2 * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
21 #include "Database/DatabaseEnv.h"
26 #include "WorldPacket.h"
27 #include "WorldSession.h"
28 #include "UpdateMask.h"
31 #include "SkillDiscovery.h"
33 #include "GossipDef.h"
34 #include "UpdateData.h"
36 #include "ChannelMgr.h"
37 #include "MapManager.h"
38 #include "MapInstanced.h"
39 #include "InstanceSaveMgr.h"
40 #include "GridNotifiers.h"
41 #include "GridNotifiersImpl.h"
43 #include "ObjectMgr.h"
44 #include "ObjectAccessor.h"
45 #include "CreatureAI.h"
51 #include "Transports.h"
53 #include "BattleGround.h"
54 #include "BattleGroundMgr.h"
55 #include "ArenaTeam.h"
57 #include "Database/DatabaseImpl.h"
59 #include "SocialMgr.h"
60 #include "AchievementMgr.h"
64 #define ZONE_UPDATE_INTERVAL (1*IN_MILISECONDS)
66 #define PLAYER_SKILL_INDEX(x) (PLAYER_SKILL_INFO_1_1 + ((x)*3))
67 #define PLAYER_SKILL_VALUE_INDEX(x) (PLAYER_SKILL_INDEX(x)+1)
68 #define PLAYER_SKILL_BONUS_INDEX(x) (PLAYER_SKILL_INDEX(x)+2)
70 #define SKILL_VALUE(x) PAIR32_LOPART(x)
71 #define SKILL_MAX(x) PAIR32_HIPART(x)
72 #define MAKE_SKILL_VALUE(v, m) MAKE_PAIR32(v,m)
74 #define SKILL_TEMP_BONUS(x) int16(PAIR32_LOPART(x))
75 #define SKILL_PERM_BONUS(x) int16(PAIR32_HIPART(x))
76 #define MAKE_SKILL_BONUS(t, p) MAKE_PAIR32(t,p)
80 CHARACTER_FLAG_NONE
= 0x00000000,
81 CHARACTER_FLAG_UNK1
= 0x00000001,
82 CHARACTER_FLAG_UNK2
= 0x00000002,
83 CHARACTER_LOCKED_FOR_TRANSFER
= 0x00000004,
84 CHARACTER_FLAG_UNK4
= 0x00000008,
85 CHARACTER_FLAG_UNK5
= 0x00000010,
86 CHARACTER_FLAG_UNK6
= 0x00000020,
87 CHARACTER_FLAG_UNK7
= 0x00000040,
88 CHARACTER_FLAG_UNK8
= 0x00000080,
89 CHARACTER_FLAG_UNK9
= 0x00000100,
90 CHARACTER_FLAG_UNK10
= 0x00000200,
91 CHARACTER_FLAG_HIDE_HELM
= 0x00000400,
92 CHARACTER_FLAG_HIDE_CLOAK
= 0x00000800,
93 CHARACTER_FLAG_UNK13
= 0x00001000,
94 CHARACTER_FLAG_GHOST
= 0x00002000,
95 CHARACTER_FLAG_RENAME
= 0x00004000,
96 CHARACTER_FLAG_UNK16
= 0x00008000,
97 CHARACTER_FLAG_UNK17
= 0x00010000,
98 CHARACTER_FLAG_UNK18
= 0x00020000,
99 CHARACTER_FLAG_UNK19
= 0x00040000,
100 CHARACTER_FLAG_UNK20
= 0x00080000,
101 CHARACTER_FLAG_UNK21
= 0x00100000,
102 CHARACTER_FLAG_UNK22
= 0x00200000,
103 CHARACTER_FLAG_UNK23
= 0x00400000,
104 CHARACTER_FLAG_UNK24
= 0x00800000,
105 CHARACTER_FLAG_LOCKED_BY_BILLING
= 0x01000000,
106 CHARACTER_FLAG_DECLINED
= 0x02000000,
107 CHARACTER_FLAG_UNK27
= 0x04000000,
108 CHARACTER_FLAG_UNK28
= 0x08000000,
109 CHARACTER_FLAG_UNK29
= 0x10000000,
110 CHARACTER_FLAG_UNK30
= 0x20000000,
111 CHARACTER_FLAG_UNK31
= 0x40000000,
112 CHARACTER_FLAG_UNK32
= 0x80000000
115 // corpse reclaim times
116 #define DEATH_EXPIRE_STEP (5*MINUTE)
117 #define MAX_DEATH_COUNT 3
119 static uint32 copseReclaimDelay
[MAX_DEATH_COUNT
] = { 30, 60, 120 };
121 //== PlayerTaxi ================================================
123 PlayerTaxi::PlayerTaxi()
126 memset(m_taximask
, 0, sizeof(m_taximask
));
129 void PlayerTaxi::InitTaxiNodesForLevel(uint32 race
, uint32 chrClass
, uint32 level
)
131 // class specific initial known nodes
134 case CLASS_DEATH_KNIGHT
:
136 for(int i
= 0; i
< TaxiMaskSize
; ++i
)
137 m_taximask
[i
] |= sOldContinentsNodesMask
[i
];
142 // race specific initial known nodes: capital and taxi hub masks
145 case RACE_HUMAN
: SetTaximaskNode(2); break; // Human
146 case RACE_ORC
: SetTaximaskNode(23); break; // Orc
147 case RACE_DWARF
: SetTaximaskNode(6); break; // Dwarf
148 case RACE_NIGHTELF
: SetTaximaskNode(26);
149 SetTaximaskNode(27); break; // Night Elf
150 case RACE_UNDEAD_PLAYER
: SetTaximaskNode(11); break;// Undead
151 case RACE_TAUREN
: SetTaximaskNode(22); break; // Tauren
152 case RACE_GNOME
: SetTaximaskNode(6); break; // Gnome
153 case RACE_TROLL
: SetTaximaskNode(23); break; // Troll
154 case RACE_BLOODELF
: SetTaximaskNode(82); break; // Blood Elf
155 case RACE_DRAENEI
: SetTaximaskNode(94); break; // Draenei
158 // new continent starting masks (It will be accessible only at new map)
159 switch(Player::TeamForRace(race
))
161 case ALLIANCE
: SetTaximaskNode(100); break;
162 case HORDE
: SetTaximaskNode(99); break;
164 // level dependent taxi hubs
166 SetTaximaskNode(213); //Shattered Sun Staging Area
169 void PlayerTaxi::LoadTaxiMask(const char* data
)
171 Tokens tokens
= StrSplit(data
, " ");
174 Tokens::iterator iter
;
175 for (iter
= tokens
.begin(), index
= 0;
176 (index
< TaxiMaskSize
) && (iter
!= tokens
.end()); ++iter
, ++index
)
178 // load and set bits only for existed taxi nodes
179 m_taximask
[index
] = sTaxiNodesMask
[index
] & uint32(atol((*iter
).c_str()));
183 void PlayerTaxi::AppendTaximaskTo( ByteBuffer
& data
, bool all
)
187 for (uint8 i
=0; i
<TaxiMaskSize
; ++i
)
188 data
<< uint32(sTaxiNodesMask
[i
]); // all existed nodes
192 for (uint8 i
=0; i
<TaxiMaskSize
; ++i
)
193 data
<< uint32(m_taximask
[i
]); // known nodes
197 bool PlayerTaxi::LoadTaxiDestinationsFromString( const std::string
& values
, uint32 team
)
199 ClearTaxiDestinations();
201 Tokens tokens
= StrSplit(values
," ");
203 for(Tokens::iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
)
205 uint32 node
= uint32(atol(iter
->c_str()));
206 AddTaxiDestination(node
);
209 if(m_TaxiDestinations
.empty())
213 if(m_TaxiDestinations
.size() < 2)
216 for(size_t i
= 1; i
< m_TaxiDestinations
.size(); ++i
)
220 objmgr
.GetTaxiPath(m_TaxiDestinations
[i
-1],m_TaxiDestinations
[i
],path
,cost
);
225 // can't load taxi path without mount set (quest taxi path?)
226 if(!objmgr
.GetTaxiMountDisplayId(GetTaxiSource(),team
,true))
232 std::string
PlayerTaxi::SaveTaxiDestinationsToString()
234 if(m_TaxiDestinations
.empty())
237 std::ostringstream ss
;
239 for(size_t i
=0; i
< m_TaxiDestinations
.size(); ++i
)
240 ss
<< m_TaxiDestinations
[i
] << " ";
245 uint32
PlayerTaxi::GetCurrentTaxiPath() const
247 if(m_TaxiDestinations
.size() < 2)
253 objmgr
.GetTaxiPath(m_TaxiDestinations
[0],m_TaxiDestinations
[1],path
,cost
);
258 std::ostringstream
& operator<< (std::ostringstream
& ss
, PlayerTaxi
const& taxi
)
261 for(int i
= 0; i
< TaxiMaskSize
; ++i
)
262 ss
<< taxi
.m_taximask
[i
] << " ";
267 //== Player ====================================================
269 UpdateMask
Player::updateVisualBits
;
271 Player::Player (WorldSession
*session
): Unit(), m_achievementMgr(this), m_reputationMgr(this)
278 m_objectType
|= TYPEMASK_PLAYER
;
279 m_objectTypeId
= TYPEID_PLAYER
;
281 m_valuesCount
= PLAYER_END
;
288 if(GetSession()->GetSecurity() >= SEC_GAMEMASTER
)
289 SetAcceptTicket(true);
291 // players always accept
292 if(GetSession()->GetSecurity() == SEC_PLAYER
)
293 SetAcceptWhispers(true);
301 m_usedTalentCount
= 0;
302 m_questRewardTalentCount
= 0;
305 m_weaponChangeTimer
= 0;
308 m_zoneUpdateTimer
= 0;
312 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
314 // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
315 // this must help in case next save after mass player load after server startup
316 m_nextSave
= urand(m_nextSave
/2,m_nextSave
*3/2);
318 clearResurrectRequestData();
320 m_SpellModRemoveCount
= 0;
322 memset(m_items
, 0, sizeof(Item
*)*PLAYER_SLOTS_COUNT
);
326 // group is initialized in the reference constructor
327 SetGroupInvite(NULL
);
328 m_groupUpdateMask
= 0;
329 m_auraUpdateMask
= 0;
333 m_GuildIdInvited
= 0;
334 m_ArenaTeamIdInvited
= 0;
336 m_atLoginFlags
= AT_LOGIN_NONE
;
338 mSemaphoreTeleport_Near
= false;
339 mSemaphoreTeleport_Far
= false;
341 m_DelayedOperations
= 0;
342 m_bCanDelayTeleport
= false;
343 m_bHasDelayedTeleport
= false;
344 m_teleport_options
= 0;
351 PlayerTalkClass
= new PlayerMenu( GetSession() );
352 m_currentBuybackSlot
= BUYBACK_SLOT_START
;
354 m_DailyQuestChanged
= false;
355 m_lastDailyQuestTime
= 0;
357 for (int i
=0; i
<MAX_TIMERS
; ++i
)
358 m_MirrorTimer
[i
] = DISABLED_MIRROR_TIMER
;
360 m_MirrorTimerFlags
= UNDERWATER_NONE
;
361 m_MirrorTimerFlagsLast
= UNDERWATER_NONE
;
367 m_deathExpireTime
= 0;
371 m_DetectInvTimer
= 1*IN_MILISECONDS
;
373 for (int j
=0; j
< PLAYER_MAX_BATTLEGROUND_QUEUES
; ++j
)
375 m_bgBattleGroundQueueID
[j
].bgQueueTypeId
= BATTLEGROUND_QUEUE_NONE
;
376 m_bgBattleGroundQueueID
[j
].invitedToInstance
= 0;
379 m_logintime
= time(NULL
);
380 m_Last_tick
= m_logintime
;
381 m_WeaponProficiency
= 0;
382 m_ArmorProficiency
= 0;
385 m_canDualWield
= false;
386 m_canTitanGrip
= false;
389 m_temporaryUnsummonedPetNumber
= 0;
390 //cache for UNIT_CREATED_BY_SPELL to allow
391 //returning reagents for temporarily removed pets
392 //when dying/logging out
395 ////////////////////Rest System/////////////////////
402 rest_type
=REST_TYPE_NO
;
403 ////////////////////Rest System/////////////////////
405 m_mailsLoaded
= false;
406 m_mailsUpdated
= false;
408 m_nextMailDelivereTime
= 0;
410 m_resetTalentsCost
= 0;
411 m_resetTalentsTime
= 0;
412 m_itemUpdateQueueBlocked
= false;
414 for (int i
= 0; i
< MAX_MOVE_TYPE
; ++i
)
415 m_forced_speed_changes
[i
] = 0;
419 /////////////////// Instance System /////////////////////
422 m_InstanceValid
= true;
423 m_dungeonDifficulty
= DIFFICULTY_NORMAL
;
430 for (int i
= 0; i
< BASEMOD_END
; ++i
)
432 m_auraBaseMod
[i
][FLAT_MOD
] = 0.0f
;
433 m_auraBaseMod
[i
][PCT_MOD
] = 1.0f
;
436 for (int i
= 0; i
< MAX_COMBAT_RATING
; ++i
)
437 m_baseRatingValue
[i
] = 0;
439 m_baseSpellPower
= 0;
442 m_armorPenetrationPct
= 0.0f
;
445 m_lastHonorUpdateTime
= time(NULL
);
457 m_contestedPvPTimer
= 0;
459 m_declinedname
= NULL
;
468 CleanupsBeforeDelete();
470 // it must be unloaded already in PlayerLogout and accessed only for loggined player
473 // Note: buy back item already deleted from DB when player was saved
474 for(int i
= 0; i
< PLAYER_SLOTS_COUNT
; ++i
)
481 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
484 //all mailed items should be deleted, also all mail should be deallocated
485 for (PlayerMails::const_iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
488 for (ItemMap::const_iterator iter
= mMitems
.begin(); iter
!= mMitems
.end(); ++iter
)
489 delete iter
->second
; //if item is duplicated... then server may crash ... but that item should be deallocated
491 delete PlayerTalkClass
;
495 m_transport
->RemovePassenger(this);
498 for(size_t x
= 0; x
< ItemSetEff
.size(); x
++)
500 delete ItemSetEff
[x
];
502 // clean up player-instance binds, may unload some instance saves
503 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
504 for(BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
505 itr
->second
.save
->RemovePlayer(this);
507 delete m_declinedname
;
511 void Player::CleanupsBeforeDelete()
513 if(m_uint32Values
) // only for fully created Object
516 DuelComplete(DUEL_INTERUPTED
);
518 Unit::CleanupsBeforeDelete();
521 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
)
523 //FIXME: outfitId not used in player creating
525 Object::_Create(guidlow
, 0, HIGHGUID_PLAYER
);
529 PlayerInfo
const* info
= objmgr
.GetPlayerInfo(race
, class_
);
532 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
536 for (int i
= 0; i
< PLAYER_SLOTS_COUNT
; ++i
)
539 SetLocationMapId(info
->mapId
);
540 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
);
542 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(class_
);
545 sLog
.outError("Class %u not found in DBC (Wrong DBC files?)",class_
);
549 SetMap(MapManager::Instance().CreateMap(info
->mapId
, this));
551 uint8 powertype
= cEntry
->powerType
;
553 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, DEFAULT_WORLD_OBJECT_SIZE
);
554 SetFloatValue(UNIT_FIELD_COMBATREACH
, 1.5f
);
556 setFactionForRace(race
);
558 uint32 RaceClassGender
= ( race
) | ( class_
<< 8 ) | ( gender
<< 16 );
560 SetUInt32Value(UNIT_FIELD_BYTES_0
, ( RaceClassGender
| ( powertype
<< 24 ) ) );
562 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_PVP
);
563 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
);
564 SetFlag(UNIT_FIELD_FLAGS_2
, UNIT_FLAG2_REGENERATE_POWER
);
565 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
); // fix cast time showed in spell tooltip on client
566 SetFloatValue(UNIT_FIELD_HOVERHEIGHT
, 1.0f
); // default for players in 3.0.3
568 // -1 is default value
569 SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX
, uint32(-1));
571 SetUInt32Value(PLAYER_BYTES
, (skin
| (face
<< 8) | (hairStyle
<< 16) | (hairColor
<< 24)));
572 SetUInt32Value(PLAYER_BYTES_2
, (facialHair
| (0x00 << 8) | (0x00 << 16) | (0x02 << 24)));
573 SetByteValue(PLAYER_BYTES_3
, 0, gender
);
575 SetUInt32Value( PLAYER_GUILDID
, 0 );
576 SetUInt32Value( PLAYER_GUILDRANK
, 0 );
577 SetUInt32Value( PLAYER_GUILD_TIMESTAMP
, 0 );
579 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES
, 0 ); // 0=disabled
580 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES1
, 0 ); // 0=disabled
581 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES2
, 0 ); // 0=disabled
582 SetUInt32Value( PLAYER_CHOSEN_TITLE
, 0 );
583 SetUInt32Value( PLAYER_FIELD_KILLS
, 0 );
584 SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 0 );
585 SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION
, 0 );
586 SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0 );
588 // set starting level
589 uint32 start_level
= getClass() != CLASS_DEATH_KNIGHT
590 ? sWorld
.getConfig(CONFIG_START_PLAYER_LEVEL
)
591 : sWorld
.getConfig(CONFIG_START_HEROIC_PLAYER_LEVEL
);
593 if (GetSession()->GetSecurity() >= SEC_MODERATOR
)
595 uint32 gm_level
= sWorld
.getConfig(CONFIG_START_GM_LEVEL
);
596 if(gm_level
> start_level
)
597 start_level
= gm_level
;
600 SetUInt32Value(UNIT_FIELD_LEVEL
, start_level
);
604 SetUInt32Value (PLAYER_FIELD_COINAGE
, sWorld
.getConfig(CONFIG_START_PLAYER_MONEY
));
605 SetUInt32Value (PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_START_HONOR_POINTS
));
606 SetUInt32Value (PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_START_ARENA_POINTS
));
609 m_Last_tick
= time(NULL
);
610 m_Played_time
[PLAYED_TIME_TOTAL
] = 0;
611 m_Played_time
[PLAYED_TIME_LEVEL
] = 0;
613 // base stats and related field values
615 InitTaxiNodesForLevel();
616 InitGlyphsForLevel();
617 InitTalentForLevel();
618 InitPrimaryProfessions(); // to max set before any spell added
620 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
621 UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
622 SetHealth(GetMaxHealth());
623 if (getPowerType()==POWER_MANA
)
625 UpdateMaxPower(POWER_MANA
); // Update max Mana (for add bonus from intellect)
626 SetPower(POWER_MANA
,GetMaxPower(POWER_MANA
));
629 if(getPowerType() == POWER_RUNIC_POWER
)
631 SetPower(POWER_RUNE
, 8);
632 SetMaxPower(POWER_RUNE
, 8);
633 SetPower(POWER_RUNIC_POWER
, 0);
634 SetMaxPower(POWER_RUNIC_POWER
, 1000);
638 learnDefaultSpells();
640 // original action bar
641 for (PlayerCreateInfoActions::const_iterator action_itr
= info
->action
.begin(); action_itr
!= info
->action
.end(); ++action_itr
)
642 addActionButton(action_itr
->button
,action_itr
->action
,action_itr
->type
);
645 CharStartOutfitEntry
const* oEntry
= NULL
;
646 for (uint32 i
= 1; i
< sCharStartOutfitStore
.GetNumRows(); ++i
)
648 if(CharStartOutfitEntry
const* entry
= sCharStartOutfitStore
.LookupEntry(i
))
650 if(entry
->RaceClassGender
== RaceClassGender
)
660 for(int j
= 0; j
< MAX_OUTFIT_ITEMS
; ++j
)
662 if(oEntry
->ItemId
[j
] <= 0)
665 uint32 item_id
= oEntry
->ItemId
[j
];
667 // Hack for not existed item id in dbc 3.0.3
671 ItemPrototype
const* iProto
= objmgr
.GetItemPrototype(item_id
);
674 sLog
.outErrorDb("Initial item id %u (race %u class %u) from CharStartOutfit.dbc not listed in `item_template`, ignoring.",item_id
,getRace(),getClass());
678 // BuyCount by default
679 uint32 count
= iProto
->BuyCount
;
681 // special amount for foor/drink
682 if(iProto
->Class
==ITEM_CLASS_CONSUMABLE
&& iProto
->SubClass
==ITEM_SUBCLASS_FOOD
)
684 switch(iProto
->Spells
[0].SpellCategory
)
687 count
= getClass()==CLASS_DEATH_KNIGHT
? 10 : 4;
693 if(iProto
->Stackable
< count
)
694 count
= iProto
->Stackable
;
697 StoreNewItemInBestSlots(item_id
, count
);
701 for (PlayerCreateInfoItems::const_iterator item_id_itr
= info
->item
.begin(); item_id_itr
!=info
->item
.end(); ++item_id_itr
++)
702 StoreNewItemInBestSlots(item_id_itr
->item_id
, item_id_itr
->item_amount
);
704 // bags and main-hand weapon must equipped at this moment
705 // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
706 // or ammo not equipped in special bag
707 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
709 if(Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
712 // equip offhand weapon/shield if it attempt equipped before main-hand weapon
713 uint8 msg
= CanEquipItem( NULL_SLOT
, eDest
, pItem
, false );
714 if( msg
== EQUIP_ERR_OK
)
716 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
717 EquipItem( eDest
, pItem
, true);
719 // move other items to more appropriate slots (ammo not equipped in special bag)
722 ItemPosCountVec sDest
;
723 msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, sDest
, pItem
, false );
724 if( msg
== EQUIP_ERR_OK
)
726 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
727 pItem
= StoreItem( sDest
, pItem
, true);
730 // if this is ammo then use it
731 msg
= CanUseAmmo( pItem
->GetEntry() );
732 if( msg
== EQUIP_ERR_OK
)
733 SetAmmo( pItem
->GetEntry() );
737 // all item positions resolved
742 bool Player::StoreNewItemInBestSlots(uint32 titem_id
, uint32 titem_amount
)
744 sLog
.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id
, titem_amount
);
746 // attempt equip by one
747 while(titem_amount
> 0)
750 uint8 msg
= CanEquipNewItem( NULL_SLOT
, eDest
, titem_id
, false );
751 if( msg
!= EQUIP_ERR_OK
)
754 EquipNewItem( eDest
, titem_id
, true);
755 AutoUnequipOffhandIfNeed();
759 if(titem_amount
== 0)
760 return true; // equipped
763 ItemPosCountVec sDest
;
764 // store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
765 uint8 msg
= CanStoreNewItem( INVENTORY_SLOT_BAG_0
, NULL_SLOT
, sDest
, titem_id
, titem_amount
);
766 if( msg
== EQUIP_ERR_OK
)
768 StoreNewItem( sDest
, titem_id
, true, Item::GenerateItemRandomPropertyId(titem_id
) );
769 return true; // stored
772 // item can't be added
773 sLog
.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id
,getRace(),getClass(),msg
);
777 void Player::SendMirrorTimer(MirrorTimerType Type
, uint32 MaxValue
, uint32 CurrentValue
, int32 Regen
)
779 if (int(MaxValue
) == DISABLED_MIRROR_TIMER
)
781 if (int(CurrentValue
) != DISABLED_MIRROR_TIMER
)
782 StopMirrorTimer(Type
);
785 WorldPacket
data(SMSG_START_MIRROR_TIMER
, (21));
786 data
<< (uint32
)Type
;
787 data
<< CurrentValue
;
791 data
<< (uint32
)0; // spell id
792 GetSession()->SendPacket( &data
);
795 void Player::StopMirrorTimer(MirrorTimerType Type
)
797 m_MirrorTimer
[Type
] = DISABLED_MIRROR_TIMER
;
798 WorldPacket
data(SMSG_STOP_MIRROR_TIMER
, 4);
799 data
<< (uint32
)Type
;
800 GetSession()->SendPacket( &data
);
803 uint32
Player::EnvironmentalDamage(EnviromentalDamage type
, uint32 damage
)
805 if(!isAlive() || isGameMaster())
808 // Absorb, resist some environmental damage type
811 if (type
== DAMAGE_LAVA
)
812 CalcAbsorbResist(this, SPELL_SCHOOL_MASK_FIRE
, DIRECT_DAMAGE
, damage
, &absorb
, &resist
);
813 else if (type
== DAMAGE_SLIME
)
814 CalcAbsorbResist(this, SPELL_SCHOOL_MASK_NATURE
, DIRECT_DAMAGE
, damage
, &absorb
, &resist
);
816 damage
-=absorb
+resist
;
818 DealDamageMods(this,damage
,&absorb
);
820 WorldPacket
data(SMSG_ENVIRONMENTALDAMAGELOG
, (21));
821 data
<< uint64(GetGUID());
822 data
<< uint8(type
!=DAMAGE_FALL_TO_VOID
? type
: DAMAGE_FALL
);
823 data
<< uint32(damage
);
824 data
<< uint32(absorb
);
825 data
<< uint32(resist
);
826 SendMessageToSet(&data
, true);
828 uint32 final_damage
= DealDamage(this, damage
, NULL
, SELF_DAMAGE
, SPELL_SCHOOL_MASK_NORMAL
, NULL
, false);
832 if(type
==DAMAGE_FALL
) // DealDamage not apply item durability loss at self damage
834 DEBUG_LOG("We are fall to death, loosing 10 percents durability");
835 DurabilityLossAll(0.10f
,false);
836 // durability lost message
837 WorldPacket
data2(SMSG_DURABILITY_DAMAGE_DEATH
, 0);
838 GetSession()->SendPacket(&data2
);
841 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM
, 1, type
);
847 int32
Player::getMaxTimer(MirrorTimerType timer
)
852 return MINUTE
*IN_MILISECONDS
;
855 if (!isAlive() || HasAuraType(SPELL_AURA_WATER_BREATHING
) || GetSession()->GetSecurity() >= sWorld
.getConfig(CONFIG_DISABLE_BREATHING
))
856 return DISABLED_MIRROR_TIMER
;
857 int32 UnderWaterTime
= 3*MINUTE
*IN_MILISECONDS
;
858 AuraList
const& mModWaterBreathing
= GetAurasByType(SPELL_AURA_MOD_WATER_BREATHING
);
859 for(AuraList::const_iterator i
= mModWaterBreathing
.begin(); i
!= mModWaterBreathing
.end(); ++i
)
860 UnderWaterTime
= uint32(UnderWaterTime
* (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
);
861 return UnderWaterTime
;
866 return DISABLED_MIRROR_TIMER
;
867 return 1*IN_MILISECONDS
;
875 void Player::UpdateMirrorTimers()
877 // Desync flags for update on next HandleDrowning
878 if (m_MirrorTimerFlags
)
879 m_MirrorTimerFlagsLast
= ~m_MirrorTimerFlags
;
882 void Player::HandleDrowning(uint32 time_diff
)
884 if (!m_MirrorTimerFlags
)
888 if (m_MirrorTimerFlags
& UNDERWATER_INWATER
)
890 // Breath timer not activated - activate it
891 if (m_MirrorTimer
[BREATH_TIMER
] == DISABLED_MIRROR_TIMER
)
893 m_MirrorTimer
[BREATH_TIMER
] = getMaxTimer(BREATH_TIMER
);
894 SendMirrorTimer(BREATH_TIMER
, m_MirrorTimer
[BREATH_TIMER
], m_MirrorTimer
[BREATH_TIMER
], -1);
896 else // If activated - do tick
898 m_MirrorTimer
[BREATH_TIMER
]-=time_diff
;
899 // Timer limit - need deal damage
900 if (m_MirrorTimer
[BREATH_TIMER
] < 0)
902 m_MirrorTimer
[BREATH_TIMER
]+= 1*IN_MILISECONDS
;
903 // Calculate and deal damage
904 // TODO: Check this formula
905 uint32 damage
= GetMaxHealth() / 5 + urand(0, getLevel()-1);
906 EnvironmentalDamage(DAMAGE_DROWNING
, damage
);
908 else if (!(m_MirrorTimerFlagsLast
& UNDERWATER_INWATER
)) // Update time in client if need
909 SendMirrorTimer(BREATH_TIMER
, getMaxTimer(BREATH_TIMER
), m_MirrorTimer
[BREATH_TIMER
], -1);
912 else if (m_MirrorTimer
[BREATH_TIMER
] != DISABLED_MIRROR_TIMER
) // Regen timer
914 int32 UnderWaterTime
= getMaxTimer(BREATH_TIMER
);
916 m_MirrorTimer
[BREATH_TIMER
]+=10*time_diff
;
917 if (m_MirrorTimer
[BREATH_TIMER
] >= UnderWaterTime
|| !isAlive())
918 StopMirrorTimer(BREATH_TIMER
);
919 else if (m_MirrorTimerFlagsLast
& UNDERWATER_INWATER
)
920 SendMirrorTimer(BREATH_TIMER
, UnderWaterTime
, m_MirrorTimer
[BREATH_TIMER
], 10);
924 if (m_MirrorTimerFlags
& UNDERWARER_INDARKWATER
)
926 // Fatigue timer not activated - activate it
927 if (m_MirrorTimer
[FATIGUE_TIMER
] == DISABLED_MIRROR_TIMER
)
929 m_MirrorTimer
[FATIGUE_TIMER
] = getMaxTimer(FATIGUE_TIMER
);
930 SendMirrorTimer(FATIGUE_TIMER
, m_MirrorTimer
[FATIGUE_TIMER
], m_MirrorTimer
[FATIGUE_TIMER
], -1);
934 m_MirrorTimer
[FATIGUE_TIMER
]-=time_diff
;
935 // Timer limit - need deal damage or teleport ghost to graveyard
936 if (m_MirrorTimer
[FATIGUE_TIMER
] < 0)
938 m_MirrorTimer
[FATIGUE_TIMER
]+= 1*IN_MILISECONDS
;
939 if (isAlive()) // Calculate and deal damage
941 uint32 damage
= GetMaxHealth() / 5 + urand(0, getLevel()-1);
942 EnvironmentalDamage(DAMAGE_EXHAUSTED
, damage
);
944 else if (HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
)) // Teleport ghost to graveyard
947 else if (!(m_MirrorTimerFlagsLast
& UNDERWARER_INDARKWATER
))
948 SendMirrorTimer(FATIGUE_TIMER
, getMaxTimer(FATIGUE_TIMER
), m_MirrorTimer
[FATIGUE_TIMER
], -1);
951 else if (m_MirrorTimer
[FATIGUE_TIMER
] != DISABLED_MIRROR_TIMER
) // Regen timer
953 int32 DarkWaterTime
= getMaxTimer(FATIGUE_TIMER
);
954 m_MirrorTimer
[FATIGUE_TIMER
]+=10*time_diff
;
955 if (m_MirrorTimer
[FATIGUE_TIMER
] >= DarkWaterTime
|| !isAlive())
956 StopMirrorTimer(FATIGUE_TIMER
);
957 else if (m_MirrorTimerFlagsLast
& UNDERWARER_INDARKWATER
)
958 SendMirrorTimer(FATIGUE_TIMER
, DarkWaterTime
, m_MirrorTimer
[FATIGUE_TIMER
], 10);
961 if (m_MirrorTimerFlags
& (UNDERWATER_INLAVA
|UNDERWATER_INSLIME
))
963 // Breath timer not activated - activate it
964 if (m_MirrorTimer
[FIRE_TIMER
] == DISABLED_MIRROR_TIMER
)
965 m_MirrorTimer
[FIRE_TIMER
] = getMaxTimer(FIRE_TIMER
);
968 m_MirrorTimer
[FIRE_TIMER
]-=time_diff
;
969 if (m_MirrorTimer
[FIRE_TIMER
] < 0)
971 m_MirrorTimer
[FIRE_TIMER
]+= 1*IN_MILISECONDS
;
972 // Calculate and deal damage
973 // TODO: Check this formula
974 uint32 damage
= urand(600, 700);
975 if (m_MirrorTimerFlags
&UNDERWATER_INLAVA
)
976 EnvironmentalDamage(DAMAGE_LAVA
, damage
);
978 EnvironmentalDamage(DAMAGE_SLIME
, damage
);
983 m_MirrorTimer
[FIRE_TIMER
] = DISABLED_MIRROR_TIMER
;
985 // Recheck timers flag
986 m_MirrorTimerFlags
&=~UNDERWATER_EXIST_TIMERS
;
987 for (int i
= 0; i
< MAX_TIMERS
; ++i
)
988 if (m_MirrorTimer
[i
]!=DISABLED_MIRROR_TIMER
)
990 m_MirrorTimerFlags
|=UNDERWATER_EXIST_TIMERS
;
993 m_MirrorTimerFlagsLast
= m_MirrorTimerFlags
;
996 ///The player sobers by 256 every 10 seconds
997 void Player::HandleSobering()
1001 uint32 drunk
= (m_drunk
<= 256) ? 0 : (m_drunk
- 256);
1002 SetDrunkValue(drunk
);
1005 DrunkenState
Player::GetDrunkenstateByValue(uint16 value
)
1008 return DRUNKEN_SMASHED
;
1010 return DRUNKEN_DRUNK
;
1012 return DRUNKEN_TIPSY
;
1013 return DRUNKEN_SOBER
;
1016 void Player::SetDrunkValue(uint16 newDrunkenValue
, uint32 itemId
)
1018 uint32 oldDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
1020 m_drunk
= newDrunkenValue
;
1021 SetUInt32Value(PLAYER_BYTES_3
,(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFF0001) | (m_drunk
& 0xFFFE));
1023 uint32 newDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
1025 // special drunk invisibility detection
1026 if(newDrunkenState
>= DRUNKEN_DRUNK
)
1027 m_detectInvisibilityMask
|= (1<<6);
1029 m_detectInvisibilityMask
&= ~(1<<6);
1031 if(newDrunkenState
== oldDrunkenState
)
1034 WorldPacket
data(SMSG_CROSSED_INEBRIATION_THRESHOLD
, (8+4+4));
1035 data
<< uint64(GetGUID());
1036 data
<< uint32(newDrunkenState
);
1037 data
<< uint32(itemId
);
1039 SendMessageToSet(&data
, true);
1042 void Player::Update( uint32 p_time
)
1048 if(m_nextMailDelivereTime
&& m_nextMailDelivereTime
<= time(NULL
))
1053 // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
1054 m_nextMailDelivereTime
= 0;
1057 //used to implement delayed far teleports
1058 SetCanDelayTeleport(true);
1059 Unit::Update( p_time
);
1060 SetCanDelayTeleport(false);
1062 // update player only attacks
1063 if(uint32 ranged_att
= getAttackTimer(RANGED_ATTACK
))
1065 setAttackTimer(RANGED_ATTACK
, (p_time
>= ranged_att
? 0 : ranged_att
- p_time
) );
1068 if(uint32 off_att
= getAttackTimer(OFF_ATTACK
))
1070 setAttackTimer(OFF_ATTACK
, (p_time
>= off_att
? 0 : off_att
- p_time
) );
1073 time_t now
= time (NULL
);
1077 UpdateContestedPvP(p_time
);
1079 UpdateDuelFlag(now
);
1081 CheckDuelDistance(now
);
1083 UpdateAfkReport(now
);
1085 // Update items that have just a limited lifetime
1086 if (now
>m_Last_tick
)
1087 UpdateItemDuration(uint32(now
- m_Last_tick
));
1089 if (!m_timedquests
.empty())
1091 std::set
<uint32
>::iterator iter
= m_timedquests
.begin();
1092 while (iter
!= m_timedquests
.end())
1094 QuestStatusData
& q_status
= mQuestStatus
[*iter
];
1095 if( q_status
.m_timer
<= p_time
)
1097 uint32 quest_id
= *iter
;
1098 ++iter
; // current iter will be removed in FailQuest
1099 FailQuest(quest_id
);
1103 q_status
.m_timer
-= p_time
;
1104 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
1110 if (hasUnitState(UNIT_STAT_MELEE_ATTACKING
))
1112 Unit
*pVictim
= getVictim();
1113 if (pVictim
&& !IsNonMeleeSpellCasted(false))
1115 // default combat reach 10
1116 // TODO add weapon,skill check
1118 float pldistance
= ATTACK_DISTANCE
;
1120 if (isAttackReady(BASE_ATTACK
))
1122 if(!IsWithinDistInMap(pVictim
, pldistance
))
1124 setAttackTimer(BASE_ATTACK
,100);
1125 if(m_swingErrorMsg
!= 1) // send single time (client auto repeat)
1127 SendAttackSwingNotInRange();
1128 m_swingErrorMsg
= 1;
1131 //120 degrees of radiant range
1132 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1134 setAttackTimer(BASE_ATTACK
,100);
1135 if(m_swingErrorMsg
!= 2) // send single time (client auto repeat)
1137 SendAttackSwingBadFacingAttack();
1138 m_swingErrorMsg
= 2;
1143 m_swingErrorMsg
= 0; // reset swing error state
1145 // prevent base and off attack in same time, delay attack at 0.2 sec
1146 if(haveOffhandWeapon())
1148 uint32 off_att
= getAttackTimer(OFF_ATTACK
);
1149 if(off_att
< ATTACK_DISPLAY_DELAY
)
1150 setAttackTimer(OFF_ATTACK
,ATTACK_DISPLAY_DELAY
);
1152 AttackerStateUpdate(pVictim
, BASE_ATTACK
);
1153 resetAttackTimer(BASE_ATTACK
);
1157 if ( haveOffhandWeapon() && isAttackReady(OFF_ATTACK
))
1159 if(!IsWithinDistInMap(pVictim
, pldistance
))
1161 setAttackTimer(OFF_ATTACK
,100);
1163 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1165 setAttackTimer(OFF_ATTACK
,100);
1169 // prevent base and off attack in same time, delay attack at 0.2 sec
1170 uint32 base_att
= getAttackTimer(BASE_ATTACK
);
1171 if(base_att
< ATTACK_DISPLAY_DELAY
)
1172 setAttackTimer(BASE_ATTACK
,ATTACK_DISPLAY_DELAY
);
1174 AttackerStateUpdate(pVictim
, OFF_ATTACK
);
1175 resetAttackTimer(OFF_ATTACK
);
1179 Unit
*owner
= pVictim
->GetOwner();
1180 Unit
*u
= owner
? owner
: pVictim
;
1181 if(u
->IsPvP() && (!duel
|| duel
->opponent
!= u
))
1184 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT
);
1189 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
))
1191 if(roll_chance_i(3) && GetTimeInnEnter() > 0) //freeze update
1193 int time_inn
= time(NULL
)-GetTimeInnEnter();
1194 if (time_inn
>= 10) //freeze update
1196 float bubble
= 0.125*sWorld
.getRate(RATE_REST_INGAME
);
1197 //speed collect rest bonus (section/in hour)
1198 SetRestBonus( GetRestBonus()+ time_inn
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
1199 UpdateInnerTime(time(NULL
));
1206 if(p_time
>= m_regenTimer
)
1209 m_regenTimer
-= p_time
;
1212 if (m_weaponChangeTimer
> 0)
1214 if(p_time
>= m_weaponChangeTimer
)
1215 m_weaponChangeTimer
= 0;
1217 m_weaponChangeTimer
-= p_time
;
1220 if (m_zoneUpdateTimer
> 0)
1222 if(p_time
>= m_zoneUpdateTimer
)
1224 uint32 newzone
, newarea
;
1225 GetZoneAndAreaId(newzone
,newarea
);
1227 if( m_zoneUpdateId
!= newzone
)
1228 UpdateZone(newzone
,newarea
); // also update area
1231 // use area updates as well
1232 // needed for free far all arenas for example
1233 if( m_areaUpdateId
!= newarea
)
1234 UpdateArea(newarea
);
1236 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
1240 m_zoneUpdateTimer
-= p_time
;
1245 // if no longer casting, set regen power as soon as it is up.
