEquipmentPos ( dst
) )
11399 EquipItem( eDest
, pSrcItem
, true);
11400 AutoUnequipOffhandIfNeed();
11405 pSrcItem
->SetCount( pSrcItem
->GetCount() + pDstItem
->GetCount() - pSrcItem
->GetProto()->GetMaxStackSize());
11406 pDstItem
->SetCount( pSrcItem
->GetProto()->GetMaxStackSize());
11407 pSrcItem
->SetState(ITEM_CHANGED
, this);
11408 pDstItem
->SetState(ITEM_CHANGED
, this);
11411 pSrcItem
->SendCreateUpdateToPlayer( this );
11412 pDstItem
->SendCreateUpdateToPlayer( this );
11419 // impossible merge/fill, do real swap
11422 // check src->dest move possibility
11423 ItemPosCountVec sDest
;
11425 if( IsInventoryPos( dst
) )
11426 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
11427 else if( IsBankPos( dst
) )
11428 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
11429 else if( IsEquipmentPos( dst
) )
11431 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, true );
11432 if( msg
== EQUIP_ERR_OK
)
11433 msg
= CanUnequipItem( eDest
, true );
11436 if( msg
!= EQUIP_ERR_OK
)
11438 SendEquipError( msg
, pSrcItem
, pDstItem
);
11442 // check dest->src move possibility
11443 ItemPosCountVec sDest2
;
11445 if( IsInventoryPos( src
) )
11446 msg
= CanStoreItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
11447 else if( IsBankPos( src
) )
11448 msg
= CanBankItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
11449 else if( IsEquipmentPos( src
) )
11451 msg
= CanEquipItem( srcslot
, eDest2
, pDstItem
, true);
11452 if( msg
== EQUIP_ERR_OK
)
11453 msg
= CanUnequipItem( eDest2
, true);
11456 if( msg
!= EQUIP_ERR_OK
)
11458 SendEquipError( msg
, pDstItem
, pSrcItem
);
11462 // Check bag swap with item exchange (one from empty in not bag possition (equipped (not possible in fact) or store)
11463 if(pSrcItem
->IsBag() && pDstItem
->IsBag())
11465 Bag
* emptyBag
= NULL
;
11466 Bag
* fullBag
= NULL
;
11467 if(((Bag
*)pSrcItem
)->IsEmpty() && !IsBagPos(src
))
11469 emptyBag
= (Bag
*)pSrcItem
;
11470 fullBag
= (Bag
*)pDstItem
;
11472 else if(((Bag
*)pDstItem
)->IsEmpty() && !IsBagPos(dst
))
11474 emptyBag
= (Bag
*)pDstItem
;
11475 fullBag
= (Bag
*)pSrcItem
;
11478 // bag swap (with items exchange) case
11479 if(emptyBag
&& fullBag
)
11481 ItemPrototype
const* emotyProto
= emptyBag
->GetProto();
11485 for(int i
=0; i
< fullBag
->GetBagSize(); ++i
)
11487 Item
*bagItem
= fullBag
->GetItemByPos(i
);
11491 ItemPrototype
const* bagItemProto
= bagItem
->GetProto();
11492 if (!bagItemProto
|| !ItemCanGoIntoBag(bagItemProto
, emotyProto
))
11494 // one from items not go to empty target bag
11495 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
, pSrcItem
, pDstItem
);
11503 if (count
> emptyBag
->GetBagSize())
11505 // too small targeted bag
11506 SendEquipError( EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
, pSrcItem
, pDstItem
);
11511 count
= 0; // will pos in new bag
11512 for(int i
= 0; i
< fullBag
->GetBagSize(); ++i
)
11514 Item
*bagItem
= fullBag
->GetItemByPos(i
);
11518 fullBag
->RemoveItem(i
, true);
11519 emptyBag
->StoreItem(count
, bagItem
, true);
11520 bagItem
->SetState(ITEM_CHANGED
, this);
11527 // now do moves, remove...
11528 RemoveItem(dstbag
, dstslot
, false);
11529 RemoveItem(srcbag
, srcslot
, false);
11532 if (IsInventoryPos(dst
))
11533 StoreItem(sDest
, pSrcItem
, true);
11534 else if (IsBankPos(dst
))
11535 BankItem(sDest
, pSrcItem
, true);
11536 else if (IsEquipmentPos(dst
))
11537 EquipItem(eDest
, pSrcItem
, true);
11540 if (IsInventoryPos(src
))
11541 StoreItem(sDest2
, pDstItem
, true);
11542 else if (IsBankPos(src
))
11543 BankItem(sDest2
, pDstItem
, true);
11544 else if (IsEquipmentPos(src
))
11545 EquipItem(eDest2
, pDstItem
, true);
11547 AutoUnequipOffhandIfNeed();
11550 void Player::AddItemToBuyBackSlot( Item
*pItem
)
11554 uint32 slot
= m_currentBuybackSlot
;
11555 // if current back slot non-empty search oldest or free
11558 uint32 oldest_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
);
11559 uint32 oldest_slot
= BUYBACK_SLOT_START
;
11561 for(uint32 i
= BUYBACK_SLOT_START
+1; i
< BUYBACK_SLOT_END
; ++i
)
11570 uint32 i_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ i
- BUYBACK_SLOT_START
);
11572 if (oldest_time
> i_time
)
11574 oldest_time
= i_time
;
11580 slot
= oldest_slot
;
11583 RemoveItemFromBuyBackSlot( slot
, true );
11584 sLog
.outDebug( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem
->GetEntry(), slot
);
11586 m_items
[slot
] = pItem
;
11587 time_t base
= time(NULL
);
11588 uint32 etime
= uint32(base
- m_logintime
+ (30 * 3600));
11589 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
11591 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ (eslot
* 2), pItem
->GetGUID() );
11592 if (ItemPrototype
const *pProto
= pItem
->GetProto())
11593 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, pProto
->SellPrice
* pItem
->GetCount() );
11595 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
11596 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, (uint32
)etime
);
11598 // move to next (for non filled list is move most optimized choice)
11599 if (m_currentBuybackSlot
< BUYBACK_SLOT_END
- 1)
11600 ++m_currentBuybackSlot
;
11604 Item
* Player::GetItemFromBuyBackSlot( uint32 slot
)
11606 sLog
.outDebug( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot
);
11607 if (slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
11608 return m_items
[slot
];
11612 void Player::RemoveItemFromBuyBackSlot( uint32 slot
, bool del
)
11614 sLog
.outDebug( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot
);
11615 if (slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
11617 Item
*pItem
= m_items
[slot
];
11620 pItem
->RemoveFromWorld();
11621 if(del
) pItem
->SetState(ITEM_REMOVED
, this);
11624 m_items
[slot
] = NULL
;
11626 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
11627 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ (eslot
* 2), 0 );
11628 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
11629 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, 0 );
11631 // if current backslot is filled set to now free slot
11632 if (m_items
[m_currentBuybackSlot
])
11633 m_currentBuybackSlot
= slot
;
11637 void Player::SendEquipError( uint8 msg
, Item
* pItem
, Item
*pItem2
)
11639 sLog
.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)", msg
);
11640 WorldPacket
data(SMSG_INVENTORY_CHANGE_FAILURE
, 1+8+8+1);
11641 data
<< uint8(msg
);
11643 if (msg
!= EQUIP_ERR_OK
)
11645 data
<< uint64(pItem
? pItem
->GetGUID() : 0);
11646 data
<< uint64(pItem2
? pItem2
->GetGUID() : 0);
11647 data
<< uint8(0); // bag type subclass, used with EQUIP_ERR_EVENT_AUTOEQUIP_BIND_CONFIRM and EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG2
11651 case EQUIP_ERR_CANT_EQUIP_LEVEL_I
:
11652 case EQUIP_ERR_PURCHASE_LEVEL_TOO_LOW
:
11654 ItemPrototype
const* proto
= pItem
? pItem
->GetProto() : NULL
;
11655 data
<< uint32(proto
? proto
->RequiredLevel
: 0);
11657 case EQUIP_ERR_EVENT_AUTOEQUIP_BIND_CONFIRM
: // no idea about this one...
11663 case EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_COUNT_EXCEEDED_IS
:
11664 case EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_SOCKETED_EXCEEDED_IS
:
11665 case EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_EQUIPPED_EXCEEDED_IS
:
11667 ItemPrototype
const* proto
= pItem
? pItem
->GetProto() : NULL
;
11668 data
<< uint32(proto
? proto
->ItemLimitCategory
: 0);
11674 GetSession()->SendPacket(&data
);
11677 void Player::SendBuyError( uint8 msg
, Creature
* pCreature
, uint32 item
, uint32 param
)
11679 sLog
.outDebug( "WORLD: Sent SMSG_BUY_FAILED" );
11680 WorldPacket
data( SMSG_BUY_FAILED
, (8+4+4+1) );
11681 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
11682 data
<< uint32(item
);
11684 data
<< uint32(param
);
11685 data
<< uint8(msg
);
11686 GetSession()->SendPacket(&data
);
11689 void Player::SendSellError( uint8 msg
, Creature
* pCreature
, uint64 guid
, uint32 param
)
11691 sLog
.outDebug( "WORLD: Sent SMSG_SELL_ITEM" );
11692 WorldPacket
data( SMSG_SELL_ITEM
,(8+8+(param
?4:0)+1)); // last check 2.0.10
11693 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
11694 data
<< uint64(guid
);
11696 data
<< uint32(param
);
11697 data
<< uint8(msg
);
11698 GetSession()->SendPacket(&data
);
11701 void Player::ClearTrade()
11704 acceptTrade
= false;
11705 for(int i
= 0; i
< TRADE_SLOT_COUNT
; ++i
)
11706 tradeItems
[i
] = NULL_SLOT
;
11709 void Player::TradeCancel(bool sendback
)
11713 // send yellow "Trade canceled" message to both traders
11717 ws
->SendCancelTrade();
11718 ws
= pTrader
->GetSession();
11719 if (!ws
->PlayerLogout())
11720 ws
->SendCancelTrade();
11724 pTrader
->ClearTrade();
11725 // prevent loss of reference
11726 pTrader
->pTrader
= NULL
;
11731 void Player::UpdateItemDuration(uint32 time
, bool realtimeonly
)
11733 if (m_itemDuration
.empty())
11736 sLog
.outDebug("Player::UpdateItemDuration(%u,%u)", time
, realtimeonly
);
11738 for(ItemDurationList::const_iterator itr
= m_itemDuration
.begin(); itr
!= m_itemDuration
.end(); )
11741 ++itr
; // current element can be erased in UpdateDuration
11743 if ((realtimeonly
&& item
->GetProto()->Duration
< 0) || !realtimeonly
)
11744 item
->UpdateDuration(this,time
);
11748 void Player::UpdateEnchantTime(uint32 time
)
11750 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(),next
;itr
!= m_enchantDuration
.end();itr
=next
)
11754 if (!itr
->item
->GetEnchantmentId(itr
->slot
))
11756 next
= m_enchantDuration
.erase(itr
);
11758 else if (itr
->leftduration
<= time
)
11760 ApplyEnchantment(itr
->item
, itr
->slot
, false, false);
11761 itr
->item
->ClearEnchantment(itr
->slot
);
11762 next
= m_enchantDuration
.erase(itr
);
11764 else if (itr
->leftduration
> time
)
11766 itr
->leftduration
-= time
;
11772 void Player::AddEnchantmentDurations(Item
*item
)
11774 for(int x
= 0; x
< MAX_ENCHANTMENT_SLOT
; ++x
)
11776 if (!item
->GetEnchantmentId(EnchantmentSlot(x
)))
11779 uint32 duration
= item
->GetEnchantmentDuration(EnchantmentSlot(x
));
11781 AddEnchantmentDuration(item
, EnchantmentSlot(x
), duration
);
11785 void Player::RemoveEnchantmentDurations(Item
*item
)
11787 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(); itr
!= m_enchantDuration
.end();)
11789 if (itr
->item
== item
)
11791 // save duration in item
11792 item
->SetEnchantmentDuration(EnchantmentSlot(itr
->slot
), itr
->leftduration
);
11793 itr
= m_enchantDuration
.erase(itr
);
11800 void Player::RemoveAllEnchantments(EnchantmentSlot slot
)
11802 // remove enchantments from equipped items first to clean up the m_enchantDuration list
11803 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(), next
; itr
!= m_enchantDuration
.end(); itr
= next
)
11806 if (itr
->slot
== slot
)
11808 if (itr
->item
&& itr
->item
->GetEnchantmentId(slot
))
11810 // remove from stats
11811 ApplyEnchantment(itr
->item
, slot
, false, false);
11813 itr
->item
->ClearEnchantment(slot
);
11815 // remove from update list
11816 next
= m_enchantDuration
.erase(itr
);
11822 // remove enchants from inventory items
11823 // NOTE: no need to remove these from stats, since these aren't equipped
11825 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
11826 if (Item
* pItem
= GetItemByPos(INVENTORY_SLOT_BAG_0
, i
))
11827 if (pItem
->GetEnchantmentId(slot
))
11828 pItem
->ClearEnchantment(slot
);
11830 // in inventory bags
11831 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
11832 if (Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
11833 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
11834 if (Item
* pItem
= pBag
->GetItemByPos(j
))
11835 if (pItem
->GetEnchantmentId(slot
))
11836 pItem
->ClearEnchantment(slot
);
11839 // duration == 0 will remove item enchant
11840 void Player::AddEnchantmentDuration(Item
*item
,EnchantmentSlot slot
,uint32 duration
)
11845 if (slot
>= MAX_ENCHANTMENT_SLOT
)
11848 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(); itr
!= m_enchantDuration
.end(); ++itr
)
11850 if (itr
->item
== item
&& itr
->slot
== slot
)
11852 itr
->item
->SetEnchantmentDuration(itr
->slot
, itr
->leftduration
);
11853 m_enchantDuration
.erase(itr
);
11857 if (item
&& duration
> 0 )
11859 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item
->GetGUID(), slot
, uint32(duration
/1000));
11860 m_enchantDuration
.push_back(EnchantDuration(item
, slot
, duration
));
11864 void Player::ApplyEnchantment(Item
*item
,bool apply
)
11866 for(uint32 slot
= 0; slot
< MAX_ENCHANTMENT_SLOT
; ++slot
)
11867 ApplyEnchantment(item
, EnchantmentSlot(slot
), apply
);
11870 void Player::ApplyEnchantment(Item
*item
, EnchantmentSlot slot
, bool apply
, bool apply_dur
, bool ignore_condition
)
11875 if (!item
->IsEquipped())
11878 if (slot
>= MAX_ENCHANTMENT_SLOT
)
11881 uint32 enchant_id
= item
->GetEnchantmentId(slot
);
11885 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
11889 if (!ignore_condition
&& pEnchant
->EnchantmentCondition
&& !((Player
*)this)->EnchantmentFitsRequirements(pEnchant
->EnchantmentCondition
, -1))
11892 if (!item
->IsBroken())
11894 for (int s
= 0; s
< 3; ++s
)
11896 uint32 enchant_display_type
= pEnchant
->type
[s
];
11897 uint32 enchant_amount
= pEnchant
->amount
[s
];
11898 uint32 enchant_spell_id
= pEnchant
->spellid
[s
];
11900 switch(enchant_display_type
)
11902 case ITEM_ENCHANTMENT_TYPE_NONE
:
11904 case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
:
11905 // processed in Player::CastItemCombatSpell
11907 case ITEM_ENCHANTMENT_TYPE_DAMAGE
:
11908 if (item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
11909 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11910 else if (item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
11911 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11912 else if (item
->GetSlot() == EQUIPMENT_SLOT_RANGED
)
11913 HandleStatModifier(UNIT_MOD_DAMAGE_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11915 case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL
:
11916 if (enchant_spell_id
)
11920 int32 basepoints
= 0;
11921 // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
11922 if (item
->GetItemRandomPropertyId())
11924 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11927 // Search enchant_amount
11928 for (int k
= 0; k
< 3; ++k
)
11930 if(item_rand
->enchant_id
[k
] == enchant_id
)
11932 basepoints
= int32((item_rand
->prefix
[k
] * item
->GetItemSuffixFactor()) / 10000 );
11938 // Cast custom spell vs all equal basepoints getted from enchant_amount
11940 CastCustomSpell(this, enchant_spell_id
, &basepoints
, &basepoints
, &basepoints
, true, item
);
11942 CastSpell(this, enchant_spell_id
, true, item
);
11945 RemoveAurasDueToItemSpell(item
, enchant_spell_id
);
11948 case ITEM_ENCHANTMENT_TYPE_RESISTANCE
:
11949 if (!enchant_amount
)
11951 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11954 for (int k
= 0; k
< 3; ++k
)
11956 if(item_rand
->enchant_id
[k
] == enchant_id
)
11958 enchant_amount
= uint32((item_rand
->prefix
[k
] * item
->GetItemSuffixFactor()) / 10000 );
11965 HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START
+ enchant_spell_id
), TOTAL_VALUE
, float(enchant_amount
), apply
);
11967 case ITEM_ENCHANTMENT_TYPE_STAT
:
11969 if (!enchant_amount
)
11971 ItemRandomSuffixEntry
const *item_rand_suffix
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11972 if(item_rand_suffix
)
11974 for (int k
= 0; k
< 3; ++k
)
11976 if(item_rand_suffix
->enchant_id
[k
] == enchant_id
)
11978 enchant_amount
= uint32((item_rand_suffix
->prefix
[k
] * item
->GetItemSuffixFactor()) / 10000 );
11985 sLog
.outDebug("Adding %u to stat nb %u",enchant_amount
,enchant_spell_id
);
11986 switch (enchant_spell_id
)
11988 case ITEM_MOD_MANA
:
11989 sLog
.outDebug("+ %u MANA",enchant_amount
);
11990 HandleStatModifier(UNIT_MOD_MANA
, BASE_VALUE
, float(enchant_amount
), apply
);
11992 case ITEM_MOD_HEALTH
:
11993 sLog
.outDebug("+ %u HEALTH",enchant_amount
);
11994 HandleStatModifier(UNIT_MOD_HEALTH
, BASE_VALUE
, float(enchant_amount
), apply
);
11996 case ITEM_MOD_AGILITY
:
11997 sLog
.outDebug("+ %u AGILITY",enchant_amount
);
11998 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11999 ApplyStatBuffMod(STAT_AGILITY
, enchant_amount
, apply
);
12001 case ITEM_MOD_STRENGTH
:
12002 sLog
.outDebug("+ %u STRENGTH",enchant_amount
);
12003 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, TOTAL_VALUE
, float(enchant_amount
), apply
);
12004 ApplyStatBuffMod(STAT_STRENGTH
, enchant_amount
, apply
);
12006 case ITEM_MOD_INTELLECT
:
12007 sLog
.outDebug("+ %u INTELLECT",enchant_amount
);
12008 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
12009 ApplyStatBuffMod(STAT_INTELLECT
, enchant_amount
, apply
);
12011 case ITEM_MOD_SPIRIT
:
12012 sLog
.outDebug("+ %u SPIRIT",enchant_amount
);
12013 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
12014 ApplyStatBuffMod(STAT_SPIRIT
, enchant_amount
, apply
);
12016 case ITEM_MOD_STAMINA
:
12017 sLog
.outDebug("+ %u STAMINA",enchant_amount
);
12018 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, TOTAL_VALUE
, float(enchant_amount
), apply
);
12019 ApplyStatBuffMod(STAT_STAMINA
, enchant_amount
, apply
);
12021 case ITEM_MOD_DEFENSE_SKILL_RATING
:
12022 ((Player
*)this)->ApplyRatingMod(CR_DEFENSE_SKILL
, enchant_amount
, apply
);
12023 sLog
.outDebug("+ %u DEFENCE", enchant_amount
);
12025 case ITEM_MOD_DODGE_RATING
:
12026 ((Player
*)this)->ApplyRatingMod(CR_DODGE
, enchant_amount
, apply
);
12027 sLog
.outDebug("+ %u DODGE", enchant_amount
);
12029 case ITEM_MOD_PARRY_RATING
:
12030 ((Player
*)this)->ApplyRatingMod(CR_PARRY
, enchant_amount
, apply
);
12031 sLog
.outDebug("+ %u PARRY", enchant_amount
);
12033 case ITEM_MOD_BLOCK_RATING
:
12034 ((Player
*)this)->ApplyRatingMod(CR_BLOCK
, enchant_amount
, apply
);
12035 sLog
.outDebug("+ %u SHIELD_BLOCK", enchant_amount
);
12037 case ITEM_MOD_HIT_MELEE_RATING
:
12038 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
12039 sLog
.outDebug("+ %u MELEE_HIT", enchant_amount
);
12041 case ITEM_MOD_HIT_RANGED_RATING
:
12042 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
12043 sLog
.outDebug("+ %u RANGED_HIT", enchant_amount
);
12045 case ITEM_MOD_HIT_SPELL_RATING
:
12046 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
12047 sLog
.outDebug("+ %u SPELL_HIT", enchant_amount
);
12049 case ITEM_MOD_CRIT_MELEE_RATING
:
12050 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
12051 sLog
.outDebug("+ %u MELEE_CRIT", enchant_amount
);
12053 case ITEM_MOD_CRIT_RANGED_RATING
:
12054 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
12055 sLog
.outDebug("+ %u RANGED_CRIT", enchant_amount
);
12057 case ITEM_MOD_CRIT_SPELL_RATING
:
12058 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
12059 sLog
.outDebug("+ %u SPELL_CRIT", enchant_amount
);
12061 // Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
12063 // case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
12064 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
12066 // case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
12067 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
12069 // case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
12070 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
12072 // case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
12073 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
12075 // case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
12076 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
12078 // case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
12079 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
12081 // case ITEM_MOD_HASTE_MELEE_RATING:
12082 // ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
12084 // case ITEM_MOD_HASTE_RANGED_RATING:
12085 // ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
12087 case ITEM_MOD_HASTE_SPELL_RATING
:
12088 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
12090 case ITEM_MOD_HIT_RATING
:
12091 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
12092 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
12093 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
12094 sLog
.outDebug("+ %u HIT", enchant_amount
);
12096 case ITEM_MOD_CRIT_RATING
:
12097 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
12098 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
12099 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
12100 sLog
.outDebug("+ %u CRITICAL", enchant_amount
);
12102 // Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
12103 // case ITEM_MOD_HIT_TAKEN_RATING:
12104 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
12105 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
12106 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
12108 // case ITEM_MOD_CRIT_TAKEN_RATING:
12109 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
12110 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
12111 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
12113 case ITEM_MOD_RESILIENCE_RATING
:
12114 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, enchant_amount
, apply
);
12115 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, enchant_amount
, apply
);
12116 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, enchant_amount
, apply
);
12117 sLog
.outDebug("+ %u RESILIENCE", enchant_amount
);
12119 case ITEM_MOD_HASTE_RATING
:
12120 ((Player
*)this)->ApplyRatingMod(CR_HASTE_MELEE
, enchant_amount
, apply
);
12121 ((Player
*)this)->ApplyRatingMod(CR_HASTE_RANGED
, enchant_amount
, apply
);
12122 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
12123 sLog
.outDebug("+ %u HASTE", enchant_amount
);
12125 case ITEM_MOD_EXPERTISE_RATING
:
12126 ((Player
*)this)->ApplyRatingMod(CR_EXPERTISE
, enchant_amount
, apply
);
12127 sLog
.outDebug("+ %u EXPERTISE", enchant_amount
);
12129 case ITEM_MOD_ATTACK_POWER
:
12130 HandleStatModifier(UNIT_MOD_ATTACK_POWER
, TOTAL_VALUE
, float(enchant_amount
), apply
);
12131 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
12132 sLog
.outDebug("+ %u ATTACK_POWER", enchant_amount
);
12134 case ITEM_MOD_RANGED_ATTACK_POWER
:
12135 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
12136 sLog
.outDebug("+ %u RANGED_ATTACK_POWER", enchant_amount
);
12138 case ITEM_MOD_MANA_REGENERATION
:
12139 ((Player
*)this)->ApplyManaRegenBonus(enchant_amount
, apply
);
12140 sLog
.outDebug("+ %u MANA_REGENERATION", enchant_amount
);
12142 case ITEM_MOD_ARMOR_PENETRATION_RATING
:
12143 ((Player
*)this)->ApplyRatingMod(CR_ARMOR_PENETRATION
, enchant_amount
, apply
);
12144 sLog
.outDebug("+ %u ARMOR PENETRATION", enchant_amount
);
12146 case ITEM_MOD_SPELL_POWER
:
12147 ((Player
*)this)->ApplySpellPowerBonus(enchant_amount
, apply
);
12148 sLog
.outDebug("+ %u SPELL_POWER", enchant_amount
);
12150 case ITEM_MOD_FERAL_ATTACK_POWER
:
12151 case ITEM_MOD_SPELL_HEALING_DONE
: // deprecated
12152 case ITEM_MOD_SPELL_DAMAGE_DONE
: // deprecated
12158 case ITEM_ENCHANTMENT_TYPE_TOTEM
: // Shaman Rockbiter Weapon
12160 if(getClass() == CLASS_SHAMAN
)
12162 float addValue
= 0.0f
;
12163 if(item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
12165 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/ 1000.0f
);
12166 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, addValue
, apply
);
12168 else if(item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
12170 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/ 1000.0f
);
12171 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, addValue
, apply
);
12176 case ITEM_ENCHANTMENT_TYPE_USE_SPELL
:
12177 // processed in Player::CastItemUseSpell
12179 case ITEM_ENCHANTMENT_TYPE_PRISMATIC_SOCKET
:
12183 sLog
.outError("Unknown item enchantment (id = %d) display type: %d", enchant_id
, enchant_display_type
);
12185 } /*switch(enchant_display_type)*/
12189 // visualize enchantment at player and equipped items
12190 if(slot
== PERM_ENCHANTMENT_SLOT
)
12191 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (item
->GetSlot() * 2), 0, apply
? item
->GetEnchantmentId(slot
) : 0);
12193 if(slot
== TEMP_ENCHANTMENT_SLOT
)
12194 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (item
->GetSlot() * 2), 1, apply
? item
->GetEnchantmentId(slot
) : 0);
12202 uint32 duration
= item
->GetEnchantmentDuration(slot
);
12204 AddEnchantmentDuration(item
, slot
, duration
);
12208 // duration == 0 will remove EnchantDuration
12209 AddEnchantmentDuration(item
, slot
, 0);
12214 void Player::SendEnchantmentDurations()
12216 for(EnchantDurationList::const_iterator itr
= m_enchantDuration
.begin(); itr
!= m_enchantDuration
.end(); ++itr
)
12218 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr
->item
->GetGUID(), itr
->slot
, uint32(itr
->leftduration
) / 1000);
12222 void Player::SendItemDurations()
12224 for(ItemDurationList::const_iterator itr
= m_itemDuration
.begin(); itr
!= m_itemDuration
.end(); ++itr
)
12226 (*itr
)->SendTimeUpdate(this);
12230 void Player::SendNewItem(Item
*item
, uint32 count
, bool received
, bool created
, bool broadcast
)
12232 if(!item
) // prevent crash
12235 // last check 2.0.10
12236 WorldPacket
data( SMSG_ITEM_PUSH_RESULT
, (8+4+4+4+1+4+4+4+4+4) );
12237 data
<< uint64(GetGUID()); // player GUID
12238 data
<< uint32(received
); // 0=looted, 1=from npc
12239 data
<< uint32(created
); // 0=received, 1=created
12240 data
<< uint32(1); // always 0x01 (probably meant to be count of listed items)
12241 data
<< uint8(item
->GetBagSlot()); // bagslot
12242 // item slot, but when added to stack: 0xFFFFFFFF
12243 data
<< uint32((item
->GetCount() == count
) ? item
->GetSlot() : -1);
12244 data
<< uint32(item
->GetEntry()); // item id
12245 data
<< uint32(item
->GetItemSuffixFactor()); // SuffixFactor
12246 data
<< uint32(item
->GetItemRandomPropertyId()); // random item property id
12247 data
<< uint32(count
); // count of items
12248 data
<< uint32(GetItemCount(item
->GetEntry())); // count of items in inventory
12250 if (broadcast
&& GetGroup())
12251 GetGroup()->BroadcastPacket(&data
, true);
12253 GetSession()->SendPacket(&data
);
12256 /*********************************************************/
12257 /*** GOSSIP SYSTEM ***/
12258 /*********************************************************/
12260 void Player::PrepareGossipMenu(WorldObject
*pSource
, uint32 menuId
)
12262 PlayerMenu
* pMenu
= PlayerTalkClass
;
12263 pMenu
->ClearMenus();
12265 pMenu
->GetGossipMenu().SetMenuId(menuId
);
12267 GossipMenuItemsMapBounds pMenuItemBounds
= sObjectMgr
.GetGossipMenuItemsMapBounds(menuId
);
12269 // if default menuId and no menu options exist for this, use options from default options
12270 if (pMenuItemBounds
.first
== pMenuItemBounds
.second
&& menuId
== GetDefaultGossipMenuForSource(pSource
))
12271 pMenuItemBounds
= sObjectMgr
.GetGossipMenuItemsMapBounds(0);
12273 for(GossipMenuItemsMap::const_iterator itr
= pMenuItemBounds
.first
; itr
!= pMenuItemBounds
.second
; ++itr
)
12275 bool bCanTalk
= true;
12277 if (itr
->second
.cond_1
&& !sObjectMgr
.IsPlayerMeetToCondition(this, itr
->second
.cond_1
))
12280 if (itr
->second
.cond_2
&& !sObjectMgr
.IsPlayerMeetToCondition(this, itr
->second
.cond_2
))
12283 if (itr
->second
.cond_3
&& !sObjectMgr
.IsPlayerMeetToCondition(this, itr
->second
.cond_3
))
12286 if (pSource
->GetTypeId() == TYPEID_UNIT
)
12288 Creature
*pCreature
= (Creature
*)pSource
;
12290 uint32 npcflags
= pCreature
->GetUInt32Value(UNIT_NPC_FLAGS
);
12292 if (!(itr
->second
.npc_option_npcflag
& npcflags
))
12295 switch(itr
->second
.option_id
)
12297 case GOSSIP_OPTION_QUESTGIVER
:
12298 PrepareQuestMenu(pSource
->GetGUID());
12301 case GOSSIP_OPTION_ARMORER
:
12302 bCanTalk
= false; // added in special mode
12304 case GOSSIP_OPTION_SPIRITHEALER
:
12308 case GOSSIP_OPTION_VENDOR
:
12310 VendorItemData
const* vItems
= pCreature
->GetVendorItems();
12311 if (!vItems
|| vItems
->Empty())
12313 sLog
.outErrorDb("Creature %u (Entry: %u) have UNIT_NPC_FLAG_VENDOR but have empty trading item list.", pCreature
->GetGUIDLow(), pCreature
->GetEntry());
12318 case GOSSIP_OPTION_TRAINER
:
12319 if (!pCreature
->isCanTrainingOf(this, false))
12322 case GOSSIP_OPTION_UNLEARNTALENTS
:
12323 if (!pCreature
->isCanTrainingAndResetTalentsOf(this))
12326 case GOSSIP_OPTION_UNLEARNPETSKILLS
:
12327 if (!GetPet() || GetPet()->getPetType() != HUNTER_PET
|| GetPet()->m_spells
.size() <= 1 || pCreature
->GetCreatureInfo()->trainer_type
!= TRAINER_TYPE_PETS
|| pCreature
->GetCreatureInfo()->trainer_class
!= CLASS_HUNTER
)
12330 case GOSSIP_OPTION_TAXIVENDOR
:
12331 if (GetSession()->SendLearnNewTaxiNode(pCreature
))
12334 case GOSSIP_OPTION_BATTLEFIELD
:
12335 if (!pCreature
->isCanInteractWithBattleMaster(this, false))
12338 case GOSSIP_OPTION_STABLEPET
:
12339 if (getClass() != CLASS_HUNTER
)
12342 case GOSSIP_OPTION_GOSSIP
:
12343 case GOSSIP_OPTION_SPIRITGUIDE
:
12344 case GOSSIP_OPTION_INNKEEPER
:
12345 case GOSSIP_OPTION_BANKER
:
12346 case GOSSIP_OPTION_PETITIONER
:
12347 case GOSSIP_OPTION_TABARDDESIGNER
:
12348 case GOSSIP_OPTION_AUCTIONEER
:
12349 break; // no checks
12351 sLog
.outErrorDb("Creature entry %u have unknown gossip option %u for menu %u", pCreature
->GetEntry(), itr
->second
.option_id
, itr
->second
.menu_id
);
12356 else if (pSource
->GetTypeId() == TYPEID_GAMEOBJECT
)
12358 GameObject
*pGo
= (GameObject
*)pSource
;
12360 switch(itr
->second
.option_id
)
12362 case GOSSIP_OPTION_QUESTGIVER
:
12363 if (pGo
->GetGoType() == GAMEOBJECT_TYPE_QUESTGIVER
)
12364 PrepareQuestMenu(pSource
->GetGUID());
12367 case GOSSIP_OPTION_GOSSIP
:
12368 if (pGo
->GetGoType() != GAMEOBJECT_TYPE_QUESTGIVER
&& pGo
->GetGoType() != GAMEOBJECT_TYPE_GOOBER
)
12379 std::string strOptionText
= itr
->second
.option_text
;
12380 std::string strBoxText
= itr
->second
.box_text
;
12382 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
12386 uint32 idxEntry
= MAKE_PAIR32(menuId
, itr
->second
.id
);
12388 if (GossipMenuItemsLocale
const *no
= sObjectMgr
.GetGossipMenuItemsLocale(idxEntry
))
12390 if (no
->OptionText
.size() > (size_t)loc_idx
&& !no
->OptionText
[loc_idx
].empty())
12391 strOptionText
= no
->OptionText
[loc_idx
];
12393 if (no
->BoxText
.size() > (size_t)loc_idx
&& !no
->BoxText
[loc_idx
].empty())
12394 strBoxText
= no
->BoxText
[loc_idx
];
12398 pMenu
->GetGossipMenu().AddMenuItem(itr
->second
.option_icon
, strOptionText
, 0, itr
->second
.option_id
, strBoxText
, itr
->second
.box_money
, itr
->second
.box_coded
);
12399 pMenu
->GetGossipMenu().AddGossipMenuItemData(itr
->second
.action_menu_id
, itr
->second
.action_poi_id
, itr
->second
.action_script_id
);
12403 // some gossips aren't handled in normal way ... so we need to do it this way .. TODO: handle it in normal way ;-)
12404 /*if (pMenu->Empty())
12406 if (pCreature->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_TRAINER))
12408 // output error message if need
12409 pCreature->isCanTrainingOf(this, true);
12412 if (pCreature->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_BATTLEMASTER))
12414 // output error message if need
12415 pCreature->isCanInteractWithBattleMaster(this, true);
12420 void Player::SendPreparedGossip(WorldObject
*pSource
)
12425 if (pSource
->GetTypeId() == TYPEID_UNIT
)
12427 // in case no gossip flag and quest menu not empty, open quest menu (client expect gossip menu with this flag)
12428 if (!((Creature
*)pSource
)->HasFlag(UNIT_NPC_FLAGS
,UNIT_NPC_FLAG_GOSSIP
) && !PlayerTalkClass
->GetQuestMenu().Empty())
12430 SendPreparedQuest(pSource
->GetGUID());
12434 else if (pSource
->GetTypeId() == TYPEID_GAMEOBJECT
)
12436 // probably need to find a better way here
12437 if (!PlayerTalkClass
->GetGossipMenu().GetMenuId() && !PlayerTalkClass
->GetQuestMenu().Empty())
12439 SendPreparedQuest(pSource
->GetGUID());
12444 // in case non empty gossip menu (that not included quests list size) show it
12445 // (quest entries from quest menu will be included in list)
12447 uint32 textId
= GetGossipTextId(pSource
);
12449 if (uint32 menuId
= PlayerTalkClass
->GetGossipMenu().GetMenuId())
12450 textId
= GetGossipTextId(menuId
);
12452 PlayerTalkClass
->SendGossipMenu(textId
, pSource
->GetGUID());
12455 void Player::OnGossipSelect(WorldObject
* pSource
, uint32 gossipListId
, uint32 menuId
)
12457 GossipMenu
& gossipmenu
= PlayerTalkClass
->GetGossipMenu();
12459 if (gossipListId
>= gossipmenu
.MenuItemCount())
12462 // if not same, then something funky is going on
12463 if (menuId
!= gossipmenu
.GetMenuId())
12466 uint32 gossipOptionId
= gossipmenu
.GetItem(gossipListId
).m_gOptionId
;
12467 uint64 guid
= pSource
->GetGUID();
12469 if (pSource
->GetTypeId() == TYPEID_GAMEOBJECT
)
12471 if (gossipOptionId
> GOSSIP_OPTION_QUESTGIVER
)
12473 sLog
.outError("Player guid %u request invalid gossip option for GameObject entry %u", GetGUIDLow(), pSource
->GetEntry());
12478 GossipMenuItemData pMenuData
= gossipmenu
.GetItemData(gossipListId
);
12480 switch(gossipOptionId
)
12482 case GOSSIP_OPTION_GOSSIP
:
12484 if (pMenuData
.m_gAction_poi
)
12485 PlayerTalkClass
->SendPointOfInterest(pMenuData
.m_gAction_poi
);
12487 if (pMenuData
.m_gAction_menu
)
12489 PrepareGossipMenu(pSource
, pMenuData
.m_gAction_menu
);
12490 SendPreparedGossip(pSource
);
12493 if (pMenuData
.m_gAction_script
)
12495 if (pSource
->GetTypeId() == TYPEID_GAMEOBJECT
)
12496 GetMap()->ScriptsStart(sGossipScripts
, pMenuData
.m_gAction_script
, this, pSource
);
12497 else if (pSource
->GetTypeId() == TYPEID_UNIT
)
12498 GetMap()->ScriptsStart(sGossipScripts
, pMenuData
.m_gAction_script
, pSource
, this);
12503 case GOSSIP_OPTION_SPIRITHEALER
:
12505 ((Creature
*)pSource
)->CastSpell(((Creature
*)pSource
),17251,true,NULL
,NULL
,GetGUID());
12507 case GOSSIP_OPTION_QUESTGIVER
:
12508 PrepareQuestMenu(guid
);
12509 SendPreparedQuest(guid
);
12511 case GOSSIP_OPTION_VENDOR
:
12512 case GOSSIP_OPTION_ARMORER
:
12513 GetSession()->SendListInventory(guid
);
12515 case GOSSIP_OPTION_STABLEPET
:
12516 GetSession()->SendStablePet(guid
);
12518 case GOSSIP_OPTION_TRAINER
:
12519 GetSession()->SendTrainerList(guid
);
12521 case GOSSIP_OPTION_UNLEARNTALENTS
:
12522 PlayerTalkClass
->CloseGossip();
12523 SendTalentWipeConfirm(guid
);
12525 case GOSSIP_OPTION_UNLEARNPETSKILLS
:
12526 PlayerTalkClass
->CloseGossip();
12527 SendPetSkillWipeConfirm();
12529 case GOSSIP_OPTION_TAXIVENDOR
:
12530 GetSession()->SendTaxiMenu(((Creature
*)pSource
));
12532 case GOSSIP_OPTION_INNKEEPER
:
12533 PlayerTalkClass
->CloseGossip();
12534 SetBindPoint(guid
);
12536 case GOSSIP_OPTION_BANKER
:
12537 GetSession()->SendShowBank(guid
);
12539 case GOSSIP_OPTION_PETITIONER
:
12540 PlayerTalkClass
->CloseGossip();
12541 GetSession()->SendPetitionShowList(guid
);
12543 case GOSSIP_OPTION_TABARDDESIGNER
:
12544 PlayerTalkClass
->CloseGossip();
12545 GetSession()->SendTabardVendorActivate(guid
);
12547 case GOSSIP_OPTION_AUCTIONEER
:
12548 GetSession()->SendAuctionHello(guid
, ((Creature
*)pSource
));
12550 case GOSSIP_OPTION_SPIRITGUIDE
:
12551 PrepareGossipMenu(pSource
);
12552 SendPreparedGossip(pSource
);
12554 case GOSSIP_OPTION_BATTLEFIELD
:
12556 BattleGroundTypeId bgTypeId
= sBattleGroundMgr
.GetBattleMasterBG(pSource
->GetEntry());
12558 if (bgTypeId
== BATTLEGROUND_TYPE_NONE
)
12560 sLog
.outError("a user (guid %u) requested battlegroundlist from a npc who is no battlemaster", GetGUIDLow());
12564 GetSession()->SendBattlegGroundList(guid
, bgTypeId
);
12570 uint32
Player::GetGossipTextId(WorldObject
*pSource
)
12572 if (!pSource
|| pSource
->GetTypeId() != TYPEID_UNIT
|| !((Creature
*)pSource
)->GetDBTableGUIDLow())
12573 return DEFAULT_GOSSIP_MESSAGE
;
12575 if (uint32 pos
= sObjectMgr
.GetNpcGossip(((Creature
*)pSource
)->GetDBTableGUIDLow()))
12578 return DEFAULT_GOSSIP_MESSAGE
;
12581 uint32
Player::GetGossipTextId(uint32 menuId
)
12583 uint32 textId
= DEFAULT_GOSSIP_MESSAGE
;
12588 GossipMenusMapBounds pMenuBounds
= sObjectMgr
.GetGossipMenusMapBounds(menuId
);
12590 for(GossipMenusMap::const_iterator itr
= pMenuBounds
.first
; itr
!= pMenuBounds
.second
; ++itr
)
12592 if (sObjectMgr
.IsPlayerMeetToCondition(this, itr
->second
.cond_1
) && sObjectMgr
.IsPlayerMeetToCondition(this, itr
->second
.cond_2
))
12593 textId
= itr
->second
.text_id
;
12599 uint32
Player::GetDefaultGossipMenuForSource(WorldObject
*pSource
)
12601 if (pSource
->GetTypeId() == TYPEID_UNIT
)
12602 return ((Creature
*)pSource
)->GetCreatureInfo()->GossipMenuId
;
12603 else if (pSource
->GetTypeId() == TYPEID_GAMEOBJECT
)
12604 return((GameObject
*)pSource
)->GetGOInfo()->GetGossipMenuId();
12609 /*********************************************************/
12610 /*** QUEST SYSTEM ***/
12611 /*********************************************************/
12613 void Player::PrepareQuestMenu( uint64 guid
)
12616 QuestRelations
* pObjectQR
;
12617 QuestRelations
* pObjectQIR
;
12619 // pets also can have quests
12620 if (Creature
*pCreature
= GetMap()->GetCreatureOrPetOrVehicle(guid
))
12622 pObject
= (Object
*)pCreature
;
12623 pObjectQR
= &sObjectMgr
.mCreatureQuestRelations
;
12624 pObjectQIR
= &sObjectMgr
.mCreatureQuestInvolvedRelations
;
12628 //we should obtain map pointer from GetMap() in 99% of cases. Special case
12629 //only for quests which cast teleport spells on player
12630 Map
* _map
= IsInWorld() ? GetMap() : sMapMgr
.FindMap(GetMapId(), GetInstanceId());
12632 GameObject
*pGameObject
= _map
->GetGameObject(guid
);
12635 pObject
= (Object
*)pGameObject
;
12636 pObjectQR
= &sObjectMgr
.mGOQuestRelations
;
12637 pObjectQIR
= &sObjectMgr
.mGOQuestInvolvedRelations
;
12643 QuestMenu
&qm
= PlayerTalkClass
->GetQuestMenu();
12646 for(QuestRelations::const_iterator i
= pObjectQIR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQIR
->upper_bound(pObject
->GetEntry()); ++i
)
12648 uint32 quest_id
= i
->second
;
12649 QuestStatus status
= GetQuestStatus( quest_id
);
12650 if ( status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus( quest_id
) )
12651 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_UNK2
);
12652 else if ( status
== QUEST_STATUS_INCOMPLETE
)
12653 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_UNK2
);
12654 else if (status
== QUEST_STATUS_AVAILABLE
)
12655 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_CHAT
);
12658 for(QuestRelations::const_iterator i
= pObjectQR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++i
)
12660 uint32 quest_id
= i
->second
;
12661 Quest
const* pQuest
= sObjectMgr
.GetQuestTemplate(quest_id
);
12662 if(!pQuest
) continue;
12664 QuestStatus status
= GetQuestStatus( quest_id
);
12666 if (pQuest
->IsAutoComplete() && CanTakeQuest(pQuest
, false))
12667 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_UNK2
);
12668 else if ( status
== QUEST_STATUS_NONE
&& CanTakeQuest( pQuest
, false ) )
12669 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_CHAT
);
12673 void Player::SendPreparedQuest(uint64 guid
)
12675 QuestMenu
& questMenu
= PlayerTalkClass
->GetQuestMenu();
12677 if (questMenu
.Empty())
12680 QuestMenuItem
const& qmi0
= questMenu
.GetItem(0);
12682 uint32 status
= qmi0
.m_qIcon
;
12684 // single element case
12685 if (questMenu
.MenuItemCount() == 1)
12687 // Auto open -- maybe also should verify there is no greeting
12688 uint32 quest_id
= qmi0
.m_qId
;
12689 Quest
const* pQuest
= sObjectMgr
.GetQuestTemplate(quest_id
);
12693 if (status
== DIALOG_STATUS_UNK2
&& !GetQuestRewardStatus(quest_id
))
12694 PlayerTalkClass
->SendQuestGiverRequestItems(pQuest
, guid
, CanRewardQuest(pQuest
, false), true);
12695 else if (status
== DIALOG_STATUS_UNK2
)
12696 PlayerTalkClass
->SendQuestGiverRequestItems(pQuest
, guid
, CanRewardQuest(pQuest
, false), true);
12697 // Send completable on repeatable and autoCompletable quest if player don't have quest
12698 // TODO: verify if check for !pQuest->IsDaily() is really correct (possibly not)
12699 else if (pQuest
->IsAutoComplete() && pQuest
->IsRepeatable() && !pQuest
->IsDaily())
12700 PlayerTalkClass
->SendQuestGiverRequestItems(pQuest
, guid
, CanCompleteRepeatableQuest(pQuest
), true);
12702 PlayerTalkClass
->SendQuestGiverQuestDetails(pQuest
, guid
, true);
12705 // multiply entries
12711 std::string title
= "";
12713 // need pet case for some quests
12714 if (Creature
*pCreature
= GetMap()->GetCreatureOrPetOrVehicle(guid
))
12716 uint32 textid
= GetGossipTextId(pCreature
);
12718 GossipText
const* gossiptext
= sObjectMgr
.GetGossipText(textid
);
12721 qe
._Delay
= 0; //TEXTEMOTE_MESSAGE; //zyg: player emote
12722 qe
._Emote
= 0; //TEXTEMOTE_HELLO; //zyg: NPC emote
12727 qe
= gossiptext
->Options
[0].Emotes
[0];
12729 if(!gossiptext
->Options
[0].Text_0
.empty())
12731 title
= gossiptext
->Options
[0].Text_0
;
12733 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
12736 NpcTextLocale
const *nl
= sObjectMgr
.GetNpcTextLocale(textid
);
12739 if (nl
->Text_0
[0].size() > loc_idx
&& !nl
->Text_0
[0][loc_idx
].empty())
12740 title
= nl
->Text_0
[0][loc_idx
];
12746 title
= gossiptext
->Options
[0].Text_1
;
12748 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
12751 NpcTextLocale
const *nl
= sObjectMgr
.GetNpcTextLocale(textid
);
12754 if (nl
->Text_1
[0].size() > loc_idx
&& !nl
->Text_1
[0][loc_idx
].empty())
12755 title
= nl
->Text_1
[0][loc_idx
];
12761 PlayerTalkClass
->SendQuestGiverQuestList(qe
, title
, guid
);
12765 bool Player::IsActiveQuest( uint32 quest_id
) const
12767 QuestStatusMap::const_iterator itr
= mQuestStatus
.find(quest_id
);
12769 return itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
;
12772 Quest
const * Player::GetNextQuest( uint64 guid
, Quest
const *pQuest
)
12775 QuestRelations
* pObjectQR
;
12776 QuestRelations
* pObjectQIR
;
12778 if (Creature
*pCreature
= GetMap()->GetCreatureOrPetOrVehicle(guid
))
12780 pObject
= (Object
*)pCreature
;
12781 pObjectQR
= &sObjectMgr
.mCreatureQuestRelations
;
12782 pObjectQIR
= &sObjectMgr
.mCreatureQuestInvolvedRelations
;
12786 //we should obtain map pointer from GetMap() in 99% of cases. Special case
12787 //only for quests which cast teleport spells on player
12788 Map
* _map
= IsInWorld() ? GetMap() : sMapMgr
.FindMap(GetMapId(), GetInstanceId());
12790 GameObject
*pGameObject
= _map
->GetGameObject(guid
);
12793 pObject
= (Object
*)pGameObject
;
12794 pObjectQR
= &sObjectMgr
.mGOQuestRelations
;
12795 pObjectQIR
= &sObjectMgr
.mGOQuestInvolvedRelations
;
12801 uint32 nextQuestID
= pQuest
->GetNextQuestInChain();
12802 for(QuestRelations::const_iterator itr
= pObjectQR
->lower_bound(pObject
->GetEntry()); itr
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++itr
)
12804 if (itr
->second
== nextQuestID
)
12805 return sObjectMgr
.GetQuestTemplate(nextQuestID
);
12811 bool Player::CanSeeStartQuest( Quest
const *pQuest
)
12813 if( SatisfyQuestRace( pQuest
, false ) && SatisfyQuestSkillOrClass( pQuest
, false ) &&
12814 SatisfyQuestExclusiveGroup( pQuest
, false ) && SatisfyQuestReputation( pQuest
, false ) &&
12815 SatisfyQuestPreviousQuest( pQuest
, false ) && SatisfyQuestNextChain( pQuest
, false ) &&
12816 SatisfyQuestPrevChain( pQuest
, false ) && SatisfyQuestDay( pQuest
, false ) )
12818 return getLevel() + sWorld
.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF
) >= pQuest
->GetMinLevel();
12824 bool Player::CanTakeQuest( Quest
const *pQuest
, bool msg
)
12826 return SatisfyQuestStatus( pQuest
, msg
) && SatisfyQuestExclusiveGroup( pQuest
, msg
)
12827 && SatisfyQuestRace( pQuest
, msg
) && SatisfyQuestLevel( pQuest
, msg
)
12828 && SatisfyQuestSkillOrClass( pQuest
, msg
) && SatisfyQuestReputation( pQuest
, msg
)
12829 && SatisfyQuestPreviousQuest( pQuest
, msg
) && SatisfyQuestTimed( pQuest
, msg
)
12830 && SatisfyQuestNextChain( pQuest
, msg
) && SatisfyQuestPrevChain( pQuest
, msg
)
12831 && SatisfyQuestDay( pQuest
, msg
);
12834 bool Player::CanAddQuest( Quest
const *pQuest
, bool msg
)
12836 if( !SatisfyQuestLog( msg
) )
12839 uint32 srcitem
= pQuest
->GetSrcItemId();
12842 uint32 count
= pQuest
->GetSrcItemCount();
12843 ItemPosCountVec dest
;
12844 uint8 msg2
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
12846 // player already have max number (in most case 1) source item, no additional item needed and quest can be added.