1246 if (!IsUnderLastManaUseEffect())
1247 SetFlag(UNIT_FIELD_FLAGS_2
, UNIT_FLAG2_REGENERATE_POWER
);
1253 if (m_deathState
== JUST_DIED
)
1260 if(p_time
>= m_nextSave
)
1262 // m_nextSave reseted in SaveToDB call
1264 sLog
.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
1268 m_nextSave
-= p_time
;
1272 //Handle Water/drowning
1273 HandleDrowning(p_time
);
1275 //Handle detect stealth players
1276 if (m_DetectInvTimer
> 0)
1278 if (p_time
>= m_DetectInvTimer
)
1280 HandleStealthedUnitsDetection();
1281 m_DetectInvTimer
= 3000;
1284 m_DetectInvTimer
-= p_time
;
1288 if (now
> m_Last_tick
)
1290 uint32 elapsed
= uint32(now
- m_Last_tick
);
1291 m_Played_time
[PLAYED_TIME_TOTAL
] += elapsed
; // Total played time
1292 m_Played_time
[PLAYED_TIME_LEVEL
] += elapsed
; // Level played time
1298 m_drunkTimer
+= p_time
;
1300 if (m_drunkTimer
> 10*IN_MILISECONDS
)
1304 // not auto-free ghost from body in instances
1305 if(m_deathTimer
> 0 && !GetBaseMap()->Instanceable())
1307 if(p_time
>= m_deathTimer
)
1314 m_deathTimer
-= p_time
;
1317 UpdateEnchantTime(p_time
);
1318 UpdateHomebindTime(p_time
);
1321 SendUpdateToOutOfRangeGroupMembers();
1323 Pet
* pet
= GetPet();
1324 if(pet
&& !IsWithinDistInMap(pet
, OWNER_MAX_DISTANCE
) && (GetCharmGUID() && (pet
->GetGUID() != GetCharmGUID())))
1326 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
, true);
1329 //we should execute delayed teleports only for alive(!) players
1330 //because we don't want player's ghost teleported from graveyard
1331 if(IsHasDelayedTeleport() && isAlive())
1332 TeleportTo(m_teleport_dest
, m_teleport_options
);
1335 void Player::setDeathState(DeathState s
)
1337 uint32 ressSpellId
= 0;
1339 bool cur
= isAlive();
1341 if(s
== JUST_DIED
&& cur
)
1343 // drunken state is cleared on death
1345 // lost combo points at any target (targeted combo points clear in Unit::setDeathState)
1348 clearResurrectRequestData();
1350 // remove form before other mods to prevent incorrect stats calculation
1351 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId
);
1353 //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
1354 RemovePet(NULL
, PET_SAVE_NOT_IN_SLOT
, true);
1356 // remove uncontrolled pets
1359 // save value before aura remove in Unit::setDeathState
1360 ressSpellId
= GetUInt32Value(PLAYER_SELF_RES_SPELL
);
1364 ressSpellId
= GetResurrectionSpellId();
1365 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP
, 1);
1366 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH
, 1);
1367 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON
, 1);
1369 Unit::setDeathState(s
);
1371 // restore resurrection spell id for player after aura remove
1372 if(s
== JUST_DIED
&& cur
&& ressSpellId
)
1373 SetUInt32Value(PLAYER_SELF_RES_SPELL
, ressSpellId
);
1375 if(isAlive() && !cur
)
1377 //clear aura case after resurrection by another way (spells will be applied before next death)
1378 SetUInt32Value(PLAYER_SELF_RES_SPELL
, 0);
1380 // restore default warrior stance
1381 if(getClass()== CLASS_WARRIOR
)
1382 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
1386 bool Player::BuildEnumData( QueryResult
* result
, WorldPacket
* p_data
)
1389 // "SELECT characters.guid, characters.name, characters.race, characters.class, characters.gender, characters.playerBytes, characters.playerBytes2, characters.level, "
1390 // 8 9 10 11 12 13 14
1391 // "characters.zone, characters.map, characters.position_x, characters.position_y, characters.position_z, guild_member.guildid, characters.playerFlags, "
1392 // 15 16 17 18 19 20
1393 // "characters.at_login, character_pet.entry, character_pet.modelid, character_pet.level, characters.data, character_declinedname.genitive "
1395 Field
*fields
= result
->Fetch();
1397 uint32 guid
= fields
[0].GetUInt32();
1398 uint8 pRace
= fields
[2].GetUInt8();
1399 uint8 pClass
= fields
[3].GetUInt8();
1401 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(pRace
, pClass
);
1404 sLog
.outError("Player %u has incorrect race/class pair. Don't build enum.", guid
);
1408 *p_data
<< uint64(MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
1409 *p_data
<< fields
[1].GetString(); // name
1410 *p_data
<< uint8(pRace
); // race
1411 *p_data
<< uint8(pClass
); // class
1412 *p_data
<< uint8(fields
[4].GetUInt8()); // gender
1414 uint32 playerBytes
= fields
[5].GetUInt32();
1415 *p_data
<< uint8(playerBytes
); // skin
1416 *p_data
<< uint8(playerBytes
>> 8); // face
1417 *p_data
<< uint8(playerBytes
>> 16); // hair style
1418 *p_data
<< uint8(playerBytes
>> 24); // hair color
1420 uint32 playerBytes2
= fields
[6].GetUInt32();
1421 *p_data
<< uint8(playerBytes2
& 0xFF); // facial hair
1423 *p_data
<< uint8(fields
[7].GetUInt8()); // level
1424 *p_data
<< uint32(fields
[8].GetUInt32()); // zone
1425 *p_data
<< uint32(fields
[9].GetUInt32()); // map
1427 *p_data
<< fields
[10].GetFloat(); // x
1428 *p_data
<< fields
[11].GetFloat(); // y
1429 *p_data
<< fields
[12].GetFloat(); // z
1431 *p_data
<< uint32(fields
[13].GetUInt32()); // guild id
1433 uint32 char_flags
= 0;
1434 uint32 playerFlags
= fields
[14].GetUInt32();
1435 uint32 atLoginFlags
= fields
[15].GetUInt32();
1436 if(playerFlags
& PLAYER_FLAGS_HIDE_HELM
)
1437 char_flags
|= CHARACTER_FLAG_HIDE_HELM
;
1438 if(playerFlags
& PLAYER_FLAGS_HIDE_CLOAK
)
1439 char_flags
|= CHARACTER_FLAG_HIDE_CLOAK
;
1440 if(playerFlags
& PLAYER_FLAGS_GHOST
)
1441 char_flags
|= CHARACTER_FLAG_GHOST
;
1442 if(atLoginFlags
& AT_LOGIN_RENAME
)
1443 char_flags
|= CHARACTER_FLAG_RENAME
;
1444 if(sWorld
.getConfig(CONFIG_DECLINED_NAMES_USED
))
1446 if(!fields
[20].GetCppString().empty())
1447 char_flags
|= CHARACTER_FLAG_DECLINED
;
1450 char_flags
|= CHARACTER_FLAG_DECLINED
;
1452 *p_data
<< uint32(char_flags
); // character flags
1453 // character customize (flags?)
1454 *p_data
<< uint32(atLoginFlags
& AT_LOGIN_CUSTOMIZE
? 1 : 0);
1455 *p_data
<< uint8(1); // unknown
1459 uint32 petDisplayId
= 0;
1460 uint32 petLevel
= 0;
1461 uint32 petFamily
= 0;
1463 // show pet at selection character in character list only for non-ghost character
1464 if (result
&& !(playerFlags
& PLAYER_FLAGS_GHOST
) && (pClass
== CLASS_WARLOCK
|| pClass
== CLASS_HUNTER
|| pClass
== CLASS_DEATH_KNIGHT
))
1466 uint32 entry
= fields
[16].GetUInt32();
1467 CreatureInfo
const* cInfo
= sCreatureStorage
.LookupEntry
<CreatureInfo
>(entry
);
1470 petDisplayId
= fields
[17].GetUInt32();
1471 petLevel
= fields
[18].GetUInt32();
1472 petFamily
= cInfo
->family
;
1476 *p_data
<< uint32(petDisplayId
);
1477 *p_data
<< uint32(petLevel
);
1478 *p_data
<< uint32(petFamily
);
1481 // TODO: do not access data field here
1482 Tokens data
= StrSplit(fields
[19].GetCppString(), " ");
1484 for (uint8 slot
= 0; slot
< EQUIPMENT_SLOT_END
; slot
++)
1486 uint32 visualbase
= PLAYER_VISIBLE_ITEM_1_ENTRYID
+ (slot
* 2);
1487 uint32 item_id
= GetUInt32ValueFromArray(data
, visualbase
);
1488 const ItemPrototype
* proto
= objmgr
.GetItemPrototype(item_id
);
1491 *p_data
<< uint32(0);
1492 *p_data
<< uint8(0);
1493 *p_data
<< uint32(0);
1497 SpellItemEnchantmentEntry
const *enchant
= NULL
;
1499 uint32 enchants
= GetUInt32ValueFromArray(data
, visualbase
+ 1);
1500 for(uint8 enchantSlot
= PERM_ENCHANTMENT_SLOT
; enchantSlot
<= TEMP_ENCHANTMENT_SLOT
; ++enchantSlot
)
1502 // values stored in 2 uint16
1503 uint32 enchantId
= 0x0000FFFF & (enchants
>> enchantSlot
*16);
1507 if ((enchant
= sSpellItemEnchantmentStore
.LookupEntry(enchantId
)))
1511 *p_data
<< uint32(proto
->DisplayInfoID
);
1512 *p_data
<< uint8(proto
->InventoryType
);
1513 *p_data
<< uint32(enchant
? enchant
->aura_id
: 0);
1515 *p_data
<< uint32(0); // first bag display id
1516 *p_data
<< uint8(0); // first bag inventory type
1517 *p_data
<< uint32(0); // enchant?
1522 bool Player::ToggleAFK()
1524 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1526 bool state
= HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1528 // afk player not allowed in battleground
1529 if(state
&& InBattleGround())
1530 LeaveBattleground();
1535 bool Player::ToggleDND()
1537 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1539 return HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1542 uint8
Player::chatTag() const
1559 bool Player::TeleportTo(uint32 mapid
, float x
, float y
, float z
, float orientation
, uint32 options
)
1561 if(!MapManager::IsValidMapCoord(mapid
, x
, y
, z
, orientation
))
1563 sLog
.outError("TeleportTo: invalid map %d or absent instance template.", mapid
);
1567 // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
1568 Pet
* pet
= GetPet();
1570 MapEntry
const* mEntry
= sMapStore
.LookupEntry(mapid
);
1572 // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
1573 // don't let gm level > 1 either
1574 if(!InBattleGround() && mEntry
->IsBattleGroundOrArena())
1577 // client without expansion support
1578 if(GetSession()->Expansion() < mEntry
->Expansion())
1580 sLog
.outDebug("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid
);
1583 RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
1585 SendTransferAborted(mapid
, TRANSFER_ABORT_INSUF_EXPAN_LVL
, mEntry
->Expansion());
1587 return false; // normal client can't teleport to this map...
1591 sLog
.outDebug("Player %s is being teleported to map %u", GetName(), mapid
);
1594 // if we were on a transport, leave
1595 if (!(options
& TELE_TO_NOT_LEAVE_TRANSPORT
) && m_transport
)
1597 m_transport
->RemovePassenger(this);
1599 m_movementInfo
.t_x
= 0.0f
;
1600 m_movementInfo
.t_y
= 0.0f
;
1601 m_movementInfo
.t_z
= 0.0f
;
1602 m_movementInfo
.t_o
= 0.0f
;
1603 m_movementInfo
.t_time
= 0;
1606 // The player was ported to another map and looses the duel immediately.
1607 // We have to perform this check before the teleport, otherwise the
1608 // ObjectAccessor won't find the flag.
1609 if (duel
&& GetMapId()!=mapid
)
1611 GameObject
* obj
= GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER
));
1613 DuelComplete(DUEL_FLED
);
1616 // reset movement flags at teleport, because player will continue move with these flags after teleport
1617 m_movementInfo
.SetMovementFlags(MOVEMENTFLAG_NONE
);
1619 if ((GetMapId() == mapid
) && (!m_transport
))
1621 //lets reset far teleport flag if it wasn't reset during chained teleports
1622 SetSemaphoreTeleportFar(false);
1623 //setup delayed teleport flag
1624 SetDelayedTeleportFlag(IsCanDelayTeleport());
1625 //if teleport spell is casted in Unit::Update() func
1626 //then we need to delay it until update process will be finished
1627 if(IsHasDelayedTeleport())
1629 SetSemaphoreTeleportNear(true);
1630 //lets save teleport destination for player
1631 m_teleport_dest
= WorldLocation(mapid
, x
, y
, z
, orientation
);
1632 m_teleport_options
= options
;
1636 if (!(options
& TELE_TO_NOT_UNSUMMON_PET
))
1638 //same map, only remove pet if out of range for new position
1639 if(pet
&& !pet
->IsWithinDist3d(x
,y
,z
, OWNER_MAX_DISTANCE
))
1640 UnsummonPetTemporaryIfAny();
1643 if(!(options
& TELE_TO_NOT_LEAVE_COMBAT
))
1646 // this will be used instead of the current location in SaveToDB
1647 m_teleport_dest
= WorldLocation(mapid
, x
, y
, z
, orientation
);
1648 SetFallInformation(0, z
);
1650 // code for finish transfer called in WorldSession::HandleMovementOpcodes()
1651 // at client packet MSG_MOVE_TELEPORT_ACK
1652 SetSemaphoreTeleportNear(true);
1653 // near teleport, triggering send MSG_MOVE_TELEPORT_ACK from client at landing
1654 if(!GetSession()->PlayerLogout())
1657 BuildTeleportAckMsg(&data
, x
, y
, z
, orientation
);
1658 GetSession()->SendPacket(&data
);
1663 // far teleport to another map
1664 Map
* oldmap
= IsInWorld() ? GetMap() : NULL
;
1665 // check if we can enter before stopping combat / removing pet / totems / interrupting spells
1667 // Check enter rights before map getting to avoid creating instance copy for player
1668 // this check not dependent from map instance copy and same for all instance copies of selected map
1669 if (!MapManager::Instance().CanPlayerEnter(mapid
, this))
1672 // If the map is not created, assume it is possible to enter it.
1673 // It will be created in the WorldPortAck.
1674 Map
*map
= MapManager::Instance().FindMap(mapid
);
1675 if (!map
|| map
->CanEnter(this))
1677 //lets reset near teleport flag if it wasn't reset during chained teleports
1678 SetSemaphoreTeleportNear(false);
1679 //setup delayed teleport flag
1680 SetDelayedTeleportFlag(IsCanDelayTeleport());
1681 //if teleport spell is casted in Unit::Update() func
1682 //then we need to delay it until update process will be finished
1683 if(IsHasDelayedTeleport())
1685 SetSemaphoreTeleportFar(true);
1686 //lets save teleport destination for player
1687 m_teleport_dest
= WorldLocation(mapid
, x
, y
, z
, orientation
);
1688 m_teleport_options
= options
;
1696 ResetContestedPvP();
1698 // remove player from battleground on far teleport (when changing maps)
1699 if(BattleGround
const* bg
= GetBattleGround())
1701 // Note: at battleground join battleground id set before teleport
1702 // and we already will found "current" battleground
1703 // just need check that this is targeted map or leave
1704 if(bg
->GetMapId() != mapid
)
1705 LeaveBattleground(false); // don't teleport to entry point
1708 // remove pet on map change
1710 UnsummonPetTemporaryIfAny();
1712 // remove all dyn objects
1713 RemoveAllDynObjects();
1715 // stop spellcasting
1716 // not attempt interrupt teleportation spell at caster teleport
1717 if(!(options
& TELE_TO_SPELL
))
1718 if(IsNonMeleeSpellCasted(true))
1719 InterruptNonMeleeSpells(true);
1721 //remove auras before removing from map...
1722 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP
| AURA_INTERRUPT_FLAG_MOVE
| AURA_INTERRUPT_FLAG_TURNING
);
1724 if(!GetSession()->PlayerLogout())
1726 // send transfer packets
1727 WorldPacket
data(SMSG_TRANSFER_PENDING
, (4+4+4));
1728 data
<< uint32(mapid
);
1731 data
<< m_transport
->GetEntry() << GetMapId();
1733 GetSession()->SendPacket(&data
);
1735 data
.Initialize(SMSG_NEW_WORLD
, (20));
1738 data
<< (uint32
)mapid
<< m_movementInfo
.t_x
<< m_movementInfo
.t_y
<< m_movementInfo
.t_z
<< m_movementInfo
.t_o
;
1742 data
<< (uint32
)mapid
<< (float)x
<< (float)y
<< (float)z
<< (float)orientation
;
1744 GetSession()->SendPacket( &data
);
1745 SendSavedInstances();
1747 // remove from old map now
1748 if(oldmap
) oldmap
->Remove(this, false);
1751 // new final coordinates
1755 float final_o
= orientation
;
1759 final_x
+= m_movementInfo
.t_x
;
1760 final_y
+= m_movementInfo
.t_y
;
1761 final_z
+= m_movementInfo
.t_z
;
1762 final_o
+= m_movementInfo
.t_o
;
1765 m_teleport_dest
= WorldLocation(mapid
, final_x
, final_y
, final_z
, final_o
);
1766 SetFallInformation(0, final_z
);
1767 // if the player is saved before worldportack (at logout for example)
1768 // this will be used instead of the current location in SaveToDB
1770 // move packet sent by client always after far teleport
1771 // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
1772 SetSemaphoreTeleportFar(true);
1780 bool Player::TeleportToBGEntryPoint()
1782 ScheduleDelayedOperation(DELAYED_BG_MOUNT_RESTORE
);
1783 ScheduleDelayedOperation(DELAYED_BG_TAXI_RESTORE
);
1784 return TeleportTo(m_bgData
.joinPos
);
1787 void Player::ProcessDelayedOperations()
1789 if(m_DelayedOperations
== 0)
1792 if(m_DelayedOperations
& DELAYED_RESURRECT_PLAYER
)
1794 ResurrectPlayer(0.0f
, false);
1796 if(GetMaxHealth() > m_resurrectHealth
)
1797 SetHealth( m_resurrectHealth
);
1799 SetHealth( GetMaxHealth() );
1801 if(GetMaxPower(POWER_MANA
) > m_resurrectMana
)
1802 SetPower(POWER_MANA
, m_resurrectMana
);
1804 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
) );
1806 SetPower(POWER_RAGE
, 0 );
1807 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
) );
1812 if(m_DelayedOperations
& DELAYED_SAVE_PLAYER
)
1817 if(m_DelayedOperations
& DELAYED_SPELL_CAST_DESERTER
)
1819 CastSpell(this, 26013, true); // Deserter
1822 if (m_DelayedOperations
& DELAYED_BG_MOUNT_RESTORE
)
1824 if (m_bgData
.mountSpell
)
1826 CastSpell(this, m_bgData
.mountSpell
, true);
1827 m_bgData
.mountSpell
= 0;
1831 if (m_DelayedOperations
& DELAYED_BG_TAXI_RESTORE
)
1833 if (m_bgData
.HasTaxiPath())
1835 m_taxi
.AddTaxiDestination(m_bgData
.taxiPath
[0]);
1836 m_taxi
.AddTaxiDestination(m_bgData
.taxiPath
[1]);
1837 m_bgData
.ClearTaxiPath();
1839 ContinueTaxiFlight();
1843 //we have executed ALL delayed ops, so clear the flag
1844 m_DelayedOperations
= 0;
1847 void Player::AddToWorld()
1849 ///- Do not add/remove the player from the object storage
1850 ///- It will crash when updating the ObjectAccessor
1851 ///- The player should only be added when logging in
1854 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; ++i
)
1857 m_items
[i
]->AddToWorld();
1861 void Player::RemoveFromWorld()
1866 ///- Release charmed creatures, unsummon totems and remove pets/guardians
1868 UnsummonAllTotems();
1872 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; ++i
)
1875 m_items
[i
]->RemoveFromWorld();
1878 ///- Do not add/remove the player from the object storage
1879 ///- It will crash when updating the ObjectAccessor
1880 ///- The player should only be removed when logging out
1881 Unit::RemoveFromWorld();
1884 void Player::RewardRage( uint32 damage
, uint32 weaponSpeedHitFactor
, bool attacker
)
1888 float rageconversion
= ((0.0091107836 * getLevel()*getLevel())+3.225598133*getLevel())+4.2652911;
1892 addRage
= ((damage
/rageconversion
*7.5 + weaponSpeedHitFactor
)/2);
1894 // talent who gave more rage on attack
1895 addRage
*= 1.0f
+ GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT
) / 100.0f
;
1899 addRage
= damage
/rageconversion
*2.5;
1901 // Berserker Rage effect
1902 if(HasAura(18499,0))
1906 addRage
*= sWorld
.getRate(RATE_POWER_RAGE_INCOME
);
1908 ModifyPower(POWER_RAGE
, uint32(addRage
*10));
1911 void Player::RegenerateAll(uint32 diff
)
1913 // Not in combat or they have regeneration
1914 if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) ||
1915 HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
) || IsPolymorphed() )
1917 RegenerateHealth(diff
);
1918 if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN
))
1920 Regenerate(POWER_RAGE
, diff
);
1921 if(getClass() == CLASS_DEATH_KNIGHT
)
1922 Regenerate(POWER_RUNIC_POWER
, diff
);
1926 Regenerate(POWER_ENERGY
, diff
);
1928 Regenerate(POWER_MANA
, diff
);
1930 if (getClass() == CLASS_DEATH_KNIGHT
)
1931 Regenerate(POWER_RUNE
, diff
);
1933 m_regenTimer
= REGEN_TIME_FULL
;
1936 // diff contains the time in milliseconds since last regen.
1937 void Player::Regenerate(Powers power
, uint32 diff
)
1939 uint32 curValue
= GetPower(power
);
1940 uint32 maxValue
= GetMaxPower(power
);
1942 float addvalue
= 0.0f
;
1948 bool recentCast
= IsUnderLastManaUseEffect();
1949 float ManaIncreaseRate
= sWorld
.getRate(RATE_POWER_MANA
);
1952 // Mangos Updates Mana in intervals of 2s, which is correct
1953 addvalue
= GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER
) * ManaIncreaseRate
* 2.00f
;
1957 addvalue
= GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER
) * ManaIncreaseRate
* 2.00f
;
1960 case POWER_RAGE
: // Regenerate rage
1962 float RageDecreaseRate
= sWorld
.getRate(RATE_POWER_RAGE_LOSS
);
1963 addvalue
= 20 * RageDecreaseRate
; // 2 rage by tick (= 2 seconds => 1 rage/sec)
1965 case POWER_ENERGY
: // Regenerate energy (rogue)
1968 case POWER_RUNIC_POWER
:
1970 float RunicPowerDecreaseRate
= sWorld
.getRate(RATE_POWER_RUNICPOWER_LOSS
);
1971 addvalue
= 30 * RunicPowerDecreaseRate
; // 3 RunicPower by tick
1975 for(uint32 i
= 0; i
< MAX_RUNES
; ++i
)
1977 if(uint16 cd
= GetRuneCooldown(i
)) // if we have cooldown, reduce it...
1978 SetRuneCooldown(i
, (cd
< diff
) ? 0 : cd
- diff
);
1982 case POWER_HAPPINESS
:
1987 // Mana regen calculated in Player::UpdateManaRegen()
1988 // Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras
1989 if(power
!= POWER_MANA
)
1991 AuraList
const& ModPowerRegenPCTAuras
= GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT
);
1992 for(AuraList::const_iterator i
= ModPowerRegenPCTAuras
.begin(); i
!= ModPowerRegenPCTAuras
.end(); ++i
)
1993 if ((*i
)->GetModifier()->m_miscvalue
== power
)
1994 addvalue
*= ((*i
)->GetModifier()->m_amount
+ 100) / 100.0f
;
1997 // addvalue computed on a 2sec basis. => update to diff time
1998 addvalue
*= float(diff
) / REGEN_TIME_FULL
;
2000 if (power
!= POWER_RAGE
&& power
!= POWER_RUNIC_POWER
)
2002 curValue
+= uint32(addvalue
);
2003 if (curValue
> maxValue
)
2004 curValue
= maxValue
;
2008 if(curValue
<= uint32(addvalue
))
2011 curValue
-= uint32(addvalue
);
2013 SetPower(power
, curValue
);
2016 void Player::RegenerateHealth(uint32 diff
)
2018 uint32 curValue
= GetHealth();
2019 uint32 maxValue
= GetMaxHealth();
2021 if (curValue
>= maxValue
) return;
2023 float HealthIncreaseRate
= sWorld
.getRate(RATE_HEALTH
);
2025 float addvalue
= 0.0f
;
2028 if ( IsPolymorphed() )
2029 addvalue
= GetMaxHealth()/3;
2030 // normal regen case (maybe partly in combat case)
2031 else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) )
2033 addvalue
= OCTRegenHPPerSpirit()* HealthIncreaseRate
;
2036 AuraList
const& mModHealthRegenPct
= GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT
);
2037 for(AuraList::const_iterator i
= mModHealthRegenPct
.begin(); i
!= mModHealthRegenPct
.end(); ++i
)
2038 addvalue
*= (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
;
2040 else if(HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
))
2041 addvalue
*= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) / 100.0f
;
2047 // always regeneration bonus (including combat)
2048 addvalue
+= GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
);
2053 addvalue
*= (float)diff
/ REGEN_TIME_FULL
;
2055 ModifyHealth(int32(addvalue
));
2058 bool Player::CanInteractWithNPCs(bool alive
) const
2060 if(alive
&& !isAlive())
2069 Player::GetNPCIfCanInteractWith(uint64 guid
, uint32 npcflagmask
)
2078 // exist (we need look pets also for some interaction (quest/etc)
2079 Creature
*unit
= ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid
);
2084 if(!CanInteractWithNPCs(!unit
->isSpiritService()))
2087 // appropriate npc type
2088 if(npcflagmask
&& !unit
->HasFlag( UNIT_NPC_FLAGS
, npcflagmask
))
2091 // alive or spirit healer
2092 if(!unit
->isAlive() && (!unit
->isSpiritService() || isAlive() ))
2095 // not allow interaction under control, but allow with own pets
2096 if(unit
->GetCharmerGUID())
2100 if( unit
->IsHostileTo(this))
2104 if(FactionTemplateEntry
const* factionTemplate
= sFactionTemplateStore
.LookupEntry(unit
->getFaction()))
2105 if(factionTemplate
->faction
)
2106 if(FactionEntry
const* faction
= sFactionStore
.LookupEntry(factionTemplate
->faction
))
2107 if(faction
->reputationListID
>= 0 && GetReputationMgr().GetRank(faction
) <= REP_UNFRIENDLY
)
2111 if(!unit
->IsWithinDistInMap(this,INTERACTION_DISTANCE
))
2117 GameObject
* Player::GetGameObjectIfCanInteractWith(uint64 guid
, GameobjectTypes type
) const
2119 if(GameObject
*go
= GetMap()->GetGameObject(guid
))
2121 if(go
->GetGoType() == type
)
2126 // TODO: find out how the client calculates the maximal usage distance to spellless working
2127 // gameobjects like guildbanks and mailboxes - 10.0 is a just an abitrary choosen number
2128 case GAMEOBJECT_TYPE_GUILD_BANK
:
2129 case GAMEOBJECT_TYPE_MAILBOX
:
2132 case GAMEOBJECT_TYPE_FISHINGHOLE
:
2133 maxdist
= 20.0f
+CONTACT_DISTANCE
; // max spell range
2136 maxdist
= INTERACTION_DISTANCE
;
2140 if (go
->IsWithinDistInMap(this, maxdist
))
2143 sLog
.outError("IsGameObjectOfTypeInRange: GameObject '%s' [GUID: %u] is too far away from player %s [GUID: %u] to be used by him (distance=%f, maximal 10 is allowed)", go
->GetGOInfo()->name
,
2144 go
->GetGUIDLow(), GetName(), GetGUIDLow(), go
->GetDistance(this));
2150 bool Player::IsUnderWater() const
2152 return IsInWater() &&
2153 GetPositionZ() < (GetBaseMap()->GetWaterLevel(GetPositionX(),GetPositionY())-2);
2156 void Player::SetInWater(bool apply
)
2158 if(m_isInWater
==apply
)
2161 //define player in water by opcodes
2162 //move player's guid into HateOfflineList of those mobs
2163 //which can't swim and move guid back into ThreatList when
2165 //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
2166 m_isInWater
= apply
;
2168 // remove auras that need water/land
2169 RemoveAurasWithInterruptFlags(apply
? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER
: AURA_INTERRUPT_FLAG_NOT_UNDERWATER
);
2171 getHostilRefManager().updateThreatTables();
2174 void Player::SetGameMaster(bool on
)
2178 m_ExtraFlags
|= PLAYER_EXTRA_GM_ON
;
2180 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
2182 if (Pet
* pet
= GetPet())
2184 pet
->setFaction(35);
2185 pet
->getHostilRefManager().setOnlineOfflineState(false);
2188 for (int8 i
= 0; i
< MAX_TOTEM
; ++i
)
2190 if(Creature
*totem
= GetMap()->GetCreature(m_TotemSlot
[i
]))
2191 totem
->setFaction(35);
2193 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
2194 ResetContestedPvP();
2196 getHostilRefManager().setOnlineOfflineState(false);
2197 CombatStopWithPets();
2199 SetPhaseMask(PHASEMASK_ANYWHERE
,false); // see and visible in all phases
2204 AuraList
const& phases
= GetAurasByType(SPELL_AURA_PHASE
);
2205 SetPhaseMask(!phases
.empty() ? phases
.front()->GetMiscValue() : PHASEMASK_NORMAL
,false);
2207 m_ExtraFlags
&= ~ PLAYER_EXTRA_GM_ON
;
2208 setFactionForRace(getRace());
2209 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
2211 if (Pet
* pet
= GetPet())
2213 pet
->setFaction(getFaction());
2214 pet
->getHostilRefManager().setOnlineOfflineState(true);
2217 for (int8 i
= 0; i
< MAX_TOTEM
; ++i
)
2219 if(Creature
*totem
= GetMap()->GetCreature(m_TotemSlot
[i
]))
2220 totem
->setFaction(getFaction());
2222 // restore FFA PvP Server state
2223 if(sWorld
.IsFFAPvPRealm())
2224 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
2226 // restore FFA PvP area state, remove not allowed for GM mounts
2227 UpdateArea(m_areaUpdateId
);
2229 getHostilRefManager().setOnlineOfflineState(true);
2232 UpdateVisibilityForPlayer();
2235 void Player::SetGMVisible(bool on
)
2239 m_ExtraFlags
&= ~PLAYER_EXTRA_GM_INVISIBLE
; //remove flag
2241 // Reapply stealth/invisibility if active or show if not any
2242 if(HasAuraType(SPELL_AURA_MOD_STEALTH
))
2243 SetVisibility(VISIBILITY_GROUP_STEALTH
);
2244 else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY
))
2245 SetVisibility(VISIBILITY_GROUP_INVISIBILITY
);
2247 SetVisibility(VISIBILITY_ON
);
2251 m_ExtraFlags
|= PLAYER_EXTRA_GM_INVISIBLE
; //add flag
2253 SetAcceptWhispers(false);
2254 SetGameMaster(true);
2256 SetVisibility(VISIBILITY_OFF
);
2260 bool Player::IsGroupVisibleFor(Player
* p
) const
2262 switch(sWorld
.getConfig(CONFIG_GROUP_VISIBILITY
))
2264 default: return IsInSameGroupWith(p
);
2265 case 1: return IsInSameRaidWith(p
);
2266 case 2: return GetTeam()==p
->GetTeam();
2270 bool Player::IsInSameGroupWith(Player
const* p
) const
2272 return (p
==this || (GetGroup() != NULL
&&
2273 GetGroup()->SameSubGroup((Player
*)this, (Player
*)p
)));
2276 ///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
2277 /// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
2278 void Player::UninviteFromGroup()
2280 Group
* group
= GetGroupInvite();
2284 group
->RemoveInvite(this);
2286 if(group
->GetMembersCount() <= 1) // group has just 1 member => disband
2288 if(group
->IsCreated())
2290 group
->Disband(true);
2291 objmgr
.RemoveGroup(group
);
2294 group
->RemoveAllInvites();
2300 void Player::RemoveFromGroup(Group
* group
, uint64 guid
)
2304 if (group
->RemoveMember(guid
, 0) <= 1)
2306 // group->Disband(); already disbanded in RemoveMember
2307 objmgr
.RemoveGroup(group
);
2309 // removemember sets the player's group pointer to NULL
2314 void Player::SendLogXPGain(uint32 GivenXP
, Unit
* victim
, uint32 RestXP
)
2316 WorldPacket
data(SMSG_LOG_XPGAIN
, 21);
2317 data
<< uint64(victim
? victim
->GetGUID() : 0); // guid
2318 data
<< uint32(GivenXP
+RestXP
); // given experience
2319 data
<< uint8(victim
? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
2322 data
<< uint32(GivenXP
); // experience without rested bonus
2323 data
<< float(1); // 1 - none 0 - 100% group bonus output
2325 data
<< uint8(0); // new 2.4.0
2326 GetSession()->SendPacket(&data
);
2329 void Player::GiveXP(uint32 xp
, Unit
* victim
)
2337 uint32 level
= getLevel();
2339 // XP to money conversion processed in Player::RewardQuest
2340 if(level
>= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
2343 // handle SPELL_AURA_MOD_XP_PCT auras
2344 Unit::AuraList
const& ModXPPctAuras
= GetAurasByType(SPELL_AURA_MOD_XP_PCT
);
2345 for(Unit::AuraList::const_iterator i
= ModXPPctAuras
.begin();i
!= ModXPPctAuras
.end(); ++i
)
2346 xp
= uint32(xp
*(1.0f
+ (*i
)->GetModifier()->m_amount
/ 100.0f
));
2348 // XP resting bonus for kill
2349 uint32 rested_bonus_xp
= victim
? GetXPRestBonus(xp
) : 0;
2351 SendLogXPGain(xp
,victim
,rested_bonus_xp
);
2353 uint32 curXP
= GetUInt32Value(PLAYER_XP
);
2354 uint32 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2355 uint32 newXP
= curXP
+ xp
+ rested_bonus_xp
;
2357 while( newXP
>= nextLvlXP
&& level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2361 if ( level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2362 GiveLevel(level
+ 1);
2365 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2368 SetUInt32Value(PLAYER_XP
, newXP
);
2371 // Update player to next level
2372 // Current player experience not update (must be update by caller)
2373 void Player::GiveLevel(uint32 level
)
2375 if ( level
== getLevel() )
2378 PlayerLevelInfo info
;
2379 objmgr
.GetPlayerLevelInfo(getRace(),getClass(),level
,&info
);
2381 PlayerClassLevelInfo classInfo
;
2382 objmgr
.GetPlayerClassLevelInfo(getClass(),level
,&classInfo
);
2384 // send levelup info to client
2385 WorldPacket
data(SMSG_LEVELUP_INFO
, (4+4+MAX_POWERS
*4+MAX_STATS
*4));
2386 data
<< uint32(level
);
2387 data
<< uint32(int32(classInfo
.basehealth
) - int32(GetCreateHealth()));
2388 // for(int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6)
2389 data
<< uint32(int32(classInfo
.basemana
) - int32(GetCreateMana()));
2397 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
) // Stats loop (0-4)
2398 data
<< uint32(int32(info
.stats
[i
]) - GetCreateStat(Stats(i
)));
2400 GetSession()->SendPacket(&data
);
2402 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, objmgr
.GetXPForLevel(level
));
2404 //update level, max level of skills
2405 m_Played_time
[PLAYED_TIME_LEVEL
] = 0; // Level Played Time reset
2407 _ApplyAllLevelScaleItemMods(false);
2411 UpdateSkillsForLevel ();
2413 // save base values (bonuses already included in stored stats
2414 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2415 SetCreateStat(Stats(i
), info
.stats
[i
]);
2417 SetCreateHealth(classInfo
.basehealth
);
2418 SetCreateMana(classInfo
.basemana
);
2420 InitTalentForLevel();
2421 InitTaxiNodesForLevel();
2422 InitGlyphsForLevel();
2426 // set current level health and mana/energy to maximum after applying all mods.
2427 SetHealth(GetMaxHealth());
2428 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2429 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2430 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2431 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2432 SetPower(POWER_FOCUS
, 0);
2433 SetPower(POWER_HAPPINESS
, 0);
2435 _ApplyAllLevelScaleItemMods(true);
2437 // update level to hunter/summon pet
2438 if (Pet
* pet
= GetPet())
2439 pet
->SynchronizeLevelWithOwner();
2441 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL
);
2444 void Player::InitTalentForLevel()
2446 uint32 level
= getLevel();
2447 // talents base at level diff ( talents = level - 9 but some can be used already)
2450 // Remove all talent points
2451 if(m_usedTalentCount
> 0) // Free any used talents
2454 SetFreeTalentPoints(0);
2459 uint32 talentPointsForLevel
= CalculateTalentsPoints();
2461 // if used more that have then reset
2462 if(m_usedTalentCount
> talentPointsForLevel
)
2464 if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR
)
2467 SetFreeTalentPoints(0);
2469 // else update amount of free points
2471 SetFreeTalentPoints(talentPointsForLevel
-m_usedTalentCount
);
2474 if(!GetSession()->PlayerLoading())
2475 SendTalentsInfoData(false); // update at client
2478 void Player::InitStatsForLevel(bool reapplyMods
)
2480 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2481 _RemoveAllStatBonuses();
2483 PlayerClassLevelInfo classInfo
;
2484 objmgr
.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo
);
2486 PlayerLevelInfo info
;
2487 objmgr
.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info
);
2489 SetUInt32Value(PLAYER_FIELD_MAX_LEVEL
, sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) );
2490 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, objmgr
.GetXPForLevel(getLevel()));
2492 UpdateSkillsForLevel ();
2494 // set default cast time multiplier
2495 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
);
2497 // reset size before reapply auras
2498 SetFloatValue(OBJECT_FIELD_SCALE_X
,1.0f
);
2500 // save base values (bonuses already included in stored stats
2501 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2502 SetCreateStat(Stats(i
), info
.stats
[i
]);
2504 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2505 SetStat(Stats(i
), info
.stats
[i
]);
2507 SetCreateHealth(classInfo
.basehealth
);
2510 SetCreateMana(classInfo
.basemana
);
2512 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2516 //reset rating fields values
2517 for(uint16 index
= PLAYER_FIELD_COMBAT_RATING_1
; index
< PLAYER_FIELD_COMBAT_RATING_1
+ MAX_COMBAT_RATING
; ++index
)
2518 SetUInt32Value(index
, 0);
2520 SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS
,0);
2521 for (int i
= 0; i
< 7; ++i
)
2523 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG
+i
, 0);
2524 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS
+i
, 0);
2525 SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT
+i
, 1.00f
);
2528 //reset attack power, damage and attack speed fields
2529 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
, 2000.0f
);
2530 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
+ 1, 2000.0f
); // offhand attack time
2531 SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME
, 2000.0f
);
2533 SetFloatValue(UNIT_FIELD_MINDAMAGE
, 0.0f
);
2534 SetFloatValue(UNIT_FIELD_MAXDAMAGE
, 0.0f
);
2535 SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
, 0.0f
);
2536 SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
, 0.0f
);
2537 SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
, 0.0f
);
2538 SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
, 0.0f
);
2540 SetInt32Value(UNIT_FIELD_ATTACK_POWER
, 0 );
2541 SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS
, 0 );
2542 SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER
,0.0f
);
2543 SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER
, 0 );
2544 SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS
,0 );
2545 SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER
,0.0f
);
2547 // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2548 SetFloatValue(PLAYER_CRIT_PERCENTAGE
,0.0f
);
2549 SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE
,0.0f
);
2550 SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE
,0.0f
);
2552 // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2553 for (uint8 i
= 0; i
< 7; ++i
)
2554 SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1
+i
, 0.0f
);
2556 SetFloatValue(PLAYER_PARRY_PERCENTAGE
, 0.0f
);
2557 SetFloatValue(PLAYER_BLOCK_PERCENTAGE
, 0.0f
);
2558 SetUInt32Value(PLAYER_SHIELD_BLOCK
, 0);
2561 SetFloatValue(PLAYER_DODGE_PERCENTAGE
, 0.0f
);
2563 // set armor (resistance 0) to original value (create_agility*2)
2564 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2565 SetResistanceBuffMods(SpellSchools(0), true, 0.0f
);
2566 SetResistanceBuffMods(SpellSchools(0), false, 0.0f
);
2567 // set other resistance to original value (0)
2568 for (int i
= 1; i
< MAX_SPELL_SCHOOL
; ++i
)
2570 SetResistance(SpellSchools(i
), 0);
2571 SetResistanceBuffMods(SpellSchools(i
), true, 0.0f
);
2572 SetResistanceBuffMods(SpellSchools(i
), false, 0.0f
);
2575 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE
,0);
2576 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE
,0);
2577 for(int i
= 0; i
< MAX_SPELL_SCHOOL
; ++i
)
2579 SetUInt32Value(UNIT_FIELD_POWER_COST_MODIFIER
+i
,0);
2580 SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER
+i
,0.0f
);
2582 // Reset no reagent cost field
2583 for(int i
= 0; i
< 3; ++i
)
2584 SetUInt32Value(PLAYER_NO_REAGENT_COST_1
+ i
, 0);
2585 // Init data for form but skip reapply item mods for form
2586 InitDataForForm(reapplyMods
);
2589 for (int i
= POWER_MANA
; i
< MAX_POWERS
; ++i
)
2590 SetMaxPower(Powers(i
), uint32(GetCreatePowers(Powers(i
))));
2592 SetMaxHealth(classInfo
.basehealth
); // stamina bonus will applied later
2594 // cleanup mounted state (it will set correctly at aura loading if player saved at mount.
2595 SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID
, 0);
2597 // cleanup unit flags (will be re-applied if need at aura load).
2598 RemoveFlag( UNIT_FIELD_FLAGS
,
2599 UNIT_FLAG_NON_ATTACKABLE
| UNIT_FLAG_DISABLE_MOVE
| UNIT_FLAG_NOT_ATTACKABLE_1
|
2600 UNIT_FLAG_PET_IN_COMBAT
| UNIT_FLAG_SILENCED
| UNIT_FLAG_PACIFIED
|
2601 UNIT_FLAG_STUNNED
| UNIT_FLAG_IN_COMBAT
| UNIT_FLAG_DISARMED
|
2602 UNIT_FLAG_CONFUSED
| UNIT_FLAG_FLEEING
| UNIT_FLAG_NOT_SELECTABLE
|
2603 UNIT_FLAG_SKINNABLE
| UNIT_FLAG_MOUNT
| UNIT_FLAG_TAXI_FLIGHT
);
2604 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
); // must be set
2606 SetFlag(UNIT_FIELD_FLAGS_2
,UNIT_FLAG2_REGENERATE_POWER
);// must be set
2608 // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
2609 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
| PLAYER_FLAGS_DND
| PLAYER_FLAGS_GM
| PLAYER_FLAGS_GHOST
);
2611 RemoveStandFlags(UNIT_STAND_FLAGS_ALL
); // one form stealth modified bytes
2612 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
| UNIT_BYTE2_FLAG_SANCTUARY
);
2614 // restore if need some important flags
2615 SetUInt32Value(PLAYER_FIELD_BYTES2
, 0 ); // flags empty by default
2617 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2618 _ApplyAllStatBonuses();
2620 // set current level health and mana/energy to maximum after applying all mods.
2621 SetHealth(GetMaxHealth());
2622 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2623 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2624 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2625 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2626 SetPower(POWER_FOCUS
, 0);
2627 SetPower(POWER_HAPPINESS
, 0);
2628 SetPower(POWER_RUNIC_POWER
, 0);
2630 // update level to hunter/summon pet
2631 if (Pet
* pet
= GetPet())
2632 pet
->SynchronizeLevelWithOwner();
2635 void Player::SendInitialSpells()
2637 time_t curTime
= time(NULL
);
2638 time_t infTime
= curTime
+ infinityCooldownDelayCheck
;
2640 uint16 spellCount
= 0;
2642 WorldPacket
data(SMSG_INITIAL_SPELLS
, (1+2+4*m_spells
.size()+2+m_spellCooldowns
.size()*(2+2+2+4+4)));
2645 size_t countPos
= data
.wpos();
2646 data
<< uint16(spellCount
); // spell count placeholder
2648 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2650 if(itr
->second
->state
== PLAYERSPELL_REMOVED
)
2653 if(!itr
->second
->active
|| itr
->second
->disabled
)
2656 data
<< uint32(itr
->first
);
2657 data
<< uint16(0); // it's not slot id
2662 data
.put
<uint16
>(countPos
,spellCount
); // write real count value
2664 uint16 spellCooldowns
= m_spellCooldowns
.size();
2665 data
<< uint16(spellCooldowns
);
2666 for(SpellCooldowns::const_iterator itr
=m_spellCooldowns
.begin(); itr
!=m_spellCooldowns
.end(); ++itr
)
2668 SpellEntry
const *sEntry
= sSpellStore
.LookupEntry(itr
->first
);
2672 data
<< uint32(itr
->first
);
2674 data
<< uint16(itr
->second
.itemid
); // cast item id
2675 data
<< uint16(sEntry
->Category
); // spell category
2677 // send infinity cooldown in special format
2678 if(itr
->second
.end
>= infTime
)
2680 data
<< uint32(1); // cooldown
2681 data
<< uint32(0x80000000); // category cooldown
2685 time_t cooldown
= itr
->second
.end
> curTime
? (itr
->second
.end
-curTime
)*IN_MILISECONDS
: 0;
2687 if(sEntry
->Category
) // may be wrong, but anyway better than nothing...
2689 data
<< uint32(0); // cooldown
2690 data
<< uint32(cooldown
); // category cooldown
2694 data
<< uint32(cooldown
); // cooldown
2695 data
<< uint32(0); // category cooldown
2699 GetSession()->SendPacket(&data
);
2701 sLog
.outDetail( "CHARACTER: Sent Initial Spells" );
2704 void Player::RemoveMail(uint32 id
)
2706 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
2708 if ((*itr
)->messageID
== id
)
2710 //do not delete item, because Player::removeMail() is called when returning mail to sender.
2717 void Player::SendMailResult(uint32 mailId
, MailResponseType mailAction
, MailResponseResult mailError
, uint32 equipError
, uint32 item_guid
, uint32 item_count
)
2719 WorldPacket
data(SMSG_SEND_MAIL_RESULT
, (4+4+4+(mailError
== MAIL_ERR_EQUIP_ERROR
?4:(mailAction
== MAIL_ITEM_TAKEN
?4+4:0))));
2720 data
<< (uint32
) mailId
;
2721 data
<< (uint32
) mailAction
;
2722 data
<< (uint32
) mailError
;
2723 if ( mailError
== MAIL_ERR_EQUIP_ERROR
)
2724 data
<< (uint32
) equipError
;
2725 else if( mailAction
== MAIL_ITEM_TAKEN
)
2727 data
<< (uint32
) item_guid
; // item guid low?
2728 data
<< (uint32
) item_count
; // item count?
2730 GetSession()->SendPacket(&data
);
2733 void Player::SendNewMail()
2735 // deliver undelivered mail
2736 WorldPacket
data(SMSG_RECEIVED_MAIL
, 4);
2738 GetSession()->SendPacket(&data
);
2741 void Player::UpdateNextMailTimeAndUnreads()
2743 // calculate next delivery time (min. from non-delivered mails
2744 // and recalculate unReadMail
2745 time_t cTime
= time(NULL
);
2746 m_nextMailDelivereTime
= 0;
2748 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
2750 if((*itr
)->deliver_time
> cTime
)
2752 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> (*itr
)->deliver_time
)
2753 m_nextMailDelivereTime
= (*itr
)->deliver_time
;
2755 else if(((*itr
)->checked
& MAIL_CHECK_MASK_READ
) == 0)
2760 void Player::AddNewMailDeliverTime(time_t deliver_time
)
2762 if(deliver_time
<= time(NULL
)) // ready now
2767 else // not ready and no have ready mails
2769 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> deliver_time
)
2770 m_nextMailDelivereTime
= deliver_time
;
2774 bool Player::addSpell(uint32 spell_id
, bool active
, bool learning
, bool dependent
, bool disabled
)
2776 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
2779 // do character spell book cleanup (all characters)
2780 if(!IsInWorld() && !learning
) // spell load case
2782 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id
);
2783 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2786 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id
);
2791 if(!SpellMgr::IsSpellValid(spellInfo
,this,false))
2793 // do character spell book cleanup (all characters)
2794 if(!IsInWorld() && !learning
) // spell load case
2796 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id
);
2797 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2800 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id
);
2805 PlayerSpellState state
= learning
? PLAYERSPELL_NEW
: PLAYERSPELL_UNCHANGED
;
2807 bool dependent_set
= false;
2808 bool disabled_case
= false;
2809 bool superceded_old
= false;
2811 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2812 if (itr
!= m_spells
.end())
2814 uint32 next_active_spell_id
= 0;
2815 // fix activate state for non-stackable low rank (and find next spell for !active case)
2816 if(!SpellMgr::canStackSpellRanks(spellInfo
) && spellmgr
.GetSpellRank(spellInfo
->Id
) != 0)
2818 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
2819 for(SpellChainMapNext::const_iterator next_itr
= nextMap
.lower_bound(spell_id
); next_itr
!= nextMap
.upper_bound(spell_id
); ++next_itr
)
2821 if(HasSpell(next_itr
->second
))
2823 // high rank already known so this must !active
2825 next_active_spell_id
= next_itr
->second
;
2831 // not do anything if already known in expected state
2832 if(itr
->second
->state
!= PLAYERSPELL_REMOVED
&& itr
->second
->active
== active
&&
2833 itr
->second
->dependent
== dependent
&& itr
->second
->disabled
== disabled
)
2835 if(!IsInWorld() && !learning
) // explicitly load from DB and then exist in it already and set correctly
2836 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2841 // dependent spell known as not dependent, overwrite state
2842 if (itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->dependent
&& dependent
)
2844 itr
->second
->dependent
= dependent
;
2845 if (itr
->second
->state
!= PLAYERSPELL_NEW
)
2846 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2847 dependent_set
= true;
2850 // update active state for known spell
2851 if(itr
->second
->active
!= active
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->disabled
)
2853 itr
->second
->active
= active
;
2855 if(!IsInWorld() && !learning
&& !dependent_set
) // explicitly load from DB and then exist in it already and set correctly
2856 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2857 else if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2858 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2862 if (IsPassiveSpell(spell_id
) && IsNeedCastPassiveSpellAtLearn(spellInfo
))
2863 CastSpell (this,spell_id
,true);
2865 else if(IsInWorld())
2867 if(next_active_spell_id
)
2869 // update spell ranks in spellbook and action bar
2870 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, 4 + 4);
2871 data
<< uint32(spell_id
);
2872 data
<< uint32(next_active_spell_id
);
2873 GetSession()->SendPacket( &data
);
2877 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
2878 data
<< uint32(spell_id
);
2879 GetSession()->SendPacket(&data
);
2883 return active
; // learn (show in spell book if active now)
2886 if(itr
->second
->disabled
!= disabled
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
)
2888 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2889 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2890 itr
->second
->disabled
= disabled
;
2895 disabled_case
= true;
2897 else switch(itr
->second
->state
)
2899 case PLAYERSPELL_UNCHANGED
: // known saved spell
2901 case PLAYERSPELL_REMOVED
: // re-learning removed not saved spell
2904 m_spells
.erase(itr
);
2905 state
= PLAYERSPELL_CHANGED
;
2906 break; // need re-add
2908 default: // known not saved yet spell (new or modified)
2910 // can be in case spell loading but learned at some previous spell loading
2911 if(!IsInWorld() && !learning
&& !dependent_set
)
2912 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2919 if(!disabled_case
) // skip new spell adding if spell already known (disabled spells case)
2921 // talent: unlearn all other talent ranks (high and low)
2922 if(TalentSpellPos
const* talentPos
= GetTalentSpellPos(spell_id
))
2924 if(TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry( talentPos
->talent_id
))
2926 for(int i
=0; i
< MAX_TALENT_RANK
; ++i
)
2928 // skip learning spell and no rank spell case
2929 uint32 rankSpellId
= talentInfo
->RankID
[i
];
2930 if(!rankSpellId
|| rankSpellId
==spell_id
)
2933 removeSpell(rankSpellId
,false,false);
2937 // non talent spell: learn low ranks (recursive call)
2938 else if(uint32 prev_spell
= spellmgr
.GetPrevSpellInChain(spell_id
))
2940 if(!IsInWorld() || disabled
) // at spells loading, no output, but allow save
2941 addSpell(prev_spell
,active
,true,true,disabled
);
2942 else // at normal learning
2943 learnSpell(prev_spell
,true);
2946 PlayerSpell
*newspell
= new PlayerSpell
;
2947 newspell
->state
= state
;
2948 newspell
->active
= active
;
2949 newspell
->dependent
= dependent
;
2950 newspell
->disabled
= disabled
;
2952 // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
2953 if(newspell
->active
&& !newspell
->disabled
&& !SpellMgr::canStackSpellRanks(spellInfo
) && spellmgr
.GetSpellRank(spellInfo
->Id
) != 0)
2955 for( PlayerSpellMap::iterator itr2
= m_spells
.begin(); itr2
!= m_spells
.end(); ++itr2
)
2957 if(itr2
->second
->state
== PLAYERSPELL_REMOVED
) continue;
2958 SpellEntry
const *i_spellInfo
= sSpellStore
.LookupEntry(itr2
->first
);
2959 if(!i_spellInfo
) continue;
2961 if( spellmgr
.IsRankSpellDueToSpell(spellInfo
,itr2
->first
) )
2963 if(itr2
->second
->active
)
2965 if(spellmgr
.IsHighRankOfSpell(spell_id
,itr2
->first
))
2967 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
2969 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, 4 + 4);
2970 data
<< uint32(itr2
->first
);
2971 data
<< uint32(spell_id
);
2972 GetSession()->SendPacket( &data
);
2975 // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
2976 itr2
->second
->active
= false;
2977 if(itr2
->second
->state
!= PLAYERSPELL_NEW
)
2978 itr2
->second
->state
= PLAYERSPELL_CHANGED
;
2979 superceded_old
= true; // new spell replace old in action bars and spell book.
2981 else if(spellmgr
.IsHighRankOfSpell(itr2
->first
,spell_id
))
2983 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
2985 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, 4 + 4);
2986 data
<< uint32(spell_id
);
2987 data
<< uint32(itr2
->first
);
2988 GetSession()->SendPacket( &data
);
2991 // mark new spell as disable (not learned yet for client and will not learned)
2992 newspell
->active
= false;
2993 if(newspell
->state
!= PLAYERSPELL_NEW
)
2994 newspell
->state
= PLAYERSPELL_CHANGED
;
3001 m_spells
[spell_id
] = newspell
;
3003 // return false if spell disabled
3004 if (newspell
->disabled
)
3008 uint32 talentCost
= GetTalentSpellCost(spell_id
);
3010 // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
3011 // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
3012 if (talentCost
> 0 && IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_LEARN_SPELL
))
3014 // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
3015 CastSpell(this, spell_id
, true);
3017 // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
3018 else if (IsPassiveSpell(spell_id
))
3020 if (IsNeedCastPassiveSpellAtLearn(spellInfo
))
3021 CastSpell(this, spell_id
, true);
3023 else if (IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_SKILL_STEP
))
3025 CastSpell(this, spell_id
, true);
3029 // update used talent points count
3030 m_usedTalentCount
+= talentCost
;
3032 // update free primary prof.points (if any, can be none in case GM .learn prof. learning)
3033 if (uint32 freeProfs
= GetFreePrimaryProfessionPoints())
3035 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
3036 SetFreePrimaryProfessions(freeProfs
-1);
3039 // add dependent skills
3040 uint16 maxskill
= GetMaxSkillValueForLevel();
3042 SpellLearnSkillNode
const* spellLearnSkill
= spellmgr
.GetSpellLearnSkill(spell_id
);
3044 SkillLineAbilityMapBounds skill_bounds
= spellmgr
.GetSkillLineAbilityMapBounds(spell_id
);
3046 if (spellLearnSkill
)
3048 uint32 skill_value
= GetPureSkillValue(spellLearnSkill
->skill
);
3049 uint32 skill_max_value
= GetPureMaxSkillValue(spellLearnSkill
->skill
);
3051 if (skill_value
< spellLearnSkill
->value
)
3052 skill_value
= spellLearnSkill
->value
;
3054 uint32 new_skill_max_value
= spellLearnSkill
->maxvalue
== 0 ? maxskill
: spellLearnSkill
->maxvalue
;
3056 if (skill_max_value
< new_skill_max_value
)
3057 skill_max_value
= new_skill_max_value
;
3059 SetSkill(spellLearnSkill
->skill
,skill_value
,skill_max_value
);
3063 // not ranked skills
3064 for(SkillLineAbilityMap::const_iterator _spell_idx
= skill_bounds
.first
; _spell_idx
!= skill_bounds
.second
; ++_spell_idx
)
3066 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
3070 if (HasSkill(pSkill
->id
))
3073 if (_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
||
3074 // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
3075 ((pSkill
->id
==SKILL_LOCKPICKING
|| pSkill
->id
==SKILL_RUNEFORGING
) && _spell_idx
->second
->max_value
==0))
3077 switch(GetSkillRangeType(pSkill
,_spell_idx
->second
->racemask
!=0))
3079 case SKILL_RANGE_LANGUAGE
:
3080 SetSkill(pSkill
->id
, 300, 300 );
3082 case SKILL_RANGE_LEVEL
:
3083 SetSkill(pSkill
->id
, 1, GetMaxSkillValueForLevel() );
3085 case SKILL_RANGE_MONO
:
3086 SetSkill(pSkill
->id
, 1, 1 );
3095 // learn dependent spells
3096 SpellLearnSpellMapBounds spell_bounds
= spellmgr
.GetSpellLearnSpellMapBounds(spell_id
);
3098 for(SpellLearnSpellMap::const_iterator itr2
= spell_bounds
.first
; itr2
!= spell_bounds
.second
; ++itr2
)
3100 if (!itr2
->second
.autoLearned
)
3102 if (!IsInWorld() || !itr2
->second
.active
) // at spells loading, no output, but allow save
3103 addSpell(itr2
->second
.spell
,itr2
->second
.active
,true,true,false);
3104 else // at normal learning
3105 learnSpell(itr2
->second
.spell
,true);
3109 if (!GetSession()->PlayerLoading())
3111 // not ranked skills
3112 for(SkillLineAbilityMap::const_iterator _spell_idx
= skill_bounds
.first
; _spell_idx
!= skill_bounds
.second
; ++_spell_idx
)
3114 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE
,_spell_idx
->second
->skillId
);
3115 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS
,_spell_idx
->second
->skillId
);
3118 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL
,spell_id
);
3121 // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
3122 return active
&& !disabled
&& !superceded_old
;
3125 bool Player::IsNeedCastPassiveSpellAtLearn(SpellEntry
const* spellInfo
) const
3127 // note: form passives activated with shapeshift spells be implemented by HandleShapeshiftBoosts instead of spell_learn_spell
3128 // talent dependent passives activated at form apply have proper stance data
3129 bool need_cast
= (!spellInfo
->Stances
|| (m_form
!= 0 && (spellInfo
->Stances
& (1<<(m_form
-1)))));
3131 //Check CasterAuraStates
3132 return need_cast
&& (!spellInfo
->CasterAuraState
|| HasAuraState(AuraState(spellInfo
->CasterAuraState
)));
3135 void Player::learnSpell(uint32 spell_id
, bool dependent
)
3137 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
3139 bool disabled
= (itr
!= m_spells
.end()) ? itr
->second
->disabled
: false;
3140 bool active
= disabled
? itr
->second
->active
: true;
3142 bool learning
= addSpell(spell_id
,active
,true,dependent
,false);
3144 // learn all disabled higher ranks (recursive)
3147 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
3148 for(SpellChainMapNext::const_iterator i
= nextMap
.lower_bound(spell_id
); i
!= nextMap
.upper_bound(spell_id
); ++i
)
3150 PlayerSpellMap::iterator iter
= m_spells
.find(i
->second
);
3151 if (iter
!= m_spells
.end() && iter
->second
->disabled
)
3152 learnSpell(i
->second
,false);
3156 // prevent duplicated entires in spell book, also not send if not in world (loading)
3157 if(!learning
|| !IsInWorld ())
3160 WorldPacket
data(SMSG_LEARNED_SPELL
, 4);
3161 data
<< uint32(spell_id
);
3162 GetSession()->SendPacket(&data
);
3165 void Player::removeSpell(uint32 spell_id
, bool disabled
, bool learn_low_rank
)
3167 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
3168 if (itr
== m_spells
.end())
3171 if (itr
->second
->state
== PLAYERSPELL_REMOVED
|| (disabled
&& itr
->second
->disabled
))
3174 // unlearn non talent higher ranks (recursive)
3175 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
3176 for(SpellChainMapNext::const_iterator itr2
= nextMap
.lower_bound(spell_id
); itr2
!= nextMap
.upper_bound(spell_id
); ++itr2
)
3177 if(HasSpell(itr2
->second
) && !GetTalentSpellPos(itr2
->second
))
3178 removeSpell(itr2
->second
,disabled
,false);
3180 // re-search, it can be corrupted in prev loop
3181 itr
= m_spells
.find(spell_id
);
3182 if (itr
== m_spells
.end())
3183 return; // already unleared
3185 bool cur_active
= itr
->second
->active
;
3186 bool cur_dependent
= itr
->second
->dependent
;
3190 itr
->second
->disabled
= disabled
;
3191 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
3192 itr
->second
->state
= PLAYERSPELL_CHANGED
;
3196 if(itr
->second
->state
== PLAYERSPELL_NEW
)
3199 m_spells
.erase(itr
);
3202 itr
->second
->state
= PLAYERSPELL_REMOVED
;
3205 RemoveAurasDueToSpell(spell_id
);
3208 for(int i
= 0; i
< 3; ++i
)
3209 if(PetAura
const* petSpell
= spellmgr
.GetPetAura(spell_id
, i
))
3210 RemovePetAura(petSpell
);
3212 // free talent points
3213 uint32 talentCosts
= GetTalentSpellCost(spell_id
);
3216 if(talentCosts
< m_usedTalentCount
)
3217 m_usedTalentCount
-= talentCosts
;
3219 m_usedTalentCount
= 0;
3222 // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
3223 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
3225 uint32 freeProfs
= GetFreePrimaryProfessionPoints()+1;
3226 if(freeProfs
<= sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
))
3227 SetFreePrimaryProfessions(freeProfs
);
3230 // remove dependent skill
3231 SpellLearnSkillNode
const* spellLearnSkill
= spellmgr
.GetSpellLearnSkill(spell_id
);
3234 uint32 prev_spell
= spellmgr
.GetPrevSpellInChain(spell_id
);
3235 if(!prev_spell
) // first rank, remove skill
3236 SetSkill(spellLearnSkill
->skill
,0,0);
3239 // search prev. skill setting by spell ranks chain
3240 SpellLearnSkillNode
const* prevSkill
= spellmgr
.GetSpellLearnSkill(prev_spell
);
3241 while(!prevSkill
&& prev_spell
)
3243 prev_spell
= spellmgr
.GetPrevSpellInChain(prev_spell
);
3244 prevSkill
= spellmgr
.GetSpellLearnSkill(spellmgr
.GetFirstSpellInChain(prev_spell
));
3247 if (!prevSkill
) // not found prev skill setting, remove skill
3248 SetSkill(spellLearnSkill
->skill
,0,0);
3249 else // set to prev. skill setting values
3251 uint32 skill_value
= GetPureSkillValue(prevSkill
->skill
);
3252 uint32 skill_max_value
= GetPureMaxSkillValue(prevSkill
->skill
);
3254 if (skill_value
> prevSkill
->value
)
3255 skill_value
= prevSkill
->value
;
3257 uint32 new_skill_max_value
= prevSkill
->maxvalue
== 0 ? GetMaxSkillValueForLevel() : prevSkill
->maxvalue
;
3259 if (skill_max_value
> new_skill_max_value
)
3260 skill_max_value
= new_skill_max_value
;
3262 SetSkill(prevSkill
->skill
,skill_value
,skill_max_value
);
3269 // not ranked skills
3270 SkillLineAbilityMapBounds bounds
= spellmgr
.GetSkillLineAbilityMapBounds(spell_id
);
3272 for(SkillLineAbilityMap::const_iterator _spell_idx
= bounds
.first
; _spell_idx
!= bounds
.second
; ++_spell_idx
)
3274 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
3278 if(_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
&&
3279 pSkill
->categoryId
!= SKILL_CATEGORY_CLASS
||// not unlearn class skills (spellbook/talent pages)
3280 // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
3281 ((pSkill
->id
==SKILL_LOCKPICKING
|| pSkill
->id
==SKILL_RUNEFORGING
) && _spell_idx
->second
->max_value
==0))
3283 // not reset skills for professions and racial abilities
3284 if ((pSkill
->categoryId
==SKILL_CATEGORY_SECONDARY
|| pSkill
->categoryId
==SKILL_CATEGORY_PROFESSION
) &&
3285 (IsProfessionSkill(pSkill
->id
) || _spell_idx
->second
->racemask
!=0))
3288 SetSkill(pSkill
->id
, 0, 0 );
3293 // remove dependent spells
3294 SpellLearnSpellMapBounds spell_bounds
= spellmgr
.GetSpellLearnSpellMapBounds(spell_id
);
3296 for(SpellLearnSpellMap::const_iterator itr2
= spell_bounds
.first
; itr2
!= spell_bounds
.second
; ++itr2
)
3297 removeSpell(itr2
->second
.spell
, disabled
);
3299 // activate lesser rank in spellbook/action bar, and cast it if need
3300 bool prev_activate
= false;
3302 if (uint32 prev_id
= spellmgr
.GetPrevSpellInChain (spell_id
))
3304 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
3306 // if talent then lesser rank also talent and need learn
3310 learnSpell (prev_id
,false);
3312 // if ranked non-stackable spell: need activate lesser rank and update dendence state
3313 else if (cur_active
&& !SpellMgr::canStackSpellRanks(spellInfo
) && spellmgr
.GetSpellRank(spellInfo
->Id
) != 0)
3315 // need manually update dependence state (learn spell ignore like attempts)
3316 PlayerSpellMap::iterator prev_itr
= m_spells
.find(prev_id
);
3317 if (prev_itr
!= m_spells
.end())
3319 if (prev_itr
->second
->dependent
!= cur_dependent
)
3321 prev_itr
->second
->dependent
= cur_dependent
;
3322 if (prev_itr
->second
->state
!= PLAYERSPELL_NEW
)
3323 prev_itr
->second
->state
= PLAYERSPELL_CHANGED
;
3326 // now re-learn if need re-activate
3327 if (cur_active
&& !prev_itr
->second
->active
&& learn_low_rank
)
3329 if (addSpell(prev_id
,true,false,prev_itr
->second
->dependent
,prev_itr
->second
->disabled
))
3331 // downgrade spell ranks in spellbook and action bar
3332 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, 4 + 4);
3333 data
<< uint32(spell_id
);
3334 data
<< uint32(prev_id
);
3335 GetSession()->SendPacket( &data
);
3336 prev_activate
= true;
3343 // remove from spell book if not replaced by lesser rank
3346 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
3347 data
<< uint32(spell_id
);
3348 GetSession()->SendPacket(&data
);
3352 void Player::RemoveSpellCooldown( uint32 spell_id
, bool update
/* = false */ )
3354 m_spellCooldowns
.erase(spell_id
);
3357 SendClearCooldown(spell_id
, this);
3360 void Player::RemoveSpellCategoryCooldown(uint32 cat
, bool update
/* = false */)
3362 SpellCategoryStore::const_iterator ct
= sSpellCategoryStore
.find(cat
);
3363 if (ct
== sSpellCategoryStore
.end())
3366 const SpellCategorySet
& ct_set
= ct
->second
;
3367 for (SpellCooldowns::const_iterator i
= m_spellCooldowns
.begin(); i
!= m_spellCooldowns
.end();)
3369 if (ct_set
.find(i
->first
) != ct_set
.end())
3370 RemoveSpellCooldown((i
++)->first
, update
);
3376 void Player::RemoveArenaSpellCooldowns()
3378 // remove cooldowns on spells that has < 15 min CD
3379 SpellCooldowns::iterator itr
, next
;
3380 // iterate spell cooldowns
3381 for(itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); itr
= next
)
3385 SpellEntry
const * entry
= sSpellStore
.LookupEntry(itr
->first
);
3386 // check if spellentry is present and if the cooldown is less than 15 mins
3388 entry
->RecoveryTime
<= 15 * MINUTE
* IN_MILISECONDS
&&
3389 entry
->CategoryRecoveryTime
<= 15 * MINUTE
* IN_MILISECONDS
)
3392 RemoveSpellCooldown(itr
->first
, true);
3397 void Player::RemoveAllSpellCooldown()
3399 if(!m_spellCooldowns
.empty())
3401 for(SpellCooldowns::const_iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); ++itr
)
3402 SendClearCooldown(itr
->first
, this);
3404 m_spellCooldowns
.clear();
3408 void Player::_LoadSpellCooldowns(QueryResult
*result
)
3410 // some cooldowns can be already set at aura loading...
3412 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
3416 time_t curTime
= time(NULL
);
3420 Field
*fields
= result
->Fetch();
3422 uint32 spell_id
= fields
[0].GetUInt32();
3423 uint32 item_id
= fields
[1].GetUInt32();
3424 time_t db_time
= (time_t)fields
[2].GetUInt64();
3426 if(!sSpellStore
.LookupEntry(spell_id
))
3428 sLog
.outError("Player %u has unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id
);
3432 // skip outdated cooldown
3433 if(db_time
<= curTime
)
3436 AddSpellCooldown(spell_id
, item_id
, db_time
);
3438 sLog
.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id
, item_id
, uint32(db_time
-curTime
));
3440 while( result
->NextRow() );
3446 void Player::_SaveSpellCooldowns()
3448 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
3450 time_t curTime
= time(NULL
);
3451 time_t infTime
= curTime
+ infinityCooldownDelayCheck
;
3453 // remove outdated and save active
3454 for(SpellCooldowns::iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end();)
3456 if(itr
->second
.end
<= curTime
)
3457 m_spellCooldowns
.erase(itr
++);
3458 else if(itr
->second
.end
<= infTime
) // not save locked cooldowns, it will be reset or set at reload
3460 CharacterDatabase
.PExecute("INSERT INTO character_spell_cooldown (guid,spell,item,time) VALUES ('%u', '%u', '%u', '" UI64FMTD
"')", GetGUIDLow(), itr
->first
, itr
->second
.itemid
, uint64(itr
->second
.end
));
3468 uint32
Player::resetTalentsCost() const
3470 // The first time reset costs 1 gold
3471 if(m_resetTalentsCost
< 1*GOLD
)
3474 else if(m_resetTalentsCost
< 5*GOLD
)
3476 // After that it increases in increments of 5 gold
3477 else if(m_resetTalentsCost
< 10*GOLD
)
3481 uint32 months
= (sWorld
.GetGameTime() - m_resetTalentsTime
)/MONTH
;
3484 // This cost will be reduced by a rate of 5 gold per month
3485 int32 new_cost
= int32(m_resetTalentsCost
) - 5*GOLD
*months
;
3486 // to a minimum of 10 gold.
3487 return (new_cost
< 10*GOLD
? 10*GOLD
: new_cost
);
3491 // After that it increases in increments of 5 gold
3492 int32 new_cost
= m_resetTalentsCost
+ 5*GOLD
;
3493 // until it hits a cap of 50 gold.