12847 if( msg2
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
12849 else if( msg2
!= EQUIP_ERR_OK
)
12851 SendEquipError( msg2
, NULL
, NULL
);
12858 bool Player::CanCompleteQuest( uint32 quest_id
)
12862 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12863 if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
12864 return false; // not allow re-complete quest
12866 Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(quest_id
);
12871 // auto complete quest
12872 if (qInfo
->IsAutoComplete() && CanTakeQuest(qInfo
, false))
12875 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
12878 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12880 for(int i
= 0; i
< QUEST_ITEM_OBJECTIVES_COUNT
; ++i
)
12882 if( qInfo
->ReqItemCount
[i
] != 0 && q_status
.m_itemcount
[i
] < qInfo
->ReqItemCount
[i
] )
12887 if ( qInfo
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
12889 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12891 if( qInfo
->ReqCreatureOrGOId
[i
] == 0 )
12894 if( qInfo
->ReqCreatureOrGOCount
[i
] != 0 && q_status
.m_creatureOrGOcount
[i
] < qInfo
->ReqCreatureOrGOCount
[i
] )
12899 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_EXPLORATION_OR_EVENT
) && !q_status
.m_explored
)
12902 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && q_status
.m_timer
== 0 )
12905 if ( qInfo
->GetRewOrReqMoney() < 0 )
12907 if ( GetMoney() < uint32(-qInfo
->GetRewOrReqMoney()) )
12911 uint32 repFacId
= qInfo
->GetRepObjectiveFaction();
12912 if ( repFacId
&& GetReputationMgr().GetReputation(repFacId
) < qInfo
->GetRepObjectiveValue() )
12921 bool Player::CanCompleteRepeatableQuest( Quest
const *pQuest
)
12923 // Solve problem that player don't have the quest and try complete it.
12924 // if repeatable she must be able to complete event if player don't have it.
12925 // Seem that all repeatable quest are DELIVER Flag so, no need to add more.
12926 if( !CanTakeQuest(pQuest
, false) )
12929 if (pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12930 for(int i
= 0; i
< QUEST_ITEM_OBJECTIVES_COUNT
; ++i
)
12931 if( pQuest
->ReqItemId
[i
] && pQuest
->ReqItemCount
[i
] && !HasItemCount(pQuest
->ReqItemId
[i
], pQuest
->ReqItemCount
[i
]) )
12934 if( !CanRewardQuest(pQuest
, false) )
12940 bool Player::CanRewardQuest( Quest
const *pQuest
, bool msg
)
12942 // not auto complete quest and not completed quest (only cheating case, then ignore without message)
12943 if(!pQuest
->IsAutoComplete() && GetQuestStatus(pQuest
->GetQuestId()) != QUEST_STATUS_COMPLETE
)
12946 // daily quest can't be rewarded (25 daily quest already completed)
12947 if(!SatisfyQuestDay(pQuest
,true))
12950 // rewarded and not repeatable quest (only cheating case, then ignore without message)
12951 if(GetQuestRewardStatus(pQuest
->GetQuestId()))
12954 // prevent receive reward with quest items in bank
12955 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12957 for(int i
= 0; i
< QUEST_ITEM_OBJECTIVES_COUNT
; ++i
)
12959 if( pQuest
->ReqItemCount
[i
] != 0 &&
12960 GetItemCount(pQuest
->ReqItemId
[i
]) < pQuest
->ReqItemCount
[i
] )
12963 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, NULL
, NULL
);
12969 // prevent receive reward with low money and GetRewOrReqMoney() < 0
12970 if(pQuest
->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest
->GetRewOrReqMoney()) )
12976 bool Player::CanRewardQuest( Quest
const *pQuest
, uint32 reward
, bool msg
)
12978 // prevent receive reward with quest items in bank or for not completed quest
12979 if(!CanRewardQuest(pQuest
,msg
))
12982 if ( pQuest
->GetRewChoiceItemsCount() > 0 )
12984 if( pQuest
->RewChoiceItemId
[reward
] )
12986 ItemPosCountVec dest
;
12987 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewChoiceItemId
[reward
], pQuest
->RewChoiceItemCount
[reward
] );
12988 if( res
!= EQUIP_ERR_OK
)
12990 SendEquipError( res
, NULL
, NULL
);
12996 if ( pQuest
->GetRewItemsCount() > 0 )
12998 for (uint32 i
= 0; i
< pQuest
->GetRewItemsCount(); ++i
)
13000 if( pQuest
->RewItemId
[i
] )
13002 ItemPosCountVec dest
;
13003 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewItemId
[i
], pQuest
->RewItemCount
[i
] );
13004 if( res
!= EQUIP_ERR_OK
)
13006 SendEquipError( res
, NULL
, NULL
);
13016 void Player::SendPetTameFailure(PetTameFailureReason reason
)
13018 WorldPacket
data(SMSG_PET_TAME_FAILURE
, 1);
13019 data
<< uint8(reason
);
13020 GetSession()->SendPacket(&data
);
13023 void Player::AddQuest( Quest
const *pQuest
, Object
*questGiver
)
13025 uint16 log_slot
= FindQuestSlot( 0 );
13026 assert(log_slot
< MAX_QUEST_LOG_SIZE
);
13028 uint32 quest_id
= pQuest
->GetQuestId();
13030 // if not exist then created with set uState==NEW and rewarded=false
13031 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
13033 // check for repeatable quests status reset
13034 questStatusData
.m_status
= QUEST_STATUS_INCOMPLETE
;
13035 questStatusData
.m_explored
= false;
13037 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13039 for(int i
= 0; i
< QUEST_ITEM_OBJECTIVES_COUNT
; ++i
)
13040 questStatusData
.m_itemcount
[i
] = 0;
13043 if ( pQuest
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
13045 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
13046 questStatusData
.m_creatureOrGOcount
[i
] = 0;
13049 GiveQuestSourceItem( pQuest
);
13050 AdjustQuestReqItemCount( pQuest
, questStatusData
);
13052 if( pQuest
->GetRepObjectiveFaction() )
13053 if(FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(pQuest
->GetRepObjectiveFaction()))
13054 GetReputationMgr().SetVisible(factionEntry
);
13057 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) )
13059 uint32 limittime
= pQuest
->GetLimitTime();
13061 // shared timed quest
13062 if(questGiver
&& questGiver
->GetTypeId()==TYPEID_PLAYER
)
13063 limittime
= ((Player
*)questGiver
)->getQuestStatusMap()[quest_id
].m_timer
/ IN_MILISECONDS
;
13065 AddTimedQuest( quest_id
);
13066 questStatusData
.m_timer
= limittime
* IN_MILISECONDS
;
13067 qtime
= static_cast<uint32
>(time(NULL
)) + limittime
;
13070 questStatusData
.m_timer
= 0;
13072 SetQuestSlot(log_slot
, quest_id
, qtime
);
13074 if (questStatusData
.uState
!= QUEST_NEW
)
13075 questStatusData
.uState
= QUEST_CHANGED
;
13077 //starting initial quest script
13078 if(questGiver
&& pQuest
->GetQuestStartScript()!=0)
13079 GetMap()->ScriptsStart(sQuestStartScripts
, pQuest
->GetQuestStartScript(), questGiver
, this);
13081 // Some spells applied at quest activation
13082 SpellAreaForQuestMapBounds saBounds
= sSpellMgr
.GetSpellAreaForQuestMapBounds(quest_id
,true);
13083 if(saBounds
.first
!= saBounds
.second
)
13086 GetZoneAndAreaId(zone
,area
);
13088 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
13089 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,zone
,area
))
13090 if( !HasAura(itr
->second
->spellId
,0) )
13091 CastSpell(this,itr
->second
->spellId
,true);
13094 UpdateForQuestWorldObjects();
13097 void Player::CompleteQuest( uint32 quest_id
)
13101 SetQuestStatus( quest_id
, QUEST_STATUS_COMPLETE
);
13103 uint16 log_slot
= FindQuestSlot( quest_id
);
13104 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13105 SetQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
13107 if(Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(quest_id
))
13109 if( qInfo
->HasFlag(QUEST_FLAGS_AUTO_REWARDED
) )
13110 RewardQuest(qInfo
,0,this,false);
13112 SendQuestComplete( quest_id
);
13117 void Player::IncompleteQuest( uint32 quest_id
)
13121 SetQuestStatus( quest_id
, QUEST_STATUS_INCOMPLETE
);
13123 uint16 log_slot
= FindQuestSlot( quest_id
);
13124 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13125 RemoveQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
13129 void Player::RewardQuest( Quest
const *pQuest
, uint32 reward
, Object
* questGiver
, bool announce
)
13131 //this THING should be here to protect code from quest, which cast on player far teleport as a reward
13132 //should work fine, cause far teleport will be executed in Player::Update()
13133 SetCanDelayTeleport(true);
13135 uint32 quest_id
= pQuest
->GetQuestId();
13137 for (int i
= 0; i
< QUEST_ITEM_OBJECTIVES_COUNT
; ++i
)
13139 if (pQuest
->ReqItemId
[i
])
13140 DestroyItemCount( pQuest
->ReqItemId
[i
], pQuest
->ReqItemCount
[i
], true);
13143 RemoveTimedQuest(quest_id
);
13145 if (BattleGround
* bg
= GetBattleGround())
13146 if (bg
->GetTypeID() == BATTLEGROUND_AV
)
13147 ((BattleGroundAV
*)bg
)->HandleQuestComplete(pQuest
->GetQuestId(), this);
13149 if (pQuest
->GetRewChoiceItemsCount() > 0)
13151 if (uint32 itemId
= pQuest
->RewChoiceItemId
[reward
])
13153 ItemPosCountVec dest
;
13154 if (CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, itemId
, pQuest
->RewChoiceItemCount
[reward
] ) == EQUIP_ERR_OK
)
13156 Item
* item
= StoreNewItem( dest
, itemId
, true, Item::GenerateItemRandomPropertyId(itemId
));
13157 SendNewItem(item
, pQuest
->RewChoiceItemCount
[reward
], true, false);
13162 if (pQuest
->GetRewItemsCount() > 0)
13164 for (uint32 i
=0; i
< pQuest
->GetRewItemsCount(); ++i
)
13166 if (uint32 itemId
= pQuest
->RewItemId
[i
])
13168 ItemPosCountVec dest
;
13169 if (CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, itemId
, pQuest
->RewItemCount
[i
] ) == EQUIP_ERR_OK
)
13171 Item
* item
= StoreNewItem( dest
, itemId
, true, Item::GenerateItemRandomPropertyId(itemId
));
13172 SendNewItem(item
, pQuest
->RewItemCount
[i
], true, false);
13178 RewardReputation( pQuest
);
13180 uint16 log_slot
= FindQuestSlot( quest_id
);
13181 if (log_slot
< MAX_QUEST_LOG_SIZE
)
13182 SetQuestSlot(log_slot
,0);
13184 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
13186 // Not give XP in case already completed once repeatable quest
13187 uint32 XP
= q_status
.m_rewarded
? 0 : uint32(pQuest
->XPValue( this )*sWorld
.getRate(RATE_XP_QUEST
));
13189 if (getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
13190 GiveXP( XP
, NULL
);
13193 uint32 money
= uint32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
));
13194 ModifyMoney( money
);
13195 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD
, money
);
13198 // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
13199 if (pQuest
->GetRewOrReqMoney())
13201 ModifyMoney( pQuest
->GetRewOrReqMoney() );
13203 if (pQuest
->GetRewOrReqMoney() > 0)
13204 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD
, pQuest
->GetRewOrReqMoney());
13208 if (pQuest
->GetRewHonorableKills())
13209 RewardHonor(NULL
, 0, MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorableKills()));
13212 if (pQuest
->GetCharTitleId())
13214 if (CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
13215 SetTitle(titleEntry
);
13218 if (pQuest
->GetBonusTalents())
13220 m_questRewardTalentCount
+=pQuest
->GetBonusTalents();
13221 InitTalentForLevel();
13224 // Send reward mail
13225 if (uint32 mail_template_id
= pQuest
->GetRewMailTemplateId())
13226 MailDraft(mail_template_id
).SendMailTo(this, questGiver
, MAIL_CHECK_MASK_NONE
, pQuest
->GetRewMailDelaySecs());
13228 if (pQuest
->IsDaily())
13230 SetDailyQuestStatus(quest_id
);
13231 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST
, 1);
13234 if (!pQuest
->IsRepeatable())
13235 SetQuestStatus(quest_id
, QUEST_STATUS_COMPLETE
);
13237 SetQuestStatus(quest_id
, QUEST_STATUS_NONE
);
13239 q_status
.m_rewarded
= true;
13240 if (q_status
.uState
!= QUEST_NEW
)
13241 q_status
.uState
= QUEST_CHANGED
;
13244 SendQuestReward( pQuest
, XP
, questGiver
);
13246 // cast spells after mark quest complete (some spells have quest completed state reqyurements in spell_area data)
13247 if (pQuest
->GetRewSpellCast() > 0)
13248 CastSpell( this, pQuest
->GetRewSpellCast(), true);
13249 else if ( pQuest
->GetRewSpell() > 0)
13250 CastSpell( this, pQuest
->GetRewSpell(), true);
13252 if (pQuest
->GetZoneOrSort() > 0)
13253 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE
, pQuest
->GetZoneOrSort());
13254 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT
);
13255 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST
, pQuest
->GetQuestId());
13260 // remove auras from spells with quest reward state limitations
13261 SpellAreaForQuestMapBounds saEndBounds
= sSpellMgr
.GetSpellAreaForQuestEndMapBounds(quest_id
);
13262 if(saEndBounds
.first
!= saEndBounds
.second
)
13264 GetZoneAndAreaId(zone
,area
);
13266 for(SpellAreaForAreaMap::const_iterator itr
= saEndBounds
.first
; itr
!= saEndBounds
.second
; ++itr
)
13267 if(!itr
->second
->IsFitToRequirements(this,zone
,area
))
13268 RemoveAurasDueToSpell(itr
->second
->spellId
);
13271 // Some spells applied at quest reward
13272 SpellAreaForQuestMapBounds saBounds
= sSpellMgr
.GetSpellAreaForQuestMapBounds(quest_id
,false);
13273 if(saBounds
.first
!= saBounds
.second
)
13276 GetZoneAndAreaId(zone
,area
);
13278 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
13279 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,zone
,area
))
13280 if( !HasAura(itr
->second
->spellId
,0) )
13281 CastSpell(this,itr
->second
->spellId
,true);
13284 //lets remove flag for delayed teleports
13285 SetCanDelayTeleport(false);
13288 void Player::FailQuest(uint32 questId
)
13290 if (Quest
const* pQuest
= sObjectMgr
.GetQuestTemplate(questId
))
13292 SetQuestStatus(questId
, QUEST_STATUS_FAILED
);
13294 uint16 log_slot
= FindQuestSlot(questId
);
13296 if (log_slot
< MAX_QUEST_LOG_SIZE
)
13298 SetQuestSlotTimer(log_slot
, 1);
13299 SetQuestSlotState(log_slot
, QUEST_STATE_FAIL
);
13302 if (pQuest
->HasFlag(QUEST_MANGOS_FLAGS_TIMED
))
13304 QuestStatusData
& q_status
= mQuestStatus
[questId
];
13306 RemoveTimedQuest(questId
);
13307 q_status
.m_timer
= 0;
13309 SendQuestTimerFailed(questId
);
13312 SendQuestFailed(questId
);
13316 bool Player::SatisfyQuestSkillOrClass( Quest
const* qInfo
, bool msg
)
13318 int32 zoneOrSort
= qInfo
->GetZoneOrSort();
13319 int32 skillOrClass
= qInfo
->GetSkillOrClass();
13321 // skip zone zoneOrSort and 0 case skillOrClass
13322 if( zoneOrSort
>= 0 && skillOrClass
== 0 )
13325 int32 questSort
= -zoneOrSort
;
13326 uint8 reqSortClass
= ClassByQuestSort(questSort
);
13328 // check class sort cases in zoneOrSort
13329 if( reqSortClass
!= 0 && getClass() != reqSortClass
)
13332 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13337 if( skillOrClass
< 0 )
13339 uint8 reqClass
= -int32(skillOrClass
);
13340 if(getClass() != reqClass
)
13343 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13348 else if( skillOrClass
> 0 )
13350 uint32 reqSkill
= skillOrClass
;
13351 if( GetSkillValue( reqSkill
) < qInfo
->GetRequiredSkillValue() )
13354 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13362 bool Player::SatisfyQuestLevel( Quest
const* qInfo
, bool msg
)
13364 if( getLevel() < qInfo
->GetMinLevel() )
13367 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13373 bool Player::SatisfyQuestLog( bool msg
)
13376 if( FindQuestSlot(0) < MAX_QUEST_LOG_SIZE
)
13381 WorldPacket
data( SMSG_QUESTLOG_FULL
, 0 );
13382 GetSession()->SendPacket( &data
);
13383 sLog
.outDebug( "WORLD: Sent QUEST_LOG_FULL_MESSAGE" );
13388 bool Player::SatisfyQuestPreviousQuest( Quest
const* qInfo
, bool msg
)
13390 // No previous quest (might be first quest in a series)
13391 if( qInfo
->prevQuests
.empty())
13394 for(Quest::PrevQuests::const_iterator iter
= qInfo
->prevQuests
.begin(); iter
!= qInfo
->prevQuests
.end(); ++iter
)
13396 uint32 prevId
= abs(*iter
);
13398 QuestStatusMap::const_iterator i_prevstatus
= mQuestStatus
.find( prevId
);
13399 Quest
const* qPrevInfo
= sObjectMgr
.GetQuestTemplate(prevId
);
13401 if( qPrevInfo
&& i_prevstatus
!= mQuestStatus
.end() )
13403 // If any of the positive previous quests completed, return true
13404 if( *iter
> 0 && i_prevstatus
->second
.m_rewarded
)
13406 // skip one-from-all exclusive group
13407 if(qPrevInfo
->GetExclusiveGroup() >= 0)
13410 // each-from-all exclusive group ( < 0)
13411 // can be start if only all quests in prev quest exclusive group completed and rewarded
13412 ObjectMgr::ExclusiveQuestGroups::const_iterator iter2
= sObjectMgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
13413 ObjectMgr::ExclusiveQuestGroups::const_iterator end
= sObjectMgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
13415 assert(iter2
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
13417 for(; iter2
!= end
; ++iter2
)
13419 uint32 exclude_Id
= iter2
->second
;
13421 // skip checked quest id, only state of other quests in group is interesting
13422 if(exclude_Id
== prevId
)
13425 QuestStatusMap::const_iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
13427 // alternative quest from group also must be completed and rewarded(reported)
13428 if( i_exstatus
== mQuestStatus
.end() || !i_exstatus
->second
.m_rewarded
)
13431 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13437 // If any of the negative previous quests active, return true
13438 if( *iter
< 0 && (i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
13439 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
))))
13441 // skip one-from-all exclusive group
13442 if(qPrevInfo
->GetExclusiveGroup() >= 0)
13445 // each-from-all exclusive group ( < 0)
13446 // can be start if only all quests in prev quest exclusive group active
13447 ObjectMgr::ExclusiveQuestGroups::const_iterator iter2
= sObjectMgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
13448 ObjectMgr::ExclusiveQuestGroups::const_iterator end
= sObjectMgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
13450 assert(iter2
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
13452 for(; iter2
!= end
; ++iter2
)
13454 uint32 exclude_Id
= iter2
->second
;
13456 // skip checked quest id, only state of other quests in group is interesting
13457 if(exclude_Id
== prevId
)
13460 QuestStatusMap::const_iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
13462 // alternative quest from group also must be active
13463 if( i_exstatus
== mQuestStatus
.end() ||
13464 i_exstatus
->second
.m_status
!= QUEST_STATUS_INCOMPLETE
&&
13465 (i_prevstatus
->second
.m_status
!= QUEST_STATUS_COMPLETE
|| GetQuestRewardStatus(prevId
)) )
13468 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13477 // Has only positive prev. quests in non-rewarded state
13478 // and negative prev. quests in non-active state
13480 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13485 bool Player::SatisfyQuestRace( Quest
const* qInfo
, bool msg
)
13487 uint32 reqraces
= qInfo
->GetRequiredRaces();
13488 if ( reqraces
== 0 )
13490 if( (reqraces
& getRaceMask()) == 0 )
13493 SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE
);
13499 bool Player::SatisfyQuestReputation( Quest
const* qInfo
, bool msg
)
13501 uint32 fIdMin
= qInfo
->GetRequiredMinRepFaction(); //Min required rep
13502 if(fIdMin
&& GetReputationMgr().GetReputation(fIdMin
) < qInfo
->GetRequiredMinRepValue())
13505 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13509 uint32 fIdMax
= qInfo
->GetRequiredMaxRepFaction(); //Max required rep
13510 if(fIdMax
&& GetReputationMgr().GetReputation(fIdMax
) >= qInfo
->GetRequiredMaxRepValue())
13513 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13520 bool Player::SatisfyQuestStatus( Quest
const* qInfo
, bool msg
)
13522 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( qInfo
->GetQuestId() );
13523 if ( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
)
13526 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON
);
13532 bool Player::SatisfyQuestTimed(Quest
const* qInfo
, bool msg
)
13534 if (!m_timedquests
.empty() && qInfo
->HasFlag(QUEST_MANGOS_FLAGS_TIMED
))
13537 SendCanTakeQuestResponse(INVALIDREASON_QUEST_ONLY_ONE_TIMED
);
13544 bool Player::SatisfyQuestExclusiveGroup( Quest
const* qInfo
, bool msg
)
13546 // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
13547 if(qInfo
->GetExclusiveGroup() <= 0)
13550 ObjectMgr::ExclusiveQuestGroups::const_iterator iter
= sObjectMgr
.mExclusiveQuestGroups
.lower_bound(qInfo
->GetExclusiveGroup());
13551 ObjectMgr::ExclusiveQuestGroups::const_iterator end
= sObjectMgr
.mExclusiveQuestGroups
.upper_bound(qInfo
->GetExclusiveGroup());
13553 assert(iter
!=end
); // always must be found if qInfo->ExclusiveGroup != 0
13555 for(; iter
!= end
; ++iter
)
13557 uint32 exclude_Id
= iter
->second
;
13559 // skip checked quest id, only state of other quests in group is interesting
13560 if(exclude_Id
== qInfo
->GetQuestId())
13563 // not allow have daily quest if daily quest from exclusive group already recently completed
13564 Quest
const* Nquest
= sObjectMgr
.GetQuestTemplate(exclude_Id
);
13565 if( !SatisfyQuestDay(Nquest
, false) )
13568 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13572 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
13574 // alternative quest already started or completed
13575 if( i_exstatus
!= mQuestStatus
.end()
13576 && (i_exstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
|| i_exstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
13579 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13586 bool Player::SatisfyQuestNextChain( Quest
const* qInfo
, bool msg
)
13588 if(!qInfo
->GetNextQuestInChain())
13591 // next quest in chain already started or completed
13592 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( qInfo
->GetNextQuestInChain() );
13593 if( itr
!= mQuestStatus
.end()
13594 && (itr
->second
.m_status
== QUEST_STATUS_COMPLETE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
13597 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13601 // check for all quests further up the chain
13602 // only necessary if there are quest chains with more than one quest that can be skipped
13603 //return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg );
13607 bool Player::SatisfyQuestPrevChain( Quest
const* qInfo
, bool msg
)
13609 // No previous quest in chain
13610 if( qInfo
->prevChainQuests
.empty())
13613 for(Quest::PrevChainQuests::const_iterator iter
= qInfo
->prevChainQuests
.begin(); iter
!= qInfo
->prevChainQuests
.end(); ++iter
)
13615 uint32 prevId
= *iter
;
13617 QuestStatusMap::const_iterator i_prevstatus
= mQuestStatus
.find( prevId
);
13619 if( i_prevstatus
!= mQuestStatus
.end() )
13621 // If any of the previous quests in chain active, return false
13622 if( i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
13623 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
)))
13626 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13631 // check for all quests further down the chain
13632 // only necessary if there are quest chains with more than one quest that can be skipped
13633 //if( !SatisfyQuestPrevChain( prevId, msg ) )
13637 // No previous quest in chain active
13641 bool Player::SatisfyQuestDay( Quest
const* qInfo
, bool msg
)
13643 if(!qInfo
->IsDaily())
13646 bool have_slot
= false;
13647 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
13649 uint32 id
= GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
);
13650 if(qInfo
->GetQuestId()==id
)
13660 SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING
);
13667 bool Player::GiveQuestSourceItem( Quest
const *pQuest
)
13669 uint32 srcitem
= pQuest
->GetSrcItemId();
13672 uint32 count
= pQuest
->GetSrcItemCount();
13676 ItemPosCountVec dest
;
13677 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
13678 if( msg
== EQUIP_ERR_OK
)
13680 Item
* item
= StoreNewItem(dest
, srcitem
, true);
13681 SendNewItem(item
, count
, true, false);
13684 // player already have max amount required item, just report success
13685 else if( msg
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
13688 SendEquipError( msg
, NULL
, NULL
);
13695 bool Player::TakeQuestSourceItem( uint32 quest_id
, bool msg
)
13697 Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(quest_id
);
13700 uint32 srcitem
= qInfo
->GetSrcItemId();
13703 uint32 count
= qInfo
->GetSrcItemCount();
13707 // exist one case when destroy source quest item not possible:
13708 // non un-equippable item (equipped non-empty bag, for example)
13709 uint8 res
= CanUnequipItems(srcitem
,count
);
13710 if(res
!= EQUIP_ERR_OK
)
13713 SendEquipError( res
, NULL
, NULL
);
13717 DestroyItemCount(srcitem
, count
, true, true);
13723 bool Player::GetQuestRewardStatus( uint32 quest_id
) const
13725 Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(quest_id
);
13728 // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
13729 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13730 if( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
13731 && !qInfo
->IsRepeatable() )
13732 return itr
->second
.m_rewarded
;
13739 QuestStatus
Player::GetQuestStatus( uint32 quest_id
) const
13743 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13744 if( itr
!= mQuestStatus
.end() )
13745 return itr
->second
.m_status
;
13747 return QUEST_STATUS_NONE
;
13750 bool Player::CanShareQuest(uint32 quest_id
) const
13752 Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(quest_id
);
13753 if( qInfo
&& qInfo
->HasFlag(QUEST_FLAGS_SHARABLE
) )
13755 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13756 if( itr
!= mQuestStatus
.end() )
13757 return itr
->second
.m_status
== QUEST_STATUS_NONE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
;
13762 void Player::SetQuestStatus(uint32 quest_id
, QuestStatus status
)
13764 if (Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(quest_id
))
13766 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
13768 q_status
.m_status
= status
;
13770 if (q_status
.uState
!= QUEST_NEW
)
13771 q_status
.uState
= QUEST_CHANGED
;
13774 UpdateForQuestWorldObjects();
13777 // not used in MaNGOS, but used in scripting code
13778 uint32
Player::GetReqKillOrCastCurrentCount(uint32 quest_id
, int32 entry
)
13780 Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(quest_id
);
13784 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13785 if ( qInfo
->ReqCreatureOrGOId
[j
] == entry
)
13786 return mQuestStatus
[quest_id
].m_creatureOrGOcount
[j
];
13791 void Player::AdjustQuestReqItemCount( Quest
const* pQuest
, QuestStatusData
& questStatusData
)
13793 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13795 for(int i
= 0; i
< QUEST_ITEM_OBJECTIVES_COUNT
; ++i
)
13797 uint32 reqitemcount
= pQuest
->ReqItemCount
[i
];
13798 if( reqitemcount
!= 0 )
13800 uint32 curitemcount
= GetItemCount(pQuest
->ReqItemId
[i
], true);
13802 questStatusData
.m_itemcount
[i
] = std::min(curitemcount
, reqitemcount
);
13803 if (questStatusData
.uState
!= QUEST_NEW
) questStatusData
.uState
= QUEST_CHANGED
;
13809 uint16
Player::FindQuestSlot( uint32 quest_id
) const
13811 for ( uint16 i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13812 if ( GetQuestSlotQuestId(i
) == quest_id
)
13815 return MAX_QUEST_LOG_SIZE
;
13818 void Player::AreaExploredOrEventHappens( uint32 questId
)
13822 uint16 log_slot
= FindQuestSlot( questId
);
13823 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13825 QuestStatusData
& q_status
= mQuestStatus
[questId
];
13827 if(!q_status
.m_explored
)
13829 q_status
.m_explored
= true;
13830 if (q_status
.uState
!= QUEST_NEW
)
13831 q_status
.uState
= QUEST_CHANGED
;
13834 if( CanCompleteQuest( questId
) )
13835 CompleteQuest( questId
);
13839 //not used in mangosd, function for external script library
13840 void Player::GroupEventHappens( uint32 questId
, WorldObject
const* pEventObject
)
13842 if( Group
*pGroup
= GetGroup() )
13844 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
13846 Player
*pGroupGuy
= itr
->getSource();
13848 // for any leave or dead (with not released body) group member at appropriate distance
13849 if( pGroupGuy
&& pGroupGuy
->IsAtGroupRewardDistance(pEventObject
) && !pGroupGuy
->GetCorpse() )
13850 pGroupGuy
->AreaExploredOrEventHappens(questId
);
13854 AreaExploredOrEventHappens(questId
);
13857 void Player::ItemAddedQuestCheck( uint32 entry
, uint32 count
)
13859 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13861 uint32 questid
= GetQuestSlotQuestId(i
);
13862 if ( questid
== 0 )
13865 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13867 if ( q_status
.m_status
!= QUEST_STATUS_INCOMPLETE
)
13870 Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(questid
);
13871 if( !qInfo
|| !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13874 for (int j
= 0; j
< QUEST_ITEM_OBJECTIVES_COUNT
; ++j
)
13876 uint32 reqitem
= qInfo
->ReqItemId
[j
];
13877 if ( reqitem
== entry
)
13879 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
13880 uint32 curitemcount
= q_status
.m_itemcount
[j
];
13881 if ( curitemcount
< reqitemcount
)
13883 uint32 additemcount
= ( curitemcount
+ count
<= reqitemcount
? count
: reqitemcount
- curitemcount
);
13884 q_status
.m_itemcount
[j
] += additemcount
;
13885 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13887 SendQuestUpdateAddItem( qInfo
, j
, additemcount
);
13889 if ( CanCompleteQuest( questid
) )
13890 CompleteQuest( questid
);
13895 UpdateForQuestWorldObjects();
13898 void Player::ItemRemovedQuestCheck( uint32 entry
, uint32 count
)
13900 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13902 uint32 questid
= GetQuestSlotQuestId(i
);
13905 Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(questid
);
13908 if( !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13911 for (int j
= 0; j
< QUEST_ITEM_OBJECTIVES_COUNT
; ++j
)
13913 uint32 reqitem
= qInfo
->ReqItemId
[j
];
13914 if ( reqitem
== entry
)
13916 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13918 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
13919 uint32 curitemcount
;
13920 if( q_status
.m_status
!= QUEST_STATUS_COMPLETE
)
13921 curitemcount
= q_status
.m_itemcount
[j
];
13923 curitemcount
= GetItemCount(entry
, true);
13924 if ( curitemcount
< reqitemcount
+ count
)
13926 uint32 remitemcount
= ( curitemcount
<= reqitemcount
? count
: count
+ reqitemcount
- curitemcount
);
13927 q_status
.m_itemcount
[j
] = curitemcount
- remitemcount
;
13928 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13930 IncompleteQuest( questid
);
13936 UpdateForQuestWorldObjects();
13939 void Player::KilledMonster( CreatureInfo
const* cInfo
, uint64 guid
)
13942 KilledMonsterCredit(cInfo
->Entry
,guid
);
13944 for(int i
= 0; i
< MAX_KILL_CREDIT
; ++i
)
13945 if(cInfo
->KillCredit
[i
])
13946 KilledMonsterCredit(cInfo
->KillCredit
[i
],guid
);
13949 void Player::KilledMonsterCredit( uint32 entry
, uint64 guid
)
13951 uint32 addkillcount
= 1;
13952 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE
, entry
, addkillcount
);
13953 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13955 uint32 questid
= GetQuestSlotQuestId(i
);
13959 Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(questid
);
13962 // just if !ingroup || !noraidgroup || raidgroup
13963 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13964 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
&& (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo
->GetType() == QUEST_TYPE_RAID
))
13966 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
13968 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13970 // skip GO activate objective or none
13971 if(qInfo
->ReqCreatureOrGOId
[j
] <=0)
13974 // skip Cast at creature objective
13975 if(qInfo
->ReqSpell
[j
] !=0 )
13978 uint32 reqkill
= qInfo
->ReqCreatureOrGOId
[j
];
13980 if ( reqkill
== entry
)
13982 uint32 reqkillcount
= qInfo
->ReqCreatureOrGOCount
[j
];
13983 uint32 curkillcount
= q_status
.m_creatureOrGOcount
[j
];
13984 if ( curkillcount
< reqkillcount
)
13986 q_status
.m_creatureOrGOcount
[j
] = curkillcount
+ addkillcount
;
13987 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13989 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curkillcount
, addkillcount
);
13991 if ( CanCompleteQuest( questid
) )
13992 CompleteQuest( questid
);
13994 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
14003 void Player::CastedCreatureOrGO( uint32 entry
, uint64 guid
, uint32 spell_id
)
14005 bool isCreature
= IS_CREATURE_GUID(guid
);
14007 uint32 addCastCount
= 1;
14008 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
14010 uint32 questid
= GetQuestSlotQuestId(i
);
14014 Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(questid
);
14018 QuestStatusData
& q_status
= mQuestStatus
[questid
];
14020 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
14022 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
14024 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
14026 // skip kill creature objective (0) or wrong spell casts
14027 if(qInfo
->ReqSpell
[j
] != spell_id
)
14030 uint32 reqTarget
= 0;
14034 // creature activate objectives