3494 if(new_cost
> 50*GOLD
)
3501 bool Player::resetTalents(bool no_cost
)
3503 // not need after this call
3504 if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS
))
3505 RemoveAtLoginFlag(AT_LOGIN_RESET_TALENTS
,true);
3507 uint32 talentPointsForLevel
= CalculateTalentsPoints();
3509 if (m_usedTalentCount
== 0)
3511 SetFreeTalentPoints(talentPointsForLevel
);
3519 cost
= resetTalentsCost();
3521 if (GetMoney() < cost
)
3523 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, 0, 0, 0);
3528 for (unsigned int i
= 0; i
< sTalentStore
.GetNumRows(); ++i
)
3530 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry(i
);
3532 if (!talentInfo
) continue;
3534 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentInfo
->TalentTab
);
3539 // unlearn only talents for character class
3540 // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
3541 // to prevent unexpected lost normal learned spell skip another class talents
3542 if( (getClassMask() & talentTabInfo
->ClassMask
) == 0 )
3545 for (int j
= 0; j
< MAX_TALENT_RANK
; ++j
)
3547 for(PlayerSpellMap::iterator itr
= GetSpellMap().begin(); itr
!= GetSpellMap().end();)
3549 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->disabled
)
3555 // remove learned spells (all ranks)
3556 uint32 itrFirstId
= spellmgr
.GetFirstSpellInChain(itr
->first
);
3558 // unlearn if first rank is talent or learned by talent
3559 if (itrFirstId
== talentInfo
->RankID
[j
])
3561 removeSpell(itr
->first
,!IsPassiveSpell(itr
->first
),false);
3562 itr
= GetSpellMap().begin();
3565 else if (spellmgr
.IsSpellLearnToSpell(talentInfo
->RankID
[j
],itrFirstId
))
3567 removeSpell(itr
->first
,!IsPassiveSpell(itr
->first
));
3568 itr
= GetSpellMap().begin();
3577 SetFreeTalentPoints(talentPointsForLevel
);
3581 ModifyMoney(-(int32
)cost
);
3582 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS
, cost
);
3583 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS
, 1);
3585 m_resetTalentsCost
= cost
;
3586 m_resetTalentsTime
= time(NULL
);
3589 //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
3590 RemovePet(NULL
,PET_SAVE_NOT_IN_SLOT
, true);
3591 /* when prev line will dropped use next line
3592 if(Pet* pet = GetPet())
3594 if(pet->getPetType()==HUNTER_PET && !pet->GetCreatureInfo()->isTameable(CanTameExoticPets()))
3595 RemovePet(NULL,PET_SAVE_NOT_IN_SLOT, true);
3602 m_canTitanGrip
= false;
3603 if(sWorld
.getConfig(CONFIG_OFFHAND_CHECK_AT_TALENTS_RESET
))
3604 AutoUnequipOffhandIfNeed();
3610 Mail
* Player::GetMail(uint32 id
)
3612 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
3614 if ((*itr
)->messageID
== id
)
3622 void Player::_SetCreateBits(UpdateMask
*updateMask
, Player
*target
) const
3626 Object::_SetCreateBits(updateMask
, target
);
3630 for(uint16 index
= 0; index
< m_valuesCount
; index
++)
3632 if(GetUInt32Value(index
) != 0 && updateVisualBits
.GetBit(index
))
3633 updateMask
->SetBit(index
);
3638 void Player::_SetUpdateBits(UpdateMask
*updateMask
, Player
*target
) const
3642 Object::_SetUpdateBits(updateMask
, target
);
3646 Object::_SetUpdateBits(updateMask
, target
);
3647 *updateMask
&= updateVisualBits
;
3651 void Player::InitVisibleBits()
3653 updateVisualBits
.SetCount(PLAYER_END
);
3655 updateVisualBits
.SetBit(OBJECT_FIELD_GUID
);
3656 updateVisualBits
.SetBit(OBJECT_FIELD_TYPE
);
3657 updateVisualBits
.SetBit(OBJECT_FIELD_ENTRY
);
3658 updateVisualBits
.SetBit(OBJECT_FIELD_SCALE_X
);
3659 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
+ 0);
3660 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
+ 1);
3661 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
+ 0);
3662 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
+ 1);
3663 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
+ 0);
3664 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
+ 1);
3665 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
+ 0);
3666 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
+ 1);
3667 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
+ 0);
3668 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
+ 1);
3669 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_0
);
3670 updateVisualBits
.SetBit(UNIT_FIELD_HEALTH
);
3671 updateVisualBits
.SetBit(UNIT_FIELD_POWER1
);
3672 updateVisualBits
.SetBit(UNIT_FIELD_POWER2
);
3673 updateVisualBits
.SetBit(UNIT_FIELD_POWER3
);
3674 updateVisualBits
.SetBit(UNIT_FIELD_POWER4
);
3675 updateVisualBits
.SetBit(UNIT_FIELD_POWER5
);
3676 updateVisualBits
.SetBit(UNIT_FIELD_POWER6
);
3677 updateVisualBits
.SetBit(UNIT_FIELD_POWER7
);
3678 updateVisualBits
.SetBit(UNIT_FIELD_MAXHEALTH
);
3679 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER1
);
3680 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER2
);
3681 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER3
);
3682 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER4
);
3683 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER5
);
3684 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER6
);
3685 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER7
);
3686 updateVisualBits
.SetBit(UNIT_FIELD_LEVEL
);
3687 updateVisualBits
.SetBit(UNIT_FIELD_FACTIONTEMPLATE
);
3688 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 0);
3689 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 1);
3690 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 2);
3691 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS
);
3692 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS_2
);
3693 updateVisualBits
.SetBit(UNIT_FIELD_AURASTATE
);
3694 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
+ 0);
3695 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
+ 1);
3696 updateVisualBits
.SetBit(UNIT_FIELD_BOUNDINGRADIUS
);
3697 updateVisualBits
.SetBit(UNIT_FIELD_COMBATREACH
);
3698 updateVisualBits
.SetBit(UNIT_FIELD_DISPLAYID
);
3699 updateVisualBits
.SetBit(UNIT_FIELD_NATIVEDISPLAYID
);
3700 updateVisualBits
.SetBit(UNIT_FIELD_MOUNTDISPLAYID
);
3701 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_1
);
3702 updateVisualBits
.SetBit(UNIT_FIELD_PETNUMBER
);
3703 updateVisualBits
.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP
);
3704 updateVisualBits
.SetBit(UNIT_DYNAMIC_FLAGS
);
3705 updateVisualBits
.SetBit(UNIT_CHANNEL_SPELL
);
3706 updateVisualBits
.SetBit(UNIT_MOD_CAST_SPEED
);
3707 updateVisualBits
.SetBit(UNIT_FIELD_BASE_MANA
);
3708 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_2
);
3709 updateVisualBits
.SetBit(UNIT_FIELD_HOVERHEIGHT
);
3711 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
+ 0);
3712 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
+ 1);
3713 updateVisualBits
.SetBit(PLAYER_FLAGS
);
3714 updateVisualBits
.SetBit(PLAYER_GUILDID
);
3715 updateVisualBits
.SetBit(PLAYER_GUILDRANK
);
3716 updateVisualBits
.SetBit(PLAYER_BYTES
);
3717 updateVisualBits
.SetBit(PLAYER_BYTES_2
);
3718 updateVisualBits
.SetBit(PLAYER_BYTES_3
);
3719 updateVisualBits
.SetBit(PLAYER_DUEL_TEAM
);
3720 updateVisualBits
.SetBit(PLAYER_GUILD_TIMESTAMP
);
3722 // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
3723 for(uint16 i
= PLAYER_QUEST_LOG_1_1
; i
< PLAYER_QUEST_LOG_25_2
; i
+= 4)
3724 updateVisualBits
.SetBit(i
);
3726 // Players visible items are not inventory stuff
3727 for(uint16 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
3729 uint32 offset
= i
* 2;
3732 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_ENTRYID
+ offset
);
3734 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ offset
);
3737 updateVisualBits
.SetBit(PLAYER_CHOSEN_TITLE
);
3740 void Player::BuildCreateUpdateBlockForPlayer( UpdateData
*data
, Player
*target
) const
3742 for(int i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
3744 if(m_items
[i
] == NULL
)
3747 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3752 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
3754 if(m_items
[i
] == NULL
)
3757 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3759 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
3761 if(m_items
[i
] == NULL
)
3764 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3768 Unit::BuildCreateUpdateBlockForPlayer( data
, target
);
3771 void Player::DestroyForPlayer( Player
*target
, bool anim
) const
3773 Unit::DestroyForPlayer( target
, anim
);
3775 for(int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
3777 if(m_items
[i
] == NULL
)
3780 m_items
[i
]->DestroyForPlayer( target
);
3785 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
3787 if(m_items
[i
] == NULL
)
3790 m_items
[i
]->DestroyForPlayer( target
);
3792 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
3794 if(m_items
[i
] == NULL
)
3797 m_items
[i
]->DestroyForPlayer( target
);
3802 bool Player::HasSpell(uint32 spell
) const
3804 PlayerSpellMap::const_iterator itr
= m_spells
.find(spell
);
3805 return (itr
!= m_spells
.end() && itr
->second
->state
!= PLAYERSPELL_REMOVED
&&
3806 !itr
->second
->disabled
);
3809 bool Player::HasActiveSpell(uint32 spell
) const
3811 PlayerSpellMap::const_iterator itr
= m_spells
.find(spell
);
3812 return (itr
!= m_spells
.end() && itr
->second
->state
!= PLAYERSPELL_REMOVED
&&
3813 itr
->second
->active
&& !itr
->second
->disabled
);
3816 TrainerSpellState
Player::GetTrainerSpellState(TrainerSpell
const* trainer_spell
) const
3819 return TRAINER_SPELL_RED
;
3821 if (!trainer_spell
->learnedSpell
)
3822 return TRAINER_SPELL_RED
;
3825 if(HasSpell(trainer_spell
->learnedSpell
))
3826 return TRAINER_SPELL_GRAY
;
3828 // check race/class requirement
3829 if(!IsSpellFitByClassAndRace(trainer_spell
->learnedSpell
))
3830 return TRAINER_SPELL_RED
;
3832 // check level requirement
3833 if(getLevel() < trainer_spell
->reqLevel
)
3834 return TRAINER_SPELL_RED
;
3836 if(SpellChainNode
const* spell_chain
= spellmgr
.GetSpellChainNode(trainer_spell
->learnedSpell
))
3838 // check prev.rank requirement
3839 if(spell_chain
->prev
&& !HasSpell(spell_chain
->prev
))
3840 return TRAINER_SPELL_RED
;
3842 // check additional spell requirement
3843 if(spell_chain
->req
&& !HasSpell(spell_chain
->req
))
3844 return TRAINER_SPELL_RED
;
3847 // check skill requirement
3848 if(trainer_spell
->reqSkill
&& GetBaseSkillValue(trainer_spell
->reqSkill
) < trainer_spell
->reqSkillValue
)
3849 return TRAINER_SPELL_RED
;
3851 // exist, already checked at loading
3852 SpellEntry
const* spell
= sSpellStore
.LookupEntry(trainer_spell
->learnedSpell
);
3854 // secondary prof. or not prof. spell
3855 uint32 skill
= spell
->EffectMiscValue
[1];
3857 if(spell
->Effect
[1] != SPELL_EFFECT_SKILL
|| !IsPrimaryProfessionSkill(skill
))
3858 return TRAINER_SPELL_GREEN
;
3860 // check primary prof. limit
3861 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell
->Id
) && GetFreePrimaryProfessionPoints() == 0)
3862 return TRAINER_SPELL_GREEN_DISABLED
;
3864 return TRAINER_SPELL_GREEN
;
3867 void Player::DeleteFromDB(uint64 playerguid
, uint32 accountId
, bool updateRealmChars
)
3869 uint32 guid
= GUID_LOPART(playerguid
);
3871 // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
3872 // bones will be deleted by corpse/bones deleting thread shortly
3873 ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid
);
3875 // remove from guild
3876 uint32 guildId
= GetGuildIdFromDB(playerguid
);
3879 Guild
* guild
= objmgr
.GetGuildById(guildId
);
3881 guild
->DelMember(guid
);
3884 // remove from arena teams
3885 LeaveAllArenaTeams(playerguid
);
3887 // the player was uninvited already on logout so just remove from group
3888 QueryResult
*resultGroup
= CharacterDatabase
.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid
);
3891 uint64 leaderGuid
= MAKE_NEW_GUID((*resultGroup
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
3893 Group
* group
= objmgr
.GetGroupByLeader(leaderGuid
);
3896 RemoveFromGroup(group
, playerguid
);
3900 // remove signs from petitions (also remove petitions if owner);
3901 RemovePetitionsAndSigns(playerguid
, 10);
3903 // return back all mails with COD and Item 0 1 2 3 4 5 6
3904 QueryResult
*resultMail
= CharacterDatabase
.PQuery("SELECT id,mailTemplateId,sender,subject,itemTextId,money,has_items FROM mail WHERE receiver='%u' AND has_items<>0 AND cod<>0", guid
);
3909 Field
*fields
= resultMail
->Fetch();
3911 uint32 mail_id
= fields
[0].GetUInt32();
3912 uint16 mailTemplateId
= fields
[1].GetUInt16();
3913 uint32 sender
= fields
[2].GetUInt32();
3914 std::string subject
= fields
[3].GetCppString();
3915 uint32 itemTextId
= fields
[4].GetUInt32();
3916 uint32 money
= fields
[5].GetUInt32();
3917 bool has_items
= fields
[6].GetBool();
3919 //we can return mail now
3920 //so firstly delete the old one
3921 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id
);
3926 // data needs to be at first place for Item::LoadFromDB
3927 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
);
3932 Field
*fields2
= resultItems
->Fetch();
3934 uint32 item_guidlow
= fields2
[1].GetUInt32();
3935 uint32 item_template
= fields2
[2].GetUInt32();
3937 ItemPrototype
const* itemProto
= objmgr
.GetItemPrototype(item_template
);
3940 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow
);
3944 Item
*pItem
= NewItemOrBag(itemProto
);
3945 if(!pItem
->LoadFromDB(item_guidlow
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
),resultItems
))
3947 pItem
->FSetState(ITEM_REMOVED
);
3948 pItem
->SaveToDB(); // it also deletes item object !
3952 mi
.AddItem(item_guidlow
, item_template
, pItem
);
3954 while (resultItems
->NextRow());
3960 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id
);
3962 uint32 pl_account
= objmgr
.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
3964 WorldSession::SendReturnToSender(MAIL_NORMAL
, pl_account
, guid
, sender
, subject
, itemTextId
, &mi
, money
, mailTemplateId
);
3966 while (resultMail
->NextRow());
3971 // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
3972 // Get guids of character's pets, will deleted in transaction
3973 QueryResult
*resultPets
= CharacterDatabase
.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid
);
3975 // NOW we can finally clear other DB data related to character
3976 CharacterDatabase
.BeginTransaction();
3981 Field
*fields3
= resultPets
->Fetch();
3982 uint32 petguidlow
= fields3
[0].GetUInt32();
3983 Pet::DeleteFromDB(petguidlow
);
3984 } while (resultPets
->NextRow());
3988 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",guid
);
3989 CharacterDatabase
.PExecute("DELETE FROM character_account_data WHERE guid = '%u'",guid
);
3990 CharacterDatabase
.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid
);
3991 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid
);
3992 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid
);
3993 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid
);
3994 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid
);
3995 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid
);
3996 CharacterDatabase
.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid
);
3997 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid
);
3998 CharacterDatabase
.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid
);
3999 CharacterDatabase
.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid
);
4000 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid
);
4001 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid
);
4002 CharacterDatabase
.PExecute("DELETE FROM character_ticket WHERE guid = '%u'",guid
);
4003 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid
);
4004 CharacterDatabase
.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid
,guid
);
4005 CharacterDatabase
.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid
);
4006 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid
);
4007 CharacterDatabase
.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid
);
4008 CharacterDatabase
.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid
);
4009 CharacterDatabase
.PExecute("DELETE FROM character_achievement WHERE guid = '%u'",guid
);
4010 CharacterDatabase
.PExecute("DELETE FROM character_achievement_progress WHERE guid = '%u'",guid
);
4011 CharacterDatabase
.PExecute("DELETE FROM character_equipmentsets WHERE guid = '%u'",guid
);
4012 CharacterDatabase
.PExecute("DELETE FROM guild_eventlog WHERE PlayerGuid1 = '%u'",guid
);
4013 CharacterDatabase
.PExecute("DELETE FROM guild_eventlog WHERE PlayerGuid2 = '%u'",guid
);
4014 CharacterDatabase
.PExecute("DELETE FROM guild_bank_eventlog WHERE PlayerGuid = '%u'",guid
);
4015 CharacterDatabase
.CommitTransaction();
4017 //loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID);
4018 if(updateRealmChars
) sWorld
.UpdateRealmCharCount(accountId
);
4021 void Player::SetMovement(PlayerMovementType pType
)
4026 case MOVE_ROOT
: data
.Initialize(SMSG_FORCE_MOVE_ROOT
, GetPackGUID().size()+4); break;
4027 case MOVE_UNROOT
: data
.Initialize(SMSG_FORCE_MOVE_UNROOT
, GetPackGUID().size()+4); break;
4028 case MOVE_WATER_WALK
: data
.Initialize(SMSG_MOVE_WATER_WALK
, GetPackGUID().size()+4); break;
4029 case MOVE_LAND_WALK
: data
.Initialize(SMSG_MOVE_LAND_WALK
, GetPackGUID().size()+4); break;
4031 sLog
.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType
);
4034 data
.append(GetPackGUID());
4036 GetSession()->SendPacket( &data
);
4040 - a resurrectable corpse must not be loaded for the player (only bones)
4041 - the player must be in world
4043 void Player::BuildPlayerRepop()
4045 WorldPacket
data(SMSG_PRE_RESURRECT
, GetPackGUID().size());
4046 data
.append(GetPackGUID());
4047 GetSession()->SendPacket(&data
);
4049 if(getRace() == RACE_NIGHTELF
)
4050 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)
4051 CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)
4053 // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
4054 // there must be SMSG.STOP_MIRROR_TIMER
4055 // there we must send 888 opcode
4057 // the player cannot have a corpse already, only bones which are not returned by GetCorpse
4060 sLog
.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
4064 // create a corpse and place it at the player's location
4066 Corpse
*corpse
= GetCorpse();
4069 sLog
.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
4072 GetMap()->Add(corpse
);
4074 // convert player body to ghost
4077 SetMovement(MOVE_WATER_WALK
);
4078 if(!GetSession()->isLogingOut())
4079 SetMovement(MOVE_UNROOT
);
4081 // BG - remove insignia related
4082 RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_SKINNABLE
);
4084 SendCorpseReclaimDelay();
4086 // to prevent cheating
4087 corpse
->ResetGhostTime();
4089 StopMirrorTimers(); //disable timers(bars)
4091 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, (float)1.0); //see radius of death player?
4093 // set and clear other
4094 SetByteValue(UNIT_FIELD_BYTES_1
, 3, UNIT_BYTE1_FLAG_ALWAYS_STAND
);
4097 void Player::SendDelayResponse(const uint32 ml_seconds
)
4099 //FIXME: is this delay time arg really need? 50msec by default in code
4100 WorldPacket
data( SMSG_QUERY_TIME_RESPONSE
, 4+4 );
4101 data
<< (uint32
)time(NULL
);
4103 GetSession()->SendPacket( &data
);
4106 void Player::ResurrectPlayer(float restore_percent
, bool applySickness
)
4108 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // remove spirit healer position
4113 GetSession()->SendPacket(&data
);
4115 // speed change, land walk
4117 // remove death flag + set aura
4118 SetByteValue(UNIT_FIELD_BYTES_1
, 3, 0x00);
4119 if(getRace() == RACE_NIGHTELF
)
4120 RemoveAurasDueToSpell(20584); // speed bonuses
4121 RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
4123 setDeathState(ALIVE
);
4125 SetMovement(MOVE_LAND_WALK
);
4126 SetMovement(MOVE_UNROOT
);
4130 // set health/powers (0- will be set in caller)
4131 if(restore_percent
>0.0f
)
4133 SetHealth(uint32(GetMaxHealth()*restore_percent
));
4134 SetPower(POWER_MANA
, uint32(GetMaxPower(POWER_MANA
)*restore_percent
));
4135 SetPower(POWER_RAGE
, 0);
4136 SetPower(POWER_ENERGY
, uint32(GetMaxPower(POWER_ENERGY
)*restore_percent
));
4139 // trigger update zone for alive state zone updates
4140 uint32 newzone
, newarea
;
4141 GetZoneAndAreaId(newzone
,newarea
);
4142 UpdateZone(newzone
,newarea
);
4144 // update visibility
4145 UpdateVisibilityForPlayer();
4150 //Characters from level 1-10 are not affected by resurrection sickness.
4151 //Characters from level 11-19 will suffer from one minute of sickness
4152 //for each level they are above 10.
4153 //Characters level 20 and up suffer from ten minutes of sickness.
4154 int32 startLevel
= sWorld
.getConfig(CONFIG_DEATH_SICKNESS_LEVEL
);
4156 if(int32(getLevel()) >= startLevel
)
4158 // set resurrection sickness
4159 CastSpell(this,SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,true);
4161 // not full duration
4162 if(int32(getLevel()) < startLevel
+9)
4164 int32 delta
= (int32(getLevel()) - startLevel
+ 1)*MINUTE
;
4166 for(int i
=0; i
< 3; ++i
)
4168 if(Aura
* Aur
= GetAura(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,i
))
4170 Aur
->SetAuraDuration(delta
*IN_MILISECONDS
);
4171 Aur
->SendAuraUpdate(false);
4178 void Player::KillPlayer()
4180 SetMovement(MOVE_ROOT
);
4182 StopMirrorTimers(); //disable timers(bars)
4184 setDeathState(CORPSE
);
4185 //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
4187 SetFlag(UNIT_DYNAMIC_FLAGS
, 0x00);
4188 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, !sMapStore
.LookupEntry(GetMapId())->Instanceable());
4190 // 6 minutes until repop at graveyard
4191 m_deathTimer
= 6*MINUTE
*IN_MILISECONDS
;
4193 UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
4195 // don't create corpse at this moment, player might be falling
4197 // update visibility
4198 UpdateObjectVisibility();
4201 void Player::CreateCorpse()
4203 // prevent existence 2 corpse for player
4206 uint32 _uf
, _pb
, _pb2
, _cfb1
, _cfb2
;
4208 Corpse
*corpse
= new Corpse( (m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
) ? CORPSE_RESURRECTABLE_PVP
: CORPSE_RESURRECTABLE_PVE
);
4211 if(!corpse
->Create(objmgr
.GenerateLowGuid(HIGHGUID_CORPSE
), this))
4217 _uf
= GetUInt32Value(UNIT_FIELD_BYTES_0
);
4218 _pb
= GetUInt32Value(PLAYER_BYTES
);
4219 _pb2
= GetUInt32Value(PLAYER_BYTES_2
);
4221 uint8 race
= (uint8
)(_uf
);
4222 uint8 skin
= (uint8
)(_pb
);
4223 uint8 face
= (uint8
)(_pb
>> 8);
4224 uint8 hairstyle
= (uint8
)(_pb
>> 16);
4225 uint8 haircolor
= (uint8
)(_pb
>> 24);
4226 uint8 facialhair
= (uint8
)(_pb2
);
4228 _cfb1
= ((0x00) | (race
<< 8) | (getGender() << 16) | (skin
<< 24));
4229 _cfb2
= ((face
) | (hairstyle
<< 8) | (haircolor
<< 16) | (facialhair
<< 24));
4231 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_1
, _cfb1
);
4232 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_2
, _cfb2
);
4234 uint32 flags
= CORPSE_FLAG_UNK2
;
4235 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_HELM
))
4236 flags
|= CORPSE_FLAG_HIDE_HELM
;
4237 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_CLOAK
))
4238 flags
|= CORPSE_FLAG_HIDE_CLOAK
;
4239 if(InBattleGround() && !InArena())
4240 flags
|= CORPSE_FLAG_LOOTABLE
; // to be able to remove insignia
4241 corpse
->SetUInt32Value( CORPSE_FIELD_FLAGS
, flags
);
4243 corpse
->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID
, GetNativeDisplayId() );
4245 corpse
->SetUInt32Value( CORPSE_FIELD_GUILD
, GetGuildId() );
4248 uint16 iIventoryType
;
4250 for (int i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
4254 iDisplayID
= m_items
[i
]->GetProto()->DisplayInfoID
;
4255 iIventoryType
= (uint16
)m_items
[i
]->GetProto()->InventoryType
;
4257 _cfi
= (uint16(iDisplayID
)) | (iIventoryType
)<< 24;
4258 corpse
->SetUInt32Value(CORPSE_FIELD_ITEM
+ i
,_cfi
);
4262 // we don't SaveToDB for players in battlegrounds so don't do it for corpses either
4263 const MapEntry
*entry
= sMapStore
.LookupEntry(corpse
->GetMapId());
4265 if(entry
->map_type
!= MAP_BATTLEGROUND
)
4268 // register for player, but not show
4269 ObjectAccessor::Instance().AddCorpse(corpse
);
4272 void Player::SpawnCorpseBones()
4274 if(ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()))
4275 SaveToDB(); // prevent loading as ghost without corpse
4278 Corpse
* Player::GetCorpse() const
4280 return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID());
4283 void Player::DurabilityLossAll(double percent
, bool inventory
)
4285 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
4286 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4287 DurabilityLoss(pItem
,percent
);
4291 // bags not have durability
4292 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
4294 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
4295 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4296 DurabilityLoss(pItem
,percent
);
4298 // keys not have durability
4299 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i)
4301 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
4302 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4303 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
4304 if(Item
* pItem
= GetItemByPos( i
, j
))
4305 DurabilityLoss(pItem
,percent
);
4309 void Player::DurabilityLoss(Item
* item
, double percent
)
4314 uint32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4319 uint32 pDurabilityLoss
= uint32(pMaxDurability
*percent
);
4321 if(pDurabilityLoss
< 1 )
4322 pDurabilityLoss
= 1;
4324 DurabilityPointsLoss(item
,pDurabilityLoss
);
4327 void Player::DurabilityPointsLossAll(int32 points
, bool inventory
)
4329 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
4330 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4331 DurabilityPointsLoss(pItem
,points
);
4335 // bags not have durability
4336 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
4338 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
4339 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4340 DurabilityPointsLoss(pItem
,points
);
4342 // keys not have durability
4343 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i)
4345 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
4346 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4347 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
4348 if(Item
* pItem
= GetItemByPos( i
, j
))
4349 DurabilityPointsLoss(pItem
,points
);
4353 void Player::DurabilityPointsLoss(Item
* item
, int32 points
)
4355 int32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4356 int32 pOldDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
4357 int32 pNewDurability
= pOldDurability
- points
;
4359 if (pNewDurability
< 0)
4361 else if (pNewDurability
> pMaxDurability
)
4362 pNewDurability
= pMaxDurability
;
4364 if (pOldDurability
!= pNewDurability
)
4366 // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
4367 if ( pNewDurability
== 0 && pOldDurability
> 0 && item
->IsEquipped())
4368 _ApplyItemMods(item
,item
->GetSlot(), false);
4370 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, pNewDurability
);
4372 // modify item stats _after_ restore durability to pass _ApplyItemMods internal check
4373 if ( pNewDurability
> 0 && pOldDurability
== 0 && item
->IsEquipped())
4374 _ApplyItemMods(item
,item
->GetSlot(), true);
4376 item
->SetState(ITEM_CHANGED
, this);
4380 void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot
)
4382 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
))
4383 DurabilityPointsLoss(pItem
,1);
4386 uint32
Player::DurabilityRepairAll(bool cost
, float discountMod
, bool guildBank
)
4388 uint32 TotalCost
= 0;
4389 // equipped, backpack, bags itself
4390 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
4391 TotalCost
+= DurabilityRepair(( (INVENTORY_SLOT_BAG_0
<< 8) | i
),cost
,discountMod
, guildBank
);
4393 // bank, buyback and keys not repaired
4395 // items in inventory bags
4396 for(int j
= INVENTORY_SLOT_BAG_START
; j
< INVENTORY_SLOT_BAG_END
; ++j
)
4397 for(int i
= 0; i
< MAX_BAG_SIZE
; ++i
)
4398 TotalCost
+= DurabilityRepair(( (j
<< 8) | i
),cost
,discountMod
, guildBank
);
4402 uint32
Player::DurabilityRepair(uint16 pos
, bool cost
, float discountMod
, bool guildBank
)
4404 Item
* item
= GetItemByPos(pos
);
4406 uint32 TotalCost
= 0;
4410 uint32 maxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4414 uint32 curDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
4418 uint32 LostDurability
= maxDurability
- curDurability
;
4419 if(LostDurability
>0)
4421 ItemPrototype
const *ditemProto
= item
->GetProto();
4423 DurabilityCostsEntry
const *dcost
= sDurabilityCostsStore
.LookupEntry(ditemProto
->ItemLevel
);
4426 sLog
.outError("RepairDurability: Wrong item lvl %u", ditemProto
->ItemLevel
);
4430 uint32 dQualitymodEntryId
= (ditemProto
->Quality
+1)*2;
4431 DurabilityQualityEntry
const *dQualitymodEntry
= sDurabilityQualityStore
.LookupEntry(dQualitymodEntryId
);
4432 if(!dQualitymodEntry
)
4434 sLog
.outError("RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId
);
4438 uint32 dmultiplier
= dcost
->multiplier
[ItemSubClassToDurabilityMultiplierId(ditemProto
->Class
,ditemProto
->SubClass
)];
4439 uint32 costs
= uint32(LostDurability
*dmultiplier
*double(dQualitymodEntry
->quality_mod
));
4441 costs
= uint32(costs
* discountMod
);
4443 if (costs
==0) //fix for ITEM_QUALITY_ARTIFACT
4448 if (GetGuildId()==0)
4450 DEBUG_LOG("You are not member of a guild");
4454 Guild
*pGuild
= objmgr
.GetGuildById(GetGuildId());
4458 if (!pGuild
->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR
))
4460 DEBUG_LOG("You do not have rights to withdraw for repairs");
4464 if (pGuild
->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs
)
4466 DEBUG_LOG("You do not have enough money withdraw amount remaining");
4470 if (pGuild
->GetGuildBankMoney() < costs
)
4472 DEBUG_LOG("There is not enough money in bank");
4476 pGuild
->MemberMoneyWithdraw(costs
, GetGUIDLow());
4479 else if (GetMoney() < costs
)
4481 DEBUG_LOG("You do not have enough money");
4485 ModifyMoney( -int32(costs
) );
4489 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, maxDurability
);
4490 item
->SetState(ITEM_CHANGED
, this);
4492 // reapply mods for total broken and repaired item if equipped
4493 if(IsEquipmentPos(pos
) && !curDurability
)
4494 _ApplyItemMods(item
,pos
& 255, true);
4498 void Player::RepopAtGraveyard()
4500 // note: this can be called also when the player is alive
4501 // for example from WorldSession::HandleMovementOpcodes
4503 AreaTableEntry
const *zone
= GetAreaEntryByAreaID(GetAreaId());
4505 // Such zones are considered unreachable as a ghost and the player must be automatically revived
4506 if ((!isAlive() && zone
&& zone
->flags
& AREA_FLAG_NEED_FLY
) || GetTransport())
4508 ResurrectPlayer(0.5f
);
4512 WorldSafeLocsEntry
const *ClosestGrave
= NULL
;
4514 // Special handle for battleground maps
4515 if( BattleGround
*bg
= GetBattleGround() )
4516 ClosestGrave
= bg
->GetClosestGraveYard(this);
4518 ClosestGrave
= objmgr
.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() );
4520 // stop countdown until repop
4523 // if no grave found, stay at the current location
4524 // and don't show spirit healer location
4527 TeleportTo(ClosestGrave
->map_id
, ClosestGrave
->x
, ClosestGrave
->y
, ClosestGrave
->z
, GetOrientation());
4528 if(isDead()) // not send if alive, because it used in TeleportTo()
4530 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // show spirit healer position on minimap
4531 data
<< ClosestGrave
->map_id
;
4532 data
<< ClosestGrave
->x
;
4533 data
<< ClosestGrave
->y
;
4534 data
<< ClosestGrave
->z
;
4535 GetSession()->SendPacket(&data
);
4540 void Player::JoinedChannel(Channel
*c
)
4542 m_channels
.push_back(c
);
4545 void Player::LeftChannel(Channel
*c
)
4547 m_channels
.remove(c
);
4550 void Player::CleanupChannels()
4552 while(!m_channels
.empty())
4554 Channel
* ch
= *m_channels
.begin();
4555 m_channels
.erase(m_channels
.begin()); // remove from player's channel list
4556 ch
->Leave(GetGUID(), false); // not send to client, not remove from player's channel list
4557 if (ChannelMgr
* cMgr
= channelMgr(GetTeam()))
4558 cMgr
->LeftChannel(ch
->GetName()); // deleted channel if empty
4561 sLog
.outDebug("Player: channels cleaned up!");
4564 void Player::UpdateLocalChannels(uint32 newZone
)
4566 if(m_channels
.empty())
4569 AreaTableEntry
const* current_zone
= GetAreaEntryByAreaID(newZone
);
4573 ChannelMgr
* cMgr
= channelMgr(GetTeam());
4577 std::string current_zone_name
= current_zone
->area_name
[GetSession()->GetSessionDbcLocale()];
4579 for(JoinedChannelsList::iterator i
= m_channels
.begin(), next
; i
!= m_channels
.end(); i
= next
)
4583 // skip non built-in channels
4584 if(!(*i
)->IsConstant())
4587 ChatChannelsEntry
const* ch
= GetChannelEntryFor((*i
)->GetChannelId());
4591 if((ch
->flags
& 4) == 4) // global channel without zone name in pattern
4595 char new_channel_name_buf
[100];
4596 snprintf(new_channel_name_buf
,100,ch
->pattern
[m_session
->GetSessionDbcLocale()],current_zone_name
.c_str());
4597 Channel
* new_channel
= cMgr
->GetJoinChannel(new_channel_name_buf
,ch
->ChannelID
);
4599 if((*i
)!=new_channel
)
4601 new_channel
->Join(GetGUID(),""); // will output Changed Channel: N. Name
4603 // leave old channel
4604 (*i
)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client
4605 std::string name
= (*i
)->GetName(); // store name, (*i)erase in LeftChannel
4606 LeftChannel(*i
); // remove from player's channel list
4607 cMgr
->LeftChannel(name
); // delete if empty
4610 sLog
.outDebug("Player: channels cleaned up!");
4613 void Player::LeaveLFGChannel()
4615 for(JoinedChannelsList::iterator i
= m_channels
.begin(); i
!= m_channels
.end(); ++i
)
4619 (*i
)->Leave(GetGUID());
4625 void Player::UpdateDefense()
4627 uint32 defense_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_DEFENSE
);
4629 if(UpdateSkill(SKILL_DEFENSE
,defense_skill_gain
))
4631 // update dependent from defense skill part
4632 UpdateDefenseBonusesMod();
4636 void Player::HandleBaseModValue(BaseModGroup modGroup
, BaseModType modType
, float amount
, bool apply
)
4638 if(modGroup
>= BASEMOD_END
|| modType
>= MOD_END
)
4640 sLog
.outError("ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!");
4649 m_auraBaseMod
[modGroup
][modType
] += apply
? amount
: -amount
;
4652 if(amount
<= -100.0f
)
4655 val
= (100.0f
+ amount
) / 100.0f
;
4656 m_auraBaseMod
[modGroup
][modType
] *= apply
? val
: (1.0f
/val
);
4660 if(!CanModifyStats())
4665 case CRIT_PERCENTAGE
: UpdateCritPercentage(BASE_ATTACK
); break;
4666 case RANGED_CRIT_PERCENTAGE
: UpdateCritPercentage(RANGED_ATTACK
); break;
4667 case OFFHAND_CRIT_PERCENTAGE
: UpdateCritPercentage(OFF_ATTACK
); break;
4668 case SHIELD_BLOCK_VALUE
: UpdateShieldBlockValue(); break;
4673 float Player::GetBaseModValue(BaseModGroup modGroup
, BaseModType modType
) const
4675 if(modGroup
>= BASEMOD_END
|| modType
> MOD_END
)
4677 sLog
.outError("trial to access non existed BaseModGroup or wrong BaseModType!");
4681 if(modType
== PCT_MOD
&& m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4684 return m_auraBaseMod
[modGroup
][modType
];
4687 float Player::GetTotalBaseModValue(BaseModGroup modGroup
) const
4689 if(modGroup
>= BASEMOD_END
)
4691 sLog
.outError("wrong BaseModGroup in GetTotalBaseModValue()!");
4695 if(m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4698 return m_auraBaseMod
[modGroup
][FLAT_MOD
] * m_auraBaseMod
[modGroup
][PCT_MOD
];
4701 uint32
Player::GetShieldBlockValue() const
4703 float value
= (m_auraBaseMod
[SHIELD_BLOCK_VALUE
][FLAT_MOD
] + GetStat(STAT_STRENGTH
) * 0.5f
- 10)*m_auraBaseMod
[SHIELD_BLOCK_VALUE
][PCT_MOD
];
4705 value
= (value
< 0) ? 0 : value
;
4707 return uint32(value
);
4710 float Player::GetMeleeCritFromAgility()
4712 uint32 level
= getLevel();
4713 uint32 pclass
= getClass();
4715 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4717 GtChanceToMeleeCritBaseEntry
const *critBase
= sGtChanceToMeleeCritBaseStore
.LookupEntry(pclass
-1);
4718 GtChanceToMeleeCritEntry
const *critRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4719 if (critBase
==NULL
|| critRatio
==NULL
)
4722 float crit
=critBase
->base
+ GetStat(STAT_AGILITY
)*critRatio
->ratio
;
4726 float Player::GetDodgeFromAgility()
4728 // Table for base dodge values
4729 float dodge_base
[MAX_CLASSES
] = {
4731 0.00652f
, // Paladin
4738 0.02011f
, // Warlock
4742 // Crit/agility to dodge/agility coefficient multipliers
4743 float crit_to_dodge
[MAX_CLASSES
] = {
4757 uint32 level
= getLevel();
4758 uint32 pclass
= getClass();
4760 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4762 // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
4763 GtChanceToMeleeCritEntry
const *dodgeRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4764 if (dodgeRatio
==NULL
|| pclass
> MAX_CLASSES
)
4767 float dodge
=dodge_base
[pclass
-1] + GetStat(STAT_AGILITY
) * dodgeRatio
->ratio
* crit_to_dodge
[pclass
-1];
4768 return dodge
*100.0f
;
4771 float Player::GetSpellCritFromIntellect()
4773 uint32 level
= getLevel();
4774 uint32 pclass
= getClass();
4776 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4778 GtChanceToSpellCritBaseEntry
const *critBase
= sGtChanceToSpellCritBaseStore
.LookupEntry(pclass
-1);
4779 GtChanceToSpellCritEntry
const *critRatio
= sGtChanceToSpellCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4780 if (critBase
==NULL
|| critRatio
==NULL
)
4783 float crit
=critBase
->base
+ GetStat(STAT_INTELLECT
)*critRatio
->ratio
;
4787 float Player::GetRatingCoefficient(CombatRating cr
) const
4789 uint32 level
= getLevel();
4791 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4793 GtCombatRatingsEntry
const *Rating
= sGtCombatRatingsStore
.LookupEntry(cr
*GT_MAX_LEVEL
+level
-1);
4795 return 1.0f
; // By default use minimum coefficient (not must be called)
4797 return Rating
->ratio
;
4800 float Player::GetRatingBonusValue(CombatRating cr
) const
4802 return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
)) / GetRatingCoefficient(cr
);
4805 uint32
Player::GetMeleeCritDamageReduction(uint32 damage
) const
4807 float melee
= GetRatingBonusValue(CR_CRIT_TAKEN_MELEE
)*2.2f
;
4808 if (melee
>33.0f
) melee
= 33.0f
;
4809 return uint32 (melee
* damage
/100.0f
);
4812 uint32
Player::GetRangedCritDamageReduction(uint32 damage
) const
4814 float ranged
= GetRatingBonusValue(CR_CRIT_TAKEN_RANGED
)*2.2f
;
4815 if (ranged
>33.0f
) ranged
=33.0f
;
4816 return uint32 (ranged
* damage
/100.0f
);
4819 uint32
Player::GetSpellCritDamageReduction(uint32 damage
) const
4821 float spell
= GetRatingBonusValue(CR_CRIT_TAKEN_SPELL
)*2.2f
;
4822 // In wow script resilience limited to 33%
4825 return uint32 (spell
* damage
/ 100.0f
);
4828 uint32
Player::GetDotDamageReduction(uint32 damage
) const
4830 float spellDot
= GetRatingBonusValue(CR_CRIT_TAKEN_SPELL
);
4831 // Dot resilience not limited (limit it by 100%)
4832 if (spellDot
> 100.0f
)
4834 return uint32 (spellDot
* damage
/ 100.0f
);
4837 float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType
) const
4842 return GetUInt32Value(PLAYER_EXPERTISE
) / 4.0f
;
4844 return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE
) / 4.0f
;
4851 float Player::OCTRegenHPPerSpirit()
4853 uint32 level
= getLevel();
4854 uint32 pclass
= getClass();
4856 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4858 GtOCTRegenHPEntry
const *baseRatio
= sGtOCTRegenHPStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4859 GtRegenHPPerSptEntry
const *moreRatio
= sGtRegenHPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4860 if (baseRatio
==NULL
|| moreRatio
==NULL
)
4863 // Formula from PaperDollFrame script
4864 float spirit
= GetStat(STAT_SPIRIT
);
4865 float baseSpirit
= spirit
;
4866 if (baseSpirit
>50) baseSpirit
= 50;
4867 float moreSpirit
= spirit
- baseSpirit
;
4868 float regen
= baseSpirit
* baseRatio
->ratio
+ moreSpirit
* moreRatio
->ratio
;
4872 float Player::OCTRegenMPPerSpirit()
4874 uint32 level
= getLevel();
4875 uint32 pclass
= getClass();
4877 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4879 // GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4880 GtRegenMPPerSptEntry
const *moreRatio
= sGtRegenMPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4881 if (moreRatio
==NULL
)
4884 // Formula get from PaperDollFrame script
4885 float spirit
= GetStat(STAT_SPIRIT
);
4886 float regen
= spirit
* moreRatio
->ratio
;
4890 void Player::ApplyRatingMod(CombatRating cr
, int32 value
, bool apply
)
4892 m_baseRatingValue
[cr
]+=(apply
? value
: -value
);
4894 int32 amount
= uint32(m_baseRatingValue
[cr
]);
4895 // Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT
4896 // stat used stored in miscValueB for this aura
4897 AuraList
const& modRatingFromStat
= GetAurasByType(SPELL_AURA_MOD_RATING_FROM_STAT
);
4898 for(AuraList::const_iterator i
= modRatingFromStat
.begin();i
!= modRatingFromStat
.end(); ++i
)
4899 if ((*i
)->GetMiscValue() & (1<<cr
))
4900 amount
+= int32(GetStat(Stats((*i
)->GetMiscBValue())) * (*i
)->GetModifier()->m_amount
/ 100.0f
);
4903 SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
, uint32(amount
));
4905 float RatingCoeffecient
= GetRatingCoefficient(cr
);
4906 float RatingChange
= 0.0f
;
4908 bool affectStats
= CanModifyStats();
4912 case CR_WEAPON_SKILL
: // Implemented in Unit::RollMeleeOutcomeAgainst
4913 case CR_DEFENSE_SKILL
:
4914 UpdateDefenseBonusesMod();
4917 UpdateDodgePercentage();
4920 UpdateParryPercentage();
4923 UpdateBlockPercentage();
4926 UpdateMeleeHitChances();
4929 UpdateRangedHitChances();
4932 UpdateSpellHitChances();
4937 UpdateCritPercentage(BASE_ATTACK
);
4938 UpdateCritPercentage(OFF_ATTACK
);
4941 case CR_CRIT_RANGED
:
4943 UpdateCritPercentage(RANGED_ATTACK
);
4947 UpdateAllSpellCritChances();
4949 case CR_HIT_TAKEN_MELEE
: // Implemented in Unit::MeleeMissChanceCalc
4950 case CR_HIT_TAKEN_RANGED
:
4952 case CR_HIT_TAKEN_SPELL
: // Implemented in Unit::MagicSpellHitResult
4954 case CR_CRIT_TAKEN_MELEE
: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
4955 case CR_CRIT_TAKEN_RANGED
:
4957 case CR_CRIT_TAKEN_SPELL
: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
4959 case CR_HASTE_MELEE
:
4960 RatingChange
= value
/ RatingCoeffecient
;
4961 ApplyAttackTimePercentMod(BASE_ATTACK
,RatingChange
,apply
);
4962 ApplyAttackTimePercentMod(OFF_ATTACK
,RatingChange
,apply
);
4964 case CR_HASTE_RANGED
:
4965 RatingChange
= value
/ RatingCoeffecient
;
4966 ApplyAttackTimePercentMod(RANGED_ATTACK
, RatingChange
, apply
);
4968 case CR_HASTE_SPELL
:
4969 RatingChange
= value
/ RatingCoeffecient
;
4970 ApplyCastTimePercentMod(RatingChange
,apply
);
4972 case CR_WEAPON_SKILL_MAINHAND
: // Implemented in Unit::RollMeleeOutcomeAgainst
4973 case CR_WEAPON_SKILL_OFFHAND
:
4974 case CR_WEAPON_SKILL_RANGED
:
4979 UpdateExpertise(BASE_ATTACK
);
4980 UpdateExpertise(OFF_ATTACK
);
4983 case CR_ARMOR_PENETRATION
:
4985 UpdateArmorPenetration();
4990 void Player::SetRegularAttackTime()
4992 for(int i
= 0; i
< MAX_ATTACK
; ++i
)
4994 Item
*tmpitem
= GetWeaponForAttack(WeaponAttackType(i
));
4995 if(tmpitem
&& !tmpitem
->IsBroken())
4997 ItemPrototype
const *proto
= tmpitem
->GetProto();
4999 SetAttackTime(WeaponAttackType(i
), proto
->Delay
);
5001 SetAttackTime(WeaponAttackType(i
), BASE_ATTACK_TIME
);
5006 //skill+step, checking for max value
5007 bool Player::UpdateSkill(uint32 skill_id
, uint32 step
)
5013 for (; i
< PLAYER_MAX_SKILLS
; ++i
)
5014 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill_id
)
5017 if(i
>=PLAYER_MAX_SKILLS
)
5020 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
5021 uint32 value
= SKILL_VALUE(data
);
5022 uint32 max
= SKILL_MAX(data
);
5024 if ((!max
) || (!value
) || (value
>= max
))
5027 if (value
*512 < max
*urand(0,512))
5029 uint32 new_value
= value
+step
;
5033 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(new_value
,max
));
5034 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,skill_id
);
5041 inline int SkillGainChance(uint32 SkillValue
, uint32 GrayLevel
, uint32 GreenLevel
, uint32 YellowLevel
)
5043 if ( SkillValue
>= GrayLevel
)
5044 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREY
)*10;
5045 if ( SkillValue
>= GreenLevel
)
5046 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREEN
)*10;
5047 if ( SkillValue
>= YellowLevel
)
5048 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_YELLOW
)*10;
5049 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_ORANGE
)*10;
5052 bool Player::UpdateCraftSkill(uint32 spellid
)
5054 sLog
.outDebug("UpdateCraftSkill spellid %d", spellid
);
5056 SkillLineAbilityMapBounds bounds
= spellmgr
.GetSkillLineAbilityMapBounds(spellid
);
5058 for(SkillLineAbilityMap::const_iterator _spell_idx
= bounds
.first
; _spell_idx
!= bounds
.second
; ++_spell_idx
)
5060 if (_spell_idx
->second
->skillId
)
5062 uint32 SkillValue
= GetPureSkillValue(_spell_idx
->second
->skillId
);
5064 // Alchemy Discoveries here
5065 SpellEntry
const* spellEntry
= sSpellStore
.LookupEntry(spellid
);
5066 if (spellEntry
&& spellEntry
->Mechanic
==MECHANIC_DISCOVERY
)
5068 if (uint32 discoveredSpell
= GetSkillDiscoverySpell(_spell_idx
->second
->skillId
, spellid
, this))
5069 learnSpell(discoveredSpell
,false);
5072 uint32 craft_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_CRAFTING
);
5074 return UpdateSkillPro(_spell_idx
->second
->skillId
, SkillGainChance(SkillValue
,
5075 _spell_idx
->second
->max_value
,
5076 (_spell_idx
->second
->max_value
+ _spell_idx
->second
->min_value
)/2,
5077 _spell_idx
->second
->min_value
),
5084 bool Player::UpdateGatherSkill(uint32 SkillId
, uint32 SkillValue
, uint32 RedLevel
, uint32 Multiplicator
)
5086 sLog
.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId
, SkillValue
, RedLevel
);
5088 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
5090 // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
5093 case SKILL_HERBALISM
:
5094 case SKILL_LOCKPICKING
:
5095 case SKILL_JEWELCRAFTING
:
5096 case SKILL_INSCRIPTION
:
5097 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
5098 case SKILL_SKINNING
:
5099 if( sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)==0)
5100 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
5102 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)), gathering_skill_gain
);
5104 if (sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)==0)
5105 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
5107 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)),gathering_skill_gain
);
5112 bool Player::UpdateFishingSkill()
5114 sLog
.outDebug("UpdateFishingSkill");
5116 uint32 SkillValue
= GetPureSkillValue(SKILL_FISHING
);
5118 int32 chance
= SkillValue
< 75 ? 100 : 2500/(SkillValue
-50);
5120 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
5122 return UpdateSkillPro(SKILL_FISHING
,chance
*10,gathering_skill_gain
);
5125 // levels sync. with spell requirement for skill levels to learn
5126 // bonus abilities in sSkillLineAbilityStore
5127 // Used only to avoid scan DBC at each skill grow
5128 static uint32 bonusSkillLevels
[] = {75,150,225,300,375,450};
5130 bool Player::UpdateSkillPro(uint16 SkillId
, int32 Chance
, uint32 step
)
5132 sLog
.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId
, Chance
/10.0);
5136 if(Chance
<= 0) // speedup in 0 chance case
5138 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
5143 for (; i
< PLAYER_MAX_SKILLS
; ++i
)
5144 if ( SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_INDEX(i
))) == SkillId
) break;
5145 if ( i
>= PLAYER_MAX_SKILLS
)
5148 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
5149 uint16 SkillValue
= SKILL_VALUE(data
);
5150 uint16 MaxValue
= SKILL_MAX(data
);
5152 if ( !MaxValue
|| !SkillValue
|| SkillValue
>= MaxValue
)
5155 int32 Roll
= irand(1,1000);
5157 if ( Roll
<= Chance
)
5159 uint32 new_value
= SkillValue
+step
;
5160 if(new_value
> MaxValue
)
5161 new_value
= MaxValue
;
5163 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(new_value
,MaxValue
));
5164 for(uint32
* bsl
= &bonusSkillLevels
[0]; *bsl
; ++bsl
)
5166 if((SkillValue
< *bsl
&& new_value
>= *bsl
))
5168 learnSkillRewardedSpells( SkillId
, new_value
);
5172 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,SkillId
);
5173 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance
/10.0);
5177 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
5181 void Player::UpdateWeaponSkill (WeaponAttackType attType
)
5183 // no skill gain in pvp
5184 Unit
*pVictim
= getVictim();
5185 if(pVictim
&& pVictim
->GetTypeId() == TYPEID_PLAYER
)
5189 return; // always maximized SKILL_FERAL_COMBAT in fact
5191 if(m_form
== FORM_TREE
)
5192 return; // use weapon but not skill up
5194 uint32 weapon_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_WEAPON
);
5200 Item
*tmpitem
= GetWeaponForAttack(attType
,true);
5203 UpdateSkill(SKILL_UNARMED
,weapon_skill_gain
);
5204 else if(tmpitem
->GetProto()->SubClass
!= ITEM_SUBCLASS_WEAPON_FISHING_POLE
)
5205 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
5211 Item
*tmpitem
= GetWeaponForAttack(attType
,true);
5213 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
5217 UpdateAllCritPercentages();
5220 void Player::UpdateCombatSkills(Unit
*pVictim
, WeaponAttackType attType
, bool defence
)
5222 uint32 plevel
= getLevel(); // if defense than pVictim == attacker
5223 uint32 greylevel
= MaNGOS::XP::GetGrayLevel(plevel
);
5224 uint32 moblevel
= pVictim
->getLevelForTarget(this);
5225 if(moblevel
< greylevel
)
5228 if (moblevel
> plevel
+ 5)
5229 moblevel
= plevel
+ 5;
5231 uint32 lvldif
= moblevel
- greylevel
;
5235 uint32 skilldif
= 5 * plevel
- (defence
? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType
));
5239 float chance
= float(3 * lvldif
* skilldif
) / plevel
;
5242 if(getClass() == CLASS_WARRIOR
|| getClass() == CLASS_ROGUE
)
5243 chance
*= 0.1f
* GetStat(STAT_INTELLECT
);
5246 chance
= chance
< 1.0f
? 1.0f
: chance
; //minimum chance to increase skill is 1%
5248 if(roll_chance_f(chance
))
5253 UpdateWeaponSkill(attType
);
5259 void Player::ModifySkillBonus(uint32 skillid
,int32 val
, bool talent
)
5261 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5262 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skillid
)
5264 uint32 bonus_val
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5265 int16 temp_bonus
= SKILL_TEMP_BONUS(bonus_val
);
5266 int16 perm_bonus
= SKILL_PERM_BONUS(bonus_val
);
5268 if(talent
) // permanent bonus stored in high part
5269 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),MAKE_SKILL_BONUS(temp_bonus
,perm_bonus
+val
));
5270 else // temporary/item bonus stored in low part
5271 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),MAKE_SKILL_BONUS(temp_bonus
+val
,perm_bonus
));
5276 void Player::UpdateSkillsForLevel()
5278 uint16 maxconfskill
= sWorld
.GetConfigMaxSkillValue();
5279 uint32 maxSkill
= GetMaxSkillValueForLevel();
5281 bool alwaysMaxSkill
= sWorld
.getConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL
);
5283 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5284 if (GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
5286 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
5288 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(pskill
);
5292 if(GetSkillRangeType(pSkill
,false) != SKILL_RANGE_LEVEL
)
5295 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
5296 uint32 max
= SKILL_MAX(data
);
5297 uint32 val
= SKILL_VALUE(data
);
5299 /// update only level dependent max skill values
5302 /// miximize skill always
5304 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(maxSkill
,maxSkill
));
5305 /// update max skill value if current max skill not maximized
5306 else if(max
!= maxconfskill
)
5307 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(val
,maxSkill
));
5312 void Player::UpdateSkillsToMaxSkillsForLevel()
5314 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5315 if (GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
5317 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
5318 if( IsProfessionOrRidingSkill(pskill
))
5320 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
5322 uint32 max
= SKILL_MAX(data
);
5325 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(max
,max
));
5327 if(pskill
== SKILL_DEFENSE
)
5328 UpdateDefenseBonusesMod();
5332 // This functions sets a skill line value (and adds if doesn't exist yet)
5333 // To "remove" a skill line, set it's values to zero
5334 void Player::SetSkill(uint32 id
, uint16 currVal
, uint16 maxVal
)
5340 for (; i
< PLAYER_MAX_SKILLS
; ++i
)
5341 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == id
) break;
5343 if(i
<PLAYER_MAX_SKILLS
) //has skill
5347 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
5348 learnSkillRewardedSpells(id
, currVal
);
5349 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,id
);
5350 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL
,id
);
5354 // clear skill fields
5355 SetUInt32Value(PLAYER_SKILL_INDEX(i
),0);
5356 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),0);
5357 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
5359 // remove all spells that related to this skill
5360 for (uint32 j
=0; j
<sSkillLineAbilityStore
.GetNumRows(); ++j
)
5361 if(SkillLineAbilityEntry
const *pAbility
= sSkillLineAbilityStore
.LookupEntry(j
))
5362 if (pAbility
->skillId
==id
)
5363 removeSpell(spellmgr
.GetFirstSpellInChain(pAbility
->spellId
));
5366 else if(currVal
) //add
5368 for (i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5369 if (!GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
5371 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(id
);
5374 sLog
.outError("Skill not found in SkillLineStore: skill #%u", id
);
5377 // enable unlearn button for primary professions only
5378 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
5379 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,1));
5381 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
5382 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
5383 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,id
);
5384 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL
,id
);
5386 // apply skill bonuses
5387 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
5389 // temporary bonuses
5390 AuraList
const& mModSkill
= GetAurasByType(SPELL_AURA_MOD_SKILL
);
5391 for(AuraList::const_iterator j
= mModSkill
.begin(); j
!= mModSkill
.end(); ++j
)
5392 if ((*j
)->GetModifier()->m_miscvalue
== int32(id
))
5393 (*j
)->ApplyModifier(true);
5395 // permanent bonuses
5396 AuraList
const& mModSkillTalent
= GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT
);
5397 for(AuraList::const_iterator j
= mModSkillTalent
.begin(); j
!= mModSkillTalent
.end(); ++j
)
5398 if ((*j
)->GetModifier()->m_miscvalue
== int32(id
))
5399 (*j
)->ApplyModifier(true);
5401 // Learn all spells for skill
5402 learnSkillRewardedSpells(id
, currVal
);
5408 bool Player::HasSkill(uint32 skill
) const
5410 if(!skill
)return false;
5411 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5413 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5421 uint16
Player::GetSkillValue(uint32 skill
) const
5426 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5428 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5430 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5432 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5433 result
+= SKILL_TEMP_BONUS(bonus
);
5434 result
+= SKILL_PERM_BONUS(bonus
);
5435 return result
< 0 ? 0 : result
;
5441 uint16
Player::GetMaxSkillValue(uint32 skill
) const
5444 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5446 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5448 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5450 int32 result
= int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5451 result
+= SKILL_TEMP_BONUS(bonus
);
5452 result
+= SKILL_PERM_BONUS(bonus
);
5453 return result
< 0 ? 0 : result
;
5459 uint16
Player::GetPureMaxSkillValue(uint32 skill
) const
5462 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5464 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5466 return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
5472 uint16
Player::GetBaseSkillValue(uint32 skill
) const
5475 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5477 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5479 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5480 result
+= SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5481 return result
< 0 ? 0 : result
;
5487 uint16
Player::GetPureSkillValue(uint32 skill
) const
5490 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5492 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5494 return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
5500 int16
Player::GetSkillPermBonusValue(uint32 skill
) const
5505 for (int i
= 0; i
< PLAYER_MAX_SKILLS
; ++i
)
5507 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5509 return SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5516 int16
Player::GetSkillTempBonusValue(uint32 skill
) const
5521 for (int i
= 0; i
< PLAYER_MAX_SKILLS
; ++i
)
5523 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5525 return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5532 void Player::SendInitialActionButtons() const
5534 sLog
.outDetail( "Initializing Action Buttons for '%u'", GetGUIDLow() );
5536 WorldPacket
data(SMSG_ACTION_BUTTONS
, 1+(MAX_ACTION_BUTTONS
*4));
5537 data
<< uint8(0); // can be 0, 1, 2 (talent spec)
5538 for(int button
= 0; button
< MAX_ACTION_BUTTONS
; ++button
)
5540 ActionButtonList::const_iterator itr
= m_actionButtons
.find(button
);
5541 if(itr
!= m_actionButtons
.end() && itr
->second
.uState
!= ACTIONBUTTON_DELETED
)
5542 data
<< uint32(itr
->second
.packedData
);
5547 GetSession()->SendPacket( &data
);
5548 sLog
.outDetail( "Action Buttons for '%u' Initialized", GetGUIDLow() );
5551 ActionButton
* Player::addActionButton(uint8 button
, uint32 action
, uint8 type
)
5553 if(button
>= MAX_ACTION_BUTTONS
)
5555 sLog
.outError( "Action %u not added into button %u for player %s: button must be < 132", action
, button
, GetName() );
5559 if(action
>= MAX_ACTION_BUTTON_ACTION_VALUE
)
5561 sLog
.outError( "Action %u not added into button %u for player %s: action must be < %u", action
, button
, GetName(), MAX_ACTION_BUTTON_ACTION_VALUE
);
5567 case ACTION_BUTTON_SPELL
:
5568 if(!sSpellStore
.LookupEntry(action
))
5570 sLog
.outError( "Action %u not added into button %u for player %s: spell not exist", action
, button
, GetName() );
5574 if(!HasSpell(action
))
5576 sLog
.outError( "Action %u not added into button %u for player %s: player don't known this spell", action
, button
, GetName() );
5580 case ACTION_BUTTON_ITEM
:
5581 if(!objmgr
.GetItemPrototype(action
))
5583 sLog
.outError( "Action %u not added into button %u for player %s: item not exist", action
, button
, GetName() );
5588 break; // pther cases not checked at this moment
5592 // it create new button (NEW state) if need or return existed
5593 ActionButton
& ab
= m_actionButtons
[button
];
5595 // set data and update to CHANGED if not NEW
5596 ab
.SetActionAndType(action
,ActionButtonType(type
));
5598 sLog
.outDetail( "Player '%u' Added Action '%u' (type %u) to Button '%u'", GetGUIDLow(), action
, uint32(type
), button
);
5602 void Player::removeActionButton(uint8 button
)
5604 ActionButtonList::iterator buttonItr
= m_actionButtons
.find(button
);
5605 if (buttonItr
==m_actionButtons
.end())
5608 if(buttonItr
->second
.uState
==ACTIONBUTTON_NEW
)
5609 m_actionButtons
.erase(buttonItr
); // new and not saved
5611 buttonItr
->second
.uState
= ACTIONBUTTON_DELETED
; // saved, will deleted at next save
5613 sLog
.outDetail( "Action Button '%u' Removed from Player '%u'", button
, GetGUIDLow() );
5616 bool Player::SetPosition(float x
, float y
, float z
, float orientation
, bool teleport
)
5618 // prevent crash when a bad coord is sent by the client
5619 if(!MaNGOS::IsValidMapCoord(x
,y
,z
,orientation
))
5621 sLog
.outDebug("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x
,y
,z
,orientation
,teleport
,GetGUIDLow());
5627 const float old_x
= GetPositionX();
5628 const float old_y
= GetPositionY();
5629 const float old_z
= GetPositionZ();
5630 const float old_r
= GetOrientation();
5632 if( teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
|| old_r
!= orientation
)
5634 if (teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
)
5635 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE
| AURA_INTERRUPT_FLAG_TURNING
);
5637 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING
);
5639 // move and update visible state if need
5640 m
->PlayerRelocation(this, x
, y
, z
, orientation
);
5642 // reread after Map::Relocation
5649 if(GetGroup() && (old_x
!= x
|| old_y
!= y
))
5650 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION
);
5653 // code block for underwater state update
5654 UpdateUnderwaterState(m
, x
, y
, z
);
5656 CheckExploreSystem();
5661 void Player::SaveRecallPosition()
5663 m_recallMap
= GetMapId();
5664 m_recallX
= GetPositionX();
5665 m_recallY
= GetPositionY();
5666 m_recallZ
= GetPositionZ();
5667 m_recallO
= GetOrientation();
5670 void Player::SendMessageToSet(WorldPacket
*data
, bool self
)
5672 Map
* _map
= IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
5675 _map
->MessageBroadcast(this, data
, self
);
5679 //if player is not in world and map in not created/already destroyed
5680 //no need to create one, just send packet for itself!
5682 GetSession()->SendPacket(data
);
5685 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
)
5687 Map
* _map
= IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
5690 _map
->MessageDistBroadcast(this, data
, dist
, self
);
5695 GetSession()->SendPacket(data
);
5698 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
, bool own_team_only
)
5700 Map
* _map
= IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
5703 _map
->MessageDistBroadcast(this, data
, dist
, self
, own_team_only
);
5708 GetSession()->SendPacket(data
);
5711 void Player::SendDirectMessage(WorldPacket
*data
)
5713 GetSession()->SendPacket(data
);
5716 void Player::SendCinematicStart(uint32 CinematicSequenceId
)
5718 WorldPacket
data(SMSG_TRIGGER_CINEMATIC
, 4);
5719 data
<< uint32(CinematicSequenceId
);
5720 SendDirectMessage(&data
);
5723 void Player::SendMovieStart(uint32 MovieId
)
5725 WorldPacket
data(SMSG_TRIGGER_MOVIE
, 4);
5726 data
<< uint32(MovieId
);
5727 SendDirectMessage(&data
);
5730 void Player::CheckExploreSystem()
5738 uint16 areaFlag
= GetBaseMap()->GetAreaFlag(GetPositionX(),GetPositionY(),GetPositionZ());
5739 if(areaFlag
==0xffff)
5741 int offset
= areaFlag
/ 32;
5745 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
);
5749 uint32 val
= (uint32
)(1 << (areaFlag
% 32));
5750 uint32 currFields
= GetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
);
5752 if( !(currFields
& val
) )
5754 SetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
, (uint32
)(currFields
| val
));
5756 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA
);
5758 AreaTableEntry
const *p
= GetAreaEntryByAreaFlagAndMap(areaFlag
,GetMapId());
5761 sLog
.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId());
5763 else if(p
->area_level
> 0)
5765 uint32 area
= p
->ID
;
5766 if (getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
5768 SendExplorationExperience(area
,0);
5772 int32 diff
= int32(getLevel()) - p
->area_level
;
5776 XP
= uint32(objmgr
.GetBaseXP(getLevel()+5)*sWorld
.getRate(RATE_XP_EXPLORE
));
5780 int32 exploration_percent
= (100-((diff
-5)*5));
5781 if (exploration_percent
> 100)
5782 exploration_percent
= 100;
5783 else if (exploration_percent
< 0)
5784 exploration_percent
= 0;
5786 XP
= uint32(objmgr
.GetBaseXP(p
->area_level
)*exploration_percent
/100*sWorld
.getRate(RATE_XP_EXPLORE
));
5790 XP
= uint32(objmgr
.GetBaseXP(p
->area_level
)*sWorld
.getRate(RATE_XP_EXPLORE
));
5794 SendExplorationExperience(area
,XP
);
5796 sLog
.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area
);
5801 uint32
Player::TeamForRace(uint8 race
)
5803 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5806 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5810 switch(rEntry
->TeamID
)
5812 case 7: return ALLIANCE
;
5813 case 1: return HORDE
;
5816 sLog
.outError("Race %u have wrong teamid %u in DBC: wrong DBC files?",uint32(race
),rEntry
->TeamID
);
5820 uint32
Player::getFactionForRace(uint8 race
)
5822 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5825 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5829 return rEntry
->FactionID
;
5832 void Player::setFactionForRace(uint8 race
)
5834 m_team
= TeamForRace(race
);
5835 setFaction( getFactionForRace(race
) );
5838 ReputationRank
Player::GetReputationRank(uint32 faction
) const
5840 FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(faction
);
5841 return GetReputationMgr().GetRank(factionEntry
);
5844 //Calculate total reputation percent player gain with quest/creature level
5845 int32
Player::CalculateReputationGain(uint32 creatureOrQuestLevel
, int32 rep
, int32 faction
, bool for_quest
)
5847 float percent
= 100.0f
;
5849 float rate
= for_quest
? sWorld
.getRate(RATE_REPUTATION_LOWLEVEL_QUEST
) : sWorld
.getRate(RATE_REPUTATION_LOWLEVEL_KILL
);
5851 if (rate
!= 1.0f
&& creatureOrQuestLevel
<= MaNGOS::XP::GetGrayLevel(getLevel()))
5854 float repMod
= GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN
);
5857 repMod
+= GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_FACTION_REPUTATION_GAIN
, faction
);
5859 percent
+= rep
> 0 ? repMod
: -repMod
;
5861 if (percent
<= 0.0f
)
5864 return int32(sWorld
.getRate(RATE_REPUTATION_GAIN
)*rep
*percent
/100.0f
);
5867 //Calculates how many reputation points player gains in victim's enemy factions
5868 void Player::RewardReputation(Unit
*pVictim
, float rate
)
5870 if(!pVictim
|| pVictim
->GetTypeId() == TYPEID_PLAYER
)
5873 ReputationOnKillEntry
const* Rep
= objmgr
.GetReputationOnKilEntry(((Creature
*)pVictim
)->GetCreatureInfo()->Entry
);
5878 if(Rep
->repfaction1
&& (!Rep
->team_dependent
|| GetTeam()==ALLIANCE
))
5880 int32 donerep1
= CalculateReputationGain(pVictim
->getLevel(), Rep
->repvalue1
, Rep
->repfaction1
, false);
5881 donerep1
= int32(donerep1
*rate
);
5882 FactionEntry
const *factionEntry1
= sFactionStore
.LookupEntry(Rep
->repfaction1
);
5883 uint32 current_reputation_rank1
= GetReputationMgr().GetRank(factionEntry1
);
5884 if (factionEntry1
&& current_reputation_rank1
<= Rep
->reputation_max_cap1
)
5885 GetReputationMgr().ModifyReputation(factionEntry1
, donerep1
);
5887 // Wiki: Team factions value divided by 2
5888 if (factionEntry1
&& Rep
->is_teamaward1
)
5890 FactionEntry
const *team1_factionEntry
= sFactionStore
.LookupEntry(factionEntry1
->team
);
5891 if(team1_factionEntry
)
5892 GetReputationMgr().ModifyReputation(team1_factionEntry
, donerep1
/ 2);
5896 if(Rep
->repfaction2
&& (!Rep
->team_dependent
|| GetTeam()==HORDE
))
5898 int32 donerep2
= CalculateReputationGain(pVictim
->getLevel(), Rep
->repvalue2
, Rep
->repfaction2
, false);
5899 donerep2
= int32(donerep2
*rate
);
5900 FactionEntry
const *factionEntry2
= sFactionStore
.LookupEntry(Rep
->repfaction2
);
5901 uint32 current_reputation_rank2
= GetReputationMgr().GetRank(factionEntry2
);
5902 if (factionEntry2
&& current_reputation_rank2
<= Rep
->reputation_max_cap2
)
5903 GetReputationMgr().ModifyReputation(factionEntry2
, donerep2
);
5905 // Wiki: Team factions value divided by 2
5906 if (factionEntry2
&& Rep
->is_teamaward2
)
5908 FactionEntry
const *team2_factionEntry
= sFactionStore
.LookupEntry(factionEntry2
->team
);
5909 if(team2_factionEntry
)
5910 GetReputationMgr().ModifyReputation(team2_factionEntry
, donerep2
/ 2);
5915 //Calculate how many reputation points player gain with the quest
5916 void Player::RewardReputation(Quest
const *pQuest
)
5918 // quest reputation reward/loss
5919 for(int i
= 0; i
< QUEST_REPUTATIONS_COUNT
; ++i
)
5921 if(pQuest
->RewRepFaction
[i
] && pQuest
->RewRepValue
[i
] )
5923 int32 rep
= CalculateReputationGain(GetQuestLevel(pQuest
), pQuest
->RewRepValue
[i
], pQuest
->RewRepFaction
[i
], true);
5924 FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(pQuest
->RewRepFaction
[i
]);
5926 GetReputationMgr().ModifyReputation(factionEntry
, rep
);
5930 // TODO: implement reputation spillover
5933 void Player::UpdateArenaFields(void)
5935 /* arena calcs go here */
5938 void Player::UpdateHonorFields()
5940 /// called when rewarding honor and at each save
5941 uint64 now
= time(NULL
);
5942 uint64 today
= uint64(time(NULL
) / DAY
) * DAY
;
5944 if(m_lastHonorUpdateTime
< today
)
5946 uint64 yesterday
= today
- DAY
;
5948 uint16 kills_today
= PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS
));
5950 // update yesterday's contribution
5951 if(m_lastHonorUpdateTime
>= yesterday
)
5953 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
));
5955 // this is the first update today, reset today's contribution
5956 SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, 0);
5957 SetUInt32Value(PLAYER_FIELD_KILLS
, MAKE_PAIR32(0,kills_today
));
5961 // no honor/kills yesterday or today, reset
5962 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0);
5963 SetUInt32Value(PLAYER_FIELD_KILLS
, 0);
5967 m_lastHonorUpdateTime
= now
;
5970 ///Calculate the amount of honor gained based on the victim
5971 ///and the size of the group for which the honor is divided
5972 ///An exact honor value can also be given (overriding the calcs)
5973 bool Player::RewardHonor(Unit
*uVictim
, uint32 groupsize
, float honor
)
5975 // do not reward honor in arenas, but enable onkill spellproc
5978 if(!uVictim
|| uVictim
== this || uVictim
->GetTypeId() != TYPEID_PLAYER
)
5981 if( GetBGTeam() == ((Player
*)uVictim
)->GetBGTeam() )
5987 // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
5988 if(GetDummyAura(SPELL_AURA_PLAYER_INACTIVE
))
5991 uint64 victim_guid
= 0;
5992 uint32 victim_rank
= 0;
5994 // need call before fields update to have chance move yesterday data to appropriate fields before today data change.
5995 UpdateHonorFields();
5999 if(!uVictim
|| uVictim
== this || uVictim
->HasAuraType(SPELL_AURA_NO_PVP_CREDIT
))
6002 victim_guid
= uVictim
->GetGUID();
6004 if( uVictim
->GetTypeId() == TYPEID_PLAYER
)
6006 Player
*pVictim
= (Player
*)uVictim
;
6008 if( GetTeam() == pVictim
->GetTeam() && !sWorld
.IsFFAPvPRealm() )
6011 float f
= 1; //need for total kills (?? need more info)
6013 uint32 k_level
= getLevel();
6014 uint32 v_level
= pVictim
->getLevel();
6017 // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
6019 // [1..14] Alliance honor titles and player name
6020 // [15..28] Horde honor titles and player name
6021 // [29..38] Other title and player name
6023 uint32 victim_title
= pVictim
->GetUInt32Value(PLAYER_CHOSEN_TITLE
);
6024 // Get Killer titles, CharTitlesEntry::bit_index
6026 // title[1..14] -> rank[5..18]
6027 // title[15..28] -> rank[5..18]
6028 // title[other] -> 0
6029 if (victim_title
== 0)
6030 victim_guid
= 0; // Don't show HK: <rank> message, only log.
6031 else if (victim_title
< 15)
6032 victim_rank
= victim_title
+ 4;
6033 else if (victim_title
< 29)
6034 victim_rank
= victim_title
- 14 + 4;
6036 victim_guid
= 0; // Don't show HK: <rank> message, only log.
6039 k_grey
= MaNGOS::XP::GetGrayLevel(k_level
);
6044 float diff_level
= (k_level
== k_grey
) ? 1 : ((float(v_level
) - float(k_grey
)) / (float(k_level
) - float(k_grey
)));
6046 int32 v_rank
=1; //need more info
6048 honor
= ((f
* diff_level
* (190 + v_rank
*10))/6);
6049 honor
*= ((float)k_level
) / 70.0f
; //factor of dependence on levels of the killer
6051 // count the number of playerkills in one day
6052 ApplyModUInt32Value(PLAYER_FIELD_KILLS
, 1, true);
6053 // and those in a lifetime
6054 ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 1, true);
6055 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL
);
6056 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS
, pVictim
->getClass());
6057 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_RACE
, pVictim
->getRace());
6061 Creature
*cVictim
= (Creature
*)uVictim
;
6063 if (!cVictim
->isRacialLeader())
6066 honor
= 100; // ??? need more info
6067 victim_rank
= 19; // HK: Leader
6071 if (uVictim
!= NULL
)
6073 honor
*= sWorld
.getRate(RATE_HONOR
);
6078 honor
*= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor
6081 // honor - for show honor points in log
6082 // victim_guid - for show victim name in log
6083 // victim_rank [1..4] HK: <dishonored rank>
6084 // victim_rank [5..19] HK: <alliance\horde rank>
6085 // victim_rank [0,20+] HK: <>
6086 WorldPacket
data(SMSG_PVP_CREDIT
,4+8+4);
6087 data
<< (uint32
) honor
;
6088 data
<< (uint64
) victim_guid
;
6089 data
<< (uint32
) victim_rank
;
6091 GetSession()->SendPacket(&data
);
6094 ModifyHonorPoints(int32(honor
));
6096 ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, uint32(honor
), true);
6100 void Player::ModifyHonorPoints( int32 value
)
6104 if (GetHonorPoints() > sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
))
6105 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) + value
);
6107 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() > uint32(-value
) ? GetHonorPoints() + value
: 0);
6110 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() < sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) - value
? GetHonorPoints() + value
: sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
));
6113 void Player::ModifyArenaPoints( int32 value
)
6117 if (GetArenaPoints() > sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
))
6118 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) + value
);
6120 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() > uint32(-value
) ? GetArenaPoints() + value
: 0);
6123 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() < sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) - value
? GetArenaPoints() + value
: sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
));
6126 uint32
Player::GetGuildIdFromDB(uint64 guid
)
6128 QueryResult
* result
= CharacterDatabase
.PQuery("SELECT guildid FROM guild_member WHERE guid='%u'", GUID_LOPART(guid
));
6132 uint32 id
= result
->Fetch()[0].GetUInt32();
6137 uint32
Player::GetRankFromDB(uint64 guid
)
6139 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT rank FROM guild_member WHERE guid='%u'", GUID_LOPART(guid
) );
6142 uint32 v
= result
->Fetch()[0].GetUInt32();
6150 uint32
Player::GetArenaTeamIdFromDB(uint64 guid
, uint8 type
)
6152 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
);
6156 uint32 id
= (*result
)[0].GetUInt32();
6161 uint32
Player::GetZoneIdFromDB(uint64 guid
)
6163 uint32 guidLow
= GUID_LOPART(guid
);
6164 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT zone FROM characters WHERE guid='%u'", guidLow
);
6167 Field
* fields
= result
->Fetch();
6168 uint32 zone
= fields
[0].GetUInt32();
6173 // stored zone is zero, use generic and slow zone detection
6174 result
= CharacterDatabase
.PQuery("SELECT map,position_x,position_y,position_z FROM characters WHERE guid='%u'", guidLow
);
6177 fields
= result
->Fetch();
6178 uint32 map
= fields
[0].GetUInt32();
6179 float posx
= fields
[1].GetFloat();
6180 float posy
= fields
[2].GetFloat();
6181 float posz
= fields
[3].GetFloat();
6184 zone
= MapManager::Instance().GetZoneId(map
,posx
,posy
,posz
);
6187 CharacterDatabase
.PExecute("UPDATE characters SET zone='%u' WHERE guid='%u'", zone
, guidLow
);
6193 uint32
Player::GetLevelFromDB(uint64 guid
)
6195 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT level FROM characters WHERE guid='%u'", GUID_LOPART(guid
) );
6199 Field
* fields
= result
->Fetch();
6200 uint32 level
= fields
[0].GetUInt32();
6206 void Player::UpdateArea(uint32 newArea
)
6208 // FFA_PVP flags are area and not zone id dependent
6209 // so apply them accordingly
6210 m_areaUpdateId
= newArea
;
6212 AreaTableEntry
const* area
= GetAreaEntryByAreaID(newArea
);
6214 if(area
&& (area
->flags
& AREA_FLAG_ARENA
))
6217 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6221 // remove ffa flag only if not ffapvp realm
6222 // removal in sanctuaries and capitals is handled in zone update
6223 if(HasByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
) && !sWorld
.IsFFAPvPRealm())
6224 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6227 UpdateAreaDependentAuras(newArea
);
6230 void Player::UpdateZone(uint32 newZone
, uint32 newArea
)
6232 if(m_zoneUpdateId
!= newZone
)
6233 SendInitWorldStates(newZone
, newArea
); // only if really enters to new zone, not just area change, works strange...
6235 m_zoneUpdateId
= newZone
;
6236 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
6238 // zone changed, so area changed as well, update it
6239 UpdateArea(newArea
);
6241 AreaTableEntry
const* zone
= GetAreaEntryByAreaID(newZone
);
6245 if (sWorld
.getConfig(CONFIG_WEATHER
))
6247 Weather
*wth
= sWorld
.FindWeather(zone
->ID
);
6250 wth
->SendWeatherUpdateToPlayer(this);
6254 if(!sWorld
.AddWeather(zone
->ID
))
6256 // send fine weather packet to remove old zone's weather
6257 Weather::SendFineWeatherUpdateToPlayer(this);
6262 // in PvP, any not controlled zone (except zone->team == 6, default case)
6263 // in PvE, only opposition team capital
6267 pvpInfo
.inHostileArea
= GetTeam() != ALLIANCE
&& (sWorld
.IsPvPRealm() || zone
->flags
& AREA_FLAG_CAPITAL
);
6269 case AREATEAM_HORDE
:
6270 pvpInfo
.inHostileArea
= GetTeam() != HORDE
&& (sWorld
.IsPvPRealm() || zone
->flags
& AREA_FLAG_CAPITAL
);
6273 // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
6274 pvpInfo
.inHostileArea
= sWorld
.IsPvPRealm() || InBattleGround();
6276 default: // 6 in fact
6277 pvpInfo
.inHostileArea
= false;
6281 if(pvpInfo
.inHostileArea
) // in hostile area
6283 if(!IsPvP() || pvpInfo
.endTimer
!= 0)
6284 UpdatePvP(true, true);
6286 else // in friendly area
6288 if(IsPvP() && !HasFlag(PLAYER_FLAGS
,PLAYER_FLAGS_IN_PVP
) && pvpInfo
.endTimer
== 0)
6289 pvpInfo
.endTimer
= time(0); // start toggle-off
6292 if(zone
->flags
& AREA_FLAG_SANCTUARY
) // in sanctuary
6294 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_SANCTUARY
);
6295 if(sWorld
.IsFFAPvPRealm())
6296 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6300 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_SANCTUARY
);
6303 if(zone
->flags
& AREA_FLAG_CAPITAL
) // in capital city
6305 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6306 SetRestType(REST_TYPE_IN_CITY
);
6307 InnEnter(time(0),GetMapId(),0,0,0);
6309 if(sWorld
.IsFFAPvPRealm())
6310 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6312 else // anywhere else
6314 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
)) // but resting (walk from city or maybe in tavern or leave tavern recently)
6316 if(GetRestType()==REST_TYPE_IN_TAVERN
) // has been in tavern. Is still in?