14035 if(qInfo
->ReqCreatureOrGOId
[j
] > 0)
14036 // checked at quest_template loading
14037 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
14041 // GO activate objective
14042 if(qInfo
->ReqCreatureOrGOId
[j
] < 0)
14043 // checked at quest_template loading
14044 reqTarget
= - qInfo
->ReqCreatureOrGOId
[j
];
14047 // other not this creature/GO related objectives
14048 if( reqTarget
!= entry
)
14051 uint32 reqCastCount
= qInfo
->ReqCreatureOrGOCount
[j
];
14052 uint32 curCastCount
= q_status
.m_creatureOrGOcount
[j
];
14053 if ( curCastCount
< reqCastCount
)
14055 q_status
.m_creatureOrGOcount
[j
] = curCastCount
+ addCastCount
;
14056 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
14058 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curCastCount
, addCastCount
);
14061 if ( CanCompleteQuest( questid
) )
14062 CompleteQuest( questid
);
14064 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
14072 void Player::TalkedToCreature( uint32 entry
, uint64 guid
)
14074 uint32 addTalkCount
= 1;
14075 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
14077 uint32 questid
= GetQuestSlotQuestId(i
);
14081 Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(questid
);
14085 QuestStatusData
& q_status
= mQuestStatus
[questid
];
14087 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
14089 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
14091 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
14093 // skip spell casts and Gameobject objectives
14094 if(qInfo
->ReqSpell
[j
] > 0 || qInfo
->ReqCreatureOrGOId
[j
] < 0)
14097 uint32 reqTarget
= 0;
14099 if(qInfo
->ReqCreatureOrGOId
[j
] > 0) // creature activate objectives
14100 // checked at quest_template loading
14101 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
14105 if ( reqTarget
== entry
)
14107 uint32 reqTalkCount
= qInfo
->ReqCreatureOrGOCount
[j
];
14108 uint32 curTalkCount
= q_status
.m_creatureOrGOcount
[j
];
14109 if ( curTalkCount
< reqTalkCount
)
14111 q_status
.m_creatureOrGOcount
[j
] = curTalkCount
+ addTalkCount
;
14112 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
14114 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curTalkCount
, addTalkCount
);
14116 if ( CanCompleteQuest( questid
) )
14117 CompleteQuest( questid
);
14119 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
14128 void Player::MoneyChanged( uint32 count
)
14130 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
14132 uint32 questid
= GetQuestSlotQuestId(i
);
14136 Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(questid
);
14137 if( qInfo
&& qInfo
->GetRewOrReqMoney() < 0 )
14139 QuestStatusData
& q_status
= mQuestStatus
[questid
];
14141 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
14143 if(int32(count
) >= -qInfo
->GetRewOrReqMoney())
14145 if ( CanCompleteQuest( questid
) )
14146 CompleteQuest( questid
);
14149 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
14151 if(int32(count
) < -qInfo
->GetRewOrReqMoney())
14152 IncompleteQuest( questid
);
14158 void Player::ReputationChanged(FactionEntry
const* factionEntry
)
14160 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
14162 if(uint32 questid
= GetQuestSlotQuestId(i
))
14164 if(Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(questid
))
14166 if(qInfo
->GetRepObjectiveFaction() == factionEntry
->ID
)
14168 QuestStatusData
& q_status
= mQuestStatus
[questid
];
14169 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
14171 if(GetReputationMgr().GetReputation(factionEntry
) >= qInfo
->GetRepObjectiveValue())
14172 if ( CanCompleteQuest( questid
) )
14173 CompleteQuest( questid
);
14175 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
14177 if(GetReputationMgr().GetReputation(factionEntry
) < qInfo
->GetRepObjectiveValue())
14178 IncompleteQuest( questid
);
14186 bool Player::HasQuestForItem( uint32 itemid
) const
14188 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
14190 uint32 questid
= GetQuestSlotQuestId(i
);
14191 if ( questid
== 0 )
14194 QuestStatusMap::const_iterator qs_itr
= mQuestStatus
.find(questid
);
14195 if(qs_itr
== mQuestStatus
.end())
14198 QuestStatusData
const& q_status
= qs_itr
->second
;
14200 if (q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
14202 Quest
const* qinfo
= sObjectMgr
.GetQuestTemplate(questid
);
14206 // hide quest if player is in raid-group and quest is no raid quest
14207 if (GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
14208 && !InBattleGround())
14211 // There should be no mixed ReqItem/ReqSource drop
14212 // This part for ReqItem drop
14213 for (int j
= 0; j
< QUEST_ITEM_OBJECTIVES_COUNT
; ++j
)
14215 if(itemid
== qinfo
->ReqItemId
[j
] && q_status
.m_itemcount
[j
] < qinfo
->ReqItemCount
[j
] )
14218 // This part - for ReqSource
14219 for (int j
= 0; j
< QUEST_SOURCE_ITEM_IDS_COUNT
; ++j
)
14221 // examined item is a source item
14222 if (qinfo
->ReqSourceId
[j
] == itemid
)
14224 ItemPrototype
const *pProto
= ObjectMgr::GetItemPrototype(itemid
);
14227 if (pProto
->MaxCount
&& GetItemCount(itemid
,true) < pProto
->MaxCount
)
14230 // allows custom amount drop when not 0
14231 if (qinfo
->ReqSourceCount
[j
])
14233 if (GetItemCount(itemid
,true) < qinfo
->ReqSourceCount
[j
])
14235 } else if (GetItemCount(itemid
,true) < pProto
->Stackable
)
14244 void Player::SendQuestComplete( uint32 quest_id
)
14248 WorldPacket
data( SMSG_QUESTUPDATE_COMPLETE
, 4 );
14249 data
<< uint32(quest_id
);
14250 GetSession()->SendPacket( &data
);
14251 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id
);
14255 void Player::SendQuestReward( Quest
const *pQuest
, uint32 XP
, Object
* questGiver
)
14257 uint32 questid
= pQuest
->GetQuestId();
14258 sLog
.outDebug( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid
);
14259 WorldPacket
data( SMSG_QUESTGIVER_QUEST_COMPLETE
, (4+4+4+4+4) );
14260 data
<< uint32(questid
);
14262 if ( getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
14264 data
<< uint32(XP
);
14265 data
<< uint32(pQuest
->GetRewOrReqMoney());
14270 data
<< uint32(pQuest
->GetRewOrReqMoney() + int32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
)));
14273 data
<< uint32(10*MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorableKills()));
14274 data
<< uint32(pQuest
->GetBonusTalents()); // bonus talents
14276 GetSession()->SendPacket( &data
);
14278 if (pQuest
->GetQuestCompleteScript() != 0)
14279 GetMap()->ScriptsStart(sQuestEndScripts
, pQuest
->GetQuestCompleteScript(), questGiver
, this);
14282 void Player::SendQuestFailed( uint32 quest_id
)
14286 WorldPacket
data( SMSG_QUESTGIVER_QUEST_FAILED
, 4+4 );
14287 data
<< uint32(quest_id
);
14288 data
<< uint32(0); // failed reason (4 for inventory is full)
14289 GetSession()->SendPacket( &data
);
14290 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
14294 void Player::SendQuestTimerFailed( uint32 quest_id
)
14298 WorldPacket
data( SMSG_QUESTUPDATE_FAILEDTIMER
, 4 );
14299 data
<< uint32(quest_id
);
14300 GetSession()->SendPacket( &data
);
14301 sLog
.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
14305 void Player::SendCanTakeQuestResponse( uint32 msg
)
14307 WorldPacket
data( SMSG_QUESTGIVER_QUEST_INVALID
, 4 );
14308 data
<< uint32(msg
);
14309 GetSession()->SendPacket( &data
);
14310 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
14313 void Player::SendQuestConfirmAccept(const Quest
* pQuest
, Player
* pReceiver
)
14317 std::string strTitle
= pQuest
->GetTitle();
14319 int loc_idx
= pReceiver
->GetSession()->GetSessionDbLocaleIndex();
14323 if (const QuestLocale
* pLocale
= sObjectMgr
.GetQuestLocale(pQuest
->GetQuestId()))
14325 if (pLocale
->Title
.size() > loc_idx
&& !pLocale
->Title
[loc_idx
].empty())
14326 strTitle
= pLocale
->Title
[loc_idx
];
14330 WorldPacket
data(SMSG_QUEST_CONFIRM_ACCEPT
, (4 + strTitle
.size() + 8));
14331 data
<< uint32(pQuest
->GetQuestId());
14333 data
<< uint64(GetGUID());
14334 pReceiver
->GetSession()->SendPacket(&data
);
14336 sLog
.outDebug("WORLD: Sent SMSG_QUEST_CONFIRM_ACCEPT");
14340 void Player::SendPushToPartyResponse( Player
*pPlayer
, uint32 msg
)
14344 WorldPacket
data( MSG_QUEST_PUSH_RESULT
, (8+1) );
14345 data
<< uint64(pPlayer
->GetGUID());
14346 data
<< uint8(msg
); // valid values: 0-8
14347 GetSession()->SendPacket( &data
);
14348 sLog
.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT");
14352 void Player::SendQuestUpdateAddItem( Quest
const* pQuest
, uint32 item_idx
, uint32 count
)
14354 WorldPacket
data( SMSG_QUESTUPDATE_ADD_ITEM
, 0 );
14355 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" );
14356 //data << pQuest->ReqItemId[item_idx];
14358 GetSession()->SendPacket( &data
);
14361 void Player::SendQuestUpdateAddCreatureOrGo( Quest
const* pQuest
, uint64 guid
, uint32 creatureOrGO_idx
, uint32 old_count
, uint32 add_count
)
14363 assert(old_count
+ add_count
< 65536 && "mob/GO count store in 16 bits 2^16 = 65536 (0..65536)");
14365 int32 entry
= pQuest
->ReqCreatureOrGOId
[ creatureOrGO_idx
];
14367 // client expected gameobject template id in form (id|0x80000000)
14368 entry
= (-entry
) | 0x80000000;
14370 WorldPacket
data( SMSG_QUESTUPDATE_ADD_KILL
, (4*4+8) );
14371 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" );
14372 data
<< uint32(pQuest
->GetQuestId());
14373 data
<< uint32(entry
);
14374 data
<< uint32(old_count
+ add_count
);
14375 data
<< uint32(pQuest
->ReqCreatureOrGOCount
[ creatureOrGO_idx
]);
14376 data
<< uint64(guid
);
14377 GetSession()->SendPacket(&data
);
14379 uint16 log_slot
= FindQuestSlot( pQuest
->GetQuestId() );
14380 if( log_slot
< MAX_QUEST_LOG_SIZE
)
14381 SetQuestSlotCounter(log_slot
,creatureOrGO_idx
,GetQuestSlotCounter(log_slot
,creatureOrGO_idx
)+add_count
);
14384 /*********************************************************/
14385 /*** LOAD SYSTEM ***/
14386 /*********************************************************/
14388 void Player::_LoadDeclinedNames(QueryResult
* result
)
14394 delete m_declinedname
;
14396 m_declinedname
= new DeclinedName
;
14397 Field
*fields
= result
->Fetch();
14398 for(int i
= 0; i
< MAX_DECLINED_NAME_CASES
; ++i
)
14399 m_declinedname
->name
[i
] = fields
[i
].GetCppString();
14404 void Player::_LoadArenaTeamInfo(QueryResult
*result
)
14406 // arenateamid, played_week, played_season, personal_rating
14407 memset((void*)&m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
], 0, sizeof(uint32
) * MAX_ARENA_SLOT
* ARENA_TEAM_END
);
14413 Field
*fields
= result
->Fetch();
14415 uint32 arenateamid
= fields
[0].GetUInt32();
14416 uint32 played_week
= fields
[1].GetUInt32();
14417 uint32 played_season
= fields
[2].GetUInt32();
14418 uint32 wons_season
= fields
[3].GetUInt32();
14419 uint32 personal_rating
= fields
[4].GetUInt32();
14421 ArenaTeam
* aTeam
= sObjectMgr
.GetArenaTeamById(arenateamid
);
14424 sLog
.outError("Player::_LoadArenaTeamInfo: couldn't load arenateam %u", arenateamid
);
14427 uint8 arenaSlot
= aTeam
->GetSlot();
14429 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (arenaSlot
* ARENA_TEAM_END
) + ARENA_TEAM_ID
] = arenateamid
; // TeamID
14430 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (arenaSlot
* ARENA_TEAM_END
) + ARENA_TEAM_TYPE
] = aTeam
->GetType(); // team type
14431 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (arenaSlot
* ARENA_TEAM_END
) + ARENA_TEAM_MEMBER
] = ((aTeam
->GetCaptain() == GetGUID()) ? (uint32
)0 : (uint32
)1); // Captain 0, member 1
14432 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (arenaSlot
* ARENA_TEAM_END
) + ARENA_TEAM_GAMES_WEEK
] = played_week
; // Played Week
14433 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (arenaSlot
* ARENA_TEAM_END
) + ARENA_TEAM_GAMES_SEASON
] = played_season
; // Played Season
14434 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (arenaSlot
* ARENA_TEAM_END
) + ARENA_TEAM_WINS_SEASON
] = wons_season
; // wins season
14435 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (arenaSlot
* ARENA_TEAM_END
) + ARENA_TEAM_PERSONAL_RATING
] = personal_rating
; // Personal Rating
14437 } while (result
->NextRow());
14441 void Player::_LoadEquipmentSets(QueryResult
*result
)
14443 // SetPQuery(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS, "SELECT setguid, setindex, name, iconname, item0, item1, item2, item3, item4, item5, item6, item7, item8, item9, item10, item11, item12, item13, item14, item15, item16, item17, item18 FROM character_equipmentsets WHERE guid = '%u' ORDER BY setindex", GUID_LOPART(m_guid));
14450 Field
*fields
= result
->Fetch();
14452 EquipmentSet eqSet
;
14454 eqSet
.Guid
= fields
[0].GetUInt64();
14455 uint32 index
= fields
[1].GetUInt32();
14456 eqSet
.Name
= fields
[2].GetCppString();
14457 eqSet
.IconName
= fields
[3].GetCppString();
14458 eqSet
.state
= EQUIPMENT_SET_UNCHANGED
;
14460 for(uint32 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
14461 eqSet
.Items
[i
] = fields
[4+i
].GetUInt32();
14463 m_EquipmentSets
[index
] = eqSet
;
14467 if(count
>= MAX_EQUIPMENT_SET_INDEX
) // client limit
14469 } while (result
->NextRow());
14473 void Player::_LoadBGData(QueryResult
* result
)
14478 // Expecting only one row
14479 Field
*fields
= result
->Fetch();
14480 /* bgInstanceID, bgTeam, x, y, z, o, map, taxi[0], taxi[1], mountSpell */
14481 m_bgData
.bgInstanceID
= fields
[0].GetUInt32();
14482 m_bgData
.bgTeam
= fields
[1].GetUInt32();
14483 m_bgData
.joinPos
= WorldLocation(fields
[6].GetUInt32(), // Map
14484 fields
[2].GetFloat(), // X
14485 fields
[3].GetFloat(), // Y
14486 fields
[4].GetFloat(), // Z
14487 fields
[5].GetFloat()); // Orientation
14488 m_bgData
.taxiPath
[0] = fields
[7].GetUInt32();
14489 m_bgData
.taxiPath
[1] = fields
[8].GetUInt32();
14490 m_bgData
.mountSpell
= fields
[9].GetUInt32();
14495 bool Player::LoadPositionFromDB(uint32
& mapid
, float& x
,float& y
,float& z
,float& o
, bool& in_flight
, uint64 guid
)
14497 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid
));
14501 Field
*fields
= result
->Fetch();
14503 x
= fields
[0].GetFloat();
14504 y
= fields
[1].GetFloat();
14505 z
= fields
[2].GetFloat();
14506 o
= fields
[3].GetFloat();
14507 mapid
= fields
[4].GetUInt32();
14508 in_flight
= !fields
[5].GetCppString().empty();
14514 bool Player::LoadValuesArrayFromDB(Tokens
& data
, uint64 guid
)
14516 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid
));
14520 Field
*fields
= result
->Fetch();
14522 data
= StrSplit(fields
[0].GetCppString(), " ");
14529 uint32
Player::GetUInt32ValueFromArray(Tokens
const& data
, uint16 index
)
14531 if(index
>= data
.size())
14534 return (uint32
)atoi(data
[index
].c_str());
14537 float Player::GetFloatValueFromArray(Tokens
const& data
, uint16 index
)
14540 uint32 temp
= Player::GetUInt32ValueFromArray(data
,index
);
14541 memcpy(&result
, &temp
, sizeof(result
));
14546 uint32
Player::GetUInt32ValueFromDB(uint16 index
, uint64 guid
)
14549 if(!LoadValuesArrayFromDB(data
,guid
))
14552 return GetUInt32ValueFromArray(data
,index
);
14555 float Player::GetFloatValueFromDB(uint16 index
, uint64 guid
)
14558 uint32 temp
= Player::GetUInt32ValueFromDB(index
, guid
);
14559 memcpy(&result
, &temp
, sizeof(result
));
14564 bool Player::LoadFromDB( uint32 guid
, SqlQueryHolder
*holder
)
14566 // 0 1 2 3 4 5 6 7 8 9 10 11 12
14567 //SELECT guid, account, data, name, race, class, gender, level, xp, money, playerBytes, playerBytes2, playerFlags,"
14568 // 13 14 15 16 17 18 19 20 21 22 23 24 25
14569 //"position_x, position_y, position_z, map, orientation, taximask, cinematic, totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost,"
14570 // 26 27 28 29 30 31 32 33 34 35 36 37 38 39
14571 //"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,"
14572 // 40 41 42 43 44 45 46 47 48 49 50
14573 //"arenaPoints, totalHonorPoints, todayHonorPoints, yesterdayHonorPoints, totalKills, todayKills, yesterdayKills, chosenTitle, knownCurrencies, watchedFaction, drunk,"
14574 // 51 52 53 54 55 56 57 58
14575 //"health, power1, power2, power3, power4, power5, power6, power7 FROM characters WHERE guid = '%u'", GUID_LOPART(m_guid));
14576 QueryResult
*result
= holder
->GetResult(PLAYER_LOGIN_QUERY_LOADFROM
);
14580 sLog
.outError("Player (GUID: %u) not found in table `characters`, can't load. ",guid
);
14584 Field
*fields
= result
->Fetch();
14586 uint32 dbAccountId
= fields
[1].GetUInt32();
14588 // check if the character's account in the db and the logged in account match.
14589 // player should be able to load/delete character only with correct account!
14590 if( dbAccountId
!= GetSession()->GetAccountId() )
14592 sLog
.outError("Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid
,GetSession()->GetAccountId(),dbAccountId
);
14597 Object::_Create( guid
, 0, HIGHGUID_PLAYER
);
14599 m_name
= fields
[3].GetCppString();
14601 // check name limitations
14602 if (ObjectMgr::CheckPlayerName(m_name
) != CHAR_NAME_SUCCESS
||
14603 (GetSession()->GetSecurity() == SEC_PLAYER
&& sObjectMgr
.IsReservedName(m_name
)))
14606 CharacterDatabase
.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME
),guid
);
14610 if(!LoadValues( fields
[2].GetString()))
14612 sLog
.outError("Player #%d have broken data in `data` field. Can't be loaded.", GUID_LOPART(guid
));
14617 // overwrite possible wrong/corrupted guid
14618 SetUInt64Value(OBJECT_FIELD_GUID
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
14620 // overwrite some data fields
14621 uint32 bytes0
= GetUInt32Value(UNIT_FIELD_BYTES_0
) & 0xFF000000;
14622 bytes0
|= fields
[4].GetUInt8(); // race
14623 bytes0
|= fields
[5].GetUInt8() << 8; // class
14624 bytes0
|= fields
[6].GetUInt8() << 16; // gender
14625 SetUInt32Value(UNIT_FIELD_BYTES_0
, bytes0
);
14627 SetUInt32Value(UNIT_FIELD_LEVEL
, fields
[7].GetUInt8());
14628 SetUInt32Value(PLAYER_XP
, fields
[8].GetUInt32());
14630 uint32 money
= fields
[9].GetUInt32();
14631 if(money
> MAX_MONEY_AMOUNT
)
14632 money
= MAX_MONEY_AMOUNT
;
14635 SetUInt32Value(PLAYER_BYTES
, fields
[10].GetUInt32());
14636 SetUInt32Value(PLAYER_BYTES_2
, fields
[11].GetUInt32());
14637 SetUInt32Value(PLAYER_BYTES_3
, (fields
[50].GetUInt16() & 0xFFFE) | fields
[6].GetUInt8());
14638 SetUInt32Value(PLAYER_FLAGS
, fields
[12].GetUInt32());
14639 SetInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX
, fields
[49].GetInt32());
14641 SetUInt64Value(PLAYER_FIELD_KNOWN_CURRENCIES
, fields
[48].GetUInt64());
14646 // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
14647 for(uint8 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
14649 SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), 0 );
14650 SetVisibleItemSlot(slot
, NULL
);
14654 delete m_items
[slot
];
14655 m_items
[slot
] = NULL
;
14659 sLog
.outDebug("Load Basic value of player %s is: ", m_name
.c_str());
14662 //Need to call it to initialize m_team (m_team can be calculated from race)
14663 //Other way is to saves m_team into characters table.
14664 setFactionForRace(getRace());
14667 // load home bind and check in same time class/race pair, it used later for restore broken positions
14668 if(!_LoadHomeBind(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND
)))
14674 InitPrimaryProfessions(); // to max set before any spell loaded
14676 // init saved position, and fix it later if problematic
14677 uint32 transGUID
= fields
[31].GetUInt32();
14678 Relocate(fields
[13].GetFloat(),fields
[14].GetFloat(),fields
[15].GetFloat(),fields
[17].GetFloat());
14679 SetLocationMapId(fields
[16].GetUInt32());
14681 uint32 difficulty
= fields
[39].GetUInt32();
14682 if(difficulty
>= MAX_DUNGEON_DIFFICULTY
)
14683 difficulty
= DUNGEON_DIFFICULTY_NORMAL
;
14684 SetDungeonDifficulty(Difficulty(difficulty
)); // may be changed in _LoadGroup
14686 _LoadGroup(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP
));
14688 _LoadArenaTeamInfo(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADARENAINFO
));
14690 uint32 arena_currency
= fields
[40].GetUInt32();
14691 if (arena_currency
> sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
))
14692 arena_currency
= sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
);
14694 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, arena_currency
);
14696 // check arena teams integrity
14697 for(uint32 arena_slot
= 0; arena_slot
< MAX_ARENA_SLOT
; ++arena_slot
)
14699 uint32 arena_team_id
= GetArenaTeamId(arena_slot
);
14703 if(ArenaTeam
* at
= sObjectMgr
.GetArenaTeamById(arena_team_id
))
14704 if(at
->HaveMember(GetGUID()))
14707 // arena team not exist or not member, cleanup fields
14708 for(int j
= 0; j
< ARENA_TEAM_END
; ++j
)
14709 SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (arena_slot
* ARENA_TEAM_END
) + j
, 0);
14712 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, fields
[41].GetUInt32());
14713 SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, fields
[42].GetUInt32());
14714 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, fields
[43].GetUInt32());
14715 SetUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, fields
[44].GetUInt32());
14716 SetUInt16Value(PLAYER_FIELD_KILLS
, 0, fields
[45].GetUInt16());
14717 SetUInt16Value(PLAYER_FIELD_KILLS
, 1, fields
[46].GetUInt16());
14719 _LoadBoundInstances(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES
));
14721 if(!IsPositionValid())
14723 sLog
.outError("Player (guidlow %d) have invalid coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",guid
,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
14724 RelocateToHomebind();
14728 m_movementInfo
.SetTransportData(0, 0.0f
, 0.0f
, 0.0f
, 0.0f
, 0, -1);
14731 _LoadBGData(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADBGDATA
));
14733 if(m_bgData
.bgInstanceID
) //saved in BattleGround
14735 BattleGround
*currentBg
= sBattleGroundMgr
.GetBattleGround(m_bgData
.bgInstanceID
, BATTLEGROUND_TYPE_NONE
);
14737 bool player_at_bg
= currentBg
&& currentBg
->IsPlayerInBattleGround(GetGUID());
14739 if(player_at_bg
&& currentBg
->GetStatus() != STATUS_WAIT_LEAVE
)
14741 BattleGroundQueueTypeId bgQueueTypeId
= BattleGroundMgr::BGQueueTypeId(currentBg
->GetTypeID(), currentBg
->GetArenaType());
14742 AddBattleGroundQueueId(bgQueueTypeId
);
14744 m_bgData
.bgTypeID
= currentBg
->GetTypeID();
14746 //join player to battleground group
14747 currentBg
->EventPlayerLoggedIn(this, GetGUID());
14748 currentBg
->AddOrSetPlayerToCorrectBgGroup(this, GetGUID(), m_bgData
.bgTeam
);
14750 SetInviteForBattleGroundQueueType(bgQueueTypeId
,currentBg
->GetInstanceID());
14756 currentBg
->RemovePlayerAtLeave(GetGUID(), false, true);
14758 // move to bg enter point
14759 const WorldLocation
& _loc
= GetBattleGroundEntryPoint();
14760 SetLocationMapId(_loc
.mapid
);
14761 Relocate(_loc
.coord_x
, _loc
.coord_y
, _loc
.coord_z
, _loc
.orientation
);
14763 // We are not in BG anymore
14764 m_bgData
.bgInstanceID
= 0;
14769 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(GetMapId());
14770 // if server restart after player save in BG or area
14771 // player can have current coordinates in to BG/Arena map, fix this
14772 if(!mapEntry
|| mapEntry
->IsBattleGroundOrArena())
14774 const WorldLocation
& _loc
= GetBattleGroundEntryPoint();
14775 SetLocationMapId(_loc
.mapid
);
14776 Relocate(_loc
.coord_x
, _loc
.coord_y
, _loc
.coord_z
, _loc
.orientation
);
14780 if (transGUID
!= 0)
14782 m_movementInfo
.SetTransportData(transGUID
, fields
[27].GetFloat(), fields
[28].GetFloat(), fields
[29].GetFloat(), fields
[30].GetFloat(), 0, -1);
14784 if( !MaNGOS::IsValidMapCoord(
14785 GetPositionX() + m_movementInfo
.GetTransportPos()->x
, GetPositionY() + m_movementInfo
.GetTransportPos()->y
,
14786 GetPositionZ() + m_movementInfo
.GetTransportPos()->z
, GetOrientation() + m_movementInfo
.GetTransportPos()->o
) ||
14787 // transport size limited
14788 m_movementInfo
.GetTransportPos()->x
> 50 || m_movementInfo
.GetTransportPos()->y
> 50 || m_movementInfo
.GetTransportPos()->z
> 50 )
14790 sLog
.outError("Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
14791 guid
, GetPositionX() + m_movementInfo
.GetTransportPos()->x
, GetPositionY() + m_movementInfo
.GetTransportPos()->y
,
14792 GetPositionZ() + m_movementInfo
.GetTransportPos()->z
, GetOrientation() + m_movementInfo
.GetTransportPos()->o
);
14794 RelocateToHomebind();
14796 m_movementInfo
.SetTransportData(0, 0.0f
, 0.0f
, 0.0f
, 0.0f
, 0, -1);
14802 if (transGUID
!= 0)
14804 for (MapManager::TransportSet::const_iterator iter
= sMapMgr
.m_Transports
.begin(); iter
!= sMapMgr
.m_Transports
.end(); ++iter
)
14806 if( (*iter
)->GetGUIDLow() == transGUID
)
14808 MapEntry
const* transMapEntry
= sMapStore
.LookupEntry((*iter
)->GetMapId());
14809 // client without expansion support
14810 if(GetSession()->Expansion() < transMapEntry
->Expansion())
14812 sLog
.outDebug("Player %s using client without required expansion tried login at transport at non accessible map %u", GetName(), (*iter
)->GetMapId());
14816 m_transport
= *iter
;
14817 m_transport
->AddPassenger(this);
14818 SetLocationMapId(m_transport
->GetMapId());
14825 sLog
.outError("Player (guidlow %d) have problems with transport guid (%u). Teleport to default race/class locations.",
14828 RelocateToHomebind();
14830 m_movementInfo
.SetTransportData(0, 0.0f
, 0.0f
, 0.0f
, 0.0f
, 0, -1);
14835 else // not transport case
14837 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(GetMapId());
14838 // client without expansion support
14839 if(GetSession()->Expansion() < mapEntry
->Expansion())
14841 sLog
.outDebug("Player %s using client without required expansion tried login at non accessible map %u", GetName(), GetMapId());
14842 RelocateToHomebind();
14846 // NOW player must have valid map
14847 // load the player's map here if it's not already loaded
14848 SetMap(sMapMgr
.CreateMap(GetMapId(), this));
14850 // if the player is in an instance and it has been reset in the meantime teleport him to the entrance
14851 if(GetInstanceId() && !sInstanceSaveMgr
.GetInstanceSave(GetInstanceId()))
14853 AreaTrigger
const* at
= sObjectMgr
.GetMapEntranceTrigger(GetMapId());
14855 Relocate(at
->target_X
, at
->target_Y
, at
->target_Z
, at
->target_Orientation
);
14857 sLog
.outError("Player %s(GUID: %u) logged in to a reset instance (map: %u) and there is no area-trigger leading to this map. Thus he can't be ported back to the entrance. This _might_ be an exploit attempt.", GetName(), GetGUIDLow(), GetMapId());
14860 SaveRecallPosition();
14862 time_t now
= time(NULL
);
14863 time_t logoutTime
= time_t(fields
[23].GetUInt64());
14865 // since last logout (in seconds)
14866 uint64 time_diff
= uint64(now
- logoutTime
);
14868 // set value, including drunk invisibility detection
14869 // calculate sobering. after 15 minutes logged out, the player will be sober again
14871 if(time_diff
> 15*MINUTE
)
14874 soberFactor
= 1-time_diff
/(15.0f
*MINUTE
);
14875 uint16 newDrunkenValue
= uint16(soberFactor
*(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFE));
14876 SetDrunkValue(newDrunkenValue
);
14878 m_rest_bonus
= fields
[22].GetFloat();
14879 //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
14880 float bubble0
= 0.031;
14881 //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
14882 float bubble1
= 0.125;
14886 float bubble
= fields
[24].GetUInt32() > 0
14887 ? bubble1
*sWorld
.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY
)
14888 : bubble0
*sWorld
.getRate(RATE_REST_OFFLINE_IN_WILDERNESS
);
14890 SetRestBonus(GetRestBonus()+ time_diff
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
14893 m_cinematic
= fields
[19].GetUInt32();
14894 m_Played_time
[PLAYED_TIME_TOTAL
]= fields
[20].GetUInt32();
14895 m_Played_time
[PLAYED_TIME_LEVEL
]= fields
[21].GetUInt32();
14897 m_resetTalentsCost
= fields
[25].GetUInt32();
14898 m_resetTalentsTime
= time_t(fields
[26].GetUInt64());
14900 // reserve some flags
14901 uint32 old_safe_flags
= GetUInt32Value(PLAYER_FLAGS
) & ( PLAYER_FLAGS_HIDE_CLOAK
| PLAYER_FLAGS_HIDE_HELM
);
14903 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
) )
14904 SetUInt32Value(PLAYER_FLAGS
, 0 | old_safe_flags
);
14906 m_taxi
.LoadTaxiMask( fields
[18].GetString() ); // must be before InitTaxiNodesForLevel
14908 uint32 extraflags
= fields
[32].GetUInt32();
14910 m_stableSlots
= fields
[33].GetUInt32();
14911 if(m_stableSlots
> MAX_PET_STABLES
)
14913 sLog
.outError("Player can have not more %u stable slots, but have in DB %u",MAX_PET_STABLES
,uint32(m_stableSlots
));
14914 m_stableSlots
= MAX_PET_STABLES
;
14917 m_atLoginFlags
= fields
[34].GetUInt32();
14920 // Update Honor kills data
14921 m_lastHonorUpdateTime
= logoutTime
;
14922 UpdateHonorFields();
14924 m_deathExpireTime
= (time_t)fields
[37].GetUInt64();
14925 if(m_deathExpireTime
> now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
)
14926 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
-1;
14928 std::string taxi_nodes
= fields
[38].GetCppString();
14930 // clear channel spell data (if saved at channel spell casting)
14931 SetChannelObjectGUID(0);
14932 SetUInt32Value(UNIT_CHANNEL_SPELL
,0);
14934 // clear charm/summon related fields
14938 SetChannelObjectGUID(0);
14943 // reset some aura modifiers before aura apply
14944 SetFarSightGUID(0);
14945 SetUInt32Value(PLAYER_TRACK_CREATURES
, 0 );
14946 SetUInt32Value(PLAYER_TRACK_RESOURCES
, 0 );
14948 // cleanup aura list explicitly before skill load wher some spells can be applied
14951 // make sure the unit is considered out of combat for proper loading
14954 // make sure the unit is considered not in duel for proper loading
14955 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
14956 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
14958 // reset stats before loading any modifiers
14959 InitStatsForLevel();
14960 InitGlyphsForLevel();
14961 InitTaxiNodesForLevel();
14964 // load skills after InitStatsForLevel because it triggering aura apply also
14965 _LoadSkills(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSKILLS
));
14967 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
14972 _LoadAuras(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS
), time_diff
);
14975 // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
14976 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
) )
14977 m_deathState
= DEAD
;
14979 _LoadSpells(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS
));
14981 // after spell load, learn rewarded spell if need also
14982 _LoadQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS
));
14983 _LoadDailyQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS
));
14985 // after spell and quest load
14986 InitTalentForLevel();
14987 learnDefaultSpells();
14989 // must be before inventory (some items required reputation check)
14990 m_reputationMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION
));
14992 _LoadInventory(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY
), time_diff
);
14994 // update items with duration and realtime
14995 UpdateItemDuration(time_diff
, true);
14997 _LoadActions(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS
));
14999 // unread mails and next delivery time, actual mails not loaded
15000 _LoadMailInit(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT
), holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE
));
15002 m_social
= sSocialMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST
), GetGUIDLow());
15004 // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
15005 // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
15006 uint32 curTitle
= fields
[10].GetUInt32();
15007 if (curTitle
&& !HasTitle(curTitle
))
15010 SetUInt32Value(PLAYER_CHOSEN_TITLE
, curTitle
);
15012 // Not finish taxi flight path
15013 if(m_bgData
.HasTaxiPath())
15015 m_taxi
.ClearTaxiDestinations();
15016 for (int i
= 0; i
< 2; ++i
)
15017 m_taxi
.AddTaxiDestination(m_bgData
.taxiPath
[i
]);
15019 else if(!m_taxi
.LoadTaxiDestinationsFromString(taxi_nodes
,GetTeam()))
15021 // problems with taxi path loading
15022 TaxiNodesEntry
const* nodeEntry
= NULL
;
15023 if(uint32 node_id
= m_taxi
.GetTaxiSource())
15024 nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
15026 if(!nodeEntry
) // don't know taxi start node, to homebind
15028 sLog
.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow());
15029 RelocateToHomebind();
15031 else // have start node, to it
15033 sLog
.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
15034 SetLocationMapId(nodeEntry
->map_id
);
15035 Relocate(nodeEntry
->x
, nodeEntry
->y
, nodeEntry
->z
,0.0f
);
15038 //we can be relocated from taxi and still have an outdated Map pointer!
15039 //so we need to get a new Map pointer!