6318 if(GetMapId()!=GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40)
6320 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6321 SetRestType(REST_TYPE_NO
);
6323 if(sWorld
.IsFFAPvPRealm())
6324 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6327 else // not in tavern (leave city then)
6329 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6330 SetRestType(REST_TYPE_NO
);
6332 // Set player to FFA PVP when not in rested environment.
6333 if(sWorld
.IsFFAPvPRealm())
6334 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6339 // remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
6340 // if player resurrected at teleport this will be applied in resurrect code
6342 DestroyZoneLimitedItem( true, newZone
);
6344 // check some item equip limitations (in result lost CanTitanGrip at talent reset, for example)
6345 AutoUnequipOffhandIfNeed();
6347 // recent client version not send leave/join channel packets for built-in local channels
6348 UpdateLocalChannels( newZone
);
6352 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE
);
6354 UpdateZoneDependentAuras(newZone
);
6357 //If players are too far way of duel flag... then player loose the duel
6358 void Player::CheckDuelDistance(time_t currTime
)
6363 uint64 duelFlagGUID
= GetUInt64Value(PLAYER_DUEL_ARBITER
);
6364 GameObject
* obj
= GetMap()->GetGameObject(duelFlagGUID
);
6368 if(duel
->outOfBound
== 0)
6370 if(!IsWithinDistInMap(obj
, 50))
6372 duel
->outOfBound
= currTime
;
6374 WorldPacket
data(SMSG_DUEL_OUTOFBOUNDS
, 0);
6375 GetSession()->SendPacket(&data
);
6380 if(IsWithinDistInMap(obj
, 40))
6382 duel
->outOfBound
= 0;
6384 WorldPacket
data(SMSG_DUEL_INBOUNDS
, 0);
6385 GetSession()->SendPacket(&data
);
6387 else if(currTime
>= (duel
->outOfBound
+10))
6389 DuelComplete(DUEL_FLED
);
6394 void Player::DuelComplete(DuelCompleteType type
)
6396 // duel not requested
6400 WorldPacket
data(SMSG_DUEL_COMPLETE
, (1));
6401 data
<< (uint8
)((type
!= DUEL_INTERUPTED
) ? 1 : 0);
6402 GetSession()->SendPacket(&data
);
6403 duel
->opponent
->GetSession()->SendPacket(&data
);
6405 if(type
!= DUEL_INTERUPTED
)
6407 data
.Initialize(SMSG_DUEL_WINNER
, (1+20)); // we guess size
6408 data
<< (uint8
)((type
==DUEL_WON
) ? 0 : 1); // 0 = just won; 1 = fled
6409 data
<< duel
->opponent
->GetName();
6411 SendMessageToSet(&data
,true);
6414 if (type
== DUEL_WON
)
6416 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOSE_DUEL
, 1);
6418 duel
->opponent
->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL
, 1);
6421 //Remove Duel Flag object
6422 GameObject
* obj
= GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER
));
6424 duel
->initiator
->RemoveGameObject(obj
,true);
6427 std::vector
<uint32
> auras2remove
;
6428 AuraMap
const& vAuras
= duel
->opponent
->GetAuras();
6429 for (AuraMap::const_iterator i
= vAuras
.begin(); i
!= vAuras
.end(); ++i
)
6431 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6432 auras2remove
.push_back(i
->second
->GetId());
6435 for(size_t i
=0; i
<auras2remove
.size(); ++i
)
6436 duel
->opponent
->RemoveAurasDueToSpell(auras2remove
[i
]);
6438 auras2remove
.clear();
6439 AuraMap
const& auras
= GetAuras();
6440 for (AuraMap::const_iterator i
= auras
.begin(); i
!= auras
.end(); ++i
)
6442 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == duel
->opponent
->GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6443 auras2remove
.push_back(i
->second
->GetId());
6445 for(size_t i
=0; i
<auras2remove
.size(); ++i
)
6446 RemoveAurasDueToSpell(auras2remove
[i
]);
6448 // cleanup combo points
6449 if(GetComboTarget()==duel
->opponent
->GetGUID())
6451 else if(GetComboTarget()==duel
->opponent
->GetPetGUID())
6454 if(duel
->opponent
->GetComboTarget()==GetGUID())
6455 duel
->opponent
->ClearComboPoints();
6456 else if(duel
->opponent
->GetComboTarget()==GetPetGUID())
6457 duel
->opponent
->ClearComboPoints();
6460 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6461 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6462 duel
->opponent
->SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6463 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6465 delete duel
->opponent
->duel
;
6466 duel
->opponent
->duel
= NULL
;
6471 //---------------------------------------------------------//
6473 void Player::_ApplyItemMods(Item
*item
, uint8 slot
,bool apply
)
6475 if(slot
>= INVENTORY_SLOT_BAG_END
|| !item
)
6478 // not apply/remove mods for broken item
6479 if(item
->IsBroken())
6482 ItemPrototype
const *proto
= item
->GetProto();
6487 sLog
.outDetail("applying mods for item %u ",item
->GetGUIDLow());
6489 uint32 attacktype
= Player::GetAttackBySlot(slot
);
6490 if(attacktype
< MAX_ATTACK
)
6491 _ApplyWeaponDependentAuraMods(item
,WeaponAttackType(attacktype
),apply
);
6493 _ApplyItemBonuses(proto
,slot
,apply
);
6495 if( slot
==EQUIPMENT_SLOT_RANGED
)
6496 _ApplyAmmoBonuses();
6498 ApplyItemEquipSpell(item
,apply
);
6499 ApplyEnchantment(item
, apply
);
6501 if(proto
->Socket
[0].Color
) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
6502 CorrectMetaGemEnchants(slot
, apply
);
6504 sLog
.outDebug("_ApplyItemMods complete.");
6507 void Player::_ApplyItemBonuses(ItemPrototype
const *proto
, uint8 slot
, bool apply
, bool only_level_scale
/*= false*/)
6509 if (slot
>= INVENTORY_SLOT_BAG_END
|| !proto
)
6512 ScalingStatDistributionEntry
const *ssd
= proto
->ScalingStatDistribution
? sScalingStatDistributionStore
.LookupEntry(proto
->ScalingStatDistribution
) : NULL
;
6513 if (only_level_scale
&& !ssd
)
6516 // req. check at equip, but allow use for extended range if range limit max level, set proper level
6517 uint32 ssd_level
= getLevel();
6518 if (ssd
&& ssd_level
> ssd
->MaxLevel
)
6519 ssd_level
= ssd
->MaxLevel
;
6521 ScalingStatValuesEntry
const *ssv
= proto
->ScalingStatValue
? sScalingStatValuesStore
.LookupEntry(ssd_level
) : NULL
;
6522 if (only_level_scale
&& !ssv
)
6525 for (int i
= 0; i
< MAX_ITEM_PROTO_STATS
; ++i
)
6527 uint32 statType
= 0;
6529 // If set ScalingStatDistribution need get stats and values from it
6532 if (ssd
->StatMod
[i
] < 0)
6534 statType
= ssd
->StatMod
[i
];
6535 val
= (ssv
->getssdMultiplier(proto
->ScalingStatValue
) * ssd
->Modifier
[i
]) / 10000;
6539 if (i
>= proto
->StatsCount
)
6541 statType
= proto
->ItemStat
[i
].ItemStatType
;
6542 val
= proto
->ItemStat
[i
].ItemStatValue
;
6551 HandleStatModifier(UNIT_MOD_MANA
, BASE_VALUE
, float(val
), apply
);
6553 case ITEM_MOD_HEALTH
: // modify HP
6554 HandleStatModifier(UNIT_MOD_HEALTH
, BASE_VALUE
, float(val
), apply
);
6556 case ITEM_MOD_AGILITY
: // modify agility
6557 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, BASE_VALUE
, float(val
), apply
);
6558 ApplyStatBuffMod(STAT_AGILITY
, float(val
), apply
);
6560 case ITEM_MOD_STRENGTH
: //modify strength
6561 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, BASE_VALUE
, float(val
), apply
);
6562 ApplyStatBuffMod(STAT_STRENGTH
, float(val
), apply
);
6564 case ITEM_MOD_INTELLECT
: //modify intellect
6565 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, BASE_VALUE
, float(val
), apply
);
6566 ApplyStatBuffMod(STAT_INTELLECT
, float(val
), apply
);
6568 case ITEM_MOD_SPIRIT
: //modify spirit
6569 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, BASE_VALUE
, float(val
), apply
);
6570 ApplyStatBuffMod(STAT_SPIRIT
, float(val
), apply
);
6572 case ITEM_MOD_STAMINA
: //modify stamina
6573 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, BASE_VALUE
, float(val
), apply
);
6574 ApplyStatBuffMod(STAT_STAMINA
, float(val
), apply
);
6576 case ITEM_MOD_DEFENSE_SKILL_RATING
:
6577 ApplyRatingMod(CR_DEFENSE_SKILL
, int32(val
), apply
);
6579 case ITEM_MOD_DODGE_RATING
:
6580 ApplyRatingMod(CR_DODGE
, int32(val
), apply
);
6582 case ITEM_MOD_PARRY_RATING
:
6583 ApplyRatingMod(CR_PARRY
, int32(val
), apply
);
6585 case ITEM_MOD_BLOCK_RATING
:
6586 ApplyRatingMod(CR_BLOCK
, int32(val
), apply
);
6588 case ITEM_MOD_HIT_MELEE_RATING
:
6589 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6591 case ITEM_MOD_HIT_RANGED_RATING
:
6592 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6594 case ITEM_MOD_HIT_SPELL_RATING
:
6595 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6597 case ITEM_MOD_CRIT_MELEE_RATING
:
6598 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6600 case ITEM_MOD_CRIT_RANGED_RATING
:
6601 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6603 case ITEM_MOD_CRIT_SPELL_RATING
:
6604 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6606 case ITEM_MOD_HIT_TAKEN_MELEE_RATING
:
6607 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6609 case ITEM_MOD_HIT_TAKEN_RANGED_RATING
:
6610 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6612 case ITEM_MOD_HIT_TAKEN_SPELL_RATING
:
6613 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6615 case ITEM_MOD_CRIT_TAKEN_MELEE_RATING
:
6616 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6618 case ITEM_MOD_CRIT_TAKEN_RANGED_RATING
:
6619 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6621 case ITEM_MOD_CRIT_TAKEN_SPELL_RATING
:
6622 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6624 case ITEM_MOD_HASTE_MELEE_RATING
:
6625 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6627 case ITEM_MOD_HASTE_RANGED_RATING
:
6628 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6630 case ITEM_MOD_HASTE_SPELL_RATING
:
6631 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6633 case ITEM_MOD_HIT_RATING
:
6634 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6635 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6636 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6638 case ITEM_MOD_CRIT_RATING
:
6639 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6640 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6641 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6643 case ITEM_MOD_HIT_TAKEN_RATING
:
6644 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6645 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6646 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6648 case ITEM_MOD_CRIT_TAKEN_RATING
:
6649 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6650 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6651 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6653 case ITEM_MOD_RESILIENCE_RATING
:
6654 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6655 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6656 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6658 case ITEM_MOD_HASTE_RATING
:
6659 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6660 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6661 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6663 case ITEM_MOD_EXPERTISE_RATING
:
6664 ApplyRatingMod(CR_EXPERTISE
, int32(val
), apply
);
6666 case ITEM_MOD_ATTACK_POWER
:
6667 HandleStatModifier(UNIT_MOD_ATTACK_POWER
, TOTAL_VALUE
, float(val
), apply
);
6668 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(val
), apply
);
6670 case ITEM_MOD_RANGED_ATTACK_POWER
:
6671 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(val
), apply
);
6673 case ITEM_MOD_FERAL_ATTACK_POWER
:
6674 ApplyFeralAPBonus(int32(val
), apply
);
6676 case ITEM_MOD_MANA_REGENERATION
:
6677 ApplyManaRegenBonus(int32(val
), apply
);
6679 case ITEM_MOD_ARMOR_PENETRATION_RATING
:
6680 ApplyRatingMod(CR_ARMOR_PENETRATION
, int32(val
), apply
);
6682 case ITEM_MOD_SPELL_POWER
:
6683 ApplySpellPowerBonus(int32(val
), apply
);
6685 // depricated item mods
6686 case ITEM_MOD_SPELL_HEALING_DONE
:
6687 case ITEM_MOD_SPELL_DAMAGE_DONE
:
6692 // Apply Spell Power from ScalingStatValue if set
6695 if (int32 spellbonus
= ssv
->getSpellBonus(proto
->ScalingStatValue
))
6696 ApplySpellPowerBonus(spellbonus
, apply
);
6699 // If set ScalingStatValue armor get it or use item armor
6700 uint32 armor
= proto
->Armor
;
6703 if (uint32 ssvarmor
= ssv
->getArmorMod(proto
->ScalingStatValue
))
6706 // Add armor bonus from ArmorDamageModifier if > 0
6707 if (proto
->ArmorDamageModifier
> 0)
6708 armor
+= uint32(proto
->ArmorDamageModifier
);
6711 HandleStatModifier(UNIT_MOD_ARMOR
, BASE_VALUE
, float(armor
), apply
);
6714 HandleBaseModValue(SHIELD_BLOCK_VALUE
, FLAT_MOD
, float(proto
->Block
), apply
);
6717 HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY
, BASE_VALUE
, float(proto
->HolyRes
), apply
);
6720 HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE
, BASE_VALUE
, float(proto
->FireRes
), apply
);
6722 if (proto
->NatureRes
)
6723 HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE
, BASE_VALUE
, float(proto
->NatureRes
), apply
);
6725 if (proto
->FrostRes
)
6726 HandleStatModifier(UNIT_MOD_RESISTANCE_FROST
, BASE_VALUE
, float(proto
->FrostRes
), apply
);
6728 if (proto
->ShadowRes
)
6729 HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW
, BASE_VALUE
, float(proto
->ShadowRes
), apply
);
6731 if (proto
->ArcaneRes
)
6732 HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE
, BASE_VALUE
, float(proto
->ArcaneRes
), apply
);
6734 WeaponAttackType attType
= BASE_ATTACK
;
6735 float damage
= 0.0f
;
6737 if( slot
== EQUIPMENT_SLOT_RANGED
&& (
6738 proto
->InventoryType
== INVTYPE_RANGED
|| proto
->InventoryType
== INVTYPE_THROWN
||
6739 proto
->InventoryType
== INVTYPE_RANGEDRIGHT
))
6741 attType
= RANGED_ATTACK
;
6743 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6745 attType
= OFF_ATTACK
;
6748 float minDamage
= proto
->Damage
[0].DamageMin
;
6749 float maxDamage
= proto
->Damage
[0].DamageMax
;
6751 // If set dpsMod in ScalingStatValue use it for min (70% from average), max (130% from average) damage
6754 if ((extraDPS
= ssv
->getDPSMod(proto
->ScalingStatValue
)))
6756 float average
= extraDPS
* proto
->Delay
/ 1000.0f
;
6757 minDamage
= 0.7f
* average
;
6758 maxDamage
= 1.3f
* average
;
6763 damage
= apply
? minDamage
: BASE_MINDAMAGE
;
6764 SetBaseWeaponDamage(attType
, MINDAMAGE
, damage
);
6765 //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
6770 damage
= apply
? maxDamage
: BASE_MAXDAMAGE
;
6771 SetBaseWeaponDamage(attType
, MAXDAMAGE
, damage
);
6774 // Apply feral bonus from ScalingStatValue if set
6777 if (int32 feral_bonus
= ssv
->getFeralBonus(proto
->ScalingStatValue
))
6778 ApplyFeralAPBonus(feral_bonus
, apply
);
6780 // Druids get feral AP bonus from weapon dps (lso use DPS from ScalingStatValue)
6781 if(getClass() == CLASS_DRUID
)
6783 int32 feral_bonus
= proto
->getFeralBonus(extraDPS
);
6784 if (feral_bonus
> 0)
6785 ApplyFeralAPBonus(feral_bonus
, apply
);
6788 if(!IsUseEquipedWeapon(slot
==EQUIPMENT_SLOT_MAINHAND
))
6793 if(slot
== EQUIPMENT_SLOT_RANGED
)
6794 SetAttackTime(RANGED_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6795 else if(slot
==EQUIPMENT_SLOT_MAINHAND
)
6796 SetAttackTime(BASE_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6797 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6798 SetAttackTime(OFF_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6801 if(CanModifyStats() && (damage
|| proto
->Delay
))
6802 UpdateDamagePhysical(attType
);
6805 void Player::_ApplyWeaponDependentAuraMods(Item
*item
,WeaponAttackType attackType
,bool apply
)
6807 AuraList
const& auraCritList
= GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT
);
6808 for(AuraList::const_iterator itr
= auraCritList
.begin(); itr
!=auraCritList
.end();++itr
)
6809 _ApplyWeaponDependentAuraCritMod(item
,attackType
,*itr
,apply
);
6811 AuraList
const& auraDamageFlatList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE
);
6812 for(AuraList::const_iterator itr
= auraDamageFlatList
.begin(); itr
!=auraDamageFlatList
.end();++itr
)
6813 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6815 AuraList
const& auraDamagePCTList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
);
6816 for(AuraList::const_iterator itr
= auraDamagePCTList
.begin(); itr
!=auraDamagePCTList
.end();++itr
)
6817 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6820 void Player::_ApplyWeaponDependentAuraCritMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6822 // generic not weapon specific case processes in aura code
6823 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6826 BaseModGroup mod
= BASEMOD_END
;
6829 case BASE_ATTACK
: mod
= CRIT_PERCENTAGE
; break;
6830 case OFF_ATTACK
: mod
= OFFHAND_CRIT_PERCENTAGE
;break;
6831 case RANGED_ATTACK
: mod
= RANGED_CRIT_PERCENTAGE
; break;
6835 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6837 HandleBaseModValue(mod
, FLAT_MOD
, float (aura
->GetModifier()->m_amount
), apply
);
6841 void Player::_ApplyWeaponDependentAuraDamageMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6843 // ignore spell mods for not wands
6844 Modifier
const* modifier
= aura
->GetModifier();
6845 if((modifier
->m_miscvalue
& SPELL_SCHOOL_MASK_NORMAL
)==0 && (getClassMask() & CLASSMASK_WAND_USERS
)==0)
6848 // generic not weapon specific case processes in aura code
6849 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6852 UnitMods unitMod
= UNIT_MOD_END
;
6855 case BASE_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_MAINHAND
; break;
6856 case OFF_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_OFFHAND
; break;
6857 case RANGED_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_RANGED
; break;
6861 UnitModifierType unitModType
= TOTAL_VALUE
;
6862 switch(modifier
->m_auraname
)
6864 case SPELL_AURA_MOD_DAMAGE_DONE
: unitModType
= TOTAL_VALUE
; break;
6865 case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
: unitModType
= TOTAL_PCT
; break;
6869 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6871 HandleStatModifier(unitMod
, unitModType
, float(modifier
->m_amount
),apply
);
6875 void Player::ApplyItemEquipSpell(Item
*item
, bool apply
, bool form_change
)
6880 ItemPrototype
const *proto
= item
->GetProto();
6884 for (int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
6886 _Spell
const& spellData
= proto
->Spells
[i
];
6889 if(!spellData
.SpellId
)
6892 // wrong triggering type
6893 if(apply
&& spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_EQUIP
)
6896 // check if it is valid spell
6897 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6901 ApplyEquipSpell(spellproto
,item
,apply
,form_change
);
6905 void Player::ApplyEquipSpell(SpellEntry
const* spellInfo
, Item
* item
, bool apply
, bool form_change
)
6909 // Cannot be used in this stance/form
6910 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
) != SPELL_CAST_OK
)
6913 if(form_change
) // check aura active state from other form
6916 for (int k
=0; k
< 3; ++k
)
6918 spellEffectPair spair
= spellEffectPair(spellInfo
->Id
, k
);
6919 for (AuraMap::const_iterator iter
= m_Auras
.lower_bound(spair
); iter
!= m_Auras
.upper_bound(spair
); ++iter
)
6921 if(!item
|| iter
->second
->GetCastItemGUID() == item
->GetGUID())
6931 if(found
) // and skip re-cast already active aura at form change
6935 DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item
? "item" : "itemset"), spellInfo
->Id
);
6937 CastSpell(this,spellInfo
,true,item
);
6941 if(form_change
) // check aura compatibility
6943 // Cannot be used in this stance/form
6944 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
)==SPELL_CAST_OK
)
6945 return; // and remove only not compatible at form change
6949 RemoveAurasDueToItemSpell(item
,spellInfo
->Id
); // un-apply all spells , not only at-equipped
6951 RemoveAurasDueToSpell(spellInfo
->Id
); // un-apply spell (item set case)
6955 void Player::UpdateEquipSpellsAtFormChange()
6957 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
6959 if(m_items
[i
] && !m_items
[i
]->IsBroken())
6961 ApplyItemEquipSpell(m_items
[i
],false,true); // remove spells that not fit to form
6962 ApplyItemEquipSpell(m_items
[i
],true,true); // add spells that fit form but not active
6966 // item set bonuses not dependent from item broken state
6967 for(size_t setindex
= 0; setindex
< ItemSetEff
.size(); ++setindex
)
6969 ItemSetEffect
* eff
= ItemSetEff
[setindex
];
6973 for(uint32 y
=0;y
<8; ++y
)
6975 SpellEntry
const* spellInfo
= eff
->spells
[y
];
6979 ApplyEquipSpell(spellInfo
,NULL
,false,true); // remove spells that not fit to form
6980 ApplyEquipSpell(spellInfo
,NULL
,true,true); // add spells that fit form but not active
6985 void Player::CastItemCombatSpell(Unit
* Target
, WeaponAttackType attType
)
6987 Item
*item
= GetWeaponForAttack(attType
, true);
6988 if(!item
|| item
->IsBroken())
6991 ItemPrototype
const *proto
= item
->GetProto();
6995 if (!Target
|| Target
== this )
6998 for (int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
7000 _Spell
const& spellData
= proto
->Spells
[i
];
7003 if(!spellData
.SpellId
)
7006 // wrong triggering type
7007 if(spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_CHANCE_ON_HIT
)
7010 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellData
.SpellId
);
7013 sLog
.outError("WORLD: unknown Item spellid %i", spellData
.SpellId
);
7017 // not allow proc extra attack spell at extra attack
7018 if( m_extraAttacks
&& IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_ADD_EXTRA_ATTACKS
) )
7021 float chance
= spellInfo
->procChance
;
7023 if(spellData
.SpellPPMRate
)
7025 uint32 WeaponSpeed
= proto
->Delay
;
7026 chance
= GetPPMProcChance(WeaponSpeed
, spellData
.SpellPPMRate
);
7028 else if(chance
> 100.0f
)
7030 chance
= GetWeaponProcChance();
7033 if (roll_chance_f(chance
))
7034 CastSpell(Target
, spellInfo
->Id
, true, item
);
7037 // item combat enchantments
7038 for(int e_slot
= 0; e_slot
< MAX_ENCHANTMENT_SLOT
; ++e_slot
)
7040 uint32 enchant_id
= item
->GetEnchantmentId(EnchantmentSlot(e_slot
));
7041 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
7042 if(!pEnchant
) continue;
7043 for (int s
=0;s
<3;s
++)
7045 if(pEnchant
->type
[s
]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
)
7048 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(pEnchant
->spellid
[s
]);
7051 sLog
.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant
->ID
, pEnchant
->spellid
[s
]);
7055 // Use first rank to access spell item enchant procs
7056 float ppmRate
= spellmgr
.GetItemEnchantProcChance(spellInfo
->Id
);
7058 float chance
= ppmRate
7059 ? GetPPMProcChance(proto
->Delay
, ppmRate
)
7060 : pEnchant
->amount
[s
] != 0 ? float(pEnchant
->amount
[s
]) : GetWeaponProcChance();
7063 ApplySpellMod(spellInfo
->Id
,SPELLMOD_CHANCE_OF_SUCCESS
,chance
);
7064 ApplySpellMod(spellInfo
->Id
,SPELLMOD_FREQUENCY_OF_SUCCESS
,chance
);
7066 if (roll_chance_f(chance
))
7068 if(IsPositiveSpell(pEnchant
->spellid
[s
]))
7069 CastSpell(this, pEnchant
->spellid
[s
], true, item
);
7071 CastSpell(Target
, pEnchant
->spellid
[s
], true, item
);
7077 void Player::CastItemUseSpell(Item
*item
,SpellCastTargets
const& targets
,uint8 cast_count
, uint32 glyphIndex
)
7079 ItemPrototype
const* proto
= item
->GetProto();
7080 // special learning case
7081 if(proto
->Spells
[0].SpellId
==SPELL_ID_GENERIC_LEARN
|| proto
->Spells
[0].SpellId
==SPELL_ID_GENERIC_LEARN_PET
)
7083 uint32 learn_spell_id
= proto
->Spells
[0].SpellId
;
7084 uint32 learning_spell_id
= proto
->Spells
[1].SpellId
;
7086 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(learn_spell_id
);
7089 sLog
.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring ",proto
->ItemId
, learn_spell_id
);
7090 SendEquipError(EQUIP_ERR_NONE
,item
,NULL
);
7094 Spell
*spell
= new Spell(this, spellInfo
, false);
7095 spell
->m_CastItem
= item
;
7096 spell
->m_cast_count
= cast_count
; //set count of casts
7097 spell
->m_currentBasePoints
[0] = learning_spell_id
;
7098 spell
->prepare(&targets
);
7102 // use triggered flag only for items with many spell casts and for not first cast
7105 // item spells casted at use
7106 for(int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
7108 _Spell
const& spellData
= proto
->Spells
[i
];
7111 if(!spellData
.SpellId
)
7114 // wrong triggering type
7115 if( spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_USE
&& spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_NO_DELAY_USE
)
7118 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellData
.SpellId
);
7121 sLog
.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring",proto
->ItemId
, spellData
.SpellId
);
7125 Spell
*spell
= new Spell(this, spellInfo
, (count
> 0));
7126 spell
->m_CastItem
= item
;
7127 spell
->m_cast_count
= cast_count
; // set count of casts
7128 spell
->m_glyphIndex
= glyphIndex
; // glyph index
7129 spell
->prepare(&targets
);
7134 // Item enchantments spells casted at use
7135 for(int e_slot
= 0; e_slot
< MAX_ENCHANTMENT_SLOT
; ++e_slot
)
7137 uint32 enchant_id
= item
->GetEnchantmentId(EnchantmentSlot(e_slot
));
7138 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
7139 if(!pEnchant
) continue;
7140 for (int s
=0;s
<3;s
++)
7142 if(pEnchant
->type
[s
]!=ITEM_ENCHANTMENT_TYPE_USE_SPELL
)
7145 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(pEnchant
->spellid
[s
]);
7148 sLog
.outError("Player::CastItemUseSpell Enchant %i, cast unknown spell %i", pEnchant
->ID
, pEnchant
->spellid
[s
]);
7152 Spell
*spell
= new Spell(this, spellInfo
, (count
> 0));
7153 spell
->m_CastItem
= item
;
7154 spell
->m_cast_count
= cast_count
; // set count of casts
7155 spell
->m_glyphIndex
= glyphIndex
; // glyph index
7156 spell
->prepare(&targets
);
7163 void Player::_RemoveAllItemMods()
7165 sLog
.outDebug("_RemoveAllItemMods start.");
7167 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7171 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7175 // item set bonuses not dependent from item broken state
7177 RemoveItemsSetItem(this,proto
);
7179 if(m_items
[i
]->IsBroken())
7182 ApplyItemEquipSpell(m_items
[i
],false);
7183 ApplyEnchantment(m_items
[i
], false);
7187 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7191 if(m_items
[i
]->IsBroken())
7193 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7197 uint32 attacktype
= Player::GetAttackBySlot(i
);
7198 if(attacktype
< MAX_ATTACK
)
7199 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),false);
7201 _ApplyItemBonuses(proto
,i
, false);
7203 if( i
== EQUIPMENT_SLOT_RANGED
)
7204 _ApplyAmmoBonuses();
7208 sLog
.outDebug("_RemoveAllItemMods complete.");
7211 void Player::_ApplyAllItemMods()
7213 sLog
.outDebug("_ApplyAllItemMods start.");
7215 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7219 if(m_items
[i
]->IsBroken())
7222 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7226 uint32 attacktype
= Player::GetAttackBySlot(i
);
7227 if(attacktype
< MAX_ATTACK
)
7228 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),true);
7230 _ApplyItemBonuses(proto
,i
, true);
7232 if( i
== EQUIPMENT_SLOT_RANGED
)
7233 _ApplyAmmoBonuses();
7237 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7241 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7245 // item set bonuses not dependent from item broken state
7247 AddItemsSetItem(this,m_items
[i
]);
7249 if(m_items
[i
]->IsBroken())
7252 ApplyItemEquipSpell(m_items
[i
],true);
7253 ApplyEnchantment(m_items
[i
], true);
7257 sLog
.outDebug("_ApplyAllItemMods complete.");
7260 void Player::_ApplyAllLevelScaleItemMods(bool apply
)
7262 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7266 if(m_items
[i
]->IsBroken())
7269 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7273 _ApplyItemBonuses(proto
,i
, apply
, true);
7278 void Player::_ApplyAmmoBonuses()
7281 uint32 ammo_id
= GetUInt32Value(PLAYER_AMMO_ID
);
7285 float currentAmmoDPS
;
7287 ItemPrototype
const *ammo_proto
= objmgr
.GetItemPrototype( ammo_id
);
7288 if( !ammo_proto
|| ammo_proto
->Class
!=ITEM_CLASS_PROJECTILE
|| !CheckAmmoCompatibility(ammo_proto
))
7289 currentAmmoDPS
= 0.0f
;
7291 currentAmmoDPS
= ammo_proto
->Damage
[0].DamageMin
;
7293 if(currentAmmoDPS
== GetAmmoDPS())
7296 m_ammoDPS
= currentAmmoDPS
;
7298 if(CanModifyStats())
7299 UpdateDamagePhysical(RANGED_ATTACK
);
7302 bool Player::CheckAmmoCompatibility(const ItemPrototype
*ammo_proto
) const
7307 // check ranged weapon
7308 Item
*weapon
= GetWeaponForAttack( RANGED_ATTACK
);
7309 if(!weapon
|| weapon
->IsBroken() )
7312 ItemPrototype
const* weapon_proto
= weapon
->GetProto();
7313 if(!weapon_proto
|| weapon_proto
->Class
!=ITEM_CLASS_WEAPON
)
7316 // check ammo ws. weapon compatibility
7317 switch(weapon_proto
->SubClass
)
7319 case ITEM_SUBCLASS_WEAPON_BOW
:
7320 case ITEM_SUBCLASS_WEAPON_CROSSBOW
:
7321 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_ARROW
)
7324 case ITEM_SUBCLASS_WEAPON_GUN
:
7325 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_BULLET
)
7335 /* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
7336 Called by remove insignia spell effect */
7337 void Player::RemovedInsignia(Player
* looterPlr
)
7339 if (!GetBattleGroundId())
7342 // If not released spirit, do it !
7343 if(m_deathTimer
> 0)
7350 Corpse
*corpse
= GetCorpse();
7354 // We have to convert player corpse to bones, not to be able to resurrect there
7355 // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
7356 Corpse
*bones
= ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID(),true);
7360 // Now we must make bones lootable, and send player loot
7361 bones
->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS
, CORPSE_DYNFLAG_LOOTABLE
);
7363 // We store the level of our player in the gold field
7364 // We retrieve this information at Player::SendLoot()
7365 bones
->loot
.gold
= getLevel();
7366 bones
->lootRecipient
= looterPlr
;
7367 looterPlr
->SendLoot(bones
->GetGUID(), LOOT_INSIGNIA
);
7370 void Player::SendLootRelease( uint64 guid
)
7372 WorldPacket
data( SMSG_LOOT_RELEASE_RESPONSE
, (8+1) );
7373 data
<< uint64(guid
) << uint8(1);
7374 SendDirectMessage( &data
);
7377 void Player::SendLoot(uint64 guid
, LootType loot_type
)
7379 if (uint64 lguid
= GetLootGUID())
7380 m_session
->DoLootRelease(lguid
);
7383 PermissionTypes permission
= ALL_PERMISSION
;
7385 sLog
.outDebug("Player::SendLoot");
7386 if (IS_GAMEOBJECT_GUID(guid
))
7388 sLog
.outDebug(" IS_GAMEOBJECT_GUID(guid)");
7389 GameObject
*go
= GetMap()->GetGameObject(guid
);
7391 // not check distance for GO in case owned GO (fishing bobber case, for example)
7392 // And permit out of range GO with no owner in case fishing hole
7393 if (!go
|| (loot_type
!= LOOT_FISHINGHOLE
&& (loot_type
!= LOOT_FISHING
|| go
->GetOwnerGUID() != GetGUID()) && !go
->IsWithinDistInMap(this,INTERACTION_DISTANCE
)))
7395 SendLootRelease(guid
);
7401 if (go
->getLootState() == GO_READY
)
7403 uint32 lootid
= go
->GetGOInfo()->GetLootId();
7407 sLog
.outDebug(" if(lootid)");
7409 loot
->FillLoot(lootid
, LootTemplates_Gameobject
, this, false);
7412 if (loot_type
== LOOT_FISHING
)
7413 go
->getFishLoot(loot
,this);
7415 go
->SetLootState(GO_ACTIVATED
);
7418 else if (IS_ITEM_GUID(guid
))
7420 Item
*item
= GetItemByGuid( guid
);
7424 SendLootRelease(guid
);
7430 if (!item
->m_lootGenerated
)
7432 item
->m_lootGenerated
= true;
7437 case LOOT_DISENCHANTING
:
7438 loot
->FillLoot(item
->GetProto()->DisenchantID
, LootTemplates_Disenchant
, this,true);
7440 case LOOT_PROSPECTING
:
7441 loot
->FillLoot(item
->GetEntry(), LootTemplates_Prospecting
, this,true);
7444 loot
->FillLoot(item
->GetEntry(), LootTemplates_Milling
, this,true);
7447 loot
->FillLoot(item
->GetEntry(), LootTemplates_Item
, this,true);
7448 loot
->generateMoneyLoot(item
->GetProto()->MinMoneyLoot
,item
->GetProto()->MaxMoneyLoot
);
7453 else if (IS_CORPSE_GUID(guid
)) // remove insignia
7455 Corpse
*bones
= ObjectAccessor::GetCorpse(*this, guid
);
7457 if (!bones
|| !((loot_type
== LOOT_CORPSE
) || (loot_type
== LOOT_INSIGNIA
)) || (bones
->GetType() != CORPSE_BONES
) )
7459 SendLootRelease(guid
);
7463 loot
= &bones
->loot
;
7465 if (!bones
->lootForBody
)
7467 bones
->lootForBody
= true;
7468 uint32 pLevel
= bones
->loot
.gold
;
7469 bones
->loot
.clear();
7470 // It may need a better formula
7471 // Now it works like this: lvl10: ~6copper, lvl70: ~9silver
7472 bones
->loot
.gold
= (uint32
)( urand(50, 150) * 0.016f
* pow( ((float)pLevel
)/5.76f
, 2.5f
) * sWorld
.getRate(RATE_DROP_MONEY
) );
7475 if (bones
->lootRecipient
!= this)
7476 permission
= NONE_PERMISSION
;
7480 Creature
*creature
= GetMap()->GetCreature(guid
);
7482 // must be in range and creature must be alive for pickpocket and must be dead for another loot
7483 if (!creature
|| creature
->isAlive()!=(loot_type
== LOOT_PICKPOCKETING
) || !creature
->IsWithinDistInMap(this,INTERACTION_DISTANCE
))
7485 SendLootRelease(guid
);
7489 if (loot_type
== LOOT_PICKPOCKETING
&& IsFriendlyTo(creature
))
7491 SendLootRelease(guid
);
7495 loot
= &creature
->loot
;
7497 if (loot_type
== LOOT_PICKPOCKETING
)
7499 if (!creature
->lootForPickPocketed
)
7501 creature
->lootForPickPocketed
= true;
7504 if (uint32 lootid
= creature
->GetCreatureInfo()->pickpocketLootId
)
7505 loot
->FillLoot(lootid
, LootTemplates_Pickpocketing
, this, false);
7507 // Generate extra money for pick pocket loot
7508 const uint32 a
= urand(0, creature
->getLevel()/2);
7509 const uint32 b
= urand(0, getLevel()/2);
7510 loot
->gold
= uint32(10 * (a
+ b
) * sWorld
.getRate(RATE_DROP_MONEY
));
7515 // the player whose group may loot the corpse
7516 Player
*recipient
= creature
->GetLootRecipient();
7519 creature
->SetLootRecipient(this);
7523 if (creature
->lootForPickPocketed
)
7525 creature
->lootForPickPocketed
= false;
7529 if (!creature
->lootForBody
)
7531 creature
->lootForBody
= true;
7534 if (uint32 lootid
= creature
->GetCreatureInfo()->lootid
)
7535 loot
->FillLoot(lootid
, LootTemplates_Creature
, recipient
, false);
7537 loot
->generateMoneyLoot(creature
->GetCreatureInfo()->mingold
,creature
->GetCreatureInfo()->maxgold
);
7539 if (Group
* group
= recipient
->GetGroup())
7541 group
->UpdateLooterGuid(creature
,true);
7543 switch (group
->GetLootMethod())
7546 // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin
7547 group
->GroupLoot(recipient
->GetGUID(), loot
, creature
);
7549 case NEED_BEFORE_GREED
:
7550 group
->NeedBeforeGreed(recipient
->GetGUID(), loot
, creature
);
7553 group
->MasterLoot(recipient
->GetGUID(), loot
, creature
);
7561 // possible only if creature->lootForBody && loot->empty() at spell cast check
7562 if (loot_type
== LOOT_SKINNING
)
7565 loot
->FillLoot(creature
->GetCreatureInfo()->SkinLootId
, LootTemplates_Skinning
, this, false);
7567 // set group rights only for loot_type != LOOT_SKINNING
7570 if(Group
* group
= GetGroup())
7572 if (group
== recipient
->GetGroup())
7574 if (group
->GetLootMethod() == FREE_FOR_ALL
)
7575 permission
= ALL_PERMISSION
;
7576 else if (group
->GetLooterGuid() == GetGUID())
7578 if (group
->GetLootMethod() == MASTER_LOOT
)
7579 permission
= MASTER_PERMISSION
;
7581 permission
= ALL_PERMISSION
;
7584 permission
= GROUP_PERMISSION
;
7587 permission
= NONE_PERMISSION
;
7589 else if (recipient
== this)
7590 permission
= ALL_PERMISSION
;
7592 permission
= NONE_PERMISSION
;
7599 // LOOT_INSIGNIA and LOOT_FISHINGHOLE unsupported by client
7602 case LOOT_INSIGNIA
: loot_type
= LOOT_SKINNING
; break;
7603 case LOOT_FISHINGHOLE
: loot_type
= LOOT_FISHING
; break;
7607 // need know merged fishing/corpse loot type for achievements
7608 loot
->loot_type
= loot_type
;
7610 WorldPacket
data(SMSG_LOOT_RESPONSE
, (9+50)); // we guess size
7612 data
<< uint64(guid
);
7613 data
<< uint8(loot_type
);
7614 data
<< LootView(*loot
, this, permission
);
7616 SendDirectMessage(&data
);
7618 // add 'this' player as one of the players that are looting 'loot'
7619 if (permission
!= NONE_PERMISSION
)
7620 loot
->AddLooter(GetGUID());
7622 if (loot_type
== LOOT_CORPSE
&& !IS_ITEM_GUID(guid
))
7623 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_LOOTING
);
7626 void Player::SendNotifyLootMoneyRemoved()
7628 WorldPacket
data(SMSG_LOOT_CLEAR_MONEY
, 0);
7629 GetSession()->SendPacket( &data
);
7632 void Player::SendNotifyLootItemRemoved(uint8 lootSlot
)
7634 WorldPacket
data(SMSG_LOOT_REMOVED
, 1);
7635 data
<< uint8(lootSlot
);
7636 GetSession()->SendPacket( &data
);
7639 void Player::SendUpdateWorldState(uint32 Field
, uint32 Value
)
7641 WorldPacket
data(SMSG_UPDATE_WORLD_STATE
, 8);
7644 GetSession()->SendPacket(&data
);
7647 void Player::SendInitWorldStates(uint32 zoneid
, uint32 areaid
)
7649 // data depends on zoneid/mapid...