15040 SetMap(sMapMgr
.CreateMap(GetMapId(), this));
15041 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
15043 m_taxi
.ClearTaxiDestinations();
15046 if(uint32 node_id
= m_taxi
.GetTaxiSource())
15048 // save source node as recall coord to prevent recall and fall from sky
15049 TaxiNodesEntry
const* nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
15050 assert(nodeEntry
); // checked in m_taxi.LoadTaxiDestinationsFromString
15051 m_recallMap
= nodeEntry
->map_id
;
15052 m_recallX
= nodeEntry
->x
;
15053 m_recallY
= nodeEntry
->y
;
15054 m_recallZ
= nodeEntry
->z
;
15056 // flight will started later
15059 // has to be called after last Relocate() in Player::LoadFromDB
15060 SetFallInformation(0, GetPositionZ());
15062 _LoadSpellCooldowns(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS
));
15064 // Spell code allow apply any auras to dead character in load time in aura/spell/item loading
15065 // Do now before stats re-calculation cleanup for ghost state unexpected auras
15067 RemoveAllAurasOnDeath();
15069 //apply all stat bonuses from items and auras
15070 SetCanModifyStats(true);
15073 // restore remembered power/health values (but not more max values)
15074 uint32 savedhealth
= fields
[51].GetUInt32();
15075 SetHealth(savedhealth
> GetMaxHealth() ? GetMaxHealth() : savedhealth
);
15076 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
15078 uint32 savedpower
= fields
[52+i
].GetUInt32();
15079 SetPower(Powers(i
),savedpower
> GetMaxPower(Powers(i
)) ? GetMaxPower(Powers(i
)) : savedpower
);
15082 sLog
.outDebug("The value of player %s after load item and aura is: ", m_name
.c_str());
15089 if(GetSession()->GetSecurity() > SEC_PLAYER
)
15091 switch(sWorld
.getConfig(CONFIG_GM_LOGIN_STATE
))
15094 case 0: break; // disable
15095 case 1: SetGameMaster(true); break; // enable
15096 case 2: // save state
15097 if(extraflags
& PLAYER_EXTRA_GM_ON
)
15098 SetGameMaster(true);
15102 switch(sWorld
.getConfig(CONFIG_GM_VISIBLE_STATE
))
15105 case 0: SetGMVisible(false); break; // invisible
15106 case 1: break; // visible
15107 case 2: // save state
15108 if(extraflags
& PLAYER_EXTRA_GM_INVISIBLE
)
15109 SetGMVisible(false);
15113 switch(sWorld
.getConfig(CONFIG_GM_ACCEPT_TICKETS
))
15116 case 0: break; // disable
15117 case 1: SetAcceptTicket(true); break; // enable
15118 case 2: // save state
15119 if(extraflags
& PLAYER_EXTRA_GM_ACCEPT_TICKETS
)
15120 SetAcceptTicket(true);
15124 switch(sWorld
.getConfig(CONFIG_GM_CHAT
))
15127 case 0: break; // disable
15128 case 1: SetGMChat(true); break; // enable
15129 case 2: // save state
15130 if(extraflags
& PLAYER_EXTRA_GM_CHAT
)
15135 switch(sWorld
.getConfig(CONFIG_GM_WISPERING_TO
))
15138 case 0: break; // disable
15139 case 1: SetAcceptWhispers(true); break; // enable
15140 case 2: // save state
15141 if(extraflags
& PLAYER_EXTRA_ACCEPT_WHISPERS
)
15142 SetAcceptWhispers(true);
15147 _LoadDeclinedNames(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES
));
15149 m_achievementMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS
), holder
->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS
));
15150 m_achievementMgr
.CheckAllAchievementCriteria();
15152 _LoadEquipmentSets(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS
));
15157 bool Player::isAllowedToLoot(Creature
* creature
)
15159 if(Player
* recipient
= creature
->GetLootRecipient())
15161 if (recipient
== this)
15163 if( Group
* otherGroup
= recipient
->GetGroup())
15165 Group
* thisGroup
= GetGroup();
15168 return thisGroup
== otherGroup
;
15173 // prevent other players from looting if the recipient got disconnected
15174 return !creature
->hasLootRecipient();
15177 void Player::_LoadActions(QueryResult
*result
)
15179 m_actionButtons
.clear();
15181 //QueryResult *result = CharacterDatabase.PQuery("SELECT button,action,type FROM character_action WHERE guid = '%u' ORDER BY button",GetGUIDLow());
15187 Field
*fields
= result
->Fetch();
15189 uint8 button
= fields
[0].GetUInt8();
15190 uint32 action
= fields
[1].GetUInt32();
15191 uint8 type
= fields
[2].GetUInt8();
15193 if(ActionButton
* ab
= addActionButton(button
, action
, type
))
15194 ab
->uState
= ACTIONBUTTON_UNCHANGED
;
15197 sLog
.outError( " ...at loading, and will deleted in DB also");
15199 // Will deleted in DB at next save (it can create data until save but marked as deleted)
15200 m_actionButtons
[button
].uState
= ACTIONBUTTON_DELETED
;
15203 while( result
->NextRow() );
15209 void Player::_LoadAuras(QueryResult
*result
, uint32 timediff
)
15211 //RemoveAllAuras(); -- some spells casted before aura load, for example in LoadSkills, aura list explcitly cleaned early
15213 //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
15219 Field
*fields
= result
->Fetch();
15220 uint64 caster_guid
= fields
[0].GetUInt64();
15221 uint32 spellid
= fields
[1].GetUInt32();
15222 uint32 effindex
= fields
[2].GetUInt32();
15223 uint32 stackcount
= fields
[3].GetUInt32();
15224 int32 damage
= (int32
)fields
[4].GetUInt32();
15225 int32 maxduration
= (int32
)fields
[5].GetUInt32();
15226 int32 remaintime
= (int32
)fields
[6].GetUInt32();
15227 int32 remaincharges
= (int32
)fields
[7].GetUInt32();
15229 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellid
);
15232 sLog
.outError("Unknown aura (spellid %u, effindex %u), ignore.",spellid
,effindex
);
15238 sLog
.outError("Invalid effect index (spellid %u, effindex %u), ignore.",spellid
,effindex
);
15242 // negative effects should continue counting down after logout
15243 if (remaintime
!= -1 && !IsPositiveEffect(spellid
, effindex
))
15245 if (remaintime
/IN_MILISECONDS
<= int32(timediff
))
15248 remaintime
-= timediff
*IN_MILISECONDS
;
15251 // prevent wrong values of remaincharges
15252 if(spellproto
->procCharges
)
15254 if(remaincharges
<= 0 || remaincharges
> spellproto
->procCharges
)
15255 remaincharges
= spellproto
->procCharges
;
15261 for(uint32 i
=0; i
<stackcount
; ++i
)
15263 Aura
* aura
= CreateAura(spellproto
, effindex
, NULL
, this, NULL
);
15265 damage
= aura
->GetModifier()->m_amount
;
15267 // reset stolen single target auras
15268 if (caster_guid
!= GetGUID() && aura
->IsSingleTarget())
15269 aura
->SetIsSingleTarget(false);
15271 aura
->SetLoadedState(caster_guid
,damage
,maxduration
,remaintime
,remaincharges
);
15273 sLog
.outDetail("Added aura spellid %u, effect %u", spellproto
->Id
, effindex
);
15276 while( result
->NextRow() );
15281 if(getClass() == CLASS_WARRIOR
&& !HasAuraType(SPELL_AURA_MOD_SHAPESHIFT
))
15282 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
15285 void Player::_LoadGlyphAuras()
15287 for (uint8 i
= 0; i
< MAX_GLYPH_SLOT_INDEX
; ++i
)
15289 if (uint32 glyph
= GetGlyph(i
))
15291 if (GlyphPropertiesEntry
const *gp
= sGlyphPropertiesStore
.LookupEntry(glyph
))
15293 if (GlyphSlotEntry
const *gs
= sGlyphSlotStore
.LookupEntry(GetGlyphSlot(i
)))
15295 if(gp
->TypeFlags
== gs
->TypeFlags
)
15297 CastSpell(this, gp
->SpellId
, true);
15301 sLog
.outError("Player %s has glyph with typeflags %u in slot with typeflags %u, removing.", m_name
.c_str(), gp
->TypeFlags
, gs
->TypeFlags
);
15304 sLog
.outError("Player %s has not existing glyph slot entry %u on index %u", m_name
.c_str(), GetGlyphSlot(i
), i
);
15307 sLog
.outError("Player %s has not existing glyph entry %u on index %u", m_name
.c_str(), glyph
, i
);
15309 // On any error remove glyph
15315 void Player::LoadCorpse()
15319 sObjectAccessor
.ConvertCorpseForPlayer(GetGUID());
15323 if(Corpse
*corpse
= GetCorpse())
15325 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, corpse
&& !sMapStore
.LookupEntry(corpse
->GetMapId())->Instanceable() );
15329 //Prevent Dead Player login without corpse
15330 ResurrectPlayer(0.5f
);
15335 void Player::_LoadInventory(QueryResult
*result
, uint32 timediff
)
15337 //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());
15338 std::map
<uint64
, Bag
*> bagMap
; // fast guid lookup for bags
15339 //NOTE: the "order by `bag`" is important because it makes sure
15340 //the bagMap is filled before items in the bags are loaded
15341 //NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?)
15342 //expected to be equipped before offhand items (TODO: fixme)
15344 uint32 zone
= GetZoneId();
15348 std::list
<Item
*> problematicItems
;
15350 // prevent items from being added to the queue when stored
15351 m_itemUpdateQueueBlocked
= true;
15354 Field
*fields
= result
->Fetch();
15355 uint32 bag_guid
= fields
[1].GetUInt32();
15356 uint8 slot
= fields
[2].GetUInt8();
15357 uint32 item_guid
= fields
[3].GetUInt32();
15358 uint32 item_id
= fields
[4].GetUInt32();
15360 ItemPrototype
const * proto
= ObjectMgr::GetItemPrototype(item_id
);
15364 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
15365 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid
);
15366 sLog
.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id
);
15370 Item
*item
= NewItemOrBag(proto
);
15372 if(!item
->LoadFromDB(item_guid
, GetGUID(), result
))
15374 sLog
.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id
);
15375 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
15376 item
->FSetState(ITEM_REMOVED
);
15377 item
->SaveToDB(); // it also deletes item object !
15381 // not allow have in alive state item limited to another map/zone
15382 if(isAlive() && item
->IsLimitedToAnotherMapOrZone(GetMapId(),zone
) )
15384 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
15385 item
->FSetState(ITEM_REMOVED
);
15386 item
->SaveToDB(); // it also deletes item object !
15390 // "Conjured items disappear if you are logged out for more than 15 minutes"
15391 if ((timediff
> 15*60) && (item
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_CONJURED
)))
15393 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
15394 item
->FSetState(ITEM_REMOVED
);
15395 item
->SaveToDB(); // it also deletes item object !
15399 bool success
= true;
15401 // the item/bag is not in a bag
15404 item
->SetContainer( NULL
);
15405 item
->SetSlot(slot
);
15407 if( IsInventoryPos( INVENTORY_SLOT_BAG_0
, slot
) )
15409 ItemPosCountVec dest
;
15410 if( CanStoreItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false ) == EQUIP_ERR_OK
)
15411 item
= StoreItem(dest
, item
, true);
15415 else if( IsEquipmentPos( INVENTORY_SLOT_BAG_0
, slot
) )
15418 if( CanEquipItem( slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
15419 QuickEquipItem(dest
, item
);
15423 else if( IsBankPos( INVENTORY_SLOT_BAG_0
, slot
) )
15425 ItemPosCountVec dest
;
15426 if( CanBankItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
15427 item
= BankItem(dest
, item
, true);
15434 // store bags that may contain items in them
15435 if(item
->IsBag() && IsBagPos(item
->GetPos()))
15436 bagMap
[item_guid
] = (Bag
*)item
;
15439 // the item/bag in a bag
15442 item
->SetSlot(NULL_SLOT
);
15443 // the item is in a bag, find the bag
15444 std::map
<uint64
, Bag
*>::const_iterator itr
= bagMap
.find(bag_guid
);
15445 if(itr
!= bagMap
.end() && slot
< itr
->second
->GetBagSize())
15447 ItemPosCountVec dest
;
15448 if( CanStoreItem( itr
->second
->GetSlot(), slot
, dest
, item
, false ) == EQUIP_ERR_OK
)
15449 item
= StoreItem(dest
, item
, true);
15457 // item's state may have changed after stored
15459 item
->SetState(ITEM_UNCHANGED
, this);
15462 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
);
15463 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
15464 problematicItems
.push_back(item
);
15466 } while (result
->NextRow());
15469 m_itemUpdateQueueBlocked
= false;
15471 // send by mail problematic items
15472 while(!problematicItems
.empty())
15474 std::string subject
= GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM
);
15477 MailDraft
draft(subject
);
15479 for(int i
= 0; !problematicItems
.empty() && i
< MAX_MAIL_ITEMS
; ++i
)
15481 Item
* item
= problematicItems
.front();
15482 problematicItems
.pop_front();
15484 draft
.AddItem(item
);
15487 draft
.SendMailTo(this, MailSender(this, MAIL_STATIONERY_GM
));
15491 _ApplyAllItemMods();
15494 // load mailed item which should receive current player
15495 void Player::_LoadMailedItems(Mail
*mail
)
15497 // data needs to be at first place for Item::LoadFromDB
15498 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
);
15504 Field
*fields
= result
->Fetch();
15505 uint32 item_guid_low
= fields
[1].GetUInt32();
15506 uint32 item_template
= fields
[2].GetUInt32();
15508 mail
->AddItem(item_guid_low
, item_template
);
15510 ItemPrototype
const *proto
= ObjectMgr::GetItemPrototype(item_template
);
15514 sLog
.outError( "Player %u has unknown item_template (ProtoType) in mailed items(GUID: %u template: %u) in mail (%u), deleted.", GetGUIDLow(), item_guid_low
, item_template
,mail
->messageID
);
15515 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
15516 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low
);
15520 Item
*item
= NewItemOrBag(proto
);
15522 if(!item
->LoadFromDB(item_guid_low
, 0, result
))
15524 sLog
.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail
->messageID
, item_guid_low
);
15525 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
15526 item
->FSetState(ITEM_REMOVED
);
15527 item
->SaveToDB(); // it also deletes item object !
15532 } while (result
->NextRow());
15537 void Player::_LoadMailInit(QueryResult
*resultUnread
, QueryResult
*resultDelivery
)
15539 //set a count of unread mails
15540 //QueryResult *resultMails = CharacterDatabase.PQuery("SELECT COUNT(id) FROM mail WHERE receiver = '%u' AND (checked & 1)=0 AND deliver_time <= '" UI64FMTD "'", GUID_LOPART(playerGuid),(uint64)cTime);
15543 Field
*fieldMail
= resultUnread
->Fetch();
15544 unReadMails
= fieldMail
[0].GetUInt8();
15545 delete resultUnread
;
15548 // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
15549 //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
15550 if (resultDelivery
)
15552 Field
*fieldMail
= resultDelivery
->Fetch();
15553 m_nextMailDelivereTime
= (time_t)fieldMail
[0].GetUInt64();
15554 delete resultDelivery
;
15558 void Player::_LoadMail()
15561 //mails are in right order 0 1 2 3 4 5 6 7 8 9 10 11 12 13
15562 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());
15567 Field
*fields
= result
->Fetch();
15568 Mail
*m
= new Mail
;
15569 m
->messageID
= fields
[0].GetUInt32();
15570 m
->messageType
= fields
[1].GetUInt8();
15571 m
->sender
= fields
[2].GetUInt32();
15572 m
->receiver
= fields
[3].GetUInt32();
15573 m
->subject
= fields
[4].GetCppString();
15574 m
->itemTextId
= fields
[5].GetUInt32();
15575 bool has_items
= fields
[6].GetBool();
15576 m
->expire_time
= (time_t)fields
[7].GetUInt64();
15577 m
->deliver_time
= (time_t)fields
[8].GetUInt64();
15578 m
->money
= fields
[9].GetUInt32();
15579 m
->COD
= fields
[10].GetUInt32();
15580 m
->checked
= fields
[11].GetUInt32();
15581 m
->stationery
= fields
[12].GetUInt8();
15582 m
->mailTemplateId
= fields
[13].GetInt16();
15584 if(m
->mailTemplateId
&& !sMailTemplateStore
.LookupEntry(m
->mailTemplateId
))
15586 sLog
.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m
->messageID
, m
->mailTemplateId
);
15587 m
->mailTemplateId
= 0;
15590 m
->state
= MAIL_STATE_UNCHANGED
;
15593 _LoadMailedItems(m
);
15595 m_mail
.push_back(m
);
15596 } while( result
->NextRow() );
15601 void Player::LoadPet()
15603 //fixme: the pet should still be loaded if the player is not in world
15604 // just not added to the map
15607 Pet
*pet
= new Pet
;
15608 if(!pet
->LoadPetFromDB(this,0,0,true))
15613 void Player::_LoadQuestStatus(QueryResult
*result
)
15615 mQuestStatus
.clear();
15619 //// 0 1 2 3 4 5 6 7 8 9 10 11 12
15620 //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());
15626 Field
*fields
= result
->Fetch();
15628 uint32 quest_id
= fields
[0].GetUInt32();
15629 // used to be new, no delete?
15630 Quest
const* pQuest
= sObjectMgr
.GetQuestTemplate(quest_id
);
15634 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
15636 uint32 qstatus
= fields
[1].GetUInt32();
15637 if(qstatus
< MAX_QUEST_STATUS
)
15638 questStatusData
.m_status
= QuestStatus(qstatus
);
15641 questStatusData
.m_status
= QUEST_STATUS_NONE
;
15642 sLog
.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id
,qstatus
);
15645 questStatusData
.m_rewarded
= ( fields
[2].GetUInt8() > 0 );
15646 questStatusData
.m_explored
= ( fields
[3].GetUInt8() > 0 );
15648 time_t quest_time
= time_t(fields
[4].GetUInt64());
15650 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && !GetQuestRewardStatus(quest_id
) && questStatusData
.m_status
!= QUEST_STATUS_NONE
)
15652 AddTimedQuest( quest_id
);
15654 if (quest_time
<= sWorld
.GetGameTime())
15655 questStatusData
.m_timer
= 1;
15657 questStatusData
.m_timer
= (quest_time
- sWorld
.GetGameTime()) * IN_MILISECONDS
;
15662 questStatusData
.m_creatureOrGOcount
[0] = fields
[5].GetUInt32();
15663 questStatusData
.m_creatureOrGOcount
[1] = fields
[6].GetUInt32();
15664 questStatusData
.m_creatureOrGOcount
[2] = fields
[7].GetUInt32();
15665 questStatusData
.m_creatureOrGOcount
[3] = fields
[8].GetUInt32();
15666 questStatusData
.m_itemcount
[0] = fields
[9].GetUInt32();
15667 questStatusData
.m_itemcount
[1] = fields
[10].GetUInt32();
15668 questStatusData
.m_itemcount
[2] = fields
[11].GetUInt32();
15669 questStatusData
.m_itemcount
[3] = fields
[12].GetUInt32();
15671 questStatusData
.uState
= QUEST_UNCHANGED
;
15673 // add to quest log
15674 if (slot
< MAX_QUEST_LOG_SIZE
&&
15675 ((questStatusData
.m_status
== QUEST_STATUS_INCOMPLETE
||
15676 questStatusData
.m_status
== QUEST_STATUS_COMPLETE
||
15677 questStatusData
.m_status
== QUEST_STATUS_FAILED
) &&
15678 (!questStatusData
.m_rewarded
|| pQuest
->IsRepeatable())))
15680 SetQuestSlot(slot
, quest_id
, quest_time
);
15682 if (questStatusData
.m_status
== QUEST_STATUS_COMPLETE
)
15683 SetQuestSlotState(slot
, QUEST_STATE_COMPLETE
);
15685 if (questStatusData
.m_status
== QUEST_STATUS_FAILED
)
15686 SetQuestSlotState(slot
, QUEST_STATE_FAIL
);
15688 for(uint8 idx
= 0; idx
< QUEST_OBJECTIVES_COUNT
; ++idx
)
15689 if(questStatusData
.m_creatureOrGOcount
[idx
])
15690 SetQuestSlotCounter(slot
, idx
, questStatusData
.m_creatureOrGOcount
[idx
]);
15695 if(questStatusData
.m_rewarded
)
15697 // learn rewarded spell if unknown
15698 learnQuestRewardedSpells(pQuest
);
15700 // set rewarded title if any
15701 if(pQuest
->GetCharTitleId())
15703 if(CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
15704 SetTitle(titleEntry
);
15707 if(pQuest
->GetBonusTalents())
15708 m_questRewardTalentCount
+= pQuest
->GetBonusTalents();
15711 sLog
.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData
.m_status
, quest_id
, GetGUIDLow());
15714 while( result
->NextRow() );
15719 // clear quest log tail
15720 for ( uint16 i
= slot
; i
< MAX_QUEST_LOG_SIZE
; ++i
)
15721 SetQuestSlot(i
, 0);
15724 void Player::_LoadDailyQuestStatus(QueryResult
*result
)
15726 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
15727 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
15729 //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
15733 uint32 quest_daily_idx
= 0;
15737 if(quest_daily_idx
>= PLAYER_MAX_DAILY_QUESTS
) // max amount with exist data in query
15739 sLog
.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow());
15743 Field
*fields
= result
->Fetch();
15745 uint32 quest_id
= fields
[0].GetUInt32();
15747 // save _any_ from daily quest times (it must be after last reset anyway)
15748 m_lastDailyQuestTime
= (time_t)fields
[1].GetUInt64();
15750 Quest
const* pQuest
= sObjectMgr
.GetQuestTemplate(quest_id
);
15754 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
15757 sLog
.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id
, GetGUIDLow());
15759 while( result
->NextRow() );
15764 m_DailyQuestChanged
= false;
15767 void Player::_LoadSpells(QueryResult
*result
)
15769 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,active,disabled FROM character_spell WHERE guid = '%u'",GetGUIDLow());
15775 Field
*fields
= result
->Fetch();
15777 addSpell(fields
[0].GetUInt32(), fields
[1].GetBool(), false, false, fields
[2].GetBool());
15779 while( result
->NextRow() );
15785 void Player::_LoadGroup(QueryResult
*result
)
15787 //QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
15790 uint32 leaderGuidLow
= (*result
)[0].GetUInt32();
15793 if (Group
* group
= sObjectMgr
.GetGroupByLeaderLowGUID(leaderGuidLow
))
15795 uint8 subgroup
= group
->GetMemberGroup(GetGUID());
15796 SetGroup(group
, subgroup
);
15797 if (getLevel() >= LEVELREQUIREMENT_HEROIC
)
15799 // the group leader may change the instance difficulty while the player is offline
15800 SetDungeonDifficulty(group
->GetDungeonDifficulty());
15801 SetRaidDifficulty(group
->GetRaidDifficulty());
15807 void Player::_LoadBoundInstances(QueryResult
*result
)
15809 for(uint8 i
= 0; i
< MAX_DIFFICULTY
; ++i
)
15810 m_boundInstances
[i
].clear();
15812 Group
*group
= GetGroup();
15814 //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));
15819 Field
*fields
= result
->Fetch();
15820 bool perm
= fields
[1].GetBool();
15821 uint32 mapId
= fields
[2].GetUInt32();
15822 uint32 instanceId
= fields
[0].GetUInt32();
15823 uint8 difficulty
= fields
[3].GetUInt8();
15825 time_t resetTime
= (time_t)fields
[4].GetUInt64();
15826 // the resettime for normal instances is only saved when the InstanceSave is unloaded
15827 // so the value read from the DB may be wrong here but only if the InstanceSave is loaded
15828 // and in that case it is not used
15830 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(mapId
);
15831 if(!mapEntry
|| !mapEntry
->IsDungeon())
15833 sLog
.outError("_LoadBoundInstances: player %s(%d) has bind to not existed or not dungeon map %d", GetName(), GetGUIDLow(), mapId
);
15834 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
15838 if(difficulty
>= MAX_DIFFICULTY
)
15840 sLog
.outError("_LoadBoundInstances: player %s(%d) has bind to not existed difficulty %d instance for map %u", GetName(), GetGUIDLow(), difficulty
, mapId
);
15841 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
15845 MapDifficulty
const* mapDiff
= GetMapDifficultyData(mapId
,Difficulty(difficulty
));
15848 sLog
.outError("_LoadBoundInstances: player %s(%d) has bind to not existed difficulty %d instance for map %u", GetName(), GetGUIDLow(), difficulty
, mapId
);
15849 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
15855 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
);
15856 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
15860 // since non permanent binds are always solo bind, they can always be reset
15861 InstanceSave
*save
= sInstanceSaveMgr
.AddInstanceSave(mapId
, instanceId
, Difficulty(difficulty
), resetTime
, !perm
, true);
15862 if(save
) BindToInstance(save
, perm
, true);
15863 } while(result
->NextRow());
15868 InstancePlayerBind
* Player::GetBoundInstance(uint32 mapid
, Difficulty difficulty
)
15870 // some instances only have one difficulty
15871 MapDifficulty
const* mapDiff
= GetMapDifficultyData(mapid
,difficulty
);
15875 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
15876 if(itr
!= m_boundInstances
[difficulty
].end())
15877 return &itr
->second
;
15882 void Player::UnbindInstance(uint32 mapid
, Difficulty difficulty
, bool unload
)
15884 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
15885 UnbindInstance(itr
, difficulty
, unload
);
15888 void Player::UnbindInstance(BoundInstancesMap::iterator
&itr
, Difficulty difficulty
, bool unload
)
15890 if(itr
!= m_boundInstances
[difficulty
].end())
15892 if(!unload
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr
->second
.save
->GetInstanceId());
15893 itr
->second
.save
->RemovePlayer(this); // save can become invalid
15894 m_boundInstances
[difficulty
].erase(itr
++);
15898 InstancePlayerBind
* Player::BindToInstance(InstanceSave
*save
, bool permanent
, bool load
)
15902 InstancePlayerBind
& bind
= m_boundInstances
[save
->GetDifficulty()][save
->GetMapId()];
15905 // update the save when the group kills a boss
15906 if(permanent
!= bind
.perm
|| save
!= bind
.save
)
15907 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());
15910 if(!load
) CharacterDatabase
.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save
->GetInstanceId(), permanent
);
15912 if(bind
.save
!= save
)
15914 if(bind
.save
) bind
.save
->RemovePlayer(this);
15915 save
->AddPlayer(this);
15918 if(permanent
) save
->SetCanReset(false);
15921 bind
.perm
= permanent
;
15922 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());
15929 void Player::SendRaidInfo()
15931 uint32 counter
= 0;
15933 WorldPacket
data(SMSG_RAID_INSTANCE_INFO
, 4);
15935 size_t p_counter
= data
.wpos();
15936 data
<< uint32(counter
); // placeholder
15938 time_t now
= time(NULL
);
15940 for(int i
= 0; i
< MAX_DIFFICULTY
; ++i
)
15942 for (BoundInstancesMap::const_iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15944 if(itr
->second
.perm
)
15946 InstanceSave
*save
= itr
->second
.save
;
15947 data
<< uint32(save
->GetMapId()); // map id
15948 data
<< uint32(save
->GetDifficulty()); // difficulty
15949 data
<< uint64(save
->GetInstanceId()); // instance id
15950 data
<< uint8(1); // expired = 0
15951 data
<< uint8(0); // extended = 1
15952 data
<< uint32(save
->GetResetTime() - now
); // reset time
15957 data
.put
<uint32
>(p_counter
, counter
);
15958 GetSession()->SendPacket(&data
);
15962 - called on every successful teleportation to a map
15964 void Player::SendSavedInstances()
15966 bool hasBeenSaved
= false;
15969 for(uint8 i
= 0; i
< MAX_DIFFICULTY
; ++i
)
15971 for (BoundInstancesMap::const_iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15973 if(itr
->second
.perm
) // only permanent binds are sent
15975 hasBeenSaved
= true;
15981 //Send opcode 811. true or false means, whether you have current raid/heroic instances
15982 data
.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP
);
15983 data
<< uint32(hasBeenSaved
);
15984 GetSession()->SendPacket(&data
);
15989 for(uint8 i
= 0; i
< MAX_DIFFICULTY
; ++i
)
15991 for (BoundInstancesMap::const_iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15993 if(itr
->second
.perm
)
15995 data
.Initialize(SMSG_UPDATE_LAST_INSTANCE
);
15996 data
<< uint32(itr
->second
.save
->GetMapId());
15997 GetSession()->SendPacket(&data
);
16003 /// convert the player's binds to the group
16004 void Player::ConvertInstancesToGroup(Player
*player
, Group
*group
, uint64 player_guid
)
16006 bool has_binds
= false;
16007 bool has_solo
= false;
16009 if(player
) { player_guid
= player
->GetGUID(); if(!group
) group
= player
->GetGroup(); }
16010 assert(player_guid
);
16012 // copy all binds to the group, when changing leader it's assumed the character
16013 // will not have any solo binds
16017 for(uint8 i
= 0; i
< MAX_DIFFICULTY
; ++i
)
16019 for (BoundInstancesMap::iterator itr
= player
->m_boundInstances
[i
].begin(); itr
!= player
->m_boundInstances
[i
].end();)
16022 if(group
) group
->BindToInstance(itr
->second
.save
, itr
->second
.perm
, true);
16023 // permanent binds are not removed
16024 if(!itr
->second
.perm
)
16026 // increments itr in call
16027 player
->UnbindInstance(itr
, Difficulty(i
), true);
16036 // if the player's not online we don't know what binds it has
16037 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
));
16038 // the following should not get executed when changing leaders
16039 if(!player
|| has_solo
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid
));
16042 bool Player::_LoadHomeBind(QueryResult
*result
)
16044 PlayerInfo
const *info
= sObjectMgr
.GetPlayerInfo(getRace(), getClass());
16047 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
16052 //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
16055 Field
*fields
= result
->Fetch();
16056 m_homebindMapId
= fields
[0].GetUInt32();
16057 m_homebindZoneId
= fields
[1].GetUInt16();
16058 m_homebindX
= fields
[2].GetFloat();
16059 m_homebindY
= fields
[3].GetFloat();
16060 m_homebindZ
= fields
[4].GetFloat();
16063 MapEntry
const* bindMapEntry
= sMapStore
.LookupEntry(m_homebindMapId
);
16065 // accept saved data only for valid position (and non instanceable), and accessable
16066 if( MapManager::IsValidMapCoord(m_homebindMapId
,m_homebindX
,m_homebindY
,m_homebindZ
) &&
16067 !bindMapEntry
->Instanceable() && GetSession()->Expansion() >= bindMapEntry
->Expansion())
16072 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
16077 m_homebindMapId
= info
->mapId
;
16078 m_homebindZoneId
= info
->zoneId
;
16079 m_homebindX
= info
->positionX
;
16080 m_homebindY
= info
->positionY
;
16081 m_homebindZ
= info
->positionZ
;
16083 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
);
16086 DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f",
16087 m_homebindMapId
, m_homebindZoneId
, m_homebindX
, m_homebindY
, m_homebindZ
);
16092 /*********************************************************/
16093 /*** SAVE SYSTEM ***/
16094 /*********************************************************/
16096 void Player::SaveToDB()
16098 // we should assure this: assert((m_nextSave != sWorld.getConfig(CONFIG_INTERVAL_SAVE)));
16099 // delay auto save at any saves (manual, in code, or autosave)
16100 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
16102 //lets allow only players in world to be saved
16103 if(IsBeingTeleportedFar())
16105 ScheduleDelayedOperation(DELAYED_SAVE_PLAYER
);
16109 // first save/honor gain after midnight will also update the player's honor fields
16110 UpdateHonorFields();
16112 sLog
.outDebug("The value of player %s at save: ", m_name
.c_str());
16115 CharacterDatabase
.BeginTransaction();
16117 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow());
16119 std::string sql_name
= m_name
;
16120 CharacterDatabase
.escape_string(sql_name
);
16122 std::ostringstream ss
;
16123 ss
<< "INSERT INTO characters (guid,account,name,race,class,gender,level,xp,money,playerBytes,playerBytes2,playerFlags,"
16124 "map, dungeon_difficulty, position_x, position_y, position_z, orientation, data, "
16125 "taximask, online, cinematic, "
16126 "totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, "
16127 "trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, "
16128 "death_expire_time, taxi_path, arenaPoints, totalHonorPoints, todayHonorPoints, yesterdayHonorPoints, totalKills, "
16129 "todayKills, yesterdayKills, chosenTitle, knownCurrencies, watchedFaction, drunk, health, power1, power2, power3, "
16130 "power4, power5, power6, power7) VALUES ("
16131 << GetGUIDLow() << ", "
16132 << GetSession()->GetAccountId() << ", '"
16133 << sql_name
<< "', "
16134 << (uint32
)getRace() << ", "
16135 << (uint32
)getClass() << ", "
16136 << (uint32
)getGender() << ", "
16137 << getLevel() << ", "
16138 << GetUInt32Value(PLAYER_XP
) << ", "
16139 << GetMoney() << ", "
16140 << GetUInt32Value(PLAYER_BYTES
) << ", "
16141 << GetUInt32Value(PLAYER_BYTES_2
) << ", "
16142 << GetUInt32Value(PLAYER_FLAGS
) << ", ";
16144 if(!IsBeingTeleported())
16146 ss
<< GetMapId() << ", "
16147 << (uint32
)GetDungeonDifficulty() << ", "
16148 << finiteAlways(GetPositionX()) << ", "
16149 << finiteAlways(GetPositionY()) << ", "
16150 << finiteAlways(GetPositionZ()) << ", "
16151 << finiteAlways(GetOrientation()) << ", '";
16155 ss
<< GetTeleportDest().mapid
<< ", "
16156 << (uint32
)GetDungeonDifficulty() << ", "
16157 << finiteAlways(GetTeleportDest().coord_x
) << ", "
16158 << finiteAlways(GetTeleportDest().coord_y
) << ", "
16159 << finiteAlways(GetTeleportDest().coord_z
) << ", "
16160 << finiteAlways(GetTeleportDest().orientation
) << ", '";
16164 for( i
= 0; i
< m_valuesCount
; ++i
)
16166 ss
<< GetUInt32Value(i
) << " ";
16171 ss
<< m_taxi
<< ", "; // string with TaxiMaskSize numbers
16173 ss
<< (IsInWorld() ? 1 : 0) << ", ";
16175 ss
<< m_cinematic
<< ", ";
16177 ss
<< m_Played_time
[PLAYED_TIME_TOTAL
] << ", ";
16178 ss
<< m_Played_time
[PLAYED_TIME_LEVEL
] << ", ";
16180 ss
<< finiteAlways(m_rest_bonus
) << ", ";
16181 ss
<< (uint64
)time(NULL
) << ", ";
16182 ss
<< (HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
) ? 1 : 0) << ", ";
16183 //save, far from tavern/city
16184 //save, but in tavern/city
16185 ss
<< m_resetTalentsCost
<< ", ";
16186 ss
<< (uint64
)m_resetTalentsTime
<< ", ";
16188 ss
<< finiteAlways(m_movementInfo
.GetTransportPos()->x
) << ", ";
16189 ss
<< finiteAlways(m_movementInfo
.GetTransportPos()->y
) << ", ";
16190 ss
<< finiteAlways(m_movementInfo
.GetTransportPos()->z
) << ", ";
16191 ss
<< finiteAlways(m_movementInfo
.GetTransportPos()->o
) << ", ";
16193 ss
<< m_transport
->GetGUIDLow();
16198 ss
<< m_ExtraFlags
<< ", ";
16200 ss
<< uint32(m_stableSlots
) << ", "; // to prevent save uint8 as char
16202 ss
<< uint32(m_atLoginFlags
) << ", ";
16204 ss
<< GetZoneId() << ", ";
16206 ss
<< (uint64
)m_deathExpireTime
<< ", '";
16208 ss
<< m_taxi
.SaveTaxiDestinationsToString() << "', ";
16210 ss
<< GetArenaPoints() << ", ";
16212 ss
<< GetHonorPoints() << ", ";
16214 ss
<< GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
) << ", ";
16216 ss
<< GetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
) << ", ";
16218 ss
<< GetUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
) << ", ";
16220 ss
<< GetUInt16Value(PLAYER_FIELD_KILLS
, 0) << ", ";
16222 ss
<< GetUInt16Value(PLAYER_FIELD_KILLS
, 1) << ", ";
16224 ss
<< GetUInt32Value(PLAYER_CHOSEN_TITLE
) << ", ";
16226 ss
<< GetUInt64Value(PLAYER_FIELD_KNOWN_CURRENCIES
) << ", ";
16228 // FIXME: at this moment send to DB as unsigned, including unit32(-1)
16229 ss
<< GetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX
) << ", ";
16231 ss
<< (uint16
)(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFE) << ", ";
16235 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
16236 ss
<< "," << GetPower(Powers(i
));
16240 CharacterDatabase
.Execute( ss
.str().c_str() );
16242 if(m_mailsUpdated
) //save mails only when needed
16247 _SaveQuestStatus();
16248 _SaveDailyQuestStatus();
16250 _SaveSpellCooldowns();
16254 m_achievementMgr
.SaveToDB();
16255 m_reputationMgr
.SaveToDB();
16256 _SaveEquipmentSets();
16257 GetSession()->SaveTutorialsData(); // changed only while character in game
16259 CharacterDatabase
.CommitTransaction();
16261 // save pet (hunter pet level and experience and all type pets health/mana).
16262 if(Pet
* pet
= GetPet())
16263 pet
->SavePetToDB(PET_SAVE_AS_CURRENT
);
16266 // fast save function for item/money cheating preventing - save only inventory and money state
16267 void Player::SaveInventoryAndGoldToDB()
16273 void Player::SaveGoldToDB()
16275 CharacterDatabase
.PExecute("UPDATE characters SET money = '%u' WHERE guid = '%u'", GetMoney(), GetGUIDLow());
16278 void Player::_SaveActions()
16280 for(ActionButtonList::iterator itr
= m_actionButtons
.begin(); itr
!= m_actionButtons
.end(); )
16282 switch (itr
->second
.uState
)
16284 case ACTIONBUTTON_NEW
:
16285 CharacterDatabase
.PExecute("INSERT INTO character_action (guid,button,action,type) VALUES ('%u', '%u', '%u', '%u')",
16286 GetGUIDLow(), (uint32
)itr
->first
, (uint32
)itr
->second
.GetAction(), (uint32
)itr
->second
.GetType() );
16287 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
16290 case ACTIONBUTTON_CHANGED
:
16291 CharacterDatabase
.PExecute("UPDATE character_action SET action = '%u', type = '%u' WHERE guid= '%u' AND button= '%u' ",
16292 (uint32
)itr
->second
.GetAction(), (uint32
)itr
->second
.GetType(), GetGUIDLow(), (uint32
)itr
->first
);
16293 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
16296 case ACTIONBUTTON_DELETED
:
16297 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u'", GetGUIDLow(), (uint32
)itr
->first
);
16298 m_actionButtons
.erase(itr
++);
16307 void Player::_SaveAuras()
16309 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
16311 AuraMap
const& auras
= GetAuras();
16316 spellEffectPair lastEffectPair
= auras
.begin()->first
;
16317 uint32 stackCounter
= 1;
16319 /* copied following sql-code partly from achievementmgr */
16320 bool first_round
= true;
16321 std::ostringstream ss
;
16322 for(AuraMap::const_iterator itr
= auras
.begin(); ; ++itr
)
16324 if(itr
== auras
.end() || lastEffectPair
!= itr
->first
)
16326 AuraMap::const_iterator itr2
= itr
;
16327 // save previous spellEffectPair to db
16330 //skip all auras from spells that are passive
16331 //do not save single target auras (unless they were cast by the player)
16332 if (!itr2
->second
->IsPassive() && (itr2
->second
->GetCasterGUID() == GetGUID() || !itr2
->second
->IsSingleTarget()))
16336 ss
<< "INSERT INTO character_aura (guid,caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges)VALUES ";
16337 first_round
= false;
16339 // next new/changed record prefix
16343 ss
<< "("<< GetGUIDLow() << "," << itr2
->second
->GetCasterGUID() << ","
16344 << (uint32
)itr2
->second
->GetId() << "," << (uint32
)itr2
->second
->GetEffIndex() << ","
16345 << stackCounter
<< "," << itr2
->second
->GetModifier()->m_amount
<< ","
16346 <<int(itr2
->second
->GetAuraMaxDuration()) << "," << int(itr2
->second
->GetAuraDuration()) << ","
16347 << int(itr2
->second
->GetAuraCharges()) << ")";
16350 if(itr
== auras
.end())
16354 if (lastEffectPair
== itr
->first
)
16358 lastEffectPair
= itr
->first
;
16363 // if something changed execute
16365 CharacterDatabase
.Execute( ss
.str().c_str() );
16368 void Player::_SaveInventory()
16370 // force items in buyback slots to new state
16371 // and remove those that aren't already
16372 for (uint8 i
= BUYBACK_SLOT_START
; i
< BUYBACK_SLOT_END
; ++i
)
16374 Item
*item
= m_items
[i
];
16375 if (!item
|| item
->GetState() == ITEM_NEW
) continue;
16376 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
16377 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item
->GetGUIDLow());
16378 m_items
[i
]->FSetState(ITEM_NEW
);
16381 // update enchantment durations
16382 for(EnchantDurationList::const_iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
16384 itr
->item
->SetEnchantmentDuration(itr
->slot
,itr
->leftduration
);
16388 if (m_itemUpdateQueue
.empty()) return;
16390 // do not save if the update queue is corrupt
16391 bool error
= false;
16392 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); ++i
)
16394 Item
*item
= m_itemUpdateQueue
[i
];
16395 if(!item
|| item
->GetState() == ITEM_REMOVED
) continue;
16396 Item
*test
= GetItemByPos( item
->GetBagSlot(), item
->GetSlot());
16400 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());
16403 else if (test
!= item
)
16405 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());
16412 sLog
.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
16413 ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED
);
16417 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); ++i
)
16419 Item
*item
= m_itemUpdateQueue
[i
];
16420 if(!item
) continue;
16422 Bag
*container
= item
->GetContainer();
16423 uint32 bag_guid
= container
? container
->GetGUIDLow() : 0;
16425 switch(item
->GetState())
16428 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());
16431 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());
16434 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
16436 case ITEM_UNCHANGED
:
16440 item
->SaveToDB(); // item have unchanged inventory record and can be save standalone
16442 m_itemUpdateQueue
.clear();
16445 void Player::_SaveMail()
16447 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
16450 if (m
->state
== MAIL_STATE_CHANGED
)
16452 CharacterDatabase
.PExecute("UPDATE mail SET itemTextId = '%u',has_items = '%u',expire_time = '" UI64FMTD
"', deliver_time = '" UI64FMTD
"',money = '%u',cod = '%u',checked = '%u' WHERE id = '%u'",
16453 m
->itemTextId
, m
->HasItems() ? 1 : 0, (uint64
)m
->expire_time
, (uint64
)m
->deliver_time
, m
->money
, m
->COD
, m
->checked
, m
->messageID
);
16454 if(m
->removedItems
.size())
16456 for(std::vector
<uint32
>::const_iterator itr2
= m
->removedItems
.begin(); itr2
!= m
->removedItems
.end(); ++itr2
)
16457 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2
);
16458 m
->removedItems
.clear();
16460 m
->state
= MAIL_STATE_UNCHANGED
;
16462 else if (m
->state
== MAIL_STATE_DELETED
)
16465 for(std::vector
<MailItemInfo
>::const_iterator itr2
= m
->items
.begin(); itr2
!= m
->items
.end(); ++itr2
)
16466 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2
->item_guid
);
16468 CharacterDatabase
.PExecute("DELETE FROM item_text WHERE id = '%u'", m
->itemTextId
);
16469 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", m
->messageID
);
16470 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m
->messageID
);
16474 //deallocate deleted mails...