7650 BattleGround
* bg
= GetBattleGround();
7651 uint16 NumberOfFields
= 0;
7652 uint32 mapid
= GetMapId();
7654 sLog
.outDebug("Sending SMSG_INIT_WORLD_STATES to Map:%u, Zone: %u", mapid
, zoneid
);
7656 // may be exist better way to do this...
7679 NumberOfFields
= 41;
7682 NumberOfFields
= 15;
7685 NumberOfFields
= 83;
7688 NumberOfFields
= 16;
7692 NumberOfFields
= 40;
7695 NumberOfFields
= 27;
7698 NumberOfFields
= 39;
7701 NumberOfFields
= 38;
7704 NumberOfFields
= 37;
7709 NumberOfFields
= 11;
7712 NumberOfFields
= 11;
7715 NumberOfFields
= 12;
7719 WorldPacket
data(SMSG_INIT_WORLD_STATES
, (4+4+4+2+(NumberOfFields
*8)));
7720 data
<< uint32(mapid
); // mapid
7721 data
<< uint32(zoneid
); // zone id
7722 data
<< uint32(areaid
); // area id, new 2.1.0
7723 data
<< uint16(NumberOfFields
); // count of uint64 blocks
7724 data
<< uint32(0x8d8) << uint32(0x0); // 1
7725 data
<< uint32(0x8d7) << uint32(0x0); // 2
7726 data
<< uint32(0x8d6) << uint32(0x0); // 3
7727 data
<< uint32(0x8d5) << uint32(0x0); // 4
7728 data
<< uint32(0x8d4) << uint32(0x0); // 5
7729 data
<< uint32(0x8d3) << uint32(0x0); // 6
7730 // 7 1 - Arena season in progress, 0 - end of season
7731 data
<< uint32(0xC77) << uint32(sWorld
.getConfig(CONFIG_ARENA_SEASON_IN_PROGRESS
));
7732 // 8 Arena season id
7733 data
<< uint32(0xF3D) << uint32(sWorld
.getConfig(CONFIG_ARENA_SEASON_ID
));
7734 if(mapid
== 530) // Outland
7736 data
<< uint32(0x9bf) << uint32(0x0); // 7
7737 data
<< uint32(0x9bd) << uint32(0xF); // 8
7738 data
<< uint32(0x9bb) << uint32(0xF); // 9
7753 data
<< uint32(0x7ae) << uint32(0x1); // 7
7754 data
<< uint32(0x532) << uint32(0x1); // 8
7755 data
<< uint32(0x531) << uint32(0x0); // 9
7756 data
<< uint32(0x52e) << uint32(0x0); // 10
7757 data
<< uint32(0x571) << uint32(0x0); // 11
7758 data
<< uint32(0x570) << uint32(0x0); // 12
7759 data
<< uint32(0x567) << uint32(0x1); // 13
7760 data
<< uint32(0x566) << uint32(0x1); // 14
7761 data
<< uint32(0x550) << uint32(0x1); // 15
7762 data
<< uint32(0x544) << uint32(0x0); // 16
7763 data
<< uint32(0x536) << uint32(0x0); // 17
7764 data
<< uint32(0x535) << uint32(0x1); // 18
7765 data
<< uint32(0x518) << uint32(0x0); // 19
7766 data
<< uint32(0x517) << uint32(0x0); // 20
7767 data
<< uint32(0x574) << uint32(0x0); // 21
7768 data
<< uint32(0x573) << uint32(0x0); // 22
7769 data
<< uint32(0x572) << uint32(0x0); // 23
7770 data
<< uint32(0x56f) << uint32(0x0); // 24
7771 data
<< uint32(0x56e) << uint32(0x0); // 25
7772 data
<< uint32(0x56d) << uint32(0x0); // 26
7773 data
<< uint32(0x56c) << uint32(0x0); // 27
7774 data
<< uint32(0x56b) << uint32(0x0); // 28
7775 data
<< uint32(0x56a) << uint32(0x1); // 29
7776 data
<< uint32(0x569) << uint32(0x1); // 30
7777 data
<< uint32(0x568) << uint32(0x1); // 13
7778 data
<< uint32(0x565) << uint32(0x0); // 32
7779 data
<< uint32(0x564) << uint32(0x0); // 33
7780 data
<< uint32(0x563) << uint32(0x0); // 34
7781 data
<< uint32(0x562) << uint32(0x0); // 35
7782 data
<< uint32(0x561) << uint32(0x0); // 36
7783 data
<< uint32(0x560) << uint32(0x0); // 37
7784 data
<< uint32(0x55f) << uint32(0x0); // 38
7785 data
<< uint32(0x55e) << uint32(0x0); // 39
7786 data
<< uint32(0x55d) << uint32(0x0); // 40
7787 data
<< uint32(0x3c6) << uint32(0x4); // 41
7788 data
<< uint32(0x3c4) << uint32(0x6); // 42
7789 data
<< uint32(0x3c2) << uint32(0x4); // 43
7790 data
<< uint32(0x516) << uint32(0x1); // 44
7791 data
<< uint32(0x515) << uint32(0x0); // 45
7792 data
<< uint32(0x3b6) << uint32(0x6); // 46
7793 data
<< uint32(0x55c) << uint32(0x0); // 47
7794 data
<< uint32(0x55b) << uint32(0x0); // 48
7795 data
<< uint32(0x55a) << uint32(0x0); // 49
7796 data
<< uint32(0x559) << uint32(0x0); // 50
7797 data
<< uint32(0x558) << uint32(0x0); // 51
7798 data
<< uint32(0x557) << uint32(0x0); // 52
7799 data
<< uint32(0x556) << uint32(0x0); // 53
7800 data
<< uint32(0x555) << uint32(0x0); // 54
7801 data
<< uint32(0x554) << uint32(0x1); // 55
7802 data
<< uint32(0x553) << uint32(0x1); // 56
7803 data
<< uint32(0x552) << uint32(0x1); // 57
7804 data
<< uint32(0x551) << uint32(0x1); // 58
7805 data
<< uint32(0x54f) << uint32(0x0); // 59
7806 data
<< uint32(0x54e) << uint32(0x0); // 60
7807 data
<< uint32(0x54d) << uint32(0x1); // 61
7808 data
<< uint32(0x54c) << uint32(0x0); // 62
7809 data
<< uint32(0x54b) << uint32(0x0); // 63
7810 data
<< uint32(0x545) << uint32(0x0); // 64
7811 data
<< uint32(0x543) << uint32(0x1); // 65
7812 data
<< uint32(0x542) << uint32(0x0); // 66
7813 data
<< uint32(0x540) << uint32(0x0); // 67
7814 data
<< uint32(0x53f) << uint32(0x0); // 68
7815 data
<< uint32(0x53e) << uint32(0x0); // 69
7816 data
<< uint32(0x53d) << uint32(0x0); // 70
7817 data
<< uint32(0x53c) << uint32(0x0); // 71
7818 data
<< uint32(0x53b) << uint32(0x0); // 72
7819 data
<< uint32(0x53a) << uint32(0x1); // 73
7820 data
<< uint32(0x539) << uint32(0x0); // 74
7821 data
<< uint32(0x538) << uint32(0x0); // 75
7822 data
<< uint32(0x537) << uint32(0x0); // 76
7823 data
<< uint32(0x534) << uint32(0x0); // 77
7824 data
<< uint32(0x533) << uint32(0x0); // 78
7825 data
<< uint32(0x530) << uint32(0x0); // 79
7826 data
<< uint32(0x52f) << uint32(0x0); // 80
7827 data
<< uint32(0x52d) << uint32(0x1); // 81
7830 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_WS
)
7831 bg
->FillInitialWorldStates(data
);
7834 data
<< uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures
7835 data
<< uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures
7836 data
<< uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
7837 data
<< uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
7838 data
<< uint32(0x60b) << uint32(0x2); // 11 1547 unk
7839 data
<< uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?)
7840 data
<< uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7841 data
<< uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7845 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_AB
)
7846 bg
->FillInitialWorldStates(data
);
7849 data
<< uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance
7850 data
<< uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde
7851 data
<< uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST?
7852 data
<< uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide)
7853 data
<< uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
7854 data
<< uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide)
7855 data
<< uint32(0x6ee) << uint32(0x0); // 13 1774 farm color
7856 data
<< uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM?
7857 data
<< uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources
7858 data
<< uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources
7859 data
<< uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases
7860 data
<< uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases
7861 data
<< uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000)
7862 data
<< uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color
7863 data
<< uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide)
7864 data
<< uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs?
7865 data
<< uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs?
7866 data
<< uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
7867 data
<< uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
7868 data
<< uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide)
7869 data
<< uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color
7870 data
<< uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM?
7871 data
<< uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
7872 data
<< uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide)
7873 data
<< uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color
7874 data
<< uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled)
7875 data
<< uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled)
7876 data
<< uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled)
7877 data
<< uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled)
7878 data
<< uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled)
7879 data
<< uint32(0x745) << uint32(0x2); // 37 1861 unk
7880 data
<< uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800)
7884 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_EY
)
7885 bg
->FillInitialWorldStates(data
);
7888 data
<< uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases
7889 data
<< uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases
7890 data
<< uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict
7891 data
<< uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict
7892 data
<< uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict
7893 data
<< uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict
7894 data
<< uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict
7895 data
<< uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict
7896 data
<< uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start
7897 data
<< uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start
7898 data
<< uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control
7899 data
<< uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control
7900 data
<< uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
7901 data
<< uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control
7902 data
<< uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control
7903 data
<< uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
7904 data
<< uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control
7905 data
<< uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control
7906 data
<< uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no)
7907 data
<< uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control
7908 data
<< uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control
7909 data
<< uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
7910 data
<< uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
7911 data
<< uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
7912 data
<< uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
7913 data
<< uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources
7914 data
<< uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources
7915 data
<< uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant?
7916 data
<< uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
7917 data
<< uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
7918 data
<< uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
7919 data
<< uint32(0xc0d) << uint32(0x17b); // 38 3085 unk
7920 // and some more ... unknown
7923 case 3483: // Hellfire Peninsula
7924 data
<< uint32(0x9ba) << uint32(0x1); // 10
7925 data
<< uint32(0x9b9) << uint32(0x1); // 11
7926 data
<< uint32(0x9b5) << uint32(0x0); // 12
7927 data
<< uint32(0x9b4) << uint32(0x1); // 13
7928 data
<< uint32(0x9b3) << uint32(0x0); // 14
7929 data
<< uint32(0x9b2) << uint32(0x0); // 15
7930 data
<< uint32(0x9b1) << uint32(0x1); // 16
7931 data
<< uint32(0x9b0) << uint32(0x0); // 17
7932 data
<< uint32(0x9ae) << uint32(0x0); // 18 horde pvp objectives captured
7933 data
<< uint32(0x9ac) << uint32(0x0); // 19
7934 data
<< uint32(0x9a8) << uint32(0x0); // 20
7935 data
<< uint32(0x9a7) << uint32(0x0); // 21
7936 data
<< uint32(0x9a6) << uint32(0x1); // 22
7938 case 3519: // Terokkar Forest
7939 data
<< uint32(0xa41) << uint32(0x0); // 10
7940 data
<< uint32(0xa40) << uint32(0x14); // 11
7941 data
<< uint32(0xa3f) << uint32(0x0); // 12
7942 data
<< uint32(0xa3e) << uint32(0x0); // 13
7943 data
<< uint32(0xa3d) << uint32(0x5); // 14
7944 data
<< uint32(0xa3c) << uint32(0x0); // 15
7945 data
<< uint32(0xa87) << uint32(0x0); // 16
7946 data
<< uint32(0xa86) << uint32(0x0); // 17
7947 data
<< uint32(0xa85) << uint32(0x0); // 18
7948 data
<< uint32(0xa84) << uint32(0x0); // 19
7949 data
<< uint32(0xa83) << uint32(0x0); // 20
7950 data
<< uint32(0xa82) << uint32(0x0); // 21
7951 data
<< uint32(0xa81) << uint32(0x0); // 22
7952 data
<< uint32(0xa80) << uint32(0x0); // 23
7953 data
<< uint32(0xa7e) << uint32(0x0); // 24
7954 data
<< uint32(0xa7d) << uint32(0x0); // 25
7955 data
<< uint32(0xa7c) << uint32(0x0); // 26
7956 data
<< uint32(0xa7b) << uint32(0x0); // 27
7957 data
<< uint32(0xa7a) << uint32(0x0); // 28
7958 data
<< uint32(0xa79) << uint32(0x0); // 29
7959 data
<< uint32(0x9d0) << uint32(0x5); // 30
7960 data
<< uint32(0x9ce) << uint32(0x0); // 31
7961 data
<< uint32(0x9cd) << uint32(0x0); // 32
7962 data
<< uint32(0x9cc) << uint32(0x0); // 33
7963 data
<< uint32(0xa88) << uint32(0x0); // 34
7964 data
<< uint32(0xad0) << uint32(0x0); // 35
7965 data
<< uint32(0xacf) << uint32(0x1); // 36
7967 case 3521: // Zangarmarsh
7968 data
<< uint32(0x9e1) << uint32(0x0); // 10
7969 data
<< uint32(0x9e0) << uint32(0x0); // 11
7970 data
<< uint32(0x9df) << uint32(0x0); // 12
7971 data
<< uint32(0xa5d) << uint32(0x1); // 13
7972 data
<< uint32(0xa5c) << uint32(0x0); // 14
7973 data
<< uint32(0xa5b) << uint32(0x1); // 15
7974 data
<< uint32(0xa5a) << uint32(0x0); // 16
7975 data
<< uint32(0xa59) << uint32(0x1); // 17
7976 data
<< uint32(0xa58) << uint32(0x0); // 18
7977 data
<< uint32(0xa57) << uint32(0x0); // 19
7978 data
<< uint32(0xa56) << uint32(0x0); // 20
7979 data
<< uint32(0xa55) << uint32(0x1); // 21
7980 data
<< uint32(0xa54) << uint32(0x0); // 22
7981 data
<< uint32(0x9e7) << uint32(0x0); // 23
7982 data
<< uint32(0x9e6) << uint32(0x0); // 24
7983 data
<< uint32(0x9e5) << uint32(0x0); // 25
7984 data
<< uint32(0xa00) << uint32(0x0); // 26
7985 data
<< uint32(0x9ff) << uint32(0x1); // 27
7986 data
<< uint32(0x9fe) << uint32(0x0); // 28
7987 data
<< uint32(0x9fd) << uint32(0x0); // 29
7988 data
<< uint32(0x9fc) << uint32(0x1); // 30
7989 data
<< uint32(0x9fb) << uint32(0x0); // 31
7990 data
<< uint32(0xa62) << uint32(0x0); // 32
7991 data
<< uint32(0xa61) << uint32(0x1); // 33
7992 data
<< uint32(0xa60) << uint32(0x1); // 34
7993 data
<< uint32(0xa5f) << uint32(0x0); // 35
7995 case 3698: // Nagrand Arena
7996 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_NA
)
7997 bg
->FillInitialWorldStates(data
);
8000 data
<< uint32(0xa0f) << uint32(0x0); // 7
8001 data
<< uint32(0xa10) << uint32(0x0); // 8
8002 data
<< uint32(0xa11) << uint32(0x0); // 9 show
8005 case 3702: // Blade's Edge Arena
8006 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_BE
)
8007 bg
->FillInitialWorldStates(data
);
8010 data
<< uint32(0x9f0) << uint32(0x0); // 7 gold
8011 data
<< uint32(0x9f1) << uint32(0x0); // 8 green
8012 data
<< uint32(0x9f3) << uint32(0x0); // 9 show
8015 case 3968: // Ruins of Lordaeron
8016 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_RL
)
8017 bg
->FillInitialWorldStates(data
);
8020 data
<< uint32(0xbb8) << uint32(0x0); // 7 gold
8021 data
<< uint32(0xbb9) << uint32(0x0); // 8 green
8022 data
<< uint32(0xbba) << uint32(0x0); // 9 show
8025 case 3703: // Shattrath City
8028 data
<< uint32(0x914) << uint32(0x0); // 7
8029 data
<< uint32(0x913) << uint32(0x0); // 8
8030 data
<< uint32(0x912) << uint32(0x0); // 9
8031 data
<< uint32(0x915) << uint32(0x0); // 10
8034 GetSession()->SendPacket(&data
);
8037 uint32
Player::GetXPRestBonus(uint32 xp
)
8039 uint32 rested_bonus
= (uint32
)GetRestBonus(); // xp for each rested bonus
8041 if(rested_bonus
> xp
) // max rested_bonus == xp or (r+x) = 200% xp
8044 SetRestBonus( GetRestBonus() - rested_bonus
);
8046 sLog
.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp
+rested_bonus
,rested_bonus
,GetRestBonus());
8047 return rested_bonus
;
8050 void Player::SetBindPoint(uint64 guid
)
8052 WorldPacket
data(SMSG_BINDER_CONFIRM
, 8);
8053 data
<< uint64(guid
);
8054 GetSession()->SendPacket( &data
);
8057 void Player::SendTalentWipeConfirm(uint64 guid
)
8059 WorldPacket
data(MSG_TALENT_WIPE_CONFIRM
, (8+4));
8060 data
<< uint64(guid
);
8061 data
<< uint32(resetTalentsCost());
8062 GetSession()->SendPacket( &data
);
8065 void Player::SendPetSkillWipeConfirm()
8067 Pet
* pet
= GetPet();
8070 WorldPacket
data(SMSG_PET_UNLEARN_CONFIRM
, (8+4));
8071 data
<< pet
->GetGUID();
8072 data
<< uint32(pet
->resetTalentsCost());
8073 GetSession()->SendPacket( &data
);
8076 /*********************************************************/
8077 /*** STORAGE SYSTEM ***/
8078 /*********************************************************/
8080 void Player::SetVirtualItemSlot( uint8 i
, Item
* item
)
8085 if(!item
->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT
))
8087 uint32 charges
= item
->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
);
8091 item
->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
,charges
-1);
8092 else if(charges
<= 1)
8094 ApplyEnchantment(item
,TEMP_ENCHANTMENT_SLOT
,false);
8095 item
->ClearEnchantment(TEMP_ENCHANTMENT_SLOT
);
8100 void Player::SetSheath( SheathState sheathed
)
8104 case SHEATH_STATE_UNARMED
: // no prepared weapon
8105 SetVirtualItemSlot(0,NULL
);
8106 SetVirtualItemSlot(1,NULL
);
8107 SetVirtualItemSlot(2,NULL
);
8109 case SHEATH_STATE_MELEE
: // prepared melee weapon
8111 SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK
,true));
8112 SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK
,true));
8113 SetVirtualItemSlot(2,NULL
);
8115 case SHEATH_STATE_RANGED
: // prepared ranged weapon
8116 SetVirtualItemSlot(0,NULL
);
8117 SetVirtualItemSlot(1,NULL
);
8118 SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK
,true));
8121 SetVirtualItemSlot(0,NULL
);
8122 SetVirtualItemSlot(1,NULL
);
8123 SetVirtualItemSlot(2,NULL
);
8126 Unit::SetSheath(sheathed
); // this must visualize Sheath changing for other players...
8129 uint8
Player::FindEquipSlot( ItemPrototype
const* proto
, uint32 slot
, bool swap
) const
8131 uint8 pClass
= getClass();
8134 slots
[0] = NULL_SLOT
;
8135 slots
[1] = NULL_SLOT
;
8136 slots
[2] = NULL_SLOT
;
8137 slots
[3] = NULL_SLOT
;
8138 switch( proto
->InventoryType
)
8141 slots
[0] = EQUIPMENT_SLOT_HEAD
;
8144 slots
[0] = EQUIPMENT_SLOT_NECK
;
8146 case INVTYPE_SHOULDERS
:
8147 slots
[0] = EQUIPMENT_SLOT_SHOULDERS
;
8150 slots
[0] = EQUIPMENT_SLOT_BODY
;
8153 slots
[0] = EQUIPMENT_SLOT_CHEST
;
8156 slots
[0] = EQUIPMENT_SLOT_CHEST
;
8159 slots
[0] = EQUIPMENT_SLOT_WAIST
;
8162 slots
[0] = EQUIPMENT_SLOT_LEGS
;
8165 slots
[0] = EQUIPMENT_SLOT_FEET
;
8167 case INVTYPE_WRISTS
:
8168 slots
[0] = EQUIPMENT_SLOT_WRISTS
;
8171 slots
[0] = EQUIPMENT_SLOT_HANDS
;
8173 case INVTYPE_FINGER
:
8174 slots
[0] = EQUIPMENT_SLOT_FINGER1
;
8175 slots
[1] = EQUIPMENT_SLOT_FINGER2
;
8177 case INVTYPE_TRINKET
:
8178 slots
[0] = EQUIPMENT_SLOT_TRINKET1
;
8179 slots
[1] = EQUIPMENT_SLOT_TRINKET2
;
8182 slots
[0] = EQUIPMENT_SLOT_BACK
;
8184 case INVTYPE_WEAPON
:
8186 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8188 // suggest offhand slot only if know dual wielding
8189 // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
8191 slots
[1] = EQUIPMENT_SLOT_OFFHAND
;
8194 case INVTYPE_SHIELD
:
8195 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8197 case INVTYPE_RANGED
:
8198 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8200 case INVTYPE_2HWEAPON
:
8201 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8202 if (CanDualWield() && CanTitanGrip())
8203 slots
[1] = EQUIPMENT_SLOT_OFFHAND
;
8205 case INVTYPE_TABARD
:
8206 slots
[0] = EQUIPMENT_SLOT_TABARD
;
8208 case INVTYPE_WEAPONMAINHAND
:
8209 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8211 case INVTYPE_WEAPONOFFHAND
:
8212 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8214 case INVTYPE_HOLDABLE
:
8215 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8217 case INVTYPE_THROWN
:
8218 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8220 case INVTYPE_RANGEDRIGHT
:
8221 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8224 slots
[0] = INVENTORY_SLOT_BAG_START
+ 0;
8225 slots
[1] = INVENTORY_SLOT_BAG_START
+ 1;
8226 slots
[2] = INVENTORY_SLOT_BAG_START
+ 2;
8227 slots
[3] = INVENTORY_SLOT_BAG_START
+ 3;
8231 switch(proto
->SubClass
)
8233 case ITEM_SUBCLASS_ARMOR_LIBRAM
:
8234 if (pClass
== CLASS_PALADIN
)
8235 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8237 case ITEM_SUBCLASS_ARMOR_IDOL
:
8238 if (pClass
== CLASS_DRUID
)
8239 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8241 case ITEM_SUBCLASS_ARMOR_TOTEM
:
8242 if (pClass
== CLASS_SHAMAN
)
8243 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8245 case ITEM_SUBCLASS_ARMOR_MISC
:
8246 if (pClass
== CLASS_WARLOCK
)
8247 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8249 case ITEM_SUBCLASS_ARMOR_SIGIL
:
8250 if (pClass
== CLASS_DEATH_KNIGHT
)
8251 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8260 if( slot
!= NULL_SLOT
)
8262 if( swap
|| !GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
) )
8264 for (int i
= 0; i
< 4; ++i
)
8266 if ( slots
[i
] == slot
)
8273 // search free slot at first
8274 for (int i
= 0; i
< 4; ++i
)
8276 if ( slots
[i
] != NULL_SLOT
&& !GetItemByPos( INVENTORY_SLOT_BAG_0
, slots
[i
] ) )
8278 // in case 2hand equipped weapon (without titan grip) offhand slot empty but not free
8279 if(slots
[i
]!=EQUIPMENT_SLOT_OFFHAND
|| !IsTwoHandUsed())
8284 // if not found free and can swap return first appropriate from used
8285 for (int i
= 0; i
< 4; ++i
)
8287 if ( slots
[i
] != NULL_SLOT
&& swap
)
8296 uint8
Player::CanUnequipItems( uint32 item
, uint32 count
) const
8299 uint32 tempcount
= 0;
8301 uint8 res
= EQUIP_ERR_OK
;
8303 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8305 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8306 if( pItem
&& pItem
->GetEntry() == item
)
8308 uint8 ires
= CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
, false);
8309 if(ires
==EQUIP_ERR_OK
)
8311 tempcount
+= pItem
->GetCount();
8312 if( tempcount
>= count
)
8313 return EQUIP_ERR_OK
;
8319 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8321 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8322 if( pItem
&& pItem
->GetEntry() == item
)
8324 tempcount
+= pItem
->GetCount();
8325 if( tempcount
>= count
)
8326 return EQUIP_ERR_OK
;
8329 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8331 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8332 if( pItem
&& pItem
->GetEntry() == item
)
8334 tempcount
+= pItem
->GetCount();
8335 if( tempcount
>= count
)
8336 return EQUIP_ERR_OK
;
8340 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8342 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8345 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8347 pItem
= GetItemByPos( i
, j
);
8348 if( pItem
&& pItem
->GetEntry() == item
)
8350 tempcount
+= pItem
->GetCount();
8351 if( tempcount
>= count
)
8352 return EQUIP_ERR_OK
;
8358 // not found req. item count and have unequippable items
8362 uint32
Player::GetItemCount( uint32 item
, bool inBankAlso
, Item
* skipItem
) const
8365 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8367 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8368 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8369 count
+= pItem
->GetCount();
8371 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8373 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8374 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8375 count
+= pItem
->GetCount();
8377 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8379 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8381 count
+= pBag
->GetItemCount(item
,skipItem
);
8384 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8386 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8388 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8389 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8390 count
+= pItem
->GetGemCountWithID(item
);
8396 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; ++i
)
8398 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8399 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8400 count
+= pItem
->GetCount();
8402 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
8404 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8406 count
+= pBag
->GetItemCount(item
,skipItem
);
8409 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8411 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; ++i
)
8413 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8414 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8415 count
+= pItem
->GetGemCountWithID(item
);
8423 Item
* Player::GetItemByGuid( uint64 guid
) const
8425 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8427 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8428 if( pItem
&& pItem
->GetGUID() == guid
)
8431 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8433 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8434 if( pItem
&& pItem
->GetGUID() == guid
)
8438 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8440 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8443 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8445 Item
* pItem
= pBag
->GetItemByPos( j
);
8446 if( pItem
&& pItem
->GetGUID() == guid
)
8451 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
8453 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8456 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8458 Item
* pItem
= pBag
->GetItemByPos( j
);
8459 if( pItem
&& pItem
->GetGUID() == guid
)
8468 Item
* Player::GetItemByPos( uint16 pos
) const
8470 uint8 bag
= pos
>> 8;
8471 uint8 slot
= pos
& 255;
8472 return GetItemByPos( bag
, slot
);
8475 Item
* Player::GetItemByPos( uint8 bag
, uint8 slot
) const
8477 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< BANK_SLOT_BAG_END
|| (slot
>= KEYRING_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)) )
8478 return m_items
[slot
];
8479 else if ((bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8480 || (bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
) )
8482 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8484 return pBag
->GetItemByPos(slot
);
8489 Item
* Player::GetWeaponForAttack(WeaponAttackType attackType
, bool useable
) const
8494 case BASE_ATTACK
: slot
= EQUIPMENT_SLOT_MAINHAND
; break;
8495 case OFF_ATTACK
: slot
= EQUIPMENT_SLOT_OFFHAND
; break;
8496 case RANGED_ATTACK
: slot
= EQUIPMENT_SLOT_RANGED
; break;
8497 default: return NULL
;
8500 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, slot
);
8501 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_WEAPON
)
8507 if( item
->IsBroken() || !IsUseEquipedWeapon(attackType
==BASE_ATTACK
) )
8513 Item
* Player::GetShield(bool useable
) const
8515 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
8516 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_ARMOR
)
8522 if( item
->IsBroken())
8528 uint32
Player::GetAttackBySlot( uint8 slot
)
8532 case EQUIPMENT_SLOT_MAINHAND
: return BASE_ATTACK
;
8533 case EQUIPMENT_SLOT_OFFHAND
: return OFF_ATTACK
;
8534 case EQUIPMENT_SLOT_RANGED
: return RANGED_ATTACK
;
8535 default: return MAX_ATTACK
;
8539 bool Player::IsInventoryPos( uint8 bag
, uint8 slot
)
8541 if( bag
== INVENTORY_SLOT_BAG_0
&& slot
== NULL_SLOT
)
8543 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
) )
8545 if( bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8547 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= KEYRING_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
) )
8552 bool Player::IsEquipmentPos( uint8 bag
, uint8 slot
)
8554 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< EQUIPMENT_SLOT_END
) )
8556 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8561 bool Player::IsBankPos( uint8 bag
, uint8 slot
)
8563 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
) )
8565 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8567 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8572 bool Player::IsBagPos( uint16 pos
)
8574 uint8 bag
= pos
>> 8;
8575 uint8 slot
= pos
& 255;
8576 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8578 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8583 bool Player::IsValidPos( uint8 bag
, uint8 slot
)
8589 if (bag
== INVENTORY_SLOT_BAG_0
)
8591 // any post selected
8592 if (slot
== NULL_SLOT
)
8596 if (slot
< EQUIPMENT_SLOT_END
)
8600 if (slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
)
8604 if (slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
)
8608 if (slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_END
)
8612 if (slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
)
8616 if (slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
8622 // bag content slots
8623 if (bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8625 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8629 // any post selected
8630 if (slot
== NULL_SLOT
)
8633 return slot
< pBag
->GetBagSize();
8636 // bank bag content slots
8637 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8639 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8643 // any post selected
8644 if (slot
== NULL_SLOT
)
8647 return slot
< pBag
->GetBagSize();
8655 bool Player::HasItemCount( uint32 item
, uint32 count
, bool inBankAlso
) const
8657 uint32 tempcount
= 0;
8658 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8660 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8661 if( pItem
&& pItem
->GetEntry() == item
)
8663 tempcount
+= pItem
->GetCount();
8664 if( tempcount
>= count
)
8668 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8670 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8671 if( pItem
&& pItem
->GetEntry() == item
)
8673 tempcount
+= pItem
->GetCount();
8674 if( tempcount
>= count
)
8678 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8680 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8682 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8684 Item
* pItem
= GetItemByPos( i
, j
);
8685 if( pItem
&& pItem
->GetEntry() == item
)
8687 tempcount
+= pItem
->GetCount();
8688 if( tempcount
>= count
)
8697 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; ++i
)
8699 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8700 if( pItem
&& pItem
->GetEntry() == item
)
8702 tempcount
+= pItem
->GetCount();
8703 if( tempcount
>= count
)
8707 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
8709 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8711 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8713 Item
* pItem
= GetItemByPos( i
, j
);
8714 if( pItem
&& pItem
->GetEntry() == item
)
8716 tempcount
+= pItem
->GetCount();
8717 if( tempcount
>= count
)
8728 bool Player::HasItemOrGemWithIdEquipped( uint32 item
, uint32 count
, uint8 except_slot
) const
8730 uint32 tempcount
= 0;
8731 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8733 if(i
==int(except_slot
))
8736 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8737 if( pItem
&& pItem
->GetEntry() == item
)
8739 tempcount
+= pItem
->GetCount();
8740 if( tempcount
>= count
)
8745 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(item
);
8746 if (pProto
&& pProto
->GemProperties
)
8748 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8750 if(i
==int(except_slot
))
8753 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8754 if( pItem
&& pItem
->GetProto()->Socket
[0].Color
)
8756 tempcount
+= pItem
->GetGemCountWithID(item
);
8757 if( tempcount
>= count
)
8766 bool Player::HasItemOrGemWithLimitCategoryEquipped( uint32 limitCategory
, uint32 count
, uint8 except_slot
) const
8768 uint32 tempcount
= 0;
8769 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8771 if(i
==int(except_slot
))
8774 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8778 ItemPrototype
const *pProto
= pItem
->GetProto();
8782 if (pProto
->ItemLimitCategory
== limitCategory
)
8784 tempcount
+= pItem
->GetCount();
8785 if( tempcount
>= count
)
8789 if( pProto
->Socket
[0].Color
)
8791 tempcount
+= pItem
->GetGemCountWithLimitCategory(limitCategory
);
8792 if( tempcount
>= count
)
8800 uint8
Player::_CanTakeMoreSimilarItems(uint32 entry
, uint32 count
, Item
* pItem
, uint32
* no_space_count
) const
8802 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(entry
);
8806 *no_space_count
= count
;
8807 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8811 if(pProto
->MaxCount
<= 0)
8812 return EQUIP_ERR_OK
;
8814 uint32 curcount
= GetItemCount(pProto
->ItemId
,true,pItem
);
8816 if (curcount
+ count
> uint32(pProto
->MaxCount
))
8819 *no_space_count
= count
+curcount
- pProto
->MaxCount
;
8820 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8823 return EQUIP_ERR_OK
;
8826 bool Player::HasItemTotemCategory( uint32 TotemCategory
) const
8829 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8831 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8832 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8835 for(uint8 i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8837 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8838 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8841 for(uint8 i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8843 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8845 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8847 pItem
= GetItemByPos( i
, j
);
8848 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8856 uint8
Player::_CanStoreItem_InSpecificSlot( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, ItemPrototype
const *pProto
, uint32
& count
, bool swap
, Item
* pSrcItem
) const
8858 Item
* pItem2
= GetItemByPos( bag
, slot
);
8860 // ignore move item (this slot will be empty at move)
8861 if (pItem2
==pSrcItem
)
8866 // empty specific slot - check item fit to slot
8867 if (!pItem2
|| swap
)
8869 if (bag
== INVENTORY_SLOT_BAG_0
)
8872 if (slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_START
+GetMaxKeyringSize() && !(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
))
8873 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8875 // currencytoken case
8876 if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
&& !(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
))
8877 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8880 if (slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
|| slot
>= PLAYER_SLOT_END
)
8881 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8885 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8887 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8889 ItemPrototype
const* pBagProto
= pBag
->GetProto();
8891 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8893 if (slot
>= pBagProto
->ContainerSlots
)
8894 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8896 if (!ItemCanGoIntoBag(pProto
,pBagProto
))
8897 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8900 // non empty stack with space
8901 need_space
= pProto
->GetMaxStackSize();
8903 // non empty slot, check item type
8907 if (pItem2
->GetEntry() != pProto
->ItemId
)
8908 return EQUIP_ERR_ITEM_CANT_STACK
;
8911 if (pItem2
->GetCount() >= pProto
->GetMaxStackSize())
8912 return EQUIP_ERR_ITEM_CANT_STACK
;
8914 // free stack space or infinity
8915 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
8918 if (need_space
> count
)
8921 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | slot
, need_space
);
8922 if (!newPosition
.isContainedIn(dest
))
8924 dest
.push_back(newPosition
);
8925 count
-= need_space
;
8927 return EQUIP_ERR_OK
;
8930 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
8932 // skip specific bag already processed in first called _CanStoreItem_InBag
8934 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8936 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8938 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8940 ItemPrototype
const* pBagProto
= pBag
->GetProto();
8942 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8944 // specialized bag mode or non-specilized
8945 if (non_specialized
!= (pBagProto
->Class
== ITEM_CLASS_CONTAINER
&& pBagProto
->SubClass
== ITEM_SUBCLASS_CONTAINER
))
8946 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8948 if (!ItemCanGoIntoBag(pProto
,pBagProto
))
8949 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8951 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8953 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8957 Item
* pItem2
= GetItemByPos( bag
, j
);
8959 // ignore move item (this slot will be empty at move)
8960 if (pItem2
==pSrcItem
)
8963 // if merge skip empty, if !merge skip non-empty
8964 if ((pItem2
!=NULL
)!=merge
)
8969 if (pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->GetMaxStackSize())
8971 uint32 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
8972 if(need_space
> count
)
8975 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
8976 if (!newPosition
.isContainedIn(dest
))
8978 dest
.push_back(newPosition
);
8979 count
-= need_space
;
8982 return EQUIP_ERR_OK
;
8988 uint32 need_space
= pProto
->GetMaxStackSize();
8989 if (need_space
> count
)
8992 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
8993 if (!newPosition
.isContainedIn(dest
))
8995 dest
.push_back(newPosition
);
8996 count
-= need_space
;
8999 return EQUIP_ERR_OK
;
9003 return EQUIP_ERR_OK
;
9006 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
9008 for(uint32 j
= slot_begin
; j
< slot_end
; ++j
)
9010 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
9011 if (INVENTORY_SLOT_BAG_0
==skip_bag
&& j
==skip_slot
)
9014 Item
* pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, j
);
9016 // ignore move item (this slot will be empty at move)
9017 if (pItem2
==pSrcItem
)
9020 // if merge skip empty, if !merge skip non-empty
9021 if ((pItem2
!=NULL
)!=merge
)
9026 if (pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->GetMaxStackSize())
9028 uint32 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
9029 if (need_space
> count
)
9031 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
9032 if (!newPosition
.isContainedIn(dest
))
9034 dest
.push_back(newPosition
);
9035 count
-= need_space
;
9038 return EQUIP_ERR_OK
;
9044 uint32 need_space
= pProto
->GetMaxStackSize();
9045 if (need_space
> count
)
9048 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
9049 if (!newPosition
.isContainedIn(dest
))
9051 dest
.push_back(newPosition
);
9052 count
-= need_space
;
9055 return EQUIP_ERR_OK
;
9059 return EQUIP_ERR_OK
;
9062 uint8
Player::_CanStoreItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, uint32 entry
, uint32 count
, Item
*pItem
, bool swap
, uint32
* no_space_count
) const
9064 sLog
.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, entry
, count
);
9066 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(entry
);
9070 *no_space_count
= count
;
9071 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
:EQUIP_ERR_ITEM_NOT_FOUND
;
9074 if (pItem
&& pItem
->IsBindedNotWith(this))
9077 *no_space_count
= count
;