16475 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); )
16477 if ((*itr
)->state
== MAIL_STATE_DELETED
)
16482 itr
= m_mail
.begin();
16488 m_mailsUpdated
= false;
16491 void Player::_SaveQuestStatus()
16493 // we don't need transactions here.
16494 for( QuestStatusMap::iterator i
= mQuestStatus
.begin( ); i
!= mQuestStatus
.end( ); ++i
)
16496 switch (i
->second
.uState
)
16499 CharacterDatabase
.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) "
16500 "VALUES ('%u', '%u', '%u', '%u', '%u', '" UI64FMTD
"', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
16501 GetGUIDLow(), i
->first
, i
->second
.m_status
, i
->second
.m_rewarded
, i
->second
.m_explored
, uint64(i
->second
.m_timer
/ IN_MILISECONDS
+ sWorld
.GetGameTime()), i
->second
.m_creatureOrGOcount
[0], i
->second
.m_creatureOrGOcount
[1], i
->second
.m_creatureOrGOcount
[2], i
->second
.m_creatureOrGOcount
[3], i
->second
.m_itemcount
[0], i
->second
.m_itemcount
[1], i
->second
.m_itemcount
[2], i
->second
.m_itemcount
[3]);
16503 case QUEST_CHANGED
:
16504 CharacterDatabase
.PExecute("UPDATE character_queststatus SET status = '%u',rewarded = '%u',explored = '%u',timer = '" UI64FMTD
"',mobcount1 = '%u',mobcount2 = '%u',mobcount3 = '%u',mobcount4 = '%u',itemcount1 = '%u',itemcount2 = '%u',itemcount3 = '%u',itemcount4 = '%u' WHERE guid = '%u' AND quest = '%u' ",
16505 i
->second
.m_status
, i
->second
.m_rewarded
, i
->second
.m_explored
, uint64(i
->second
.m_timer
/ IN_MILISECONDS
+ sWorld
.GetGameTime()), i
->second
.m_creatureOrGOcount
[0], i
->second
.m_creatureOrGOcount
[1], i
->second
.m_creatureOrGOcount
[2], i
->second
.m_creatureOrGOcount
[3], i
->second
.m_itemcount
[0], i
->second
.m_itemcount
[1], i
->second
.m_itemcount
[2], i
->second
.m_itemcount
[3], GetGUIDLow(), i
->first
);
16507 case QUEST_UNCHANGED
:
16510 i
->second
.uState
= QUEST_UNCHANGED
;
16514 void Player::_SaveDailyQuestStatus()
16516 if(!m_DailyQuestChanged
)
16519 m_DailyQuestChanged
= false;
16521 // save last daily quest time for all quests: we need only mostly reset time for reset check anyway
16523 // we don't need transactions here.
16524 CharacterDatabase
.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow());
16525 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
16526 if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
16527 CharacterDatabase
.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" UI64FMTD
"')",
16528 GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
),uint64(m_lastDailyQuestTime
));
16532 void Player::_SaveSkills()
16534 // we don't need transactions here.
16535 for( SkillStatusMap::iterator itr
= mSkillStatus
.begin(); itr
!= mSkillStatus
.end(); )
16537 if(itr
->second
.uState
== SKILL_UNCHANGED
)
16543 if(itr
->second
.uState
== SKILL_DELETED
)
16545 CharacterDatabase
.PExecute("DELETE FROM character_skills WHERE guid = '%u' AND skill = '%u' ", GetGUIDLow(), itr
->first
);
16546 mSkillStatus
.erase(itr
++);
16550 uint32 valueData
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
));
16551 uint16 value
= SKILL_VALUE(valueData
);
16552 uint16 max
= SKILL_MAX(valueData
);
16554 switch (itr
->second
.uState
)
16557 CharacterDatabase
.PExecute("INSERT INTO character_skills (guid, skill, value, max) VALUES ('%u', '%u', '%u', '%u')",
16558 GetGUIDLow(), itr
->first
, value
, max
);
16560 case SKILL_CHANGED
:
16561 CharacterDatabase
.PExecute("UPDATE character_skills SET value = '%u',max = '%u'WHERE guid = '%u' AND skill = '%u' ",
16562 value
, max
, GetGUIDLow(), itr
->first
);
16565 itr
->second
.uState
= SKILL_UNCHANGED
;
16571 void Player::_SaveSpells()
16573 for (PlayerSpellMap::iterator itr
= m_spells
.begin(), next
= m_spells
.begin(); itr
!= m_spells
.end();)
16575 if (itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->state
== PLAYERSPELL_CHANGED
)
16576 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr
->first
);
16578 // add only changed/new not dependent spells
16579 if (!itr
->second
->dependent
&& (itr
->second
->state
== PLAYERSPELL_NEW
|| itr
->second
->state
== PLAYERSPELL_CHANGED
))
16580 CharacterDatabase
.PExecute("INSERT INTO character_spell (guid,spell,active,disabled) VALUES ('%u', '%u', '%u', '%u')", GetGUIDLow(), itr
->first
, itr
->second
->active
? 1 : 0,itr
->second
->disabled
? 1 : 0);
16582 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
16584 delete itr
->second
;
16585 m_spells
.erase(itr
++);
16589 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
16596 void Player::outDebugValues() const
16598 if(!sLog
.IsOutDebug()) // optimize disabled debug output
16601 sLog
.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA
));
16602 sLog
.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY
), GetStat(STAT_STRENGTH
));
16603 sLog
.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT
), GetStat(STAT_SPIRIT
));
16604 sLog
.outDebug("STAMINA is: \t\t%f",GetStat(STAT_STAMINA
));
16605 sLog
.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE
));
16606 sLog
.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY
), GetResistance(SPELL_SCHOOL_FIRE
));
16607 sLog
.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE
), GetResistance(SPELL_SCHOOL_FROST
));
16608 sLog
.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW
), GetResistance(SPELL_SCHOOL_ARCANE
));
16609 sLog
.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE
), GetFloatValue(UNIT_FIELD_MAXDAMAGE
));
16610 sLog
.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
));
16611 sLog
.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
));
16612 sLog
.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK
), GetAttackTime(RANGED_ATTACK
));
16615 /*********************************************************/
16616 /*** FLOOD FILTER SYSTEM ***/
16617 /*********************************************************/
16619 void Player::UpdateSpeakTime()
16621 // ignore chat spam protection for GMs in any mode
16622 if(GetSession()->GetSecurity() > SEC_PLAYER
)
16625 time_t current
= time (NULL
);
16626 if(m_speakTime
> current
)
16628 uint32 max_count
= sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT
);
16633 if(m_speakCount
>= max_count
)
16635 // prevent overwrite mute time, if message send just before mutes set, for example.
16636 time_t new_mute
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MUTE_TIME
);
16637 if(GetSession()->m_muteTime
< new_mute
)
16638 GetSession()->m_muteTime
= new_mute
;
16646 m_speakTime
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY
);
16649 bool Player::CanSpeak() const
16651 return GetSession()->m_muteTime
<= time (NULL
);
16654 /*********************************************************/
16655 /*** LOW LEVEL FUNCTIONS:Notifiers ***/
16656 /*********************************************************/
16658 void Player::SendAttackSwingNotInRange()
16660 WorldPacket
data(SMSG_ATTACKSWING_NOTINRANGE
, 0);
16661 GetSession()->SendPacket( &data
);
16664 void Player::SavePositionInDB(uint32 mapid
, float x
,float y
,float z
,float o
,uint32 zone
,uint64 guid
)
16666 std::ostringstream ss
;
16667 ss
<< "UPDATE characters SET position_x='"<<x
<<"',position_y='"<<y
16668 << "',position_z='"<<z
<<"',orientation='"<<o
<<"',map='"<<mapid
16669 << "',zone='"<<zone
<<"',trans_x='0',trans_y='0',trans_z='0',"
16670 << "transguid='0',taxi_path='' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
16671 sLog
.outDebug("%s", ss
.str().c_str());
16672 CharacterDatabase
.Execute(ss
.str().c_str());
16675 void Player::SaveDataFieldToDB()
16677 std::ostringstream ss
;
16678 ss
<<"UPDATE characters SET data='";
16680 for(uint16 i
= 0; i
< m_valuesCount
; ++i
)
16682 ss
<< GetUInt32Value(i
) << " ";
16684 ss
<<"' WHERE guid='"<< GUID_LOPART(GetGUIDLow()) <<"'";
16686 CharacterDatabase
.Execute(ss
.str().c_str());
16689 bool Player::SaveValuesArrayInDB(Tokens
const& tokens
, uint64 guid
)
16691 std::ostringstream ss2
;
16692 ss2
<<"UPDATE characters SET data='";
16694 for (Tokens::const_iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
, ++i
)
16696 ss2
<<tokens
[i
]<<" ";
16698 ss2
<<"' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
16700 return CharacterDatabase
.Execute(ss2
.str().c_str());
16703 void Player::SetUInt32ValueInArray(Tokens
& tokens
,uint16 index
, uint32 value
)
16706 snprintf(buf
,11,"%u",value
);
16708 if(index
>= tokens
.size())
16711 tokens
[index
] = buf
;
16714 void Player::SetUInt32ValueInDB(uint16 index
, uint32 value
, uint64 guid
)
16717 if(!LoadValuesArrayFromDB(tokens
,guid
))
16720 if(index
>= tokens
.size())
16724 snprintf(buf
,11,"%u",value
);
16725 tokens
[index
] = buf
;
16727 SaveValuesArrayInDB(tokens
,guid
);
16730 void Player::SetFloatValueInDB(uint16 index
, float value
, uint64 guid
)
16733 memcpy(&temp
, &value
, sizeof(value
));
16734 Player::SetUInt32ValueInDB(index
, temp
, guid
);
16737 void Player::Customize(uint64 guid
, uint8 gender
, uint8 skin
, uint8 face
, uint8 hairStyle
, uint8 hairColor
, uint8 facialHair
)
16740 QueryResult
* result
= CharacterDatabase
.PQuery("SELECT playerBytes2 FROM characters WHERE guid = '%u'", GUID_LOPART(guid
));
16744 Field
* fields
= result
->Fetch();
16746 uint32 player_bytes2
= fields
[0].GetUInt32();
16747 player_bytes2
&= ~0xFF;
16748 player_bytes2
|= facialHair
;
16750 CharacterDatabase
.PExecute("UPDATE characters SET gender = '%u', playerBytes = '%u', playerBytes2 = '%u' WHERE guid = '%u'", gender
, skin
| (face
<< 8) | (hairStyle
<< 16) | (hairColor
<< 24), player_bytes2
, GUID_LOPART(guid
));
16755 void Player::SendAttackSwingDeadTarget()
16757 WorldPacket
data(SMSG_ATTACKSWING_DEADTARGET
, 0);
16758 GetSession()->SendPacket( &data
);
16761 void Player::SendAttackSwingCantAttack()
16763 WorldPacket
data(SMSG_ATTACKSWING_CANT_ATTACK
, 0);
16764 GetSession()->SendPacket( &data
);
16767 void Player::SendAttackSwingCancelAttack()
16769 WorldPacket
data(SMSG_CANCEL_COMBAT
, 0);
16770 GetSession()->SendPacket( &data
);
16773 void Player::SendAttackSwingBadFacingAttack()
16775 WorldPacket
data(SMSG_ATTACKSWING_BADFACING
, 0);
16776 GetSession()->SendPacket( &data
);
16779 void Player::SendAutoRepeatCancel(Unit
*target
)
16781 WorldPacket
data(SMSG_CANCEL_AUTO_REPEAT
, target
->GetPackGUID().size());
16782 data
.append(target
->GetPackGUID()); // may be it's target guid
16783 GetSession()->SendPacket( &data
);
16786 void Player::SendExplorationExperience(uint32 Area
, uint32 Experience
)
16788 WorldPacket
data( SMSG_EXPLORATION_EXPERIENCE
, 8 );
16790 data
<< Experience
;
16791 GetSession()->SendPacket(&data
);
16794 void Player::SendDungeonDifficulty(bool IsInGroup
)
16796 uint8 val
= 0x00000001;
16797 WorldPacket
data(MSG_SET_DUNGEON_DIFFICULTY
, 12);
16798 data
<< (uint32
)GetDungeonDifficulty();
16799 data
<< uint32(val
);
16800 data
<< uint32(IsInGroup
);
16801 GetSession()->SendPacket(&data
);
16804 void Player::SendRaidDifficulty(bool IsInGroup
)
16806 uint8 val
= 0x00000001;
16807 WorldPacket
data(MSG_SET_RAID_DIFFICULTY
, 12);
16808 data
<< uint32(GetRaidDifficulty());
16809 data
<< uint32(val
);
16810 data
<< uint32(IsInGroup
);
16811 GetSession()->SendPacket(&data
);
16814 void Player::SendResetFailedNotify(uint32 mapid
)
16816 WorldPacket
data(SMSG_RESET_FAILED_NOTIFY
, 4);
16817 data
<< uint32(mapid
);
16818 GetSession()->SendPacket(&data
);
16821 /// Reset all solo instances and optionally send a message on success for each
16822 void Player::ResetInstances(uint8 method
, bool isRaid
)
16824 // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
16826 // we assume that when the difficulty changes, all instances that can be reset will be
16827 Difficulty diff
= GetDifficulty(isRaid
);
16829 for (BoundInstancesMap::iterator itr
= m_boundInstances
[diff
].begin(); itr
!= m_boundInstances
[diff
].end();)
16831 InstanceSave
*p
= itr
->second
.save
;
16832 const MapEntry
*entry
= sMapStore
.LookupEntry(itr
->first
);
16833 if(!entry
|| entry
->IsRaid() != isRaid
|| !p
->CanReset())
16839 if(method
== INSTANCE_RESET_ALL
)
16841 // the "reset all instances" method can only reset normal maps
16842 if(entry
->map_type
== MAP_RAID
|| diff
== DUNGEON_DIFFICULTY_HEROIC
)
16849 // if the map is loaded, reset it
16850 Map
*map
= sMapMgr
.FindMap(p
->GetMapId(), p
->GetInstanceId());
16851 if(map
&& map
->IsDungeon())
16852 ((InstanceMap
*)map
)->Reset(method
);
16854 // since this is a solo instance there should not be any players inside
16855 if(method
== INSTANCE_RESET_ALL
|| method
== INSTANCE_RESET_CHANGE_DIFFICULTY
)
16856 SendResetInstanceSuccess(p
->GetMapId());
16859 m_boundInstances
[diff
].erase(itr
++);
16861 // the following should remove the instance save from the manager and delete it as well
16862 p
->RemovePlayer(this);
16866 void Player::SendResetInstanceSuccess(uint32 MapId
)
16868 WorldPacket
data(SMSG_INSTANCE_RESET
, 4);
16870 GetSession()->SendPacket(&data
);
16873 void Player::SendResetInstanceFailed(uint32 reason
, uint32 MapId
)
16875 // TODO: find what other fail reasons there are besides players in the instance
16876 WorldPacket
data(SMSG_INSTANCE_RESET_FAILED
, 4);
16879 GetSession()->SendPacket(&data
);
16882 /*********************************************************/
16883 /*** Update timers ***/
16884 /*********************************************************/
16886 ///checks the 15 afk reports per 5 minutes limit
16887 void Player::UpdateAfkReport(time_t currTime
)
16889 if(m_bgData
.bgAfkReportedTimer
<= currTime
)
16891 m_bgData
.bgAfkReportedCount
= 0;
16892 m_bgData
.bgAfkReportedTimer
= currTime
+5*MINUTE
;
16896 void Player::UpdateContestedPvP(uint32 diff
)
16898 if(!m_contestedPvPTimer
||isInCombat())
16900 if(m_contestedPvPTimer
<= diff
)
16902 ResetContestedPvP();
16905 m_contestedPvPTimer
-= diff
;
16908 void Player::UpdatePvPFlag(time_t currTime
)
16912 if(pvpInfo
.endTimer
== 0 || currTime
< (pvpInfo
.endTimer
+ 300))
16918 void Player::UpdateDuelFlag(time_t currTime
)
16920 if(!duel
|| duel
->startTimer
== 0 ||currTime
< duel
->startTimer
+ 3)
16923 SetUInt32Value(PLAYER_DUEL_TEAM
, 1);
16924 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 2);
16926 duel
->startTimer
= 0;
16927 duel
->startTime
= currTime
;
16928 duel
->opponent
->duel
->startTimer
= 0;
16929 duel
->opponent
->duel
->startTime
= currTime
;
16932 void Player::RemovePet(Pet
* pet
, PetSaveMode mode
, bool returnreagent
)
16937 if(!pet
|| pet
->GetOwnerGUID()!=GetGUID())
16940 // not save secondary permanent pet as current
16941 if (pet
&& m_temporaryUnsummonedPetNumber
!= pet
->GetCharmInfo()->GetPetNumber() && mode
== PET_SAVE_AS_CURRENT
)
16942 mode
= PET_SAVE_NOT_IN_SLOT
;
16944 if(returnreagent
&& pet
&& mode
!= PET_SAVE_AS_CURRENT
)
16946 //returning of reagents only for players, so best done here
16947 uint32 spellId
= pet
? pet
->GetUInt32Value(UNIT_CREATED_BY_SPELL
) : m_oldpetspell
;
16948 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellId
);
16952 for(uint32 i
= 0; i
< 7; ++i
)
16954 if(spellInfo
->Reagent
[i
] > 0)
16956 ItemPosCountVec dest
; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
16957 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, spellInfo
->Reagent
[i
], spellInfo
->ReagentCount
[i
] );
16958 if( msg
== EQUIP_ERR_OK
)
16960 Item
* item
= StoreNewItem( dest
, spellInfo
->Reagent
[i
], true);
16962 SendNewItem(item
,spellInfo
->ReagentCount
[i
],true,false);
16969 // only if current pet in slot
16970 switch(pet
->getPetType())
16976 RemoveGuardian(pet
);
16979 if(GetPetGUID() == pet
->GetGUID())
16986 pet
->SavePetToDB(mode
);
16988 pet
->AddObjectToRemoveList();
16989 pet
->m_removed
= true;
16991 if(pet
->isControlled())
16993 RemovePetActionBar();
16996 SetGroupUpdateFlag(GROUP_UPDATE_PET
);
17000 void Player::RemoveMiniPet()
17002 if(Pet
* pet
= GetMiniPet())
17004 pet
->Remove(PET_SAVE_AS_DELETED
);
17009 Pet
* Player::GetMiniPet()
17013 return GetMap()->GetPet(m_miniPet
);
17016 void Player::BuildPlayerChat(WorldPacket
*data
, uint8 msgtype
, const std::string
& text
, uint32 language
) const
17018 *data
<< (uint8
)msgtype
;
17019 *data
<< (uint32
)language
;
17020 *data
<< (uint64
)GetGUID();
17021 *data
<< (uint32
)language
; //language 2.1.0 ?
17022 *data
<< (uint64
)GetGUID();
17023 *data
<< (uint32
)(text
.length()+1);
17025 *data
<< (uint8
)chatTag();
17028 void Player::Say(const std::string
& text
, const uint32 language
)
17030 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
17031 BuildPlayerChat(&data
, CHAT_MSG_SAY
, text
, language
);
17032 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_SAY
),true);
17035 void Player::Yell(const std::string
& text
, const uint32 language
)
17037 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
17038 BuildPlayerChat(&data
, CHAT_MSG_YELL
, text
, language
);
17039 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_YELL
),true);
17042 void Player::TextEmote(const std::string
& text
)
17044 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
17045 BuildPlayerChat(&data
, CHAT_MSG_EMOTE
, text
, LANG_UNIVERSAL
);
17046 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE
),true, !sWorld
.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT
) );
17049 void Player::Whisper(const std::string
& text
, uint32 language
,uint64 receiver
)
17051 if (language
!= LANG_ADDON
) // if not addon data
17052 language
= LANG_UNIVERSAL
; // whispers should always be readable
17054 Player
*rPlayer
= sObjectMgr
.GetPlayer(receiver
);
17056 // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode
17057 if(!rPlayer
->isDND() || isGameMaster())
17059 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
17060 BuildPlayerChat(&data
, CHAT_MSG_WHISPER
, text
, language
);
17061 rPlayer
->GetSession()->SendPacket(&data
);
17063 // not send confirmation for addon messages
17064 if (language
!= LANG_ADDON
)
17066 data
.Initialize(SMSG_MESSAGECHAT
, 200);
17067 rPlayer
->BuildPlayerChat(&data
, CHAT_MSG_WHISPER_INFORM
, text
, language
);
17068 GetSession()->SendPacket(&data
);
17073 // announce to player that player he is whispering to is dnd and cannot receive his message
17074 ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND
, rPlayer
->GetName(), rPlayer
->dndMsg
.c_str());
17077 if(!isAcceptWhispers())
17079 SetAcceptWhispers(true);
17080 ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON
);
17083 // announce to player that player he is whispering to is afk
17084 if(rPlayer
->isAFK())
17085 ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK
, rPlayer
->GetName(), rPlayer
->afkMsg
.c_str());
17087 // if player whisper someone, auto turn of dnd to be able to receive an answer
17088 if(isDND() && !rPlayer
->isGameMaster())
17092 void Player::PetSpellInitialize()
17094 Pet
* pet
= GetPet();
17099 sLog
.outDebug("Pet Spells Groups");
17101 CharmInfo
*charmInfo
= pet
->GetCharmInfo();
17103 WorldPacket
data(SMSG_PET_SPELLS
, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX
+1+1);
17104 data
<< uint64(pet
->GetGUID());
17105 data
<< uint16(pet
->GetCreatureInfo()->family
); // creature family (required for pet talents)
17107 data
<< uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState()) << uint16(0);
17110 charmInfo
->BuildActionBar(&data
);
17112 size_t spellsCountPos
= data
.wpos();
17116 data
<< uint8(addlist
); // placeholder
17118 if (pet
->IsPermanentPetFor(this))
17121 for (PetSpellMap::const_iterator itr
= pet
->m_spells
.begin(); itr
!= pet
->m_spells
.end(); ++itr
)
17123 if(itr
->second
.state
== PETSPELL_REMOVED
)
17126 data
<< uint32(MAKE_UNIT_ACTION_BUTTON(itr
->first
,itr
->second
.active
));
17131 data
.put
<uint8
>(spellsCountPos
, addlist
);
17133 uint8 cooldownsCount
= pet
->m_CreatureSpellCooldowns
.size() + pet
->m_CreatureCategoryCooldowns
.size();
17134 data
<< uint8(cooldownsCount
);
17136 time_t curTime
= time(NULL
);
17138 for(CreatureSpellCooldowns::const_iterator itr
= pet
->m_CreatureSpellCooldowns
.begin(); itr
!= pet
->m_CreatureSpellCooldowns
.end(); ++itr
)
17140 time_t cooldown
= (itr
->second
> curTime
) ? (itr
->second
- curTime
) * IN_MILISECONDS
: 0;
17142 data
<< uint32(itr
->first
); // spellid
17143 data
<< uint16(0); // spell category?
17144 data
<< uint32(cooldown
); // cooldown
17145 data
<< uint32(0); // category cooldown
17148 for(CreatureSpellCooldowns::const_iterator itr
= pet
->m_CreatureCategoryCooldowns
.begin(); itr
!= pet
->m_CreatureCategoryCooldowns
.end(); ++itr
)
17150 time_t cooldown
= (itr
->second
> curTime
) ? (itr
->second
- curTime
) * IN_MILISECONDS
: 0;
17152 data
<< uint32(itr
->first
); // spellid
17153 data
<< uint16(0); // spell category?
17154 data
<< uint32(0); // cooldown
17155 data
<< uint32(cooldown
); // category cooldown
17158 GetSession()->SendPacket(&data
);
17161 void Player::SendPetGUIDs()
17166 // Later this function might get modified for multiple guids
17167 WorldPacket
data(SMSG_PET_GUIDS
, 12);
17168 data
<< uint32(1); // count
17169 data
<< uint64(GetPetGUID());
17170 GetSession()->SendPacket(&data
);
17173 void Player::PossessSpellInitialize()
17175 Unit
* charm
= GetCharm();
17180 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
17184 sLog
.outError("Player::PossessSpellInitialize(): charm (GUID: %u TypeId: %u) has no charminfo!", charm
->GetGUIDLow(),charm
->GetTypeId());
17188 WorldPacket
data(SMSG_PET_SPELLS
, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX
+1+1);
17189 data
<< uint64(charm
->GetGUID());
17194 charmInfo
->BuildActionBar(&data
);
17196 data
<< uint8(0); // spells count
17197 data
<< uint8(0); // cooldowns count
17199 GetSession()->SendPacket(&data
);
17202 void Player::CharmSpellInitialize()
17204 Unit
* charm
= GetCharm();
17209 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
17212 sLog
.outError("Player::CharmSpellInitialize(): the player's charm (GUID: %u TypeId: %u) has no charminfo!", charm
->GetGUIDLow(),charm
->GetTypeId());
17218 if(charm
->GetTypeId() != TYPEID_PLAYER
)
17220 CreatureInfo
const *cinfo
= ((Creature
*)charm
)->GetCreatureInfo();
17222 if(cinfo
&& cinfo
->type
== CREATURE_TYPE_DEMON
&& getClass() == CLASS_WARLOCK
)
17224 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
17226 if(charmInfo
->GetCharmSpell(i
)->GetAction())
17232 WorldPacket
data(SMSG_PET_SPELLS
, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX
+1+4*addlist
+1);
17233 data
<< uint64(charm
->GetGUID());
17237 if(charm
->GetTypeId() != TYPEID_PLAYER
)
17238 data
<< uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState()) << uint16(0);
17240 data
<< uint8(0) << uint8(0) << uint16(0);
17242 charmInfo
->BuildActionBar(&data
);
17244 data
<< uint8(addlist
);
17248 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
17250 CharmSpellEntry
*cspell
= charmInfo
->GetCharmSpell(i
);
17251 if(cspell
->GetAction())
17252 data
<< uint32(cspell
->packedData
);
17256 data
<< uint8(0); // cooldowns count
17258 GetSession()->SendPacket(&data
);
17261 void Player::RemovePetActionBar()
17263 WorldPacket
data(SMSG_PET_SPELLS
, 8);
17265 SendDirectMessage(&data
);
17268 bool Player::IsAffectedBySpellmod(SpellEntry
const *spellInfo
, SpellModifier
*mod
, Spell
const* spell
)
17270 if (!mod
|| !spellInfo
)
17273 if(mod
->charges
== -1 && mod
->lastAffected
) // marked as expired but locked until spell casting finish
17275 // prevent apply to any spell except spell that trigger expire
17278 if(mod
->lastAffected
!= spell
)
17281 else if(mod
->lastAffected
!= FindCurrentSpellBySpellId(spellInfo
->Id
))
17285 return mod
->isAffectedOnSpell(spellInfo
);
17288 void Player::AddSpellMod(SpellModifier
* mod
, bool apply
)
17290 uint16 Opcode
= (mod
->type
== SPELLMOD_FLAT
) ? SMSG_SET_FLAT_SPELL_MODIFIER
: SMSG_SET_PCT_SPELL_MODIFIER
;
17292 for(int eff
=0;eff
<96;++eff
)
17296 if (eff
<64) _mask
= uint64(1) << (eff
- 0);
17297 else _mask2
= uint32(1) << (eff
-64);
17298 if ( mod
->mask
& _mask
|| mod
->mask2
& _mask2
)
17301 for (SpellModList::const_iterator itr
= m_spellMods
[mod
->op
].begin(); itr
!= m_spellMods
[mod
->op
].end(); ++itr
)
17303 if ((*itr
)->type
== mod
->type
&& ((*itr
)->mask
& _mask
|| (*itr
)->mask2
& _mask2
))
17304 val
+= (*itr
)->value
;
17306 val
+= apply
? mod
->value
: -(mod
->value
);
17307 WorldPacket
data(Opcode
, (1+1+4));
17308 data
<< uint8(eff
);
17309 data
<< uint8(mod
->op
);
17310 data
<< int32(val
);
17311 SendDirectMessage(&data
);
17316 m_spellMods
[mod
->op
].push_back(mod
);
17319 if (mod
->charges
== -1)
17320 --m_SpellModRemoveCount
;
17321 m_spellMods
[mod
->op
].remove(mod
);
17326 void Player::RemoveSpellMods(Spell
const* spell
)
17328 if(!spell
|| (m_SpellModRemoveCount
== 0))
17331 for(int i
=0;i
<MAX_SPELLMOD
;++i
)
17333 for (SpellModList::const_iterator itr
= m_spellMods
[i
].begin(); itr
!= m_spellMods
[i
].end();)
17335 SpellModifier
*mod
= *itr
;
17338 if (mod
&& mod
->charges
== -1 && (mod
->lastAffected
== spell
|| mod
->lastAffected
==NULL
))
17340 RemoveAurasDueToSpell(mod
->spellId
);
17341 if (m_spellMods
[i
].empty())
17344 itr
= m_spellMods
[i
].begin();
17350 // send Proficiency
17351 void Player::SendProficiency(uint8 pr1
, uint32 pr2
)
17353 WorldPacket
data(SMSG_SET_PROFICIENCY
, 8);
17354 data
<< pr1
<< pr2
;
17355 GetSession()->SendPacket (&data
);
17358 void Player::RemovePetitionsAndSigns(uint64 guid
, uint32 type
)
17360 QueryResult
*result
= NULL
;
17362 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
17364 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
17367 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.
17368 { // and SendPetitionQueryOpcode reads data from the DB
17369 Field
*fields
= result
->Fetch();
17370 uint64 ownerguid
= MAKE_NEW_GUID(fields
[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
17371 uint64 petitionguid
= MAKE_NEW_GUID(fields
[1].GetUInt32(), 0, HIGHGUID_ITEM
);
17373 // send update if charter owner in game
17374 Player
* owner
= sObjectMgr
.GetPlayer(ownerguid
);
17376 owner
->GetSession()->SendPetitionQueryOpcode(petitionguid
);
17378 } while ( result
->NextRow() );
17383 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
17385 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
17388 CharacterDatabase
.BeginTransaction();
17391 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid
));
17392 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid
));
17396 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
17397 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
17399 CharacterDatabase
.CommitTransaction();
17402 void Player::LeaveAllArenaTeams(uint64 guid
)
17404 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
));
17410 Field
*fields
= result
->Fetch();
17411 uint32 at_id
= fields
[0].GetUInt32();
17414 ArenaTeam
* at
= sObjectMgr
.GetArenaTeamById(at_id
);
17416 at
->DelMember(guid
);
17418 } while (result
->NextRow());
17423 void Player::SetRestBonus (float rest_bonus_new
)
17425 // Prevent resting on max level
17426 if(getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
17427 rest_bonus_new
= 0;
17429 if(rest_bonus_new
< 0)
17430 rest_bonus_new
= 0;
17432 float rest_bonus_max
= (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)*1.5/2;
17434 if(rest_bonus_new
> rest_bonus_max
)
17435 m_rest_bonus
= rest_bonus_max
;
17437 m_rest_bonus
= rest_bonus_new
;
17439 // update data for client
17440 if(m_rest_bonus
>10)
17441 SetByteValue(PLAYER_BYTES_2
, 3, 0x01); // Set Reststate = Rested
17442 else if(m_rest_bonus
<=1)
17443 SetByteValue(PLAYER_BYTES_2
, 3, 0x02); // Set Reststate = Normal
17446 SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE
, uint32(m_rest_bonus
));
17449 void Player::HandleStealthedUnitsDetection()
17451 std::list
<Unit
*> stealthedUnits
;
17453 CellPair
p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
17455 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
17456 cell
.SetNoCreate();
17458 MaNGOS::AnyStealthedCheck u_check
;
17459 MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
> searcher(this,stealthedUnits
, u_check
);
17461 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, WorldTypeMapContainer
> world_unit_searcher(searcher
);
17462 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, GridTypeMapContainer
> grid_unit_searcher(searcher
);
17464 cell
.Visit(p
, world_unit_searcher
, *GetMap(), *this, MAX_PLAYER_STEALTH_DETECT_RANGE
);
17465 cell
.Visit(p
, grid_unit_searcher
, *GetMap(), *this, MAX_PLAYER_STEALTH_DETECT_RANGE
);
17467 WorldObject
const* viewPoint
= GetViewPoint();
17469 for (std::list
<Unit
*>::const_iterator i
= stealthedUnits
.begin(); i
!= stealthedUnits
.end(); ++i
)
17474 bool hasAtClient
= HaveAtClient((*i
));
17475 bool hasDetected
= (*i
)->isVisibleForOrDetect(this, viewPoint
, true);
17481 (*i
)->SendCreateUpdateToPlayer(this);
17482 m_clientGUIDs
.insert((*i
)->GetGUID());
17484 #ifdef MANGOS_DEBUG
17485 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17486 sLog
.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i
)->GetGUIDLow(),(*i
)->GetTypeId(),GetGUIDLow(),GetDistance(*i
));
17489 // target aura duration for caster show only if target exist at caster client
17490 // send data at target visibility change (adding to client)
17491 if((*i
)!=this && (*i
)->isType(TYPEMASK_UNIT
))
17492 SendAurasForTarget(*i
);
17499 (*i
)->DestroyForPlayer(this);
17500 m_clientGUIDs
.erase((*i
)->GetGUID());
17506 bool Player::ActivateTaxiPathTo(std::vector
<uint32
> const& nodes
, Creature
* npc
/*= NULL*/, uint32 spellid
/*= 0*/)
17508 if(nodes
.size() < 2)
17511 // 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
17512 if(GetSession()->isLogingOut() || isInCombat())
17514 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17515 data
<< uint32(ERR_TAXIPLAYERBUSY
);
17516 GetSession()->SendPacket(&data
);
17520 if(HasFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_DISABLE_MOVE
))
17526 // not let cheating with start flight mounted
17529 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17530 data
<< uint32(ERR_TAXIPLAYERALREADYMOUNTED
);
17531 GetSession()->SendPacket(&data
);
17535 if( m_ShapeShiftFormSpellId
&& m_form
!= FORM_BATTLESTANCE
&& m_form
!= FORM_BERSERKERSTANCE
&& m_form
!= FORM_DEFENSIVESTANCE
&& m_form
!= FORM_SHADOW
)
17537 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17538 data
<< uint32(ERR_TAXIPLAYERSHAPESHIFTED
);
17539 GetSession()->SendPacket(&data
);
17543 // 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
17544 if(IsNonMeleeSpellCasted(false))
17546 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17547 data
<< uint32(ERR_TAXIPLAYERBUSY
);
17548 GetSession()->SendPacket(&data
);
17552 // cast case or scripted call case
17555 RemoveSpellsCausingAura(SPELL_AURA_MOUNTED
);
17557 if( m_ShapeShiftFormSpellId
&& m_form
!= FORM_BATTLESTANCE
&& m_form
!= FORM_BERSERKERSTANCE
&& m_form
!= FORM_DEFENSIVESTANCE
&& m_form
!= FORM_SHADOW
)
17558 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId
);
17560 if (Spell
* spell
= GetCurrentSpell(CURRENT_GENERIC_SPELL
))
17561 if (spell
->m_spellInfo
->Id
!= spellid
)
17562 InterruptSpell(CURRENT_GENERIC_SPELL
,false);
17564 InterruptSpell(CURRENT_AUTOREPEAT_SPELL
,false);
17566 if (Spell
* spell
= GetCurrentSpell(CURRENT_CHANNELED_SPELL
))
17567 if (spell
->m_spellInfo
->Id
!= spellid
)
17568 InterruptSpell(CURRENT_CHANNELED_SPELL
,true);
17571 uint32 sourcenode
= nodes
[0];
17573 // starting node too far away (cheat?)
17574 TaxiNodesEntry
const* node
= sTaxiNodesStore
.LookupEntry(sourcenode
);
17577 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17578 data
<< uint32(ERR_TAXINOSUCHPATH
);
17579 GetSession()->SendPacket(&data
);
17583 // check node starting pos data set case if provided
17584 if (node
->x
!= 0.0f
|| node
->y
!= 0.0f
|| node
->z
!= 0.0f
)
17586 if (node
->map_id
!= GetMapId() ||
17587 (node
->x
- GetPositionX())*(node
->x
- GetPositionX())+
17588 (node
->y
- GetPositionY())*(node
->y
- GetPositionY())+
17589 (node
->z
- GetPositionZ())*(node
->z
- GetPositionZ()) >
17590 (2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
))
17592 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17593 data
<< uint32(ERR_TAXITOOFARAWAY
);
17594 GetSession()->SendPacket(&data
);
17598 // node must have pos if taxi master case (npc != NULL)
17601 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17602 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
17603 GetSession()->SendPacket(&data
);
17607 // Prepare to flight start now
17609 // stop combat at start taxi flight if any
17612 // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
17615 // clean not finished taxi path if any
17616 m_taxi
.ClearTaxiDestinations();
17618 // 0 element current node
17619 m_taxi
.AddTaxiDestination(sourcenode
);
17621 // fill destinations path tail
17622 uint32 sourcepath
= 0;
17623 uint32 totalcost
= 0;
17625 uint32 prevnode
= sourcenode
;
17626 uint32 lastnode
= 0;
17628 for(uint32 i
= 1; i
< nodes
.size(); ++i
)
17632 lastnode
= nodes
[i
];
17633 sObjectMgr
.GetTaxiPath(prevnode
, lastnode
, path
, cost
);
17637 m_taxi
.ClearTaxiDestinations();
17643 if(prevnode
== sourcenode
)
17646 m_taxi
.AddTaxiDestination(lastnode
);
17648 prevnode
= lastnode
;
17651 // get mount model (in case non taximaster (npc==NULL) allow more wide lookup)
17652 uint32 mount_display_id
= sObjectMgr
.GetTaxiMountDisplayId(sourcenode
, GetTeam(), npc
== NULL
);
17654 // in spell case allow 0 model
17655 if ((mount_display_id
== 0 && spellid
== 0) || sourcepath
== 0)
17657 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17658 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
17659 GetSession()->SendPacket(&data
);
17660 m_taxi
.ClearTaxiDestinations();
17664 uint32 money
= GetMoney();
17667 totalcost
= (uint32
)ceil(totalcost
*GetReputationPriceDiscount(npc
));
17669 if(money
< totalcost
)
17671 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17672 data
<< uint32(ERR_TAXINOTENOUGHMONEY
);
17673 GetSession()->SendPacket(&data
);
17674 m_taxi
.ClearTaxiDestinations();
17678 //Checks and preparations done, DO FLIGHT
17679 ModifyMoney(-(int32
)totalcost
);
17680 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING
, totalcost
);
17681 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FLIGHT_PATHS_TAKEN
, 1);
17683 // prevent stealth flight
17684 RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH
);
17686 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17687 data
<< uint32(ERR_TAXIOK
);
17688 GetSession()->SendPacket(&data
);
17690 sLog
.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY");
17692 GetSession()->SendDoFlight(mount_display_id
, sourcepath
);
17697 bool Player::ActivateTaxiPathTo( uint32 taxi_path_id
, uint32 spellid
/*= 0*/ )
17699 TaxiPathEntry
const* entry
= sTaxiPathStore
.LookupEntry(taxi_path_id
);
17703 std::vector
<uint32
> nodes
;
17706 nodes
[0] = entry
->from
;
17707 nodes
[1] = entry
->to
;
17709 return ActivateTaxiPathTo(nodes
,NULL
,spellid
);
17712 void Player::ContinueTaxiFlight()
17714 uint32 sourceNode
= m_taxi
.GetTaxiSource();
17718 sLog
.outDebug( "WORLD: Restart character %u taxi flight", GetGUIDLow() );
17720 uint32 mountDisplayId
= sObjectMgr
.GetTaxiMountDisplayId(sourceNode
, GetTeam(),true);
17721 uint32 path
= m_taxi
.GetCurrentTaxiPath();
17723 // search appropriate start path node
17724 uint32 startNode
= 0;
17726 TaxiPathNodeList
const& nodeList
= sTaxiPathNodesByPath
[path
];
17728 float distPrev
= MAP_SIZE
*MAP_SIZE
;
17730 (nodeList
[0].x
-GetPositionX())*(nodeList
[0].x
-GetPositionX())+
17731 (nodeList
[0].y
-GetPositionY())*(nodeList
[0].y
-GetPositionY())+
17732 (nodeList
[0].z
-GetPositionZ())*(nodeList
[0].z
-GetPositionZ());
17734 for(uint32 i
= 1; i
< nodeList
.size(); ++i
)
17736 TaxiPathNode
const& node
= nodeList
[i
];
17737 TaxiPathNode
const& prevNode
= nodeList
[i
-1];
17739 // skip nodes at another map
17740 if(node
.mapid
!= GetMapId())
17743 distPrev
= distNext
;
17746 (node
.x
-GetPositionX())*(node
.x
-GetPositionX())+
17747 (node
.y
-GetPositionY())*(node
.y
-GetPositionY())+
17748 (node
.z
-GetPositionZ())*(node
.z
-GetPositionZ());
17751 (node
.x
-prevNode
.x
)*(node
.x
-prevNode
.x
)+
17752 (node
.y
-prevNode
.y
)*(node
.y
-prevNode
.y
)+
17753 (node
.z
-prevNode
.z
)*(node
.z
-prevNode
.z
);
17755 if(distNext
+ distPrev
< distNodes
)
17762 GetSession()->SendDoFlight(mountDisplayId
, path
, startNode
);
17765 void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask
, uint32 unTimeMs
)
17767 // last check 2.0.10
17768 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+m_spells
.size()*8);
17770 data
<< uint8(0x0); // flags (0x1, 0x2)
17771 time_t curTime
= time(NULL
);
17772 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
17774 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
17776 uint32 unSpellId
= itr
->first
;
17777 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(unSpellId
);
17784 // Not send cooldown for this spells
17785 if (spellInfo
->Attributes
& SPELL_ATTR_DISABLED_WHILE_ACTIVE
)
17788 if((idSchoolMask
& GetSpellSchoolMask(spellInfo
)) && GetSpellCooldownDelay(unSpellId
) < unTimeMs
)
17790 data
<< uint32(unSpellId
);
17791 data
<< uint32(unTimeMs
); // in m.secs
17792 AddSpellCooldown(unSpellId
, 0, curTime
+ unTimeMs
/IN_MILISECONDS
);
17795 GetSession()->SendPacket(&data
);
17798 void Player::InitDataForForm(bool reapplyMods
)
17800 SpellShapeshiftEntry
const* ssEntry
= sSpellShapeshiftStore
.LookupEntry(m_form
);
17801 if(ssEntry
&& ssEntry
->attackSpeed
)
17803 SetAttackTime(BASE_ATTACK
,ssEntry
->attackSpeed
);
17804 SetAttackTime(OFF_ATTACK
,ssEntry
->attackSpeed
);
17805 SetAttackTime(RANGED_ATTACK
, BASE_ATTACK_TIME
);
17808 SetRegularAttackTime();
17814 if(getPowerType()!=POWER_ENERGY
)
17815 setPowerType(POWER_ENERGY
);
17819 case FORM_DIREBEAR
:
17821 if(getPowerType()!=POWER_RAGE
)
17822 setPowerType(POWER_RAGE
);
17825 default: // 0, for example
17827 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(getClass());
17828 if(cEntry
&& cEntry
->powerType
< MAX_POWERS
&& uint32(getPowerType()) != cEntry
->powerType
)
17829 setPowerType(Powers(cEntry
->powerType
));
17834 // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
17836 UpdateEquipSpellsAtFormChange();
17838 UpdateAttackPowerAndDamage();
17839 UpdateAttackPowerAndDamage(true);
17842 void Player::InitDisplayIds()
17844 PlayerInfo
const *info
= sObjectMgr
.GetPlayerInfo(getRace(), getClass());
17847 sLog
.outError("Player %u has incorrect race/class pair. Can't init display ids.", GetGUIDLow());
17851 uint8 gender
= getGender();
17854 case GENDER_FEMALE
:
17855 SetDisplayId(info
->displayId_f
);
17856 SetNativeDisplayId(info
->displayId_f
);
17859 SetDisplayId(info
->displayId_m
);
17860 SetNativeDisplayId(info
->displayId_m
);
17863 sLog
.outError("Invalid gender %u for player",gender
);
17868 // Return true is the bought item has a max count to force refresh of window by caller
17869 bool Player::BuyItemFromVendor(uint64 vendorguid
, uint32 item
, uint8 count
, uint8 bag
, uint8 slot
)
17871 // cheating attempt
17872 if (count
< 1) count
= 1;
17877 ItemPrototype
const *pProto
= ObjectMgr::GetItemPrototype( item
);
17880 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, NULL
, item
, 0);
17884 Creature
*pCreature
= GetNPCIfCanInteractWith(vendorguid
,UNIT_NPC_FLAG_VENDOR
);
17887 sLog
.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid
)) );
17888 SendBuyError( BUY_ERR_DISTANCE_TOO_FAR
, NULL
, item
, 0);
17892 VendorItemData
const* vItems
= pCreature
->GetVendorItems();
17893 if(!vItems
|| vItems
->Empty())
17895 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
17899 size_t vendor_slot
= vItems
->FindItemSlot(item
);
17900 if (vendor_slot
>= vItems
->GetItemCount())
17902 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
17906 VendorItem
const* crItem
= vItems
->m_items
[vendor_slot
];
17908 // check current item amount if it limited
17909 if (crItem
->maxcount
!= 0)
17911 if (pCreature
->GetVendorItemCurrentCount(crItem
) < pProto
->BuyCount
* count
)
17913 SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD
, pCreature
, item
, 0);
17918 if (uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
17920 SendBuyError( BUY_ERR_REPUTATION_REQUIRE
, pCreature
, item
, 0);
17924 if (crItem
->ExtendedCost
)
17926 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17929 sLog
.outError("Item %u have wrong ExtendedCost field value %u", pProto
->ItemId
, crItem
->ExtendedCost
);
17933 // honor points price
17934 if (GetHonorPoints() < (iece
->reqhonorpoints
* count
))
17936 SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS
, NULL
, NULL
);
17940 // arena points price
17941 if (GetArenaPoints() < (iece
->reqarenapoints
* count
))
17943 SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS
, NULL
, NULL
);
17948 for (uint8 i
= 0; i
< 5; ++i
)
17950 if(iece
->reqitem
[i
] && !HasItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
)))
17952 SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS
, NULL
, NULL
);
17957 // check for personal arena rating requirement
17958 if( GetMaxPersonalArenaRatingRequirement(iece
->reqarenaslot
) < iece
->reqpersonalarenarating
)
17960 // probably not the proper equip err
17961 SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK
,NULL
,NULL
);
17966 uint32 price
= pProto
->BuyPrice
* count
;
17968 // reputation discount
17969 price
= uint32(floor(price
* GetReputationPriceDiscount(pCreature
)));
17971 if (GetMoney() < price
)
17973 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, pCreature
, item
, 0);
17977 if ((bag
== NULL_BAG
&& slot
== NULL_SLOT
) || IsInventoryPos(bag
, slot
))
17979 ItemPosCountVec dest
;
17980 uint8 msg
= CanStoreNewItem( bag
, slot
, dest
, item
, pProto
->BuyCount
* count
);
17981 if (msg
!= EQUIP_ERR_OK
)
17983 SendEquipError( msg
, NULL
, NULL
);
17987 ModifyMoney( -(int32
)price
);
17988 if (crItem
->ExtendedCost
) // case for new honor system
17990 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17991 if (iece
->reqhonorpoints
)
17992 ModifyHonorPoints( - int32(iece
->reqhonorpoints
* count
));
17993 if (iece
->reqarenapoints
)
17994 ModifyArenaPoints( - int32(iece
->reqarenapoints
* count
));
17995 for (uint8 i
= 0; i
< 5; ++i
)
17997 if (iece
->reqitem
[i
])
17998 DestroyItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
), true);
18002 if (Item
*it
= StoreNewItem( dest
, item
, true ))
18004 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
18006 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
18007 data
<< uint64(pCreature
->GetGUID());
18008 data
<< uint32(vendor_slot
+1); // numbered from 1 at client
18009 data
<< uint32(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
18010 data
<< uint32(count
);
18011 GetSession()->SendPacket(&data
);
18013 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
18016 else if (IsEquipmentPos(bag
, slot
))
18018 if (pProto
->BuyCount
* count
!= 1)
18020 SendEquipError( EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
, NULL
, NULL
);
18025 uint8 msg
= CanEquipNewItem( slot
, dest
, item
, false );
18026 if (msg
!= EQUIP_ERR_OK
)
18028 SendEquipError( msg
, NULL
, NULL
);
18032 ModifyMoney( -(int32
)price
);
18033 if (crItem
->ExtendedCost
) // case for new honor system
18035 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
18036 if (iece
->reqhonorpoints
)
18037 ModifyHonorPoints( - int32(iece
->reqhonorpoints
));
18038 if (iece
->reqarenapoints
)
18039 ModifyArenaPoints( - int32(iece
->reqarenapoints
));
18040 for (uint8 i
= 0; i
< 5; ++i
)
18042 if(iece
->reqitem
[i
])
18043 DestroyItemCount(iece
->reqitem
[i
], iece
->reqitemcount
[i
], true);
18047 if (Item
*it
= EquipNewItem( dest
, item
, true ))
18049 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
18051 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
18052 data
<< uint64(pCreature
->GetGUID());
18053 data
<< uint32(vendor_slot
+ 1); // numbered from 1 at client
18054 data
<< uint32(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
18055 data
<< uint32(count
);
18056 GetSession()->SendPacket(&data
);
18058 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
18060 AutoUnequipOffhandIfNeed();
18065 SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
, NULL
, NULL
);
18069 return crItem
->maxcount
!= 0;
18072 uint32
Player::GetMaxPersonalArenaRatingRequirement(uint32 minarenaslot
)
18074 // returns the maximal personal arena rating that can be used to purchase items requiring this condition
18075 // the personal rating of the arena team must match the required limit as well
18076 // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
18077 uint32 max_personal_rating
= 0;
18078 for(int i
= minarenaslot
; i
< MAX_ARENA_SLOT
; ++i
)
18080 if(ArenaTeam
* at
= sObjectMgr
.GetArenaTeamById(GetArenaTeamId(i
)))
18082 uint32 p_rating
= GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (i
* ARENA_TEAM_END
) + ARENA_TEAM_PERSONAL_RATING
);
18083 uint32 t_rating
= at
->GetRating();
18084 p_rating
= p_rating
< t_rating
? p_rating
: t_rating
;
18085 if(max_personal_rating
< p_rating
)
18086 max_personal_rating
= p_rating
;
18089 return max_personal_rating
;
18092 void Player::UpdateHomebindTime(uint32 time
)
18094 // GMs never get homebind timer online
18095 if (m_InstanceValid
|| isGameMaster())
18097 if(m_HomebindTimer
) // instance valid, but timer not reset
18100 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
18102 data
<< uint32(ERR_RAID_GROUP_NONE
); // error used only when timer = 0
18103 GetSession()->SendPacket(&data
);
18105 // instance is valid, reset homebind timer
18106 m_HomebindTimer
= 0;
18108 else if (m_HomebindTimer
> 0)
18110 if (time
>= m_HomebindTimer
)
18112 // teleport to nearest graveyard
18113 RepopAtGraveyard();
18116 m_HomebindTimer
-= time
;
18120 // instance is invalid, start homebind timer
18121 m_HomebindTimer
= 60000;
18122 // send message to player
18123 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
18124 data
<< uint32(m_HomebindTimer
);
18125 data
<< uint32(ERR_RAID_GROUP_NONE
); // error used only when timer = 0
18126 GetSession()->SendPacket(&data
);
18127 sLog
.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow());
18131 void Player::UpdatePvP(bool state
, bool ovrride
)
18133 if(!state
|| ovrride
)
18136 pvpInfo
.endTimer
= 0;
18140 if(pvpInfo
.endTimer
!= 0)
18141 pvpInfo
.endTimer
= time(NULL
);
18147 void Player::AddSpellAndCategoryCooldowns(SpellEntry
const* spellInfo
, uint32 itemId
, Spell
* spell
, bool infinityCooldown
)
18149 // init cooldown values
18154 // some special item spells without correct cooldown in SpellInfo
18155 // cooldown information stored in item prototype
18156 // This used in same way in WorldSession::HandleItemQuerySingleOpcode data sending to client.
18160 if(ItemPrototype
const* proto
= ObjectMgr::GetItemPrototype(itemId
))
18162 for(int idx
= 0; idx
< 5; ++idx
)
18164 if(proto
->Spells
[idx
].SpellId
== spellInfo
->Id
)
18166 cat
= proto
->Spells
[idx
].SpellCategory
;
18167 rec
= proto
->Spells
[idx
].SpellCooldown
;
18168 catrec
= proto
->Spells
[idx
].SpellCategoryCooldown
;
18175 // if no cooldown found above then base at DBC data
18176 if(rec
< 0 && catrec
< 0)
18178 cat
= spellInfo
->Category
;
18179 rec
= spellInfo
->RecoveryTime
;
18180 catrec
= spellInfo
->CategoryRecoveryTime
;
18183 time_t curTime
= time(NULL
);
18188 // overwrite time for selected category
18189 if(infinityCooldown
)
18191 // use +MONTH as infinity mark for spell cooldown (will checked as MONTH/2 at save ans skipped)
18192 // but not allow ignore until reset or re-login
18193 catrecTime
= catrec
> 0 ? curTime
+infinityCooldownDelay
: 0;
18194 recTime
= rec
> 0 ? curTime
+infinityCooldownDelay
: catrecTime
;
18198 // shoot spells used equipped item cooldown values already assigned in GetAttackTime(RANGED_ATTACK)
18199 // prevent 0 cooldowns set by another way
18200 if (rec
<= 0 && catrec
<= 0 && (cat
== 76 || IsAutoRepeatRangedSpell(spellInfo
) && spellInfo
->Id
!= SPELL_ID_AUTOSHOT
))
18201 rec
= GetAttackTime(RANGED_ATTACK
);
18203 // Now we have cooldown data (if found any), time to apply mods
18205 ApplySpellMod(spellInfo
->Id
, SPELLMOD_COOLDOWN
, rec
, spell
);
18208 ApplySpellMod(spellInfo
->Id
, SPELLMOD_COOLDOWN
, catrec
, spell
);
18210 // replace negative cooldowns by 0
18211 if (rec
< 0) rec
= 0;
18212 if (catrec
< 0) catrec
= 0;
18214 // no cooldown after applying spell mods
18215 if( rec
== 0 && catrec
== 0)
18218 catrecTime
= catrec
? curTime
+catrec
/IN_MILISECONDS
: 0;
18219 recTime
= rec
? curTime
+rec
/IN_MILISECONDS
: catrecTime
;
18222 // self spell cooldown
18224 AddSpellCooldown(spellInfo
->Id
, itemId
, recTime
);
18227 if (cat
&& catrec
> 0)
18229 SpellCategoryStore::const_iterator i_scstore
= sSpellCategoryStore
.find(cat
);
18230 if(i_scstore
!= sSpellCategoryStore
.end())
18232 for(SpellCategorySet::const_iterator i_scset
= i_scstore
->second
.begin(); i_scset
!= i_scstore
->second
.end(); ++i_scset
)
18234 if(*i_scset
== spellInfo
->Id
) // skip main spell, already handled above
18237 AddSpellCooldown(*i_scset
, itemId
, catrecTime
);
18243 void Player::AddSpellCooldown(uint32 spellid
, uint32 itemid
, time_t end_time
)
18247 sc
.itemid
= itemid
;
18248 m_spellCooldowns
[spellid
] = sc
;
18251 void Player::SendCooldownEvent(SpellEntry
const *spellInfo
, uint32 itemId
, Spell
* spell
)
18253 // start cooldowns at server side, if any
18254 AddSpellAndCategoryCooldowns(spellInfo
, itemId
, spell
);
18256 // Send activate cooldown timer (possible 0) at client side
18257 WorldPacket
data(SMSG_COOLDOWN_EVENT
, (4+8));
18258 data
<< uint32(spellInfo
->Id
);
18259 data
<< uint64(GetGUID());
18260 SendDirectMessage(&data
);
18263 void Player::UpdatePotionCooldown(Spell
* spell
)
18265 // no potion used i combat or still in combat
18266 if(!m_lastPotionId
|| isInCombat())
18269 // Call not from spell cast, send cooldown event for item spells if no in combat
18272 // spell/item pair let set proper cooldown (except not existed charged spell cooldown spellmods for potions)
18273 if(ItemPrototype
const* proto
= ObjectMgr::GetItemPrototype(m_lastPotionId
))
18274 for(int idx
= 0; idx
< 5; ++idx
)
18275 if(proto
->Spells
[idx
].SpellId
&& proto
->Spells
[idx
].SpellTrigger
== ITEM_SPELLTRIGGER_ON_USE
)
18276 if(SpellEntry
const* spellInfo
= sSpellStore
.LookupEntry(proto
->Spells
[idx
].SpellId
))
18277 SendCooldownEvent(spellInfo
,m_lastPotionId
);
18279 // from spell cases (m_lastPotionId set in Spell::SendSpellCooldown)
18281 SendCooldownEvent(spell
->m_spellInfo
,m_lastPotionId
,spell
);
18283 m_lastPotionId
= 0;
18286 //slot to be excluded while counting
18287 bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition
, int8 slot
)
18289 if(!enchantmentcondition
)
18292 SpellItemEnchantmentConditionEntry
const *Condition
= sSpellItemEnchantmentConditionStore
.LookupEntry(enchantmentcondition
);
18297 uint8 curcount
[4] = {0, 0, 0, 0};
18299 //counting current equipped gem colors
18300 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
18304 Item
*pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
18305 if(pItem2
&& pItem2
->GetProto()->Socket
[0].Color
)
18307 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
18309 uint32 enchant_id
= pItem2
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
18313 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
18317 uint32 gemid
= enchantEntry
->GemID
;
18321 ItemPrototype
const* gemProto
= sItemStorage
.LookupEntry
<ItemPrototype
>(gemid
);
18325 GemPropertiesEntry
const* gemProperty
= sGemPropertiesStore
.LookupEntry(gemProto
->GemProperties
);
18329 uint8 GemColor
= gemProperty
->color
;
18331 for(uint8 b
= 0, tmpcolormask
= 1; b
< 4; b
++, tmpcolormask
<<= 1)
18333 if(tmpcolormask
& GemColor
)
18340 bool activate
= true;
18342 for(int i
= 0; i
< 5; ++i
)
18344 if(!Condition
->Color
[i
])
18347 uint32 _cur_gem
= curcount
[Condition
->Color
[i
] - 1];
18349 // if have <CompareColor> use them as count, else use <value> from Condition
18350 uint32 _cmp_gem
= Condition
->CompareColor
[i
] ? curcount
[Condition
->CompareColor
[i
] - 1]: Condition
->Value
[i
];
18352 switch(Condition
->Comparator
[i
])
18354 case 2: // requires less <color> than (<value> || <comparecolor>) gems
18355 activate
&= (_cur_gem
< _cmp_gem
) ? true : false;
18357 case 3: // requires more <color> than (<value> || <comparecolor>) gems
18358 activate
&= (_cur_gem
> _cmp_gem
) ? true : false;
18360 case 5: // requires at least <color> than (<value> || <comparecolor>) gems
18361 activate
&= (_cur_gem
>= _cmp_gem
) ? true : false;
18366 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");
18371 void Player::CorrectMetaGemEnchants(uint8 exceptslot
, bool apply
)
18373 //cycle all equipped items
18374 for(uint32 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
18376 //enchants for the slot being socketed are handled by Player::ApplyItemMods
18377 if(slot
== exceptslot
)
18380 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
18382 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
)
18385 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
18387 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
18391 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
18395 uint32 condition
= enchantEntry
->EnchantmentCondition
;
18398 //was enchant active with/without item?
18399 bool wasactive
= EnchantmentFitsRequirements(condition
, apply
? exceptslot
: -1);
18400 //should it now be?
18401 if(wasactive
!= EnchantmentFitsRequirements(condition
, apply
? -1 : exceptslot
))
18403 // ignore item gem conditions
18404 //if state changed, (dis)apply enchant
18405 ApplyEnchantment(pItem
, EnchantmentSlot(enchant_slot
), !wasactive
, true, true);
18412 //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
18413 void Player::ToggleMetaGemsActive(uint8 exceptslot
, bool apply
)
18415 //cycle all equipped items
18416 for(int slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
18418 //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
18419 if(slot
== exceptslot
)
18422 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
18424 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
) //if item has no sockets or no item is equipped go to next item
18427 //cycle all (gem)enchants
18428 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
18430 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
18431 if(!enchant_id
) //if no enchant go to next enchant(slot)
18434 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
18438 //only metagems to be (de)activated, so only enchants with condition
18439 uint32 condition
= enchantEntry
->EnchantmentCondition
;
18441 ApplyEnchantment(pItem
,EnchantmentSlot(enchant_slot
), apply
);
18446 void Player::SetBattleGroundEntryPoint()
18449 if (!m_taxi
.empty())
18451 m_bgData
.mountSpell
= 0;
18452 m_bgData
.taxiPath
[0] = m_taxi
.GetTaxiSource();
18453 m_bgData
.taxiPath
[1] = m_taxi
.GetTaxiDestination();
18455 // On taxi we don't need check for dungeon
18456 m_bgData
.joinPos
= WorldLocation(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
18461 m_bgData
.ClearTaxiPath();
18463 // Mount spell id storing
18466 AuraList
const& auras
= GetAurasByType(SPELL_AURA_MOUNTED
);
18467 if (!auras
.empty())
18468 m_bgData
.mountSpell
= (*auras
.begin())->GetId();
18471 m_bgData
.mountSpell
= 0;
18473 // If map is dungeon find linked graveyard
18474 if(GetMap()->IsDungeon())
18476 if (const WorldSafeLocsEntry
* entry
= sObjectMgr
.GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam()))
18478 m_bgData
.joinPos
= WorldLocation(entry
->map_id
, entry
->x
, entry
->y
, entry
->z
, 0.0f
);
18482 sLog
.outError("SetBattleGroundEntryPoint: Dungeon map %u has no linked graveyard, setting home location as entry point.", GetMapId());
18484 // If new entry point is not BG or arena set it
18485 else if (!GetMap()->IsBattleGroundOrArena())
18487 m_bgData
.joinPos
= WorldLocation(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
18492 // In error cases use homebind position
18493 m_bgData
.joinPos
= WorldLocation(m_homebindMapId
, m_homebindX
, m_homebindY
, m_homebindZ
, 0.0f
);
18496 void Player::LeaveBattleground(bool teleportToEntryPoint
)
18498 if(BattleGround
*bg
= GetBattleGround())
18500 bg
->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint
, true);
18502 // call after remove to be sure that player resurrected for correct cast
18503 if( bg
->isBattleGround() && !isGameMaster() && sWorld
.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER
) )
18505 if( bg
->GetStatus() == STATUS_IN_PROGRESS
|| bg
->GetStatus() == STATUS_WAIT_JOIN
)
18507 //lets check if player was teleported from BG and schedule delayed Deserter spell cast
18508 if(IsBeingTeleportedFar())
18510 ScheduleDelayedOperation(DELAYED_SPELL_CAST_DESERTER
);
18514 CastSpell(this, 26013, true); // Deserter
18520 bool Player::CanJoinToBattleground() const
18522 // check Deserter debuff
18523 if(GetDummyAura(26013))
18529 bool Player::CanReportAfkDueToLimit()
18531 // a player can complain about 15 people per 5 minutes
18532 if(m_bgData
.bgAfkReportedCount
++ >= 15)
18538 ///This player has been blamed to be inactive in a battleground
18539 void Player::ReportedAfkBy(Player
* reporter
)
18541 BattleGround
*bg
= GetBattleGround();
18542 if(!bg
|| bg
!= reporter
->GetBattleGround() || GetTeam() != reporter
->GetTeam())
18545 // check if player has 'Idle' or 'Inactive' debuff
18546 if(m_bgData
.bgAfkReporter
.find(reporter
->GetGUIDLow()) == m_bgData
.bgAfkReporter
.end() && !HasAura(43680, 0) && !HasAura(43681, 0) && reporter
->CanReportAfkDueToLimit())
18548 m_bgData
.bgAfkReporter
.insert(reporter
->GetGUIDLow());
18549 // 3 players have to complain to apply debuff
18550 if(m_bgData
.bgAfkReporter
.size() >= 3)
18552 // cast 'Idle' spell
18553 CastSpell(this, 43680, true);
18554 m_bgData
.bgAfkReporter
.clear();
18559 WorldObject
const* Player::GetViewPoint() const
18561 if(uint64 far_sight
= GetFarSight())
18563 WorldObject
const* viewPoint
= GetMap()->GetWorldObject(far_sight
);
18564 return viewPoint
? viewPoint
: this; // always expected not NULL
18570 bool Player::IsVisibleInGridForPlayer( Player
* pl
) const
18572 // gamemaster in GM mode see all, including ghosts
18573 if(pl
->isGameMaster() && GetSession()->GetSecurity() <= pl
->GetSession()->GetSecurity())
18576 // It seems in battleground everyone sees everyone, except the enemy-faction ghosts
18577 if (InBattleGround())
18579 if (!(isAlive() || m_deathTimer
> 0) && !IsFriendlyTo(pl
) )
18584 // Live player see live player or dead player with not realized corpse
18585 if(pl
->isAlive() || pl
->m_deathTimer
> 0)
18587 return isAlive() || m_deathTimer
> 0;
18590 // Ghost see other friendly ghosts, that's for sure
18591 if(!(isAlive() || m_deathTimer
> 0) && IsFriendlyTo(pl
))
18594 // Dead player see live players near own corpse
18597 Corpse
*corpse
= pl
->GetCorpse();
18600 // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
18601 if(corpse
->IsWithinDistInMap(this,(20+25)*sWorld
.getRate(RATE_CREATURE_AGGRO
)))
18606 // and not see any other
18610 bool Player::IsVisibleGloballyFor( Player
* u
) const
18615 // Always can see self
18619 // Visible units, always are visible for all players
18620 if (GetVisibility() == VISIBILITY_ON
)
18623 // GMs are visible for higher gms (or players are visible for gms)
18624 if (u
->GetSession()->GetSecurity() > SEC_PLAYER
)
18625 return GetSession()->GetSecurity() <= u
->GetSession()->GetSecurity();
18627 // non faction visibility non-breakable for non-GMs
18628 if (GetVisibility() == VISIBILITY_OFF
)
18631 // non-gm stealth/invisibility not hide from global player lists
18636 inline void BeforeVisibilityDestroy(T
* /*t*/, Player
* /*p*/)
18641 inline void BeforeVisibilityDestroy
<Creature
>(Creature
* t
, Player
* p
)
18643 if (p
->GetPetGUID()==t
->GetGUID() && ((Creature
*)t
)->isPet())
18644 ((Pet
*)t
)->Remove(PET_SAVE_NOT_IN_SLOT
, true);
18647 void Player::UpdateVisibilityOf(WorldObject
const* viewPoint
, WorldObject
* target
)
18649 if(HaveAtClient(target
))
18651 if(!target
->isVisibleForInState(this, viewPoint
, true))
18653 if (target
->GetTypeId()==TYPEID_UNIT
)
18654 BeforeVisibilityDestroy
<Creature
>((Creature
*)target
,this);
18656 target
->DestroyForPlayer(this);
18657 m_clientGUIDs
.erase(target
->GetGUID());
18659 #ifdef MANGOS_DEBUG
18660 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
18661 sLog
.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
18667 if(target
->isVisibleForInState(this, viewPoint
, false))
18669 target
->SendCreateUpdateToPlayer(this);
18670 if(target
->GetTypeId()!=TYPEID_GAMEOBJECT
||!((GameObject
*)target
)->IsTransport())
18671 m_clientGUIDs
.insert(target
->GetGUID());
18673 #ifdef MANGOS_DEBUG
18674 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
18675 sLog
.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
18678 // target aura duration for caster show only if target exist at caster client
18679 // send data at target visibility change (adding to client)
18680 if(target
!=this && target
->isType(TYPEMASK_UNIT
))
18681 SendAurasForTarget((Unit
*)target
);
18683 if(target
->GetTypeId()==TYPEID_UNIT
&& ((Creature
*)target
)->isAlive())
18684 ((Creature
*)target
)->SendMonsterMoveWithSpeedToCurrentDestination(this);
18690 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, T
* target
)
18692 s64
.insert(target
->GetGUID());
18696 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, GameObject
* target
)
18698 if(!target
->IsTransport())
18699 s64
.insert(target
->GetGUID());
18703 void Player::UpdateVisibilityOf(WorldObject
const* viewPoint
, T
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
)
18705 if(HaveAtClient(target
))
18707 if(!target
->isVisibleForInState(this,viewPoint
,true))
18709 BeforeVisibilityDestroy
<T
>(target
,this);
18711 target
->BuildOutOfRangeUpdateBlock(&data
);
18712 m_clientGUIDs
.erase(target
->GetGUID());
18714 #ifdef MANGOS_DEBUG
18715 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
18716 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
));
18722 if(target
->isVisibleForInState(this,viewPoint
,false))
18724 visibleNow
.insert(target
);
18725 target
->BuildCreateUpdateBlockForPlayer(&data
, this);
18726 UpdateVisibilityOf_helper(m_clientGUIDs
,target
);
18728 #ifdef MANGOS_DEBUG
18729 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
18730 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
));
18736 template void Player::UpdateVisibilityOf(WorldObject
const* viewPoint
, Player
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
18737 template void Player::UpdateVisibilityOf(WorldObject
const* viewPoint
, Creature
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
18738 template void Player::UpdateVisibilityOf(WorldObject
const* viewPoint
, Corpse
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
18739 template void Player::UpdateVisibilityOf(WorldObject
const* viewPoint
, GameObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
18740 template void Player::UpdateVisibilityOf(WorldObject
const* viewPoint
, DynamicObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
18742 void Player::InitPrimaryProfessions()
18744 SetFreePrimaryProfessions(sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
));
18747 void Player::SendComboPoints()
18749 Unit
*combotarget
= ObjectAccessor::GetUnit(*this, m_comboTarget
);
18752 WorldPacket
data(SMSG_UPDATE_COMBO_POINTS
, combotarget
->GetPackGUID().size()+1);
18753 data
.append(combotarget
->GetPackGUID());
18754 data
<< uint8(m_comboPoints
);
18755 GetSession()->SendPacket(&data
);
18759 void Player::AddComboPoints(Unit
* target
, int8 count
)
18764 // without combo points lost (duration checked in aura)
18765 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
18767 if(target
->GetGUID() == m_comboTarget
)
18769 m_comboPoints
+= count
;
18774 if(Unit
* target2
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
18775 target2
->RemoveComboPointHolder(GetGUIDLow());
18777 m_comboTarget
= target
->GetGUID();
18778 m_comboPoints
= count
;
18780 target
->AddComboPointHolder(GetGUIDLow());
18783 if (m_comboPoints
> 5) m_comboPoints
= 5;
18784 if (m_comboPoints
< 0) m_comboPoints
= 0;
18789 void Player::ClearComboPoints()
18794 // without combopoints lost (duration checked in aura)
18795 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
18801 if(Unit
* target
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
18802 target
->RemoveComboPointHolder(GetGUIDLow());
18807 void Player::SetGroup(Group
*group
, int8 subgroup
)
18813 // never use SetGroup without a subgroup unless you specify NULL for group
18814 assert(subgroup
>= 0);
18815 m_group
.link(group
, this);
18816 m_group
.setSubGroup((uint8
)subgroup
);
18820 void Player::SendInitialPacketsBeforeAddToMap()
18822 GetSocial()->SendSocialList();
18825 WorldPacket
data(SMSG_BINDPOINTUPDATE
, 5*4);
18826 data
<< m_homebindX
<< m_homebindY
<< m_homebindZ
;
18827 data
<< (uint32
) m_homebindMapId
;
18828 data
<< (uint32
) m_homebindZoneId
;
18829 GetSession()->SendPacket(&data
);
18831 // SMSG_SET_PROFICIENCY
18832 // SMSG_SET_PCT_SPELL_MODIFIER
18833 // SMSG_SET_FLAT_SPELL_MODIFIER
18835 SendTalentsInfoData(false);
18837 data
.Initialize(SMSG_INSTANCE_DIFFICULTY
, 4+4);
18840 GetSession()->SendPacket(&data
);
18842 SendInitialSpells();
18844 data
.Initialize(SMSG_SEND_UNLEARN_SPELLS
, 4);
18845 data
<< uint32(0); // count, for(count) uint32;
18846 GetSession()->SendPacket(&data
);
18848 SendInitialActionButtons();
18849 m_reputationMgr
.SendInitialReputations();
18852 SendCorpseReclaimDelay(true);
18854 SendInitWorldStates(GetZoneId(), GetAreaId());
18856 SendEquipmentSetList();
18858 m_achievementMgr
.SendAllAchievementData();
18860 data
.Initialize(SMSG_LOGIN_SETTIMESPEED
, 4 + 4 + 4);
18861 data
<< uint32(secsToTimeBitFields(sWorld
.GetGameTime()));
18862 data
<< (float)0.01666667f
; // game speed
18863 data
<< uint32(0); // added in 3.1.2
18864 GetSession()->SendPacket( &data
);
18866 // SMSG_TALENTS_INFO x 2 for pet (unspent points and talents in separate packets...)
18868 // SMSG_POWER_UPDATE
18870 // set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment
18871 if(HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
) || HasAuraType(SPELL_AURA_FLY
) || isInFlight())
18872 m_movementInfo
.AddMovementFlag(MOVEFLAG_FLYING
);
18877 void Player::SendInitialPacketsAfterAddToMap()
18880 uint32 newzone
, newarea
;
18881 GetZoneAndAreaId(newzone
,newarea
);
18882 UpdateZone(newzone
,newarea
); // also call SendInitWorldStates();
18884 WorldPacket
data(SMSG_TIME_SYNC_REQ
, 4); // new 2.0.x, enable movement
18885 data
<< uint32(0x00000000); // on blizz it increments periodically
18886 GetSession()->SendPacket(&data
);
18888 CastSpell(this, 836, true); // LOGINEFFECT
18890 // set some aura effects that send packet to player client after add player to map
18891 // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
18892 // same auras state lost at far teleport, send it one more time in this case also
18893 static const AuraType auratypes
[] =
18895 SPELL_AURA_MOD_FEAR
, SPELL_AURA_TRANSFORM
, SPELL_AURA_WATER_WALK
,
18896 SPELL_AURA_FEATHER_FALL
, SPELL_AURA_HOVER
, SPELL_AURA_SAFE_FALL
,
18897 SPELL_AURA_FLY
, SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
, SPELL_AURA_NONE
18899 for(AuraType
const* itr
= &auratypes
[0]; itr
&& itr
[0] != SPELL_AURA_NONE
; ++itr
)
18901 Unit::AuraList
const& auraList
= GetAurasByType(*itr
);
18902 if(!auraList
.empty())
18903 auraList
.front()->ApplyModifier(true,true);
18906 if(HasAuraType(SPELL_AURA_MOD_STUN
))
18907 SetMovement(MOVE_ROOT
);
18909 // manual send package (have code in ApplyModifier(true,true); that don't must be re-applied.
18910 if(HasAuraType(SPELL_AURA_MOD_ROOT
))
18912 WorldPacket
data2(SMSG_FORCE_MOVE_ROOT
, 10);
18913 data2
.append(GetPackGUID());
18914 data2
<< (uint32
)2;
18915 SendMessageToSet(&data2
,true);
18918 SendAurasForTarget(this);
18919 SendEnchantmentDurations(); // must be after add to map
18920 SendItemDurations(); // must be after add to map
18923 void Player::SendUpdateToOutOfRangeGroupMembers()
18925 if (m_groupUpdateMask
== GROUP_UPDATE_FLAG_NONE
)
18927 if(Group
* group
= GetGroup())
18928 group
->UpdatePlayerOutOfRange(this);
18930 m_groupUpdateMask
= GROUP_UPDATE_FLAG_NONE
;
18931 m_auraUpdateMask
= 0;
18932 if(Pet
*pet
= GetPet())
18933 pet
->ResetAuraUpdateMask();
18936 void Player::SendTransferAborted(uint32 mapid
, uint8 reason
, uint8 arg
)
18938 WorldPacket
data(SMSG_TRANSFER_ABORTED
, 4+2);
18939 data
<< uint32(mapid
);
18940 data
<< uint8(reason
); // transfer abort reason
18943 case TRANSFER_ABORT_INSUF_EXPAN_LVL
:
18944 case TRANSFER_ABORT_DIFFICULTY
:
18945 case TRANSFER_ABORT_UNIQUE_MESSAGE
:
18946 data
<< uint8(arg
);
18949 GetSession()->SendPacket(&data
);
18952 void Player::SendInstanceResetWarning( uint32 mapid
, Difficulty difficulty
, uint32 time
)
18954 // type of warning, based on the time remaining until reset
18957 type
= RAID_INSTANCE_WELCOME
;
18958 else if(time
> 900 && time
<= 3600)
18959 type
= RAID_INSTANCE_WARNING_HOURS
;
18960 else if(time
> 300 && time
<= 900)
18961 type
= RAID_INSTANCE_WARNING_MIN
;
18963 type
= RAID_INSTANCE_WARNING_MIN_SOON
;
18965 WorldPacket
data(SMSG_RAID_INSTANCE_MESSAGE
, 4+4+4+4);
18966 data
<< uint32(type
);
18967 data
<< uint32(mapid
);
18968 data
<< uint32(difficulty
); // difficulty
18969 data
<< uint32(time
);
18970 if(type
== RAID_INSTANCE_WELCOME
)
18972 data
<< uint8(0); // is your (1)
18973 data
<< uint8(0); // is extended (1), ignored if prev field is 0
18975 GetSession()->SendPacket(&data
);
18978 void Player::ApplyEquipCooldown( Item
* pItem
)
18980 for(int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
18982 _Spell
const& spellData
= pItem
->GetProto()->Spells
[i
];
18985 if( !spellData
.SpellId
)
18988 // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
18989 if( spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_USE
)
18992 AddSpellCooldown(spellData
.SpellId
, pItem
->GetEntry(), time(NULL
) + 30);
18994 WorldPacket
data(SMSG_ITEM_COOLDOWN
, 12);
18995 data
<< pItem
->GetGUID();
18996 data
<< uint32(spellData
.SpellId
);
18997 GetSession()->SendPacket(&data
);
19001 void Player::resetSpells()
19003 // not need after this call
19004 if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS
))
19005 RemoveAtLoginFlag(AT_LOGIN_RESET_SPELLS
,true);
19007 // make full copy of map (spells removed and marked as deleted at another spell remove
19008 // and we can't use original map for safe iterative with visit each spell at loop end
19009 PlayerSpellMap smap
= GetSpellMap();
19011 for(PlayerSpellMap::const_iterator iter
= smap
.begin();iter
!= smap
.end(); ++iter
)
19012 removeSpell(iter
->first
,false,false); // only iter->first can be accessed, object by iter->second can be deleted already
19014 learnDefaultSpells();
19015 learnQuestRewardedSpells();
19018 void Player::learnDefaultSpells()
19020 // learn default race/class spells
19021 PlayerInfo
const *info
= sObjectMgr
.GetPlayerInfo(getRace(),getClass());
19022 for (PlayerCreateInfoSpells::const_iterator itr
= info
->spell
.begin(); itr
!=info
->spell
.end(); ++itr
)
19024 uint32 tspell
= *itr
;
19025 sLog
.outDebug("PLAYER (Class: %u Race: %u): Adding initial spell, id = %u",uint32(getClass()),uint32(getRace()), tspell
);
19026 if(!IsInWorld()) // will send in INITIAL_SPELLS in list anyway at map add
19027 addSpell(tspell
,true,true,true,false);
19028 else // but send in normal spell in game learn case
19029 learnSpell(tspell
,true);
19033 void Player::learnQuestRewardedSpells(Quest
const* quest
)
19035 uint32 spell_id
= quest
->GetRewSpellCast();
19037 // skip quests without rewarded spell
19041 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
19045 // check learned spells state
19046 bool found
= false;
19047 for(int i
=0; i
< 3; ++i
)
19049 if(spellInfo
->Effect
[i
] == SPELL_EFFECT_LEARN_SPELL
&& !HasSpell(spellInfo
->EffectTriggerSpell
[i
]))
19056 // skip quests with not teaching spell or already known spell
19060 // prevent learn non first rank unknown profession and second specialization for same profession)
19061 uint32 learned_0
= spellInfo
->EffectTriggerSpell
[0];
19062 if( sSpellMgr
.GetSpellRank(learned_0
) > 1 && !HasSpell(learned_0
) )
19064 // not have first rank learned (unlearned prof?)
19065 uint32 first_spell
= sSpellMgr
.GetFirstSpellInChain(learned_0
);
19066 if( !HasSpell(first_spell
) )
19069 SpellEntry
const *learnedInfo
= sSpellStore
.LookupEntry(learned_0
);
19074 if(learnedInfo
->Effect
[0]==SPELL_EFFECT_TRADE_SKILL
&& learnedInfo
->Effect
[1]==0)
19076 // search other specialization for same prof
19077 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
19079 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->first
==learned_0
)
19082 SpellEntry
const *itrInfo
= sSpellStore
.LookupEntry(itr
->first
);
19086 // compare only specializations
19087 if(itrInfo
->Effect
[0]!=SPELL_EFFECT_TRADE_SKILL
|| itrInfo
->Effect
[1]!=0)
19090 // compare same chain spells
19091 if(sSpellMgr
.GetFirstSpellInChain(itr
->first
) != first_spell
)
19094 // now we have 2 specialization, learn possible only if found is lesser specialization rank
19095 if(!sSpellMgr
.IsHighRankOfSpell(learned_0
,itr
->first
))
19101 CastSpell( this, spell_id
, true);
19104 void Player::learnQuestRewardedSpells()
19106 // learn spells received from quest completing
19107 for(QuestStatusMap::const_iterator itr
= mQuestStatus
.begin(); itr
!= mQuestStatus
.end(); ++itr
)
19109 // skip no rewarded quests
19110 if(!itr
->second
.m_rewarded
)
19113 Quest
const* quest
= sObjectMgr
.GetQuestTemplate(itr
->first
);
19117 learnQuestRewardedSpells(quest
);
19121 void Player::learnSkillRewardedSpells(uint32 skill_id
, uint32 skill_value
)
19123 uint32 raceMask
= getRaceMask();
19124 uint32 classMask
= getClassMask();
19125 for (uint32 j
=0; j
<sSkillLineAbilityStore
.GetNumRows(); ++j
)
19127 SkillLineAbilityEntry
const *pAbility
= sSkillLineAbilityStore
.LookupEntry(j
);
19128 if (!pAbility
|| pAbility
->skillId
!=skill_id
|| pAbility
->learnOnGetSkill
!= ABILITY_LEARNED_ON_GET_PROFESSION_SKILL
)
19130 // Check race if set
19131 if (pAbility
->racemask
&& !(pAbility
->racemask
& raceMask
))
19133 // Check class if set
19134 if (pAbility
->classmask
&& !(pAbility
->classmask
& classMask
))
19137 if (sSpellStore
.LookupEntry(pAbility
->spellId
))
19139 // need unlearn spell
19140 if (skill_value
< pAbility
->req_skill_value
)
19141 removeSpell(pAbility
->spellId
);
19143 else if (!IsInWorld())
19144 addSpell(pAbility
->spellId
,true,true,true,false);
19146 learnSpell(pAbility
->spellId
,true);
19151 void Player::SendAurasForTarget(Unit
*target
)
19153 if(target
->GetVisibleAuras()->empty()) // speedup things
19156 WorldPacket
data(SMSG_AURA_UPDATE_ALL
);
19157 data
.append(target
->GetPackGUID());
19159 Unit::VisibleAuraMap
const *visibleAuras
= target
->GetVisibleAuras();
19160 for(Unit::VisibleAuraMap::const_iterator itr
= visibleAuras
->begin(); itr
!= visibleAuras
->end(); ++itr
)
19162 for(uint32 j
= 0; j
< 3; ++j
)
19164 if(Aura
*aura
= target
->GetAura(itr
->second
, j
))
19166 data
<< uint8(aura
->GetAuraSlot());
19167 data
<< uint32(aura
->GetId());
19171 uint8 auraFlags
= aura
->GetAuraFlags();
19173 data
<< uint8(auraFlags
);
19175 data
<< uint8(aura
->GetAuraLevel());
19177 if (aura
->GetAuraCharges())
19178 data
<< uint8(aura
->GetAuraCharges() * aura
->GetStackAmount());
19180 data
<< uint8(aura
->GetStackAmount());
19182 if(!(auraFlags
& AFLAG_NOT_CASTER
))
19184 data
<< uint8(0); // packed GUID of someone (caster?)
19187 if(auraFlags
& AFLAG_DURATION
) // include aura duration
19189 data
<< uint32(aura
->GetAuraMaxDuration());
19190 data
<< uint32(aura
->GetAuraDuration());
19198 GetSession()->SendPacket(&data
);
19201 void Player::SetDailyQuestStatus( uint32 quest_id
)
19203 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
19205 if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
19207 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
19208 m_lastDailyQuestTime
= time(NULL
); // last daily quest time
19209 m_DailyQuestChanged
= true;
19215 void Player::ResetDailyQuestStatus()
19217 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
19218 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
19220 // DB data deleted in caller
19221 m_DailyQuestChanged
= false;
19222 m_lastDailyQuestTime
= 0;
19225 BattleGround
* Player::GetBattleGround() const
19227 if(GetBattleGroundId()==0)
19230 return sBattleGroundMgr
.GetBattleGround(GetBattleGroundId(), m_bgData
.bgTypeID
);
19233 bool Player::InArena() const
19235 BattleGround
*bg
= GetBattleGround();
19236 if(!bg
|| !bg
->isArena())
19242 bool Player::GetBGAccessByLevel(BattleGroundTypeId bgTypeId
) const
19244 // get a template bg instead of running one
19245 BattleGround
*bg
= sBattleGroundMgr
.GetBattleGroundTemplate(bgTypeId
);
19249 // limit check leel to dbc compatible level range
19250 uint32 level
= getLevel();
19251 if (level
> DEFAULT_MAX_LEVEL
)
19252 level
= DEFAULT_MAX_LEVEL
;
19254 if(level
< bg
->GetMinLevel() || level
> bg
->GetMaxLevel())
19260 float Player::GetReputationPriceDiscount( Creature
const* pCreature
) const
19262 FactionTemplateEntry
const* vendor_faction
= pCreature
->getFactionTemplateEntry();
19263 if(!vendor_faction
|| !vendor_faction
->faction
)
19266 ReputationRank rank
= GetReputationRank(vendor_faction
->faction
);
19267 if(rank
<= REP_NEUTRAL
)
19270 return 1.0f
- 0.05f
* (rank
- REP_NEUTRAL
);
19273 bool Player::IsSpellFitByClassAndRace( uint32 spell_id
) const
19275 uint32 racemask
= getRaceMask();
19276 uint32 classmask
= getClassMask();
19278 SkillLineAbilityMapBounds bounds
= sSpellMgr
.GetSkillLineAbilityMapBounds(spell_id
);
19279 if (bounds
.first
==bounds
.second
)
19282 for(SkillLineAbilityMap::const_iterator _spell_idx
= bounds
.first
; _spell_idx
!= bounds
.second
; ++_spell_idx
)
19284 // skip wrong race skills
19285 if (_spell_idx
->second
->racemask
&& (_spell_idx
->second
->racemask
& racemask
) == 0)
19288 // skip wrong class skills
19289 if (_spell_idx
->second
->classmask
&& (_spell_idx
->second
->classmask
& classmask
) == 0)
19298 bool Player::HasQuestForGO(int32 GOId
) const
19300 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
19302 uint32 questid
= GetQuestSlotQuestId(i
);
19303 if ( questid
== 0 )
19306 QuestStatusMap::const_iterator qs_itr
= mQuestStatus
.find(questid
);
19307 if(qs_itr
== mQuestStatus
.end())
19310 QuestStatusData
const& qs
= qs_itr
->second
;
19312 if (qs
.m_status
== QUEST_STATUS_INCOMPLETE
)
19314 Quest
const* qinfo
= sObjectMgr
.GetQuestTemplate(questid
);
19318 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
19321 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
19323 if (qinfo
->ReqCreatureOrGOId
[j
]>=0) //skip non GO case
19326 if((-1)*GOId
== qinfo
->ReqCreatureOrGOId
[j
] && qs
.m_creatureOrGOcount
[j
] < qinfo
->ReqCreatureOrGOCount
[j
])
19334 void Player::UpdateForQuestWorldObjects()
19336 if(m_clientGUIDs
.empty())
19340 WorldPacket packet
;
19341 for(ClientGUIDs::const_iterator itr
=m_clientGUIDs
.begin(); itr
!=m_clientGUIDs
.end(); ++itr
)
19343 if(IS_GAMEOBJECT_GUID(*itr
))
19345 GameObject
*obj
= GetMap()->GetGameObject(*itr
);
19347 obj
->BuildValuesUpdateBlockForPlayer(&udata
,this);
19349 else if(IS_CREATURE_GUID(*itr
) || IS_VEHICLE_GUID(*itr
))
19351 Creature
*obj
= GetMap()->GetCreatureOrPetOrVehicle(*itr
);
19355 // check if this unit requires quest specific flags
19356 if(!obj
->HasFlag(UNIT_NPC_FLAGS
,UNIT_NPC_FLAG_SPELLCLICK
))
19359 SpellClickInfoMapBounds clickPair
= sObjectMgr
.GetSpellClickInfoMapBounds(obj
->GetEntry());
19360 for(SpellClickInfoMap::const_iterator _itr
= clickPair
.first
; _itr
!= clickPair
.second
; ++_itr
)
19362 if(_itr
->second
.questStart
|| _itr
->second
.questEnd
)
19364 obj
->BuildCreateUpdateBlockForPlayer(&udata
,this);
19370 udata
.BuildPacket(&packet
);
19371 GetSession()->SendPacket(&packet
);
19374 void Player::SummonIfPossible(bool agree
)
19378 m_summon_expire
= 0;
19382 // expire and auto declined
19383 if(m_summon_expire
< time(NULL
))
19386 // stop taxi flight at summon
19389 GetMotionMaster()->MovementExpired();
19390 m_taxi
.ClearTaxiDestinations();
19393 // drop flag at summon
19394 // this code can be reached only when GM is summoning player who carries flag, because player should be immune to summoning spells when he carries flag
19395 if(BattleGround
*bg
= GetBattleGround())
19396 bg
->EventPlayerDroppedFlag(this);
19398 m_summon_expire
= 0;
19400 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ACCEPTED_SUMMONINGS
, 1);
19402 TeleportTo(m_summon_mapid
, m_summon_x
, m_summon_y
, m_summon_z
,GetOrientation());
19405 void Player::RemoveItemDurations( Item
*item
)
19407 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end(); ++itr
)
19411 m_itemDuration
.erase(itr
);
19417 void Player::AddItemDurations( Item
*item
)
19419 if(item
->GetUInt32Value(ITEM_FIELD_DURATION
))
19421 m_itemDuration
.push_back(item
);
19422 item
->SendTimeUpdate(this);
19426 void Player::AutoUnequipOffhandIfNeed()
19428 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
19432 // need unequip offhand for 2h-weapon without TitanGrip (in any from hands)
19433 if (CanTitanGrip() || (offItem
->GetProto()->InventoryType
!= INVTYPE_2HWEAPON
&& !IsTwoHandUsed()))
19436 ItemPosCountVec off_dest
;
19437 uint8 off_msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false );
19438 if( off_msg
== EQUIP_ERR_OK
)
19440 RemoveItem(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
, true);
19441 StoreItem( off_dest
, offItem
, true );
19445 MoveItemFromInventory(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
, true);
19446 CharacterDatabase
.BeginTransaction();
19447 offItem
->DeleteFromInventoryDB(); // deletes item from character's inventory
19448 offItem
->SaveToDB(); // recursive and not have transaction guard into self, item not in inventory and can be save standalone
19449 CharacterDatabase
.CommitTransaction();
19451 std::string subject
= GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM
);
19452 MailDraft(subject
).AddItem(offItem
).SendMailTo(this, MailSender(this, MAIL_STATIONERY_GM
));
19456 bool Player::HasItemFitToSpellReqirements(SpellEntry
const* spellInfo
, Item
const* ignoreItem
)
19458 if(spellInfo
->EquippedItemClass
< 0)
19461 // scan other equipped items for same requirements (mostly 2 daggers/etc)
19462 // for optimize check 2 used cases only
19463 switch(spellInfo
->EquippedItemClass
)
19465 case ITEM_CLASS_WEAPON
:
19467 for(int i
= EQUIPMENT_SLOT_MAINHAND
; i
< EQUIPMENT_SLOT_TABARD
; ++i
)
19468 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
19469 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
19473 case ITEM_CLASS_ARMOR
:
19475 // tabard not have dependent spells
19476 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_MAINHAND
; ++i
)
19477 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
19478 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
19481 // shields can be equipped to offhand slot
19482 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
))
19483 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
19486 // ranged slot can have some armor subclasses
19487 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_RANGED
))
19488 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
19494 sLog
.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo
->EquippedItemClass
);
19501 bool Player::CanNoReagentCast(SpellEntry
const* spellInfo
) const
19503 // don't take reagents for spells with SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
19504 if (spellInfo
->AttributesEx5
& SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
&&
19505 HasFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PREPARATION
))
19508 // Check no reagent use mask
19509 uint64 noReagentMask_0_1
= GetUInt64Value(PLAYER_NO_REAGENT_COST_1
);
19510 uint32 noReagentMask_2
= GetUInt64Value(PLAYER_NO_REAGENT_COST_1
+2);
19511 if (spellInfo
->SpellFamilyFlags
& noReagentMask_0_1
||
19512 spellInfo
->SpellFamilyFlags2
& noReagentMask_2
)
19518 void Player::RemoveItemDependentAurasAndCasts( Item
* pItem
)
19520 AuraMap
& auras
= GetAuras();
19521 for(AuraMap::const_iterator itr
= auras
.begin(); itr
!= auras
.end(); )
19523 Aura
* aura
= itr
->second
;
19525 // skip passive (passive item dependent spells work in another way) and not self applied auras
19526 SpellEntry
const* spellInfo
= aura
->GetSpellProto();
19527 if(aura
->IsPassive() || aura
->GetCasterGUID()!=GetGUID())
19533 // skip if not item dependent or have alternative item
19534 if(HasItemFitToSpellReqirements(spellInfo
,pItem
))
19540 // no alt item, remove aura, restart check
19541 RemoveAurasDueToSpell(aura
->GetId());
19542 itr
= auras
.begin();
19545 // currently casted spells can be dependent from item
19546 for (uint32 i
= 0; i
< CURRENT_MAX_SPELL
; ++i
)
19547 if (Spell
* spell
= GetCurrentSpell(CurrentSpellTypes(i
)))
19548 if (spell
->getState()!=SPELL_STATE_DELAYED
&& !HasItemFitToSpellReqirements(spell
->m_spellInfo
,pItem
) )
19549 InterruptSpell(CurrentSpellTypes(i
));
19552 uint32
Player::GetResurrectionSpellId()
19554 // search priceless resurrection possibilities
19556 uint32 spell_id
= 0;
19557 AuraList
const& dummyAuras
= GetAurasByType(SPELL_AURA_DUMMY
);
19558 for(AuraList::const_iterator itr
= dummyAuras
.begin(); itr
!= dummyAuras
.end(); ++itr
)
19560 // Soulstone Resurrection // prio: 3 (max, non death persistent)
19561 if( prio
< 2 && (*itr
)->GetSpellProto()->SpellVisual
[0] == 99 && (*itr
)->GetSpellProto()->SpellIconID
== 92 )
19563 switch((*itr
)->GetId())
19565 case 20707: spell_id
= 3026; break; // rank 1
19566 case 20762: spell_id
= 20758; break; // rank 2
19567 case 20763: spell_id
= 20759; break; // rank 3
19568 case 20764: spell_id
= 20760; break; // rank 4
19569 case 20765: spell_id
= 20761; break; // rank 5
19570 case 27239: spell_id
= 27240; break; // rank 6
19571 case 47883: spell_id
= 47882; break; // rank 7
19573 sLog
.outError("Unhandled spell %u: S.Resurrection",(*itr
)->GetId());
19579 // Twisting Nether // prio: 2 (max)
19580 else if((*itr
)->GetId()==23701 && roll_chance_i(10))
19587 // Reincarnation (passive spell) // prio: 1
19588 if(prio
< 1 && HasSpell(20608) && !HasSpellCooldown(21169) && HasItemCount(17030,1))
19594 // Used in triggers for check "Only to targets that grant experience or honor" req
19595 bool Player::isHonorOrXPTarget(Unit
* pVictim
)
19597 uint32 v_level
= pVictim
->getLevel();
19598 uint32 k_grey
= MaNGOS::XP::GetGrayLevel(getLevel());
19600 // Victim level less gray level
19601 if(v_level
<=k_grey
)
19604 if(pVictim
->GetTypeId() == TYPEID_UNIT
)
19606 if (((Creature
*)pVictim
)->isTotem() ||
19607 ((Creature
*)pVictim
)->isPet() ||
19608 ((Creature
*)pVictim
)->GetCreatureInfo()->flags_extra
& CREATURE_FLAG_EXTRA_NO_XP_AT_KILL
)
19614 bool Player::RewardPlayerAndGroupAtKill(Unit
* pVictim
)
19616 bool PvP
= pVictim
->isCharmedOwnedByPlayerOrPlayer();
19618 // prepare data for near group iteration (PvP and !PvP cases)
19620 bool honored_kill
= false;
19622 if(Group
*pGroup
= GetGroup())
19625 uint32 sum_level
= 0;
19626 Player
* member_with_max_level
= NULL
;
19627 Player
* not_gray_member_with_max_level
= NULL
;
19629 pGroup
->GetDataForXPAtKill(pVictim
,count
,sum_level
,member_with_max_level
,not_gray_member_with_max_level
);
19631 if(member_with_max_level
)
19633 /// not get Xp in PvP or no not gray players in group
19634 xp
= (PvP
|| !not_gray_member_with_max_level
) ? 0 : MaNGOS::XP::Gain(not_gray_member_with_max_level
, pVictim
);
19636 /// skip in check PvP case (for speed, not used)
19637 bool is_raid
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsRaid() && pGroup
->isRaidGroup();
19638 bool is_dungeon
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsDungeon();
19639 float group_rate
= MaNGOS::XP::xp_in_group_rate(count
,is_raid
);
19641 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
19643 Player
* pGroupGuy
= itr
->getSource();
19647 if(!pGroupGuy
->IsAtGroupRewardDistance(pVictim
))
19648 continue; // member (alive or dead) or his corpse at req. distance
19650 // honor can be in PvP and !PvP (racial leader) cases (for alive)
19651 if(pGroupGuy
->isAlive() && pGroupGuy
->RewardHonor(pVictim
,count
) && pGroupGuy
==this)
19652 honored_kill
= true;
19654 // xp and reputation only in !PvP case
19657 float rate
= group_rate
* float(pGroupGuy
->getLevel()) / sum_level
;
19659 // if is in dungeon then all receive full reputation at kill
19660 // rewarded any alive/dead/near_corpse group member
19661 pGroupGuy
->RewardReputation(pVictim
,is_dungeon
? 1.0f
: rate
);
19663 // XP updated only for alive group member
19664 if(pGroupGuy
->isAlive() && not_gray_member_with_max_level
&&
19665 pGroupGuy
->getLevel() <= not_gray_member_with_max_level
->getLevel())
19667 uint32 itr_xp
= (member_with_max_level
== not_gray_member_with_max_level
) ? uint32(xp
*rate
) : uint32((xp
*rate
/2)+1);
19669 pGroupGuy
->GiveXP(itr_xp
, pVictim
);
19670 if(Pet
* pet
= pGroupGuy
->GetPet())
19671 pet
->GivePetXP(itr_xp
/2);
19674 // quest objectives updated only for alive group member or dead but with not released body
19675 if(pGroupGuy
->isAlive()|| !pGroupGuy
->GetCorpse())
19677 // normal creature (not pet/etc) can be only in !PvP case
19678 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
19679 pGroupGuy
->KilledMonster(((Creature
*)pVictim
)->GetCreatureInfo(), pVictim
->GetGUID());
19685 else // if (!pGroup)
19687 xp
= PvP
? 0 : MaNGOS::XP::Gain(this, pVictim
);
19689 // honor can be in PvP and !PvP (racial leader) cases
19690 if(RewardHonor(pVictim
,1))
19691 honored_kill
= true;
19693 // xp and reputation only in !PvP case
19696 RewardReputation(pVictim
,1);
19697 GiveXP(xp
, pVictim
);
19699 if(Pet
* pet
= GetPet())
19700 pet
->GivePetXP(xp
);
19702 // normal creature (not pet/etc) can be only in !PvP case
19703 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
19704 KilledMonster(((Creature
*)pVictim
)->GetCreatureInfo(), pVictim
->GetGUID());
19707 return xp
|| honored_kill
;
19710 void Player::RewardPlayerAndGroupAtEvent(uint32 creature_id
, WorldObject
* pRewardSource
)
19712 uint64 creature_guid
= pRewardSource
->GetTypeId()==TYPEID_UNIT
? pRewardSource
->GetGUID() : uint64(0);
19714 // prepare data for near group iteration
19715 if(Group
*pGroup
= GetGroup())
19717 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
19719 Player
* pGroupGuy
= itr
->getSource();
19723 if(!pGroupGuy
->IsAtGroupRewardDistance(pRewardSource
))
19724 continue; // member (alive or dead) or his corpse at req. distance
19726 // quest objectives updated only for alive group member or dead but with not released body
19727 if(pGroupGuy
->isAlive()|| !pGroupGuy
->GetCorpse())
19728 pGroupGuy
->KilledMonsterCredit(creature_id
, creature_guid
);
19731 else // if (!pGroup)
19732 KilledMonsterCredit(creature_id
, creature_guid
);
19735 bool Player::IsAtGroupRewardDistance(WorldObject
const* pRewardSource
) const
19737 if (pRewardSource
->IsWithinDistInMap(this,sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
)))
19743 Corpse
* corpse
= GetCorpse();
19747 return pRewardSource
->IsWithinDistInMap(corpse
,sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
));
19750 uint32
Player::GetBaseWeaponSkillValue (WeaponAttackType attType
) const
19752 Item
* item
= GetWeaponForAttack(attType
,true,true);
19754 // unarmed only with base attack
19755 if(attType
!= BASE_ATTACK
&& !item
)
19758 // weapon skill or (unarmed for base attack)
19759 uint32 skill
= item
? item
->GetSkill() : uint32(SKILL_UNARMED
);
19760 return GetBaseSkillValue(skill
);
19763 void Player::ResurectUsingRequestData()
19765 /// Teleport before resurrecting by player, otherwise the player might get attacked from creatures near his corpse
19766 if(IS_PLAYER_GUID(m_resurrectGUID
))
19767 TeleportTo(m_resurrectMap
, m_resurrectX
, m_resurrectY
, m_resurrectZ
, GetOrientation());
19769 //we cannot resurrect player when we triggered far teleport
19770 //player will be resurrected upon teleportation
19771 if(IsBeingTeleportedFar())
19773 ScheduleDelayedOperation(DELAYED_RESURRECT_PLAYER
);
19777 ResurrectPlayer(0.0f
,false);
19779 if(GetMaxHealth() > m_resurrectHealth
)
19780 SetHealth( m_resurrectHealth
);
19782 SetHealth( GetMaxHealth() );
19784 if(GetMaxPower(POWER_MANA
) > m_resurrectMana
)
19785 SetPower(POWER_MANA
, m_resurrectMana
);
19787 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
) );
19789 SetPower(POWER_RAGE
, 0 );
19791 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
) );
19793 SpawnCorpseBones();
19796 void Player::SetClientControl(Unit
* target
, uint8 allowMove
)
19798 WorldPacket
data(SMSG_CLIENT_CONTROL_UPDATE
, target
->GetPackGUID().size()+1);
19799 data
.append(target
->GetPackGUID());
19800 data
<< uint8(allowMove
);
19801 GetSession()->SendPacket(&data
);
19804 void Player::UpdateZoneDependentAuras( uint32 newZone
)
19806 // Some spells applied at enter into zone (with subzones), aura removed in UpdateAreaDependentAuras that called always at zone->area update
19807 SpellAreaForAreaMapBounds saBounds
= sSpellMgr
.GetSpellAreaForAreaMapBounds(newZone
);
19808 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
19809 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,newZone
,0))
19810 if( !HasAura(itr
->second
->spellId
,0) )
19811 CastSpell(this,itr
->second
->spellId
,true);
19814 void Player::UpdateAreaDependentAuras( uint32 newArea
)
19816 // remove auras from spells with area limitations
19817 for(AuraMap::iterator iter
= m_Auras
.begin(); iter
!= m_Auras
.end();)
19819 // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
19820 if(sSpellMgr
.GetSpellAllowedInLocationError(iter
->second
->GetSpellProto(),GetMapId(),m_zoneUpdateId
,newArea
,this) != SPELL_CAST_OK
)
19826 // some auras applied at subzone enter
19827 SpellAreaForAreaMapBounds saBounds
= sSpellMgr
.GetSpellAreaForAreaMapBounds(newArea
);
19828 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
19829 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,m_zoneUpdateId
,newArea
))
19830 if( !HasAura(itr
->second
->spellId
,0) )
19831 CastSpell(this,itr
->second
->spellId
,true);
19834 uint32
Player::GetCorpseReclaimDelay(bool pvp
) const
19836 if ((pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
)) ||
19837 (!pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) ))
19839 return copseReclaimDelay
[0];
19842 time_t now
= time(NULL
);
19843 // 0..2 full period
19844 uint32 count
= (now
< m_deathExpireTime
) ? (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
: 0;
19845 return copseReclaimDelay
[count
];
19848 void Player::UpdateCorpseReclaimDelay()
19850 bool pvp
= m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
;
19852 if ((pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
)) ||
19853 (!pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) ))
19856 time_t now
= time(NULL
);
19857 if(now
< m_deathExpireTime
)
19859 // full and partly periods 1..3
19860 uint32 count
= (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
+1;
19861 if(count
< MAX_DEATH_COUNT
)
19862 m_deathExpireTime
= now
+(count
+1)*DEATH_EXPIRE_STEP
;
19864 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
;
19867 m_deathExpireTime
= now
+DEATH_EXPIRE_STEP
;
19870 void Player::SendCorpseReclaimDelay(bool load
)
19872 Corpse
* corpse
= GetCorpse();
19879 if(corpse
->GetGhostTime() > m_deathExpireTime
)
19882 bool pvp
= corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
;
19885 if( pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
19886 !pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
19888 count
= (m_deathExpireTime
-corpse
->GetGhostTime())/DEATH_EXPIRE_STEP
;
19889 if(count
>=MAX_DEATH_COUNT
)
19890 count
= MAX_DEATH_COUNT
-1;
19895 time_t expected_time
= corpse
->GetGhostTime()+copseReclaimDelay
[count
];
19897 time_t now
= time(NULL
);
19898 if(now
>= expected_time
)
19901 delay
= expected_time
-now
;
19904 delay
= GetCorpseReclaimDelay(corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
);
19906 //! corpse reclaim delay 30 * 1000ms or longer at often deaths
19907 WorldPacket
data(SMSG_CORPSE_RECLAIM_DELAY
, 4);
19908 data
<< uint32(delay
*IN_MILISECONDS
);
19909 GetSession()->SendPacket( &data
);
19912 Player
* Player::GetNextRandomRaidMember(float radius
)
19914 Group
*pGroup
= GetGroup();
19918 std::vector
<Player
*> nearMembers
;
19919 nearMembers
.reserve(pGroup
->GetMembersCount());
19921 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
19923 Player
* Target
= itr
->getSource();
19925 // IsHostileTo check duel and controlled by enemy
19926 if( Target
&& Target
!= this && IsWithinDistInMap(Target
, radius
) &&
19927 !Target
->HasInvisibilityAura() && !IsHostileTo(Target
) )
19928 nearMembers
.push_back(Target
);
19931 if (nearMembers
.empty())
19934 uint32 randTarget
= urand(0,nearMembers
.size()-1);
19935 return nearMembers
[randTarget
];
19938 PartyResult
Player::CanUninviteFromGroup() const
19940 const Group
* grp
= GetGroup();
19942 return PARTY_RESULT_YOU_NOT_IN_GROUP
;
19944 if(!grp
->IsLeader(GetGUID()) && !grp
->IsAssistant(GetGUID()))
19945 return PARTY_RESULT_YOU_NOT_LEADER
;
19947 if(InBattleGround())
19948 return PARTY_RESULT_INVITE_RESTRICTED
;
19950 return PARTY_RESULT_OK
;
19953 void Player::SetBattleGroundRaid(Group
* group
, int8 subgroup
)
19955 //we must move references from m_group to m_originalGroup
19956 SetOriginalGroup(GetGroup(), GetSubGroup());
19959 m_group
.link(group
, this);
19960 m_group
.setSubGroup((uint8
)subgroup
);
19963 void Player::RemoveFromBattleGroundRaid()
19965 //remove existing reference
19967 if( Group
* group
= GetOriginalGroup() )
19969 m_group
.link(group
, this);
19970 m_group
.setSubGroup(GetOriginalSubGroup());
19972 SetOriginalGroup(NULL
);
19975 void Player::SetOriginalGroup(Group
*group
, int8 subgroup
)
19977 if( group
== NULL
)
19978 m_originalGroup
.unlink();
19981 // never use SetOriginalGroup without a subgroup unless you specify NULL for group
19982 assert(subgroup
>= 0);
19983 m_originalGroup
.link(group
, this);
19984 m_originalGroup
.setSubGroup((uint8
)subgroup
);
19988 void Player::UpdateUnderwaterState( Map
* m
, float x
, float y
, float z
)
19990 LiquidData liquid_status
;
19991 ZLiquidStatus res
= m
->getLiquidStatus(x
, y
, z
, MAP_ALL_LIQUIDS
, &liquid_status
);
19994 m_MirrorTimerFlags
&= ~(UNDERWATER_INWATER
|UNDERWATER_INLAVA
|UNDERWATER_INSLIME
|UNDERWARER_INDARKWATER
);
19995 // Small hack for enable breath in WMO
19997 m_MirrorTimerFlags
|=UNDERWATER_INWATER
;
20001 // All liquids type - check under water position
20002 if (liquid_status
.type
&(MAP_LIQUID_TYPE_WATER
|MAP_LIQUID_TYPE_OCEAN
|MAP_LIQUID_TYPE_MAGMA
|MAP_LIQUID_TYPE_SLIME
))
20004 if ( res
& LIQUID_MAP_UNDER_WATER
)
20005 m_MirrorTimerFlags
|= UNDERWATER_INWATER
;
20007 m_MirrorTimerFlags
&= ~UNDERWATER_INWATER
;
20010 // Allow travel in dark water on taxi or transport
20011 if ((liquid_status
.type
& MAP_LIQUID_TYPE_DARK_WATER
) && !isInFlight() && !GetTransport())
20012 m_MirrorTimerFlags
|= UNDERWARER_INDARKWATER
;
20014 m_MirrorTimerFlags
&= ~UNDERWARER_INDARKWATER
;
20016 // in lava check, anywhere in lava level
20017 if (liquid_status
.type
&MAP_LIQUID_TYPE_MAGMA
)
20019 if (res
& (LIQUID_MAP_UNDER_WATER
|LIQUID_MAP_IN_WATER
|LIQUID_MAP_WATER_WALK
))
20020 m_MirrorTimerFlags
|= UNDERWATER_INLAVA
;
20022 m_MirrorTimerFlags
&= ~UNDERWATER_INLAVA
;
20024 // in slime check, anywhere in slime level
20025 if (liquid_status
.type
&MAP_LIQUID_TYPE_SLIME
)
20027 if (res
& (LIQUID_MAP_UNDER_WATER
|LIQUID_MAP_IN_WATER
|LIQUID_MAP_WATER_WALK
))
20028 m_MirrorTimerFlags
|= UNDERWATER_INSLIME
;
20030 m_MirrorTimerFlags
&= ~UNDERWATER_INSLIME
;
20034 void Player::SetCanParry( bool value
)
20036 if(m_canParry
==value
)
20039 m_canParry
= value
;
20040 UpdateParryPercentage();
20043 void Player::SetCanBlock( bool value
)
20045 if(m_canBlock
==value
)
20048 m_canBlock
= value
;
20049 UpdateBlockPercentage();
20052 bool ItemPosCount::isContainedIn(ItemPosCountVec
const& vec
) const
20054 for(ItemPosCountVec::const_iterator itr
= vec
.begin(); itr
!= vec
.end();++itr
)
20055 if(itr
->pos
== pos
)
20061 bool Player::CanUseBattleGroundObject()
20063 // TODO : some spells gives player ForceReaction to one faction (ReputationMgr::ApplyForceReaction)
20064 // maybe gameobject code should handle that ForceReaction usage
20065 // BUG: sometimes when player clicks on flag in AB - client won't send gameobject_use, only gameobject_report_use packet
20066 return ( //InBattleGround() && // in battleground - not need, check in other cases
20067 //!IsMounted() && - not correct, player is dismounted when he clicks on flag
20068 //player cannot use object when he is invulnerable (immune)
20069 !isTotalImmune() && // not totally immune
20070 //i'm not sure if these two are correct, because invisible players should get visible when they click on flag
20071 !HasStealthAura() && // not stealthed
20072 !HasInvisibilityAura() && // not invisible
20073 !HasAura(SPELL_RECENTLY_DROPPED_FLAG
, 0) && // can't pickup
20074 isAlive() // live player
20078 bool Player::CanCaptureTowerPoint()
20080 return ( !HasStealthAura() && // not stealthed
20081 !HasInvisibilityAura() && // not invisible
20082 isAlive() // live player
20086 uint32
Player::GetBarberShopCost(uint8 newhairstyle
, uint8 newhaircolor
, uint8 newfacialhair
)
20088 uint32 level
= getLevel();
20090 if(level
> GT_MAX_LEVEL
)
20091 level
= GT_MAX_LEVEL
; // max level in this dbc
20093 uint8 hairstyle
= GetByteValue(PLAYER_BYTES
, 2);
20094 uint8 haircolor
= GetByteValue(PLAYER_BYTES
, 3);
20095 uint8 facialhair
= GetByteValue(PLAYER_BYTES_2
, 0);
20097 if((hairstyle
== newhairstyle
) && (haircolor
== newhaircolor
) && (facialhair
== newfacialhair
))
20100 GtBarberShopCostBaseEntry
const *bsc
= sGtBarberShopCostBaseStore
.LookupEntry(level
- 1);
20102 if(!bsc
) // shouldn't happen
20107 if(hairstyle
!= newhairstyle
)
20108 cost
+= bsc
->cost
; // full price
20110 if((haircolor
!= newhaircolor
) && (hairstyle
== newhairstyle
))
20111 cost
+= bsc
->cost
* 0.5f
; // +1/2 of price
20113 if(facialhair
!= newfacialhair
)
20114 cost
+= bsc
->cost
* 0.75f
; // +3/4 of price
20116 return uint32(cost
);
20119 void Player::InitGlyphsForLevel()
20121 for(uint32 i
= 0; i
< sGlyphSlotStore
.GetNumRows(); ++i
)
20122 if(GlyphSlotEntry
const * gs
= sGlyphSlotStore
.LookupEntry(i
))
20124 SetGlyphSlot(gs
->Order
- 1, gs
->Id
);
20126 uint32 level
= getLevel();
20129 // 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level
20131 value
|= (0x01 | 0x02);
20141 SetUInt32Value(PLAYER_GLYPHS_ENABLED
, value
);
20144 void Player::EnterVehicle(Vehicle
*vehicle
)
20146 VehicleEntry
const *ve
= sVehicleStore
.LookupEntry(vehicle
->GetVehicleId());
20150 VehicleSeatEntry
const *veSeat
= sVehicleSeatStore
.LookupEntry(ve
->m_seatID
[0]);
20154 vehicle
->SetCharmerGUID(GetGUID());
20155 vehicle
->RemoveFlag(UNIT_NPC_FLAGS
, UNIT_NPC_FLAG_SPELLCLICK
);
20156 vehicle
->SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PLAYER_CONTROLLED
);
20157 vehicle
->setFaction(getFaction());
20159 SetCharm(vehicle
); // charm
20160 SetFarSightGUID(vehicle
->GetGUID()); // set view
20162 SetClientControl(vehicle
, 1); // redirect controls to vehicle
20165 WorldPacket
data(SMSG_ON_CANCEL_EXPECTED_RIDE_VEHICLE_AURA
, 0);
20166 GetSession()->SendPacket(&data
);
20168 data
.Initialize(MSG_MOVE_TELEPORT_ACK
, 30);
20169 data
.append(GetPackGUID());
20170 data
<< uint32(0); // counter?
20171 data
<< uint32(MOVEFLAG_ONTRANSPORT
); // transport
20172 data
<< uint16(0); // special flags
20173 data
<< uint32(getMSTime()); // time
20174 data
<< vehicle
->GetPositionX(); // x
20175 data
<< vehicle
->GetPositionY(); // y
20176 data
<< vehicle
->GetPositionZ(); // z
20177 data
<< vehicle
->GetOrientation(); // o
20178 // transport part, TODO: load/calculate seat offsets
20179 data
<< uint64(vehicle
->GetGUID()); // transport guid
20180 data
<< float(veSeat
->m_attachmentOffsetX
); // transport offsetX
20181 data
<< float(veSeat
->m_attachmentOffsetY
); // transport offsetY
20182 data
<< float(veSeat
->m_attachmentOffsetZ
); // transport offsetZ
20183 data
<< float(0); // transport orientation
20184 data
<< uint32(getMSTime()); // transport time
20185 data
<< uint8(0); // seat
20186 // end of transport part
20187 data
<< uint32(0); // fall time
20188 GetSession()->SendPacket(&data
);
20190 data
.Initialize(SMSG_PET_SPELLS
, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX
+1+1);
20191 data
<< uint64(vehicle
->GetGUID());
20194 data
<< uint32(0x00000101);
20196 for(uint32 i
= 0; i
< 10; ++i
)
20197 data
<< uint16(0) << uint8(0) << uint8(i
+8);
20201 GetSession()->SendPacket(&data
);
20204 void Player::ExitVehicle(Vehicle
*vehicle
)
20206 vehicle
->SetCharmerGUID(0);
20207 vehicle
->SetFlag(UNIT_NPC_FLAGS
, UNIT_NPC_FLAG_SPELLCLICK
);
20208 vehicle
->RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PLAYER_CONTROLLED
);
20209 vehicle
->setFaction((GetTeam() == ALLIANCE
) ? vehicle
->GetCreatureInfo()->faction_A
: vehicle
->GetCreatureInfo()->faction_H
);
20212 SetFarSightGUID(0);
20214 SetClientControl(vehicle
, 0);
20217 WorldPacket
data(MSG_MOVE_TELEPORT_ACK
, 30);
20218 data
.append(GetPackGUID());
20219 data
<< uint32(0); // counter?
20220 data
<< uint32(MOVEFLAG_FLY_UNK1
); // fly unk
20221 data
<< uint16(0x40); // special flags
20222 data
<< uint32(getMSTime()); // time
20223 data
<< vehicle
->GetPositionX(); // x
20224 data
<< vehicle
->GetPositionY(); // y
20225 data
<< vehicle
->GetPositionZ(); // z
20226 data
<< vehicle
->GetOrientation(); // o
20227 data
<< uint32(0); // fall time
20228 GetSession()->SendPacket(&data
);
20230 RemovePetActionBar();
20232 // maybe called at dummy aura remove?
20233 // CastSpell(this, 45472, true); // Parachute
20236 bool Player::isTotalImmune()
20238 AuraList
const& immune
= GetAurasByType(SPELL_AURA_SCHOOL_IMMUNITY
);
20240 uint32 immuneMask
= 0;
20241 for(AuraList::const_iterator itr
= immune
.begin(); itr
!= immune
.end(); ++itr
)
20243 immuneMask
|= (*itr
)->GetModifier()->m_miscvalue
;
20244 if( immuneMask
& SPELL_SCHOOL_MASK_ALL
) // total immunity
20250 bool Player::HasTitle(uint32 bitIndex
)
20252 if (bitIndex
> MAX_TITLE_INDEX
)
20255 uint32 fieldIndexOffset
= bitIndex
/ 32;
20256 uint32 flag
= 1 << (bitIndex
% 32);
20257 return HasFlag(PLAYER__FIELD_KNOWN_TITLES
+ fieldIndexOffset
, flag
);
20260 void Player::SetTitle(CharTitlesEntry
const* title
, bool lost
)
20262 uint32 fieldIndexOffset
= title
->bit_index
/ 32;
20263 uint32 flag
= 1 << (title
->bit_index
% 32);
20267 if(!HasFlag(PLAYER__FIELD_KNOWN_TITLES
+ fieldIndexOffset
, flag
))
20270 RemoveFlag(PLAYER__FIELD_KNOWN_TITLES
+ fieldIndexOffset
, flag
);
20274 if(HasFlag(PLAYER__FIELD_KNOWN_TITLES
+ fieldIndexOffset
, flag
))
20277 SetFlag(PLAYER__FIELD_KNOWN_TITLES
+ fieldIndexOffset
, flag
);
20280 WorldPacket
data(SMSG_TITLE_EARNED
, 4 + 4);
20281 data
<< uint32(title
->bit_index
);
20282 data
<< uint32(lost
? 0 : 1); // 1 - earned, 0 - lost
20283 GetSession()->SendPacket(&data
);
20286 void Player::ConvertRune(uint8 index
, RuneType newType
)
20288 SetCurrentRune(index
, newType
);
20290 WorldPacket
data(SMSG_CONVERT_RUNE
, 2);
20291 data
<< uint8(index
);
20292 data
<< uint8(newType
);
20293 GetSession()->SendPacket(&data
);
20296 void Player::ResyncRunes(uint8 count
)
20298 WorldPacket
data(SMSG_RESYNC_RUNES
, count
* 2);
20299 for(uint32 i
= 0; i
< count
; ++i
)
20301 data
<< uint8(GetCurrentRune(i
)); // rune type
20302 data
<< uint8(255 - ((GetRuneCooldown(i
) / REGEN_TIME_FULL
) * 51)); // passed cooldown time (0-255)
20304 GetSession()->SendPacket(&data
);
20307 void Player::AddRunePower(uint8 index
)
20309 WorldPacket
data(SMSG_ADD_RUNE_POWER
, 4);
20310 data
<< uint32(1 << index
); // mask (0x00-0x3F probably)
20311 GetSession()->SendPacket(&data
);
20314 static RuneType runeSlotTypes
[MAX_RUNES
] = {
20323 void Player::InitRunes()
20325 if(getClass() != CLASS_DEATH_KNIGHT
)
20328 m_runes
= new Runes
;
20330 m_runes
->runeState
= 0;
20332 for(uint32 i
= 0; i
< MAX_RUNES
; ++i
)
20334 SetBaseRune(i
, runeSlotTypes
[i
]); // init base types
20335 SetCurrentRune(i
, runeSlotTypes
[i
]); // init current types
20336 SetRuneCooldown(i
, 0); // reset cooldowns
20337 m_runes
->SetRuneState(i
);
20340 for(uint32 i
= 0; i
< NUM_RUNE_TYPES
; ++i
)
20341 SetFloatValue(PLAYER_RUNE_REGEN_1
+ i
, 0.1f
);
20345 bool Player::IsBaseRuneSlotsOnCooldown( RuneType runeType
) const
20347 for(uint32 i
= 0; i
< MAX_RUNES
; ++i
)
20348 if (GetBaseRune(i
) == runeType
&& GetRuneCooldown(i
) == 0)
20354 void Player::AutoStoreLoot(uint8 bag
, uint8 slot
, uint32 loot_id
, LootStore
const& store
, bool broadcast
)
20357 loot
.FillLoot (loot_id
,store
,this,true);
20359 uint32 max_slot
= loot
.GetMaxSlotInLootFor(this);
20360 for(uint32 i
= 0; i
< max_slot
; ++i
)
20362 LootItem
* lootItem
= loot
.LootItemInSlot(i
,this);
20364 ItemPosCountVec dest
;
20365 uint8 msg
= CanStoreNewItem (bag
,slot
,dest
,lootItem
->itemid
,lootItem
->count
);
20366 if(msg
!= EQUIP_ERR_OK
&& slot
!= NULL_SLOT
)
20367 msg
= CanStoreNewItem( bag
, NULL_SLOT
,dest
,lootItem
->itemid
,lootItem
->count
);
20368 if( msg
!= EQUIP_ERR_OK
&& bag
!= NULL_BAG
)
20369 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
,dest
,lootItem
->itemid
,lootItem
->count
);
20370 if(msg
!= EQUIP_ERR_OK
)
20372 SendEquipError( msg
, NULL
, NULL
);
20376 Item
* pItem
= StoreNewItem (dest
,lootItem
->itemid
,true,lootItem
->randomPropertyId
);
20377 SendNewItem(pItem
, lootItem
->count
, false, false, broadcast
);
20381 uint32
Player::CalculateTalentsPoints() const
20383 uint32 base_talent
= getLevel() < 10 ? 0 : getLevel()-9;
20385 if(getClass() != CLASS_DEATH_KNIGHT
)
20386 return uint32(base_talent
* sWorld
.getRate(RATE_TALENT
));
20388 uint32 talentPointsForLevel
= getLevel() < 56 ? 0 : getLevel() - 55;
20389 talentPointsForLevel
+= m_questRewardTalentCount
;
20391 if(talentPointsForLevel
> base_talent
)
20392 talentPointsForLevel
= base_talent
;
20394 return uint32(talentPointsForLevel
* sWorld
.getRate(RATE_TALENT
));
20397 bool Player::IsKnowHowFlyIn(uint32 mapid
, uint32 zone
) const
20399 // continent checked in SpellMgr::GetSpellAllowedInLocationError at cast and area update
20400 uint32 v_map
= GetVirtualMapForMapAndZone(mapid
, zone
);
20401 return v_map
!= 571 || HasSpell(54197); // Cold Weather Flying
20404 struct DoPlayerLearnSpell
20406 DoPlayerLearnSpell(Player
& _player
) : player(_player
) {}
20407 void operator() (uint32 spell_id
) { player
.learnSpell(spell_id
,false); }
20411 void Player::learnSpellHighRank(uint32 spellid
)
20413 learnSpell(spellid
,false);
20415 DoPlayerLearnSpell
worker(*this);
20416 sSpellMgr
.doForHighRanks(spellid
,worker
);
20419 void Player::_LoadSkills(QueryResult
*result
)
20422 // SetPQuery(PLAYER_LOGIN_QUERY_LOADSKILLS, "SELECT skill, value, max FROM character_skills WHERE guid = '%u'", GUID_LOPART(m_guid));
20429 Field
*fields
= result
->Fetch();
20431 uint16 skill
= fields
[0].GetUInt16();
20432 uint16 value
= fields
[1].GetUInt16();
20433 uint16 max
= fields
[2].GetUInt16();
20435 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(skill
);
20438 sLog
.outError("Character %u has skill %u that does not exist.", GetGUIDLow(), skill
);
20442 // set fixed skill ranges
20443 switch(GetSkillRangeType(pSkill
,false))
20445 case SKILL_RANGE_LANGUAGE
: // 300..300
20448 case SKILL_RANGE_MONO
: // 1..1, grey monolite bar
20457 sLog
.outError("Character %u has skill %u with value 0. Will be deleted.", GetGUIDLow(), skill
);
20458 CharacterDatabase
.PExecute("DELETE FROM character_skills WHERE guid = '%u' AND skill = '%u' ", GetGUIDLow(), skill
);
20462 // enable unlearn button for primary professions only
20463 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
20464 SetUInt32Value(PLAYER_SKILL_INDEX(count
), MAKE_PAIR32(skill
,1));
20466 SetUInt32Value(PLAYER_SKILL_INDEX(count
), MAKE_PAIR32(skill
,0));
20468 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(count
),MAKE_SKILL_VALUE(value
, max
));
20469 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(count
),0);
20471 mSkillStatus
.insert(SkillStatusMap::value_type(skill
, SkillStatusData(count
, SKILL_UNCHANGED
)));
20473 learnSkillRewardedSpells(skill
, value
);
20477 if(count
>= PLAYER_MAX_SKILLS
) // client limit
20479 sLog
.outError("Character %u has more than %u skills.", GetGUIDLow(), PLAYER_MAX_SKILLS
);
20482 } while (result
->NextRow());
20486 for (; count
< PLAYER_MAX_SKILLS
; ++count
)
20488 SetUInt32Value(PLAYER_SKILL_INDEX(count
), 0);
20489 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(count
),0);
20490 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(count
),0);
20493 // special settings
20494 if(getClass()==CLASS_DEATH_KNIGHT
)
20496 uint32 base_level
= std::min(getLevel(),sWorld
.getConfig (CONFIG_START_HEROIC_PLAYER_LEVEL
));
20499 uint32 base_skill
= (base_level
-1)*5; // 270 at starting level 55
20501 base_skill
= 1; // skill mast be known and then > 0 in any case
20503 if(GetPureSkillValue (SKILL_FIRST_AID
) < base_skill
)
20504 SetSkill(SKILL_FIRST_AID
,base_skill
, base_skill
);
20505 if(GetPureSkillValue (SKILL_AXES
) < base_skill
)
20506 SetSkill(SKILL_AXES
, base_skill
,base_skill
);
20507 if(GetPureSkillValue (SKILL_DEFENSE
) < base_skill
)
20508 SetSkill(SKILL_DEFENSE
, base_skill
,base_skill
);
20509 if(GetPureSkillValue (SKILL_POLEARMS
) < base_skill
)
20510 SetSkill(SKILL_POLEARMS
, base_skill
,base_skill
);
20511 if(GetPureSkillValue (SKILL_SWORDS
) < base_skill
)
20512 SetSkill(SKILL_SWORDS
, base_skill
,base_skill
);
20513 if(GetPureSkillValue (SKILL_2H_AXES
) < base_skill
)
20514 SetSkill(SKILL_2H_AXES
, base_skill
,base_skill
);
20515 if(GetPureSkillValue (SKILL_2H_SWORDS
) < base_skill
)
20516 SetSkill(SKILL_2H_SWORDS
, base_skill
,base_skill
);
20517 if(GetPureSkillValue (SKILL_UNARMED
) < base_skill
)
20518 SetSkill(SKILL_UNARMED
, base_skill
,base_skill
);
20522 uint32
Player::GetPhaseMaskForSpawn() const
20524 uint32 phase
= PHASEMASK_NORMAL
;
20525 if(!isGameMaster())
20526 phase
= GetPhaseMask();
20529 AuraList
const& phases
= GetAurasByType(SPELL_AURA_PHASE
);
20530 if(!phases
.empty())
20531 phase
= phases
.front()->GetMiscValue();
20534 // some aura phases include 1 normal map in addition to phase itself
20535 if(uint32 n_phase
= phase
& ~PHASEMASK_NORMAL
)
20538 return PHASEMASK_NORMAL
;
20541 uint8
Player::CanEquipUniqueItem(Item
* pItem
, uint8 eslot
, uint32 limit_count
) const
20543 ItemPrototype
const* pProto
= pItem
->GetProto();
20545 // proto based limitations
20546 if(uint8 res
= CanEquipUniqueItem(pProto
,eslot
,limit_count
))
20549 // check unique-equipped on gems
20550 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
20552 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
20555 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
20559 ItemPrototype
const* pGem
= ObjectMgr::GetItemPrototype(enchantEntry
->GemID
);
20563 // include for check equip another gems with same limit category for not equipped item (and then not counted)
20564 uint32 gem_limit_count
= !pItem
->IsEquipped() && pGem
->ItemLimitCategory
20565 ? pItem
->GetGemCountWithLimitCategory(pGem
->ItemLimitCategory
) : 1;
20567 if(uint8 res
= CanEquipUniqueItem(pGem
, eslot
,gem_limit_count
))
20571 return EQUIP_ERR_OK
;
20574 uint8
Player::CanEquipUniqueItem( ItemPrototype
const* itemProto
, uint8 except_slot
, uint32 limit_count
) const
20576 // check unique-equipped on item
20577 if (itemProto
->Flags
& ITEM_FLAGS_UNIQUE_EQUIPPED
)
20579 // there is an equip limit on this item
20580 if(HasItemOrGemWithIdEquipped(itemProto
->ItemId
,1,except_slot
))
20581 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
20584 // check unique-equipped limit
20585 if (itemProto
->ItemLimitCategory
)
20587 ItemLimitCategoryEntry
const* limitEntry
= sItemLimitCategoryStore
.LookupEntry(itemProto
->ItemLimitCategory
);
20589 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
20591 if(limit_count
> limitEntry
->maxCount
)
20592 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
; // attempt add too many limit category items (gems)
20594 // there is an equip limit on this item
20595 if(HasItemOrGemWithLimitCategoryEquipped(itemProto
->ItemLimitCategory
,limitEntry
->maxCount
-limit_count
+1,except_slot
))
20596 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
20599 return EQUIP_ERR_OK
;
20602 void Player::HandleFall(MovementInfo
const& movementInfo
)
20604 // calculate total z distance of the fall
20605 float z_diff
= m_lastFallZ
- movementInfo
.GetPos()->z
;
20606 sLog
.outDebug("zDiff = %f", z_diff
);
20608 //Players with low fall distance, Feather Fall or physical immunity (charges used) are ignored
20609 // 14.57 can be calculated by resolving damageperc formula below to 0
20610 if (z_diff
>= 14.57f
&& !isDead() && !isGameMaster() &&
20611 !HasAuraType(SPELL_AURA_HOVER
) && !HasAuraType(SPELL_AURA_FEATHER_FALL
) &&
20612 !HasAuraType(SPELL_AURA_FLY
) && !IsImmunedToDamage(SPELL_SCHOOL_MASK_NORMAL
) )
20614 //Safe fall, fall height reduction
20615 int32 safe_fall
= GetTotalAuraModifier(SPELL_AURA_SAFE_FALL
);
20617 float damageperc
= 0.018f
*(z_diff
-safe_fall
)-0.2426f
;
20621 uint32 damage
= (uint32
)(damageperc
* GetMaxHealth()*sWorld
.getRate(RATE_DAMAGE_FALL
));
20623 float height
= movementInfo
.GetPos()->z
;
20624 UpdateGroundPositionZ(movementInfo
.GetPos()->x
, movementInfo
.GetPos()->y
, height
);
20628 //Prevent fall damage from being more than the player maximum health
20629 if (damage
> GetMaxHealth())
20630 damage
= GetMaxHealth();
20633 if (GetDummyAura(43621))
20634 damage
= GetMaxHealth()/2;
20636 uint32 original_health
= GetHealth();
20637 uint32 final_damage
= EnvironmentalDamage(DAMAGE_FALL
, damage
);
20639 // recheck alive, might have died of EnvironmentalDamage, avoid cases when player die in fact like Spirit of Redemption case
20640 if (isAlive() && final_damage
< original_health
)
20641 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING
, uint32(z_diff
*100));
20644 //Z given by moveinfo, LastZ, FallTime, WaterZ, MapZ, Damage, Safefall reduction
20645 DEBUG_LOG("FALLDAMAGE z=%f sz=%f pZ=%f FallTime=%d mZ=%f damage=%d SF=%d" , movementInfo
.GetPos()->z
, height
, GetPositionZ(), movementInfo
.GetFallTime(), height
, damage
, safe_fall
);
20650 void Player::UpdateAchievementCriteria( AchievementCriteriaTypes type
, uint32 miscvalue1
/*=0*/, uint32 miscvalue2
/*=0*/, Unit
*unit
/*=NULL*/, uint32 time
/*=0*/ )
20652 GetAchievementMgr().UpdateAchievementCriteria(type
, miscvalue1
,miscvalue2
,unit
,time
);
20655 void Player::LearnTalent(uint32 talentId
, uint32 talentRank
)
20657 uint32 CurTalentPoints
= GetFreeTalentPoints();
20659 if(CurTalentPoints
== 0)
20662 if (talentRank
>= MAX_TALENT_RANK
)
20665 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry( talentId
);
20670 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentInfo
->TalentTab
);
20675 // prevent learn talent for different class (cheating)
20676 if( (getClassMask() & talentTabInfo
->ClassMask
) == 0 )
20679 // find current max talent rank
20680 int32 curtalent_maxrank
= 0;
20681 for(int32 k
= MAX_TALENT_RANK
-1; k
> -1; --k
)
20683 if(talentInfo
->RankID
[k
] && HasSpell(talentInfo
->RankID
[k
]))
20685 curtalent_maxrank
= k
+ 1;
20690 // we already have same or higher talent rank learned
20691 if(curtalent_maxrank
>= (talentRank
+ 1))
20694 // check if we have enough talent points
20695 if(CurTalentPoints
< (talentRank
- curtalent_maxrank
+ 1))
20698 // Check if it requires another talent
20699 if (talentInfo
->DependsOn
> 0)
20701 if(TalentEntry
const *depTalentInfo
= sTalentStore
.LookupEntry(talentInfo
->DependsOn
))
20703 bool hasEnoughRank
= false;
20704 for (int i
= talentInfo
->DependsOnRank
; i
< MAX_TALENT_RANK
; ++i
)
20706 if (depTalentInfo
->RankID
[i
] != 0)
20707 if (HasSpell(depTalentInfo
->RankID
[i
]))
20708 hasEnoughRank
= true;
20710 if (!hasEnoughRank
)
20715 // Find out how many points we have in this field
20716 uint32 spentPoints
= 0;
20718 uint32 tTab
= talentInfo
->TalentTab
;
20719 if (talentInfo
->Row
> 0)
20721 unsigned int numRows
= sTalentStore
.GetNumRows();
20722 for (unsigned int i
= 0; i
< numRows
; ++i
) // Loop through all talents.
20724 // Someday, someone needs to revamp
20725 const TalentEntry
*tmpTalent
= sTalentStore
.LookupEntry(i
);
20726 if (tmpTalent
) // the way talents are tracked
20728 if (tmpTalent
->TalentTab
== tTab
)
20730 for (int j
= 0; j
< MAX_TALENT_RANK
; ++j
)
20732 if (tmpTalent
->RankID
[j
] != 0)
20734 if (HasSpell(tmpTalent
->RankID
[j
]))
20736 spentPoints
+= j
+ 1;
20745 // not have required min points spent in talent tree
20746 if(spentPoints
< (talentInfo
->Row
* MAX_TALENT_RANK
))
20749 // spell not set in talent.dbc
20750 uint32 spellid
= talentInfo
->RankID
[talentRank
];
20753 sLog
.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId
, talentRank
);
20758 if(HasSpell(spellid
))
20761 // learn! (other talent ranks will unlearned at learning)
20762 learnSpell(spellid
, false);
20763 sLog
.outDetail("TalentID: %u Rank: %u Spell: %u\n", talentId
, talentRank
, spellid
);
20765 // update free talent points
20766 SetFreeTalentPoints(CurTalentPoints
- (talentRank
- curtalent_maxrank
+ 1));
20769 void Player::LearnPetTalent(uint64 petGuid
, uint32 talentId
, uint32 talentRank
)
20771 Pet
*pet
= GetPet();
20776 if(petGuid
!= pet
->GetGUID())
20779 uint32 CurTalentPoints
= pet
->GetFreeTalentPoints();
20781 if(CurTalentPoints
== 0)
20784 if (talentRank
>= MAX_PET_TALENT_RANK
)
20787 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry(talentId
);
20792 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry(talentInfo
->TalentTab
);
20797 CreatureInfo
const *ci
= pet
->GetCreatureInfo();
20802 CreatureFamilyEntry
const *pet_family
= sCreatureFamilyStore
.LookupEntry(ci
->family
);
20807 if(pet_family
->petTalentType
< 0) // not hunter pet
20810 // prevent learn talent for different family (cheating)
20811 if(!((1 << pet_family
->petTalentType
) & talentTabInfo
->petTalentMask
))
20814 // find current max talent rank
20815 int32 curtalent_maxrank
= 0;
20816 for(int32 k
= MAX_TALENT_RANK
-1; k
> -1; --k
)
20818 if(talentInfo
->RankID
[k
] && pet
->HasSpell(talentInfo
->RankID
[k
]))
20820 curtalent_maxrank
= k
+ 1;
20825 // we already have same or higher talent rank learned
20826 if(curtalent_maxrank
>= (talentRank
+ 1))
20829 // check if we have enough talent points
20830 if(CurTalentPoints
< (talentRank
- curtalent_maxrank
+ 1))
20833 // Check if it requires another talent
20834 if (talentInfo
->DependsOn
> 0)
20836 if(TalentEntry
const *depTalentInfo
= sTalentStore
.LookupEntry(talentInfo
->DependsOn
))
20838 bool hasEnoughRank
= false;
20839 for (int i
= talentInfo
->DependsOnRank
; i
< MAX_TALENT_RANK
; ++i
)
20841 if (depTalentInfo
->RankID
[i
] != 0)
20842 if (pet
->HasSpell(depTalentInfo
->RankID
[i
]))
20843 hasEnoughRank
= true;
20845 if (!hasEnoughRank
)
20850 // Find out how many points we have in this field
20851 uint32 spentPoints
= 0;
20853 uint32 tTab
= talentInfo
->TalentTab
;
20854 if (talentInfo
->Row
> 0)
20856 unsigned int numRows
= sTalentStore
.GetNumRows();
20857 for (unsigned int i
= 0; i
< numRows
; ++i
) // Loop through all talents.
20859 // Someday, someone needs to revamp
20860 const TalentEntry
*tmpTalent
= sTalentStore
.LookupEntry(i
);
20861 if (tmpTalent
) // the way talents are tracked
20863 if (tmpTalent
->TalentTab
== tTab
)
20865 for (int j
= 0; j
< MAX_TALENT_RANK
; ++j
)
20867 if (tmpTalent
->RankID
[j
] != 0)
20869 if (pet
->HasSpell(tmpTalent
->RankID
[j
]))
20871 spentPoints
+= j
+ 1;
20880 // not have required min points spent in talent tree
20881 if(spentPoints
< (talentInfo
->Row
* MAX_PET_TALENT_RANK
))
20884 // spell not set in talent.dbc
20885 uint32 spellid
= talentInfo
->RankID
[talentRank
];
20888 sLog
.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId
, talentRank
);
20893 if(pet
->HasSpell(spellid
))
20896 // learn! (other talent ranks will unlearned at learning)
20897 pet
->learnSpell(spellid
);
20898 sLog
.outDetail("PetTalentID: %u Rank: %u Spell: %u\n", talentId
, talentRank
, spellid
);
20900 // update free talent points
20901 pet
->SetFreeTalentPoints(CurTalentPoints
- (talentRank
- curtalent_maxrank
+ 1));
20904 void Player::UpdateKnownCurrencies(uint32 itemId
, bool apply
)
20906 if(CurrencyTypesEntry
const* ctEntry
= sCurrencyTypesStore
.LookupEntry(itemId
))
20909 SetFlag64(PLAYER_FIELD_KNOWN_CURRENCIES
, (UI64LIT(1) << (ctEntry
->BitIndex
- 1)));
20911 RemoveFlag64(PLAYER_FIELD_KNOWN_CURRENCIES
, (UI64LIT(1) << (ctEntry
->BitIndex
- 1)));
20915 void Player::UpdateFallInformationIfNeed( MovementInfo
const& minfo
,uint16 opcode
)
20917 if (m_lastFallTime
>= minfo
.GetFallTime() || m_lastFallZ
<= minfo
.GetPos()->z
|| opcode
== MSG_MOVE_FALL_LAND
)
20918 SetFallInformation(minfo
.GetFallTime(), minfo
.GetPos()->z
);
20921 void Player::UnsummonPetTemporaryIfAny()
20923 Pet
* pet
= GetPet();
20927 if(!m_temporaryUnsummonedPetNumber
&& pet
->isControlled() && !pet
->isTemporarySummoned() )
20929 m_temporaryUnsummonedPetNumber
= pet
->GetCharmInfo()->GetPetNumber();
20930 m_oldpetspell
= pet
->GetUInt32Value(UNIT_CREATED_BY_SPELL
);
20933 RemovePet(pet
, PET_SAVE_AS_CURRENT
);
20936 void Player::ResummonPetTemporaryUnSummonedIfAny()
20938 if(!m_temporaryUnsummonedPetNumber
)
20941 // not resummon in not appropriate state
20942 if(IsPetNeedBeTemporaryUnsummoned())
20948 Pet
* NewPet
= new Pet
;
20949 if(!NewPet
->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber
, true))
20952 m_temporaryUnsummonedPetNumber
= 0;
20955 bool Player::canSeeSpellClickOn(Creature
const *c
) const
20957 if(!c
->HasFlag(UNIT_NPC_FLAGS
,UNIT_NPC_FLAG_SPELLCLICK
))
20960 SpellClickInfoMapBounds clickPair
= sObjectMgr
.GetSpellClickInfoMapBounds(c
->GetEntry());
20961 for(SpellClickInfoMap::const_iterator itr
= clickPair
.first
; itr
!= clickPair
.second
; ++itr
)
20962 if(itr
->second
.IsFitToRequirements(this))
20968 void Player::BuildPlayerTalentsInfoData(WorldPacket
*data
)
20970 *data
<< uint32(GetFreeTalentPoints()); // unspentTalentPoints
20971 *data
<< uint8(m_specsCount
); // talent group count (0, 1 or 2)
20972 *data
<< uint8(m_activeSpec
); // talent group index (0 or 1)
20976 // loop through all specs (only 1 for now)
20977 for(uint32 specIdx
= 0; specIdx
< m_specsCount
; ++specIdx
)
20979 uint8 talentIdCount
= 0;
20980 size_t pos
= data
->wpos();
20981 *data
<< uint8(talentIdCount
); // [PH], talentIdCount
20983 // find class talent tabs (all players have 3 talent tabs)
20984 uint32
const* talentTabIds
= GetTalentTabPages(getClass());
20986 for(uint32 i
= 0; i
< 3; ++i
)
20988 uint32 talentTabId
= talentTabIds
[i
];
20990 for(uint32 talentId
= 0; talentId
< sTalentStore
.GetNumRows(); ++talentId
)
20992 TalentEntry
const* talentInfo
= sTalentStore
.LookupEntry(talentId
);
20996 // skip another tab talents
20997 if(talentInfo
->TalentTab
!= talentTabId
)
21000 // find max talent rank
21001 int32 curtalent_maxrank
= -1;
21002 for(int32 k
= MAX_TALENT_RANK
-1; k
> -1; --k
)
21004 if(talentInfo
->RankID
[k
] && HasSpell(talentInfo
->RankID
[k
]))
21006 curtalent_maxrank
= k
;
21011 // not learned talent
21012 if(curtalent_maxrank
< 0)
21015 *data
<< uint32(talentInfo
->TalentID
); // Talent.dbc
21016 *data
<< uint8(curtalent_maxrank
); // talentMaxRank (0-4)
21022 data
->put
<uint8
>(pos
, talentIdCount
); // put real count
21024 *data
<< uint8(MAX_GLYPH_SLOT_INDEX
); // glyphs count
21026 for(uint8 i
= 0; i
< MAX_GLYPH_SLOT_INDEX
; ++i
)
21027 *data
<< uint16(GetGlyph(i
)); // GlyphProperties.dbc
21032 void Player::BuildPetTalentsInfoData(WorldPacket
*data
)
21034 uint32 unspentTalentPoints
= 0;
21035 size_t pointsPos
= data
->wpos();
21036 *data
<< uint32(unspentTalentPoints
); // [PH], unspentTalentPoints
21038 uint8 talentIdCount
= 0;
21039 size_t countPos
= data
->wpos();
21040 *data
<< uint8(talentIdCount
); // [PH], talentIdCount
21042 Pet
*pet
= GetPet();
21046 unspentTalentPoints
= pet
->GetFreeTalentPoints();
21048 data
->put
<uint32
>(pointsPos
, unspentTalentPoints
); // put real points
21050 CreatureInfo
const *ci
= pet
->GetCreatureInfo();
21054 CreatureFamilyEntry
const *pet_family
= sCreatureFamilyStore
.LookupEntry(ci
->family
);
21055 if(!pet_family
|| pet_family
->petTalentType
< 0)
21058 for(uint32 talentTabId
= 1; talentTabId
< sTalentTabStore
.GetNumRows(); ++talentTabId
)
21060 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentTabId
);
21064 if(!((1 << pet_family
->petTalentType
) & talentTabInfo
->petTalentMask
))
21067 for(uint32 talentId
= 0; talentId
< sTalentStore
.GetNumRows(); ++talentId
)
21069 TalentEntry
const* talentInfo
= sTalentStore
.LookupEntry(talentId
);
21073 // skip another tab talents
21074 if(talentInfo
->TalentTab
!= talentTabId
)
21077 // find max talent rank
21078 int32 curtalent_maxrank
= -1;
21079 for(int32 k
= 4; k
> -1; --k
)
21081 if(talentInfo
->RankID
[k
] && pet
->HasSpell(talentInfo
->RankID
[k
]))
21083 curtalent_maxrank
= k
;
21088 // not learned talent
21089 if(curtalent_maxrank
< 0)
21092 *data
<< uint32(talentInfo
->TalentID
); // Talent.dbc
21093 *data
<< uint8(curtalent_maxrank
); // talentMaxRank (0-4)
21098 data
->put
<uint8
>(countPos
, talentIdCount
); // put real count
21104 void Player::SendTalentsInfoData(bool pet
)
21106 WorldPacket
data(SMSG_TALENTS_INFO
, 50);
21107 data
<< uint8(pet
? 1 : 0);
21109 BuildPetTalentsInfoData(&data
);
21111 BuildPlayerTalentsInfoData(&data
);
21112 GetSession()->SendPacket(&data
);
21115 void Player::BuildEnchantmentsInfoData(WorldPacket
*data
)
21117 uint32 slotUsedMask
= 0;
21118 size_t slotUsedMaskPos
= data
->wpos();
21119 *data
<< uint32(slotUsedMask
); // slotUsedMask < 0x80000
21121 for(uint32 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
21123 Item
*item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, i
);
21128 slotUsedMask
|= (1 << i
);
21130 *data
<< uint32(item
->GetEntry()); // item entry
21132 uint16 enchantmentMask
= 0;
21133 size_t enchantmentMaskPos
= data
->wpos();
21134 *data
<< uint16(enchantmentMask
); // enchantmentMask < 0x1000
21136 for(uint32 j
= 0; j
< MAX_ENCHANTMENT_SLOT
; ++j
)
21138 uint32 enchId
= item
->GetEnchantmentId(EnchantmentSlot(j
));
21143 enchantmentMask
|= (1 << j
);
21145 *data
<< uint16(enchId
); // enchantmentId?
21148 data
->put
<uint16
>(enchantmentMaskPos
, enchantmentMask
);
21150 *data
<< uint16(0); // ?
21151 *data
<< uint8(0); // PGUID!
21152 *data
<< uint32(0); // seed?
21155 data
->put
<uint32
>(slotUsedMaskPos
, slotUsedMask
);
21158 void Player::SendEquipmentSetList()
21161 WorldPacket
data(SMSG_EQUIPMENT_SET_LIST
, 4);
21162 size_t count_pos
= data
.wpos();
21163 data
<< uint32(count
); // count placeholder
21164 for(EquipmentSets::iterator itr
= m_EquipmentSets
.begin(); itr
!= m_EquipmentSets
.end(); ++itr
)
21166 if(itr
->second
.state
==EQUIPMENT_SET_DELETED
)
21168 data
.appendPackGUID(itr
->second
.Guid
);
21169 data
<< uint32(itr
->first
);
21170 data
<< itr
->second
.Name
;
21171 data
<< itr
->second
.IconName
;
21172 for(uint32 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
21173 data
.appendPackGUID(MAKE_NEW_GUID(itr
->second
.Items
[i
], 0, HIGHGUID_ITEM
));
21175 ++count
; // client have limit but it checked at loading and set
21177 data
.put
<uint32
>(count_pos
, count
);
21178 GetSession()->SendPacket(&data
);
21181 void Player::SetEquipmentSet(uint32 index
, EquipmentSet eqset
)
21183 if(eqset
.Guid
!= 0)
21185 bool found
= false;
21187 for(EquipmentSets::iterator itr
= m_EquipmentSets
.begin(); itr
!= m_EquipmentSets
.end(); ++itr
)
21189 if((itr
->second
.Guid
== eqset
.Guid
) && (itr
->first
== index
))
21196 if(!found
) // something wrong...
21198 sLog
.outError("Player %s tried to save equipment set "UI64FMTD
" (index %u), but that equipment set not found!", GetName(), eqset
.Guid
, index
);
21203 EquipmentSet
& eqslot
= m_EquipmentSets
[index
];
21205 EquipmentSetUpdateState old_state
= eqslot
.state
;
21209 if(eqset
.Guid
== 0)
21211 eqslot
.Guid
= sObjectMgr
.GenerateEquipmentSetGuid();
21213 WorldPacket
data(SMSG_EQUIPMENT_SET_SAVED
, 4 + 1);
21214 data
<< uint32(index
);
21215 data
.appendPackGUID(eqslot
.Guid
);
21216 GetSession()->SendPacket(&data
);
21219 eqslot
.state
= old_state
== EQUIPMENT_SET_NEW
? EQUIPMENT_SET_NEW
: EQUIPMENT_SET_CHANGED
;
21222 void Player::_SaveEquipmentSets()
21224 for(EquipmentSets::iterator itr
= m_EquipmentSets
.begin(); itr
!= m_EquipmentSets
.end();)
21226 uint32 index
= itr
->first
;
21227 EquipmentSet
& eqset
= itr
->second
;
21228 switch(eqset
.state
)
21230 case EQUIPMENT_SET_UNCHANGED
:
21232 break; // nothing do
21233 case EQUIPMENT_SET_CHANGED
:
21234 CharacterDatabase
.PExecute("UPDATE character_equipmentsets SET name='%s', iconname='%s', item0='%u', item1='%u', item2='%u', item3='%u', item4='%u', item5='%u', item6='%u', item7='%u', item8='%u', item9='%u', item10='%u', item11='%u', item12='%u', item13='%u', item14='%u', item15='%u', item16='%u', item17='%u', item18='%u' WHERE guid='%u' AND setguid='"UI64FMTD
"' AND setindex='%u'",
21235 eqset
.Name
.c_str(), eqset
.IconName
.c_str(), eqset
.Items
[0], eqset
.Items
[1], eqset
.Items
[2], eqset
.Items
[3], eqset
.Items
[4], eqset
.Items
[5], eqset
.Items
[6], eqset
.Items
[7],
21236 eqset
.Items
[8], eqset
.Items
[9], eqset
.Items
[10], eqset
.Items
[11], eqset
.Items
[12], eqset
.Items
[13], eqset
.Items
[14], eqset
.Items
[15], eqset
.Items
[16], eqset
.Items
[17], eqset
.Items
[18], GetGUIDLow(), eqset
.Guid
, index
);
21237 eqset
.state
= EQUIPMENT_SET_UNCHANGED
;
21240 case EQUIPMENT_SET_NEW
:
21241 CharacterDatabase
.PExecute("INSERT INTO character_equipmentsets VALUES ('%u', '"UI64FMTD
"', '%u', '%s', '%s', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
21242 GetGUIDLow(), eqset
.Guid
, index
, eqset
.Name
.c_str(), eqset
.IconName
.c_str(), eqset
.Items
[0], eqset
.Items
[1], eqset
.Items
[2], eqset
.Items
[3], eqset
.Items
[4], eqset
.Items
[5], eqset
.Items
[6], eqset
.Items
[7],
21243 eqset
.Items
[8], eqset
.Items
[9], eqset
.Items
[10], eqset
.Items
[11], eqset
.Items
[12], eqset
.Items
[13], eqset
.Items
[14], eqset
.Items
[15], eqset
.Items
[16], eqset
.Items
[17], eqset
.Items
[18]);
21244 eqset
.state
= EQUIPMENT_SET_UNCHANGED
;
21247 case EQUIPMENT_SET_DELETED
:
21248 CharacterDatabase
.PExecute("DELETE FROM character_equipmentsets WHERE setguid="UI64FMTD
, eqset
.Guid
);
21249 m_EquipmentSets
.erase(itr
++);
21255 void Player::_SaveBGData()
21257 CharacterDatabase
.PExecute("DELETE FROM character_battleground_data WHERE guid='%u'", GetGUIDLow());
21258 if (m_bgData
.bgInstanceID
)
21260 /* guid, bgInstanceID, bgTeam, x, y, z, o, map, taxi[0], taxi[1], mountSpell */
21261 CharacterDatabase
.PExecute("INSERT INTO character_battleground_data VALUES ('%u', '%u', '%u', '%f', '%f', '%f', '%f', '%u', '%u', '%u', '%u')",
21262 GetGUIDLow(), m_bgData
.bgInstanceID
, m_bgData
.bgTeam
, m_bgData
.joinPos
.coord_x
, m_bgData
.joinPos
.coord_y
, m_bgData
.joinPos
.coord_z
,
21263 m_bgData
.joinPos
.orientation
, m_bgData
.joinPos
.mapid
, m_bgData
.taxiPath
[0], m_bgData
.taxiPath
[1], m_bgData
.mountSpell
);
21267 void Player::DeleteEquipmentSet(uint64 setGuid
)
21269 for(EquipmentSets::iterator itr
= m_EquipmentSets
.begin(); itr
!= m_EquipmentSets
.end(); ++itr
)
21271 if(itr
->second
.Guid
== setGuid
)
21273 if(itr
->second
.state
== EQUIPMENT_SET_NEW
)
21274 m_EquipmentSets
.erase(itr
);
21276 itr
->second
.state
= EQUIPMENT_SET_DELETED
;
21282 void Player::ActivateSpec(uint32 specNum
)
21284 if(GetActiveSpec() == specNum
)
21287 resetTalents(true);
21290 void Player::RemoveAtLoginFlag( AtLoginFlags f
, bool in_db_also
/*= false*/ )
21292 m_atLoginFlags
&= ~f
;
21295 CharacterDatabase
.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(f
), GetGUIDLow());
21298 void Player::SendClearCooldown( uint32 spell_id
, Unit
* target
)
21300 WorldPacket
data(SMSG_CLEAR_COOLDOWN
, 4+8);
21301 data
<< uint32(spell_id
);
21302 data
<< uint64(target
->GetGUID());
21303 SendDirectMessage(&data
);
21306 void Player::BuildTeleportAckMsg( WorldPacket
*data
, float x
, float y
, float z
, float ang
) const
21308 data
->Initialize(MSG_MOVE_TELEPORT_ACK
, 41);
21309 data
->append(GetPackGUID());
21310 *data
<< uint32(0); // this value increments every time
21311 *data
<< uint32(m_movementInfo
.GetMovementFlags()); // movement flags
21312 *data
<< uint16(0); // 2.3.0
21313 *data
<< uint32(getMSTime()); // time
21318 *data
<< uint32(0);
21321 bool Player::HasMovementFlag( MovementFlags f
) const
21323 return m_movementInfo
.HasMovementFlag(f
);
21326 void Player::SetFarSightGUID( uint64 guid
)
21328 if(GetFarSight() == guid
)
21331 SetUInt64Value(PLAYER_FARSIGHT
, guid
);
21333 // need triggering load grids around new view point
21334 UpdateVisibilityForPlayer();
21337 void Player::UpdateVisibilityForPlayer()
21339 WorldObject
const* viewPoint
= GetViewPoint();
21342 CellPair
p(MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY()));
21345 m
->UpdatePlayerVisibility(this, cell
, p
);
21347 if (this != viewPoint
)
21349 CellPair
pView(MaNGOS::ComputeCellPair(viewPoint
->GetPositionX(), viewPoint
->GetPositionY()));
21350 Cell
cellView(pView
);
21352 m
->UpdateObjectsVisibilityFor(this, cellView
, pView
);
21355 m
->UpdateObjectsVisibilityFor(this, cell
, p
);
21358 void Player::SendDuelCountdown(uint32 counter
)
21360 WorldPacket
data(SMSG_DUEL_COUNTDOWN
, 4);
21361 data
<< uint32(counter
); // seconds
21362 GetSession()->SendPacket(&data
);
21365 bool Player::IsImmunedToSpellEffect(SpellEntry
const* spellInfo
, uint32 index
) const
21367 switch(spellInfo
->Effect
[index
])
21369 case SPELL_EFFECT_ATTACK_ME
:
21374 switch(spellInfo
->EffectApplyAuraName
[index
])
21376 case SPELL_AURA_MOD_TAUNT
:
21381 return Unit::IsImmunedToSpellEffect(spellInfo
, index
);
21384 void Player::SetHomebindToCurrentPos()
21386 m_homebindMapId
= GetMapId();
21387 m_homebindZoneId
= GetZoneId();
21388 m_homebindX
= GetPositionX();
21389 m_homebindY
= GetPositionY();
21390 m_homebindZ
= GetPositionZ();
21392 // update sql homebind
21393 CharacterDatabase
.PExecute("UPDATE character_homebind SET map = '%u', zone = '%u', position_x = '%f', position_y = '%f', position_z = '%f' WHERE guid = '%u'",
21394 m_homebindMapId
, m_homebindZoneId
, m_homebindX
, m_homebindY
, m_homebindZ
, GetGUIDLow());