9078 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9081 // check count of items (skip for auto move for same player from bank)
9082 uint32 no_similar_count
= 0; // can't store this amount similar items
9083 uint8 res
= _CanTakeMoreSimilarItems(entry
,count
,pItem
,&no_similar_count
);
9084 if (res
!=EQUIP_ERR_OK
)
9086 if (count
==no_similar_count
)
9089 *no_space_count
= no_similar_count
;
9092 count
-= no_similar_count
;
9096 if (bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
9098 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
9099 if (res
!=EQUIP_ERR_OK
)
9102 *no_space_count
= count
+ no_similar_count
;
9108 if (no_similar_count
==0)
9109 return EQUIP_ERR_OK
;
9112 *no_space_count
= count
+ no_similar_count
;
9113 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9117 // not specific slot or have space for partly store only in specific slot
9120 if (bag
!= NULL_BAG
)
9122 // search stack in bag for merge to
9123 if (pProto
->Stackable
!= 1)
9125 if (bag
== INVENTORY_SLOT_BAG_0
) // inventory
9127 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9128 if (res
!=EQUIP_ERR_OK
)
9131 *no_space_count
= count
+ no_similar_count
;
9137 if (no_similar_count
==0)
9138 return EQUIP_ERR_OK
;
9141 *no_space_count
= count
+ no_similar_count
;
9142 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9145 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9146 if (res
!=EQUIP_ERR_OK
)
9149 *no_space_count
= count
+ no_similar_count
;
9155 if (no_similar_count
==0)
9156 return EQUIP_ERR_OK
;
9159 *no_space_count
= count
+ no_similar_count
;
9160 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9163 else // equipped bag
9165 // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag
9166 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
9167 if (res
!=EQUIP_ERR_OK
)
9168 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
9170 if (res
!=EQUIP_ERR_OK
)
9173 *no_space_count
= count
+ no_similar_count
;
9179 if (no_similar_count
==0)
9180 return EQUIP_ERR_OK
;
9183 *no_space_count
= count
+ no_similar_count
;
9184 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9189 // search free slot in bag for place to
9190 if(bag
== INVENTORY_SLOT_BAG_0
) // inventory
9192 // search free slot - keyring case
9193 if (pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9195 uint32 keyringSize
= GetMaxKeyringSize();
9196 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9197 if (res
!=EQUIP_ERR_OK
)
9200 *no_space_count
= count
+ no_similar_count
;
9206 if (no_similar_count
==0)
9207 return EQUIP_ERR_OK
;
9210 *no_space_count
= count
+ no_similar_count
;
9211 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9214 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9215 if (res
!=EQUIP_ERR_OK
)
9218 *no_space_count
= count
+ no_similar_count
;
9224 if (no_similar_count
==0)
9225 return EQUIP_ERR_OK
;
9228 *no_space_count
= count
+ no_similar_count
;
9229 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9232 else if (pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
9234 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9235 if (res
!=EQUIP_ERR_OK
)
9238 *no_space_count
= count
+ no_similar_count
;
9244 if (no_similar_count
==0)
9245 return EQUIP_ERR_OK
;
9248 *no_space_count
= count
+ no_similar_count
;
9249 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9253 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9254 if (res
!=EQUIP_ERR_OK
)
9257 *no_space_count
= count
+ no_similar_count
;
9263 if (no_similar_count
==0)
9264 return EQUIP_ERR_OK
;
9267 *no_space_count
= count
+ no_similar_count
;
9268 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9271 else // equipped bag
9273 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,false,pItem
,NULL_BAG
,slot
);
9274 if (res
!=EQUIP_ERR_OK
)
9275 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,true,pItem
,NULL_BAG
,slot
);
9277 if (res
!=EQUIP_ERR_OK
)
9280 *no_space_count
= count
+ no_similar_count
;
9286 if (no_similar_count
==0)
9287 return EQUIP_ERR_OK
;
9290 *no_space_count
= count
+ no_similar_count
;
9291 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9296 // not specific bag or have space for partly store only in specific bag
9298 // search stack for merge to
9299 if (pProto
->Stackable
!= 1)
9301 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9302 if (res
!=EQUIP_ERR_OK
)
9305 *no_space_count
= count
+ no_similar_count
;
9311 if (no_similar_count
==0)
9312 return EQUIP_ERR_OK
;
9315 *no_space_count
= count
+ no_similar_count
;
9316 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9319 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9320 if (res
!=EQUIP_ERR_OK
)
9323 *no_space_count
= count
+ no_similar_count
;
9329 if (no_similar_count
==0)
9330 return EQUIP_ERR_OK
;
9333 *no_space_count
= count
+ no_similar_count
;
9334 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9337 if (pProto
->BagFamily
)
9339 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9341 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
9342 if (res
!=EQUIP_ERR_OK
)
9347 if (no_similar_count
==0)
9348 return EQUIP_ERR_OK
;
9351 *no_space_count
= count
+ no_similar_count
;
9352 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9357 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9359 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
9360 if (res
!=EQUIP_ERR_OK
)
9365 if (no_similar_count
==0)
9366 return EQUIP_ERR_OK
;
9369 *no_space_count
= count
+ no_similar_count
;
9370 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9375 // search free slot - special bag case
9376 if (pProto
->BagFamily
)
9378 if (pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9380 uint32 keyringSize
= GetMaxKeyringSize();
9381 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,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 if (pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
9401 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9402 if (res
!=EQUIP_ERR_OK
)
9405 *no_space_count
= count
+ no_similar_count
;
9411 if (no_similar_count
==0)
9412 return EQUIP_ERR_OK
;
9415 *no_space_count
= count
+ no_similar_count
;
9416 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9420 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9422 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
9423 if (res
!=EQUIP_ERR_OK
)
9428 if (no_similar_count
==0)
9429 return EQUIP_ERR_OK
;
9432 *no_space_count
= count
+ no_similar_count
;
9433 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9439 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9440 if (res
!=EQUIP_ERR_OK
)
9443 *no_space_count
= count
+ no_similar_count
;
9449 if (no_similar_count
==0)
9450 return EQUIP_ERR_OK
;
9453 *no_space_count
= count
+ no_similar_count
;
9454 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9457 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9459 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
9460 if (res
!=EQUIP_ERR_OK
)
9465 if (no_similar_count
==0)
9466 return EQUIP_ERR_OK
;
9469 *no_space_count
= count
+ no_similar_count
;
9470 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9475 *no_space_count
= count
+ no_similar_count
;
9477 return EQUIP_ERR_INVENTORY_FULL
;
9480 //////////////////////////////////////////////////////////////////////////
9481 uint8
Player::CanStoreItems( Item
**pItems
,int count
) const
9486 int inv_slot_items
[INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
];
9487 int inv_bags
[INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
][MAX_BAG_SIZE
];
9488 int inv_keys
[KEYRING_SLOT_END
-KEYRING_SLOT_START
];
9489 int inv_tokens
[CURRENCYTOKEN_SLOT_END
-CURRENCYTOKEN_SLOT_START
];
9491 memset(inv_slot_items
,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
));
9492 memset(inv_bags
,0,sizeof(int)*(INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
)*MAX_BAG_SIZE
);
9493 memset(inv_keys
,0,sizeof(int)*(KEYRING_SLOT_END
-KEYRING_SLOT_START
));
9494 memset(inv_tokens
,0,sizeof(int)*(CURRENCYTOKEN_SLOT_END
-CURRENCYTOKEN_SLOT_START
));
9496 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
9498 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9500 if (pItem2
&& !pItem2
->IsInTrade())
9502 inv_slot_items
[i
-INVENTORY_SLOT_ITEM_START
] = pItem2
->GetCount();
9506 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; ++i
)
9508 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9510 if (pItem2
&& !pItem2
->IsInTrade())
9512 inv_keys
[i
-KEYRING_SLOT_START
] = pItem2
->GetCount();
9516 for(int i
= CURRENCYTOKEN_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
9518 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9520 if (pItem2
&& !pItem2
->IsInTrade())
9522 inv_tokens
[i
-CURRENCYTOKEN_SLOT_START
] = pItem2
->GetCount();
9526 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9528 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
9530 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9532 pItem2
= GetItemByPos( i
, j
);
9533 if (pItem2
&& !pItem2
->IsInTrade())
9535 inv_bags
[i
-INVENTORY_SLOT_BAG_START
][j
] = pItem2
->GetCount();
9541 // check free space for all items
9542 for (int k
= 0; k
< count
; ++k
)
9544 Item
*pItem
= pItems
[k
];
9547 if (!pItem
) continue;
9549 sLog
.outDebug( "STORAGE: CanStoreItems %i. item = %u, count = %u", k
+1, pItem
->GetEntry(), pItem
->GetCount());
9550 ItemPrototype
const *pProto
= pItem
->GetProto();
9554 return EQUIP_ERR_ITEM_NOT_FOUND
;
9557 if(pItem
->IsBindedNotWith(this))
9558 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9561 ItemPrototype
const *pBagProto
;
9563 // item is 'one item only'
9564 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9565 if(res
!= EQUIP_ERR_OK
)
9568 // search stack for merge to
9569 if( pProto
->Stackable
!= 1 )
9571 bool b_found
= false;
9573 for(int t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_END
; ++t
)
9575 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9576 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_keys
[t
-KEYRING_SLOT_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9578 inv_keys
[t
-KEYRING_SLOT_START
] += pItem
->GetCount();
9583 if (b_found
) continue;
9585 for(int t
= CURRENCYTOKEN_SLOT_START
; t
< CURRENCYTOKEN_SLOT_END
; ++t
)
9587 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9588 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9590 inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] += pItem
->GetCount();
9595 if (b_found
) continue;
9597 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; ++t
)
9599 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9600 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9602 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] += pItem
->GetCount();
9607 if (b_found
) continue;
9609 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; ++t
)
9611 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9614 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9616 pItem2
= GetItemByPos( t
, j
);
9617 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9619 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] += pItem
->GetCount();
9626 if (b_found
) continue;
9630 if( pProto
->BagFamily
)
9632 bool b_found
= false;
9633 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9635 uint32 keyringSize
= GetMaxKeyringSize();
9636 for(uint32 t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_START
+keyringSize
; ++t
)
9638 if( inv_keys
[t
-KEYRING_SLOT_START
] == 0 )
9640 inv_keys
[t
-KEYRING_SLOT_START
] = 1;
9647 if (b_found
) continue;
9649 if(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
9651 for(uint32 t
= CURRENCYTOKEN_SLOT_START
; t
< CURRENCYTOKEN_SLOT_END
; ++t
)
9653 if( inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] == 0 )
9655 inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] = 1;
9662 if (b_found
) continue;
9664 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; ++t
)
9666 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9669 pBagProto
= pBag
->GetProto();
9671 // not plain container check
9672 if( pBagProto
&& (pBagProto
->Class
!= ITEM_CLASS_CONTAINER
|| pBagProto
->SubClass
!= ITEM_SUBCLASS_CONTAINER
) &&
9673 ItemCanGoIntoBag(pProto
,pBagProto
) )
9675 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9677 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9679 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9687 if (b_found
) continue;
9691 bool b_found
= false;
9692 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; ++t
)
9694 if( inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] == 0 )
9696 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] = 1;
9701 if (b_found
) continue;
9703 // search free slot in bags
9704 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; ++t
)
9706 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9709 pBagProto
= pBag
->GetProto();
9711 // special bag already checked
9712 if( pBagProto
&& (pBagProto
->Class
!= ITEM_CLASS_CONTAINER
|| pBagProto
->SubClass
!= ITEM_SUBCLASS_CONTAINER
))
9715 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9717 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9719 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9727 // no free slot found?
9729 return EQUIP_ERR_INVENTORY_FULL
;
9732 return EQUIP_ERR_OK
;
9735 //////////////////////////////////////////////////////////////////////////
9736 uint8
Player::CanEquipNewItem( uint8 slot
, uint16
&dest
, uint32 item
, bool swap
) const
9739 Item
*pItem
= Item::CreateItem( item
, 1, this );
9742 uint8 result
= CanEquipItem(slot
, dest
, pItem
, swap
);
9747 return EQUIP_ERR_ITEM_NOT_FOUND
;
9750 uint8
Player::CanEquipItem( uint8 slot
, uint16
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
9755 sLog
.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot
, pItem
->GetEntry(), pItem
->GetCount());
9756 ItemPrototype
const *pProto
= pItem
->GetProto();
9759 if(pItem
->IsBindedNotWith(this))
9760 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9762 // check count of items (skip for auto move for same player from bank)
9763 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9764 if(res
!= EQUIP_ERR_OK
)
9767 // check this only in game
9770 // May be here should be more stronger checks; STUNNED checked
9771 // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
9772 if (hasUnitState(UNIT_STAT_STUNNED
))
9773 return EQUIP_ERR_YOU_ARE_STUNNED
;
9775 // do not allow equipping gear except weapons, offhands, projectiles, relics in
9777 // - in-progress arenas
9778 if( !pProto
->CanChangeEquipStateInCombat() )
9781 return EQUIP_ERR_NOT_IN_COMBAT
;
9783 if(BattleGround
* bg
= GetBattleGround())
9784 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
9785 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
9788 if(isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
!= 0)
9789 return EQUIP_ERR_CANT_DO_RIGHT_NOW
; // maybe exist better err
9791 if(IsNonMeleeSpellCasted(false))
9792 return EQUIP_ERR_CANT_DO_RIGHT_NOW
;
9795 ScalingStatDistributionEntry
const *ssd
= pProto
->ScalingStatDistribution
? sScalingStatDistributionStore
.LookupEntry(pProto
->ScalingStatDistribution
) : 0;
9796 // 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)
9797 if (ssd
&& ssd
->MaxLevel
< DEFAULT_MAX_LEVEL
&& ssd
->MaxLevel
< getLevel())
9798 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9800 uint8 eslot
= FindEquipSlot( pProto
, slot
, swap
);
9801 if (eslot
== NULL_SLOT
)
9802 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9804 uint8 msg
= CanUseItem(pItem
, not_loading
);
9805 if (msg
!= EQUIP_ERR_OK
)
9807 if (!swap
&& GetItemByPos(INVENTORY_SLOT_BAG_0
, eslot
))
9808 return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE
;
9810 // if swap ignore item (equipped also)
9811 if (uint8 res2
= CanEquipUniqueItem(pItem
, swap
? eslot
: NULL_SLOT
))
9814 // check unique-equipped special item classes
9815 if (pProto
->Class
== ITEM_CLASS_QUIVER
)
9817 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9819 if (Item
* pBag
= GetItemByPos(INVENTORY_SLOT_BAG_0
, i
))
9823 if (ItemPrototype
const* pBagProto
= pBag
->GetProto())
9825 if (pBagProto
->Class
==pProto
->Class
&& (!swap
|| pBag
->GetSlot() != eslot
))
9826 return (pBagProto
->SubClass
== ITEM_SUBCLASS_AMMO_POUCH
)
9827 ? EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH
9828 : EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER
;
9835 uint32 type
= pProto
->InventoryType
;
9837 if (eslot
== EQUIPMENT_SLOT_OFFHAND
)
9839 if (type
== INVTYPE_WEAPON
|| type
== INVTYPE_WEAPONOFFHAND
)
9841 if (!CanDualWield())
9842 return EQUIP_ERR_CANT_DUAL_WIELD
;
9844 else if (type
== INVTYPE_2HWEAPON
)
9846 if (!CanDualWield() || !CanTitanGrip())
9847 return EQUIP_ERR_CANT_DUAL_WIELD
;
9850 if (IsTwoHandUsed())
9851 return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED
;
9854 // equip two-hand weapon case (with possible unequip 2 items)
9855 if (type
== INVTYPE_2HWEAPON
)
9857 if (eslot
== EQUIPMENT_SLOT_OFFHAND
)
9859 if (!CanTitanGrip())
9860 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9862 else if (eslot
!= EQUIPMENT_SLOT_MAINHAND
)
9863 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9865 if (!CanTitanGrip())
9867 // offhand item must can be stored in inventory for offhand item and it also must be unequipped
9868 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
9869 ItemPosCountVec off_dest
;
9870 if (offItem
&& (!not_loading
||
9871 CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0
) << 8 | EQUIPMENT_SLOT_OFFHAND
,false) != EQUIP_ERR_OK
||
9872 CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false ) != EQUIP_ERR_OK
))
9873 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_INVENTORY_FULL
;
9876 dest
= ((INVENTORY_SLOT_BAG_0
<< 8) | eslot
);
9877 return EQUIP_ERR_OK
;
9881 return !swap
? EQUIP_ERR_ITEM_NOT_FOUND
: EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
;
9884 uint8
Player::CanUnequipItem( uint16 pos
, bool swap
) const
9886 // Applied only to equipped items and bank bags
9887 if(!IsEquipmentPos(pos
) && !IsBagPos(pos
))
9888 return EQUIP_ERR_OK
;
9890 Item
* pItem
= GetItemByPos(pos
);
9892 // Applied only to existed equipped item
9894 return EQUIP_ERR_OK
;
9896 sLog
.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos
, pItem
->GetEntry(), pItem
->GetCount());
9898 ItemPrototype
const *pProto
= pItem
->GetProto();
9900 return EQUIP_ERR_ITEM_NOT_FOUND
;
9902 // do not allow unequipping gear except weapons, offhands, projectiles, relics in
9904 // - in-progress arenas
9905 if( !pProto
->CanChangeEquipStateInCombat() )
9908 return EQUIP_ERR_NOT_IN_COMBAT
;
9910 if(BattleGround
* bg
= GetBattleGround())
9911 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
9912 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
9915 if(!swap
&& pItem
->IsBag() && !((Bag
*)pItem
)->IsEmpty())
9916 return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS
;
9918 return EQUIP_ERR_OK
;
9921 uint8
Player::CanBankItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
9924 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
9926 uint32 count
= pItem
->GetCount();
9928 sLog
.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), pItem
->GetCount());
9929 ItemPrototype
const *pProto
= pItem
->GetProto();
9931 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
9933 if (pItem
->IsBindedNotWith(this))
9934 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9936 // check count of items (skip for auto move for same player from bank)
9937 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9938 if (res
!= EQUIP_ERR_OK
)
9942 if (bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
9944 if (slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
9946 if (!pItem
->IsBag())
9947 return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
;
9949 if (slot
- BANK_SLOT_BAG_START
>= GetBankBagSlotCount())
9950 return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT
;
9952 if (uint8 cantuse
= CanUseItem( pItem
, not_loading
) != EQUIP_ERR_OK
)
9956 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
9957 if (res
!=EQUIP_ERR_OK
)
9961 return EQUIP_ERR_OK
;
9964 // not specific slot or have space for partly store only in specific slot
9967 if( bag
!= NULL_BAG
)
9969 if( pProto
->InventoryType
== INVTYPE_BAG
)
9971 Bag
*pBag
= (Bag
*)pItem
;
9972 if( pBag
&& !pBag
->IsEmpty() )
9973 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
;
9976 // search stack in bag for merge to
9977 if( pProto
->Stackable
!= 1 )
9979 if( bag
== INVENTORY_SLOT_BAG_0
)
9981 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9982 if(res
!=EQUIP_ERR_OK
)
9986 return EQUIP_ERR_OK
;
9990 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
9991 if(res
!=EQUIP_ERR_OK
)
9992 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
9994 if(res
!=EQUIP_ERR_OK
)
9998 return EQUIP_ERR_OK
;
10002 // search free slot in bag
10003 if( bag
== INVENTORY_SLOT_BAG_0
)
10005 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
10006 if(res
!=EQUIP_ERR_OK
)
10010 return EQUIP_ERR_OK
;
10014 res
= _CanStoreItem_InBag(bag
, dest
, pProto
, count
, false, false, pItem
, NULL_BAG
, slot
);
10015 if(res
!= EQUIP_ERR_OK
)
10016 res
= _CanStoreItem_InBag(bag
, dest
, pProto
, count
, false, true, pItem
, NULL_BAG
, slot
);
10018 if(res
!= EQUIP_ERR_OK
)
10022 return EQUIP_ERR_OK
;
10026 // not specific bag or have space for partly store only in specific bag
10028 // search stack for merge to
10029 if( pProto
->Stackable
!= 1 )
10032 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
10033 if(res
!= EQUIP_ERR_OK
)
10037 return EQUIP_ERR_OK
;
10040 if( pProto
->BagFamily
)
10042 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
10044 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
10045 if(res
!=EQUIP_ERR_OK
)
10049 return EQUIP_ERR_OK
;
10053 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
10055 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
10056 if(res
!=EQUIP_ERR_OK
)
10060 return EQUIP_ERR_OK
;
10064 // search free place in special bag
10065 if( pProto
->BagFamily
)
10067 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
10069 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
10070 if(res
!=EQUIP_ERR_OK
)
10074 return EQUIP_ERR_OK
;
10078 // search free space
10079 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
10080 if(res
!=EQUIP_ERR_OK
)
10084 return EQUIP_ERR_OK
;
10086 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
10088 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
10089 if(res
!=EQUIP_ERR_OK
)
10093 return EQUIP_ERR_OK
;
10095 return EQUIP_ERR_BANK_FULL
;
10098 uint8
Player::CanUseItem( Item
*pItem
, bool not_loading
) const
10102 sLog
.outDebug( "STORAGE: CanUseItem item = %u", pItem
->GetEntry());
10104 if (!isAlive() && not_loading
)
10105 return EQUIP_ERR_YOU_ARE_DEAD
;
10108 // return EQUIP_ERR_YOU_ARE_STUNNED;
10110 ItemPrototype
const *pProto
= pItem
->GetProto();
10113 if (pItem
->IsBindedNotWith(this))
10114 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
10116 if ((pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0)
10117 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
10119 if (pItem
->GetSkill() != 0)
10121 if (GetSkillValue( pItem
->GetSkill() ) == 0)
10122 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10125 if (pProto
->RequiredSkill
!= 0)
10127 if (GetSkillValue( pProto
->RequiredSkill
) == 0)
10128 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10130 if (GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
10131 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL
;
10134 if (pProto
->RequiredSpell
!= 0 && !HasSpell(pProto
->RequiredSpell
))
10135 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10137 if (pProto
->RequiredReputationFaction
&& uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
10138 return EQUIP_ERR_CANT_EQUIP_REPUTATION
;
10140 if (getLevel() < pProto
->RequiredLevel
)
10141 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
10143 return EQUIP_ERR_OK
;
10146 return EQUIP_ERR_ITEM_NOT_FOUND
;
10149 bool Player::CanUseItem( ItemPrototype
const *pProto
)
10151 // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
10155 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
10157 if( pProto
->RequiredSkill
!= 0 )
10159 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
10161 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
10164 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
10166 if( getLevel() < pProto
->RequiredLevel
)
10173 uint8
Player::CanUseAmmo( uint32 item
) const
10175 sLog
.outDebug( "STORAGE: CanUseAmmo item = %u", item
);
10177 return EQUIP_ERR_YOU_ARE_DEAD
;
10178 //if( isStunned() )
10179 // return EQUIP_ERR_YOU_ARE_STUNNED;
10180 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype( item
);
10183 if( pProto
->InventoryType
!= INVTYPE_AMMO
)
10184 return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE
;
10185 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
10186 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
10187 if( pProto
->RequiredSkill
!= 0 )
10189 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
10190 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10191 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
10192 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL
;
10194 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
10195 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10196 /*if( GetReputationMgr().GetReputation() < pProto->RequiredReputation )
10197 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
10199 if( getLevel() < pProto
->RequiredLevel
)
10200 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
10202 // Requires No Ammo
10203 if(GetDummyAura(46699))
10204 return EQUIP_ERR_BAG_FULL6
;
10206 return EQUIP_ERR_OK
;
10208 return EQUIP_ERR_ITEM_NOT_FOUND
;
10211 void Player::SetAmmo( uint32 item
)
10217 if( GetUInt32Value(PLAYER_AMMO_ID
) == item
)
10223 uint8 msg
= CanUseAmmo( item
);
10224 if( msg
!= EQUIP_ERR_OK
)
10226 SendEquipError( msg
, NULL
, NULL
);
10231 SetUInt32Value(PLAYER_AMMO_ID
, item
);
10233 _ApplyAmmoBonuses();
10236 void Player::RemoveAmmo()
10238 SetUInt32Value(PLAYER_AMMO_ID
, 0);
10242 if(CanModifyStats())
10243 UpdateDamagePhysical(RANGED_ATTACK
);
10246 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10247 Item
* Player::StoreNewItem( ItemPosCountVec
const& dest
, uint32 item
, bool update
,int32 randomPropertyId
)
10250 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); ++itr
)
10251 count
+= itr
->count
;
10253 Item
*pItem
= Item::CreateItem( item
, count
, this );
10256 ItemAddedQuestCheck( item
, count
);
10257 if(randomPropertyId
)
10258 pItem
->SetItemRandomProperties(randomPropertyId
);
10259 pItem
= StoreItem( dest
, pItem
, update
);
10264 Item
* Player::StoreItem( ItemPosCountVec
const& dest
, Item
* pItem
, bool update
)
10269 Item
* lastItem
= pItem
;
10270 uint32 entry
= pItem
->GetEntry();
10271 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); )
10273 uint16 pos
= itr
->pos
;
10274 uint32 count
= itr
->count
;
10278 if(itr
== dest
.end())
10280 lastItem
= _StoreItem(pos
,pItem
,count
,false,update
);
10284 lastItem
= _StoreItem(pos
,pItem
,count
,true,update
);
10286 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM
, entry
);
10290 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10291 Item
* Player::_StoreItem( uint16 pos
, Item
*pItem
, uint32 count
, bool clone
, bool update
)
10296 uint8 bag
= pos
>> 8;
10297 uint8 slot
= pos
& 255;
10299 sLog
.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), count
);
10301 Item
*pItem2
= GetItemByPos( bag
, slot
);
10306 pItem
= pItem
->CloneItem(count
, this);
10308 pItem
->SetCount(count
);
10313 if (pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
10314 pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
10315 (pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
)))
10316 pItem
->SetBinding( true );
10318 if (bag
== INVENTORY_SLOT_BAG_0
)
10320 m_items
[slot
] = pItem
;
10321 SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), pItem
->GetGUID() );
10322 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
10323 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
10325 pItem
->SetSlot( slot
);
10326 pItem
->SetContainer( NULL
);
10328 // need update known currency
10329 if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)
10330 UpdateKnownCurrencies(pItem
->GetEntry(), true);
10332 if (IsInWorld() && update
)
10334 pItem
->AddToWorld();
10335 pItem
->SendUpdateToPlayer( this );
10338 pItem
->SetState(ITEM_CHANGED
, this);
10340 else if (Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
))
10342 pBag
->StoreItem( slot
, pItem
, update
);
10343 if( IsInWorld() && update
)
10345 pItem
->AddToWorld();
10346 pItem
->SendUpdateToPlayer( this );
10348 pItem
->SetState(ITEM_CHANGED
, this);
10349 pBag
->SetState(ITEM_CHANGED
, this);
10352 AddEnchantmentDurations(pItem
);
10353 AddItemDurations(pItem
);
10359 if (pItem2
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
10360 pItem2
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
10361 (pItem2
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
)))
10362 pItem2
->SetBinding( true );
10364 pItem2
->SetCount( pItem2
->GetCount() + count
);
10365 if (IsInWorld() && update
)
10366 pItem2
->SendUpdateToPlayer( this );
10370 // delete item (it not in any slot currently)
10371 if (IsInWorld() && update
)
10373 pItem
->RemoveFromWorld();
10374 pItem
->DestroyForPlayer( this );
10377 RemoveEnchantmentDurations(pItem
);
10378 RemoveItemDurations(pItem
);
10380 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10381 pItem
->SetState(ITEM_REMOVED
, this);
10384 // AddItemDurations(pItem2); - pItem2 already have duration listed for player
10385 AddEnchantmentDurations(pItem2
);
10387 pItem2
->SetState(ITEM_CHANGED
, this);
10393 Item
* Player::EquipNewItem( uint16 pos
, uint32 item
, bool update
)
10395 if (Item
*pItem
= Item::CreateItem( item
, 1, this ))
10397 ItemAddedQuestCheck( item
, 1 );
10398 return EquipItem( pos
, pItem
, update
);
10404 Item
* Player::EquipItem( uint16 pos
, Item
*pItem
, bool update
)
10406 AddEnchantmentDurations(pItem
);
10407 AddItemDurations(pItem
);
10409 uint8 bag
= pos
>> 8;
10410 uint8 slot
= pos
& 255;
10412 Item
*pItem2
= GetItemByPos( bag
, slot
);
10416 VisualizeItem( slot
, pItem
);
10420 ItemPrototype
const *pProto
= pItem
->GetProto();
10422 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10423 if(pProto
&& pProto
->ItemSet
)
10424 AddItemsSetItem(this, pItem
);
10426 _ApplyItemMods(pItem
, slot
, true);
10428 if(pProto
&& isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
== 0)
10430 uint32 cooldownSpell
= SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s
;
10432 if (getClass() == CLASS_ROGUE
)
10433 cooldownSpell
= SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_0s
;
10435 SpellEntry
const* spellProto
= sSpellStore
.LookupEntry(cooldownSpell
);
10438 sLog
.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell
);
10441 m_weaponChangeTimer
= spellProto
->StartRecoveryTime
;
10443 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+4);
10444 data
<< uint64(GetGUID());
10446 data
<< uint32(cooldownSpell
);
10448 GetSession()->SendPacket(&data
);
10453 if( IsInWorld() && update
)
10455 pItem
->AddToWorld();
10456 pItem
->SendUpdateToPlayer( this );
10459 ApplyEquipCooldown(pItem
);
10461 if( slot
== EQUIPMENT_SLOT_MAINHAND
)
10463 UpdateExpertise(BASE_ATTACK
);
10464 UpdateArmorPenetration();
10466 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10468 UpdateExpertise(OFF_ATTACK
);
10469 UpdateArmorPenetration();
10474 pItem2
->SetCount( pItem2
->GetCount() + pItem
->GetCount() );
10475 if( IsInWorld() && update
)
10476 pItem2
->SendUpdateToPlayer( this );
10478 // delete item (it not in any slot currently)
10479 //pItem->DeleteFromDB();
10480 if( IsInWorld() && update
)
10482 pItem
->RemoveFromWorld();
10483 pItem
->DestroyForPlayer( this );
10486 RemoveEnchantmentDurations(pItem
);
10487 RemoveItemDurations(pItem
);
10489 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10490 pItem
->SetState(ITEM_REMOVED
, this);
10491 pItem2
->SetState(ITEM_CHANGED
, this);
10493 ApplyEquipCooldown(pItem2
);
10498 // only for full equip instead adding to stack
10499 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM
, pItem
->GetEntry());
10504 void Player::QuickEquipItem( uint16 pos
, Item
*pItem
)
10508 AddEnchantmentDurations(pItem
);
10509 AddItemDurations(pItem
);
10511 uint8 slot
= pos
& 255;
10512 VisualizeItem( slot
, pItem
);
10516 pItem
->AddToWorld();
10517 pItem
->SendUpdateToPlayer( this );
10520 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM
, pItem
->GetEntry());
10524 void Player::SetVisibleItemSlot(uint8 slot
, Item
*pItem
)
10528 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID
+ (slot
* 2), pItem
->GetEntry());
10529 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (slot
* 2), 0, pItem
->GetEnchantmentId(PERM_ENCHANTMENT_SLOT
));
10530 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (slot
* 2), 1, pItem
->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT
));
10534 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID
+ (slot
* 2), 0);
10535 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (slot
* 2), 0);
10539 void Player::VisualizeItem( uint8 slot
, Item
*pItem
)
10544 // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
10545 if( pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
|| pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
|| pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
)
10546 pItem
->SetBinding( true );
10548 sLog
.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot
, pItem
->GetEntry());
10550 m_items
[slot
] = pItem
;
10551 SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), pItem
->GetGUID() );
10552 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
10553 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
10554 pItem
->SetSlot( slot
);
10555 pItem
->SetContainer( NULL
);
10557 if( slot
< EQUIPMENT_SLOT_END
)
10558 SetVisibleItemSlot(slot
, pItem
);
10560 pItem
->SetState(ITEM_CHANGED
, this);
10563 void Player::RemoveItem( uint8 bag
, uint8 slot
, bool update
)
10565 // note: removeitem does not actually change the item
10566 // it only takes the item out of storage temporarily
10567 // note2: if removeitem is to be used for delinking
10568 // the item must be removed from the player's updatequeue
10570 Item
*pItem
= GetItemByPos( bag
, slot
);
10573 sLog
.outDebug( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10575 RemoveEnchantmentDurations(pItem
);
10576 RemoveItemDurations(pItem
);
10578 if( bag
== INVENTORY_SLOT_BAG_0
)
10580 if ( slot
< INVENTORY_SLOT_BAG_END
)
10582 ItemPrototype
const *pProto
= pItem
->GetProto();
10583 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10585 if(pProto
&& pProto
->ItemSet
)
10586 RemoveItemsSetItem(this, pProto
);
10588 _ApplyItemMods(pItem
, slot
, false);
10590 // remove item dependent auras and casts (only weapon and armor slots)
10591 if(slot
< EQUIPMENT_SLOT_END
)
10593 RemoveItemDependentAurasAndCasts(pItem
);
10595 // remove held enchantments, update expertise
10596 if ( slot
== EQUIPMENT_SLOT_MAINHAND
)
10598 if (pItem
->GetItemSuffixFactor())
10600 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3
);
10601 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4
);
10605 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0
);
10606 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1
);
10609 UpdateExpertise(BASE_ATTACK
);
10610 UpdateArmorPenetration();
10612 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10614 UpdateExpertise(OFF_ATTACK
);
10615 UpdateArmorPenetration();
10619 // need update known currency
10620 else if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)
10621 UpdateKnownCurrencies(pItem
->GetEntry(), false);
10623 m_items
[slot
] = NULL
;
10624 SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), 0);
10626 if ( slot
< EQUIPMENT_SLOT_END
)
10627 SetVisibleItemSlot(slot
, NULL
);
10631 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
10633 pBag
->RemoveItem(slot
, update
);
10635 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10636 // pItem->SetUInt64Value( ITEM_FIELD_OWNER, 0 ); not clear owner at remove (it will be set at store). This used in mail and auction code
10637 pItem
->SetSlot( NULL_SLOT
);
10638 if( IsInWorld() && update
)
10639 pItem
->SendUpdateToPlayer( this );
10643 // Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
10644 void Player::MoveItemFromInventory(uint8 bag
, uint8 slot
, bool update
)
10646 if(Item
* it
= GetItemByPos(bag
,slot
))
10648 ItemRemovedQuestCheck(it
->GetEntry(), it
->GetCount());
10649 RemoveItem(bag
, slot
, update
);
10650 it
->RemoveFromUpdateQueueOf(this);
10651 if(it
->IsInWorld())
10653 it
->RemoveFromWorld();
10654 it
->DestroyForPlayer( this );
10659 // Common operation need to add item from inventory without delete in trade, guild bank, mail....
10660 void Player::MoveItemToInventory(ItemPosCountVec
const& dest
, Item
* pItem
, bool update
, bool in_characterInventoryDB
)
10662 // update quest counters
10663 ItemAddedQuestCheck(pItem
->GetEntry(), pItem
->GetCount());
10666 Item
* pLastItem
= StoreItem(dest
, pItem
, update
);
10668 // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way)
10669 if(pLastItem
== pItem
)
10671 // update owner for last item (this can be original item with wrong owner
10672 if(pLastItem
->GetOwnerGUID() != GetGUID())
10673 pLastItem
->SetOwnerGUID(GetGUID());
10675 // if this original item then it need create record in inventory
10676 // in case trade we already have item in other player inventory
10677 pLastItem
->SetState(in_characterInventoryDB
? ITEM_CHANGED
: ITEM_NEW
, this);
10681 void Player::DestroyItem( uint8 bag
, uint8 slot
, bool update
)
10683 Item
*pItem
= GetItemByPos( bag
, slot
);
10686 sLog
.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10688 // start from destroy contained items (only equipped bag can have its)
10689 if (pItem
->IsBag() && pItem
->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot
10691 for (int i
= 0; i
< MAX_BAG_SIZE
; ++i
)
10692 DestroyItem(slot
, i
, update
);
10695 if(pItem
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_WRAPPED
))
10696 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem
->GetGUIDLow());
10698 RemoveEnchantmentDurations(pItem
);
10699 RemoveItemDurations(pItem
);
10701 ItemRemovedQuestCheck( pItem
->GetEntry(), pItem
->GetCount() );
10703 if( bag
== INVENTORY_SLOT_BAG_0
)
10705 SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), 0);
10707 // equipment and equipped bags can have applied bonuses
10708 if ( slot
< INVENTORY_SLOT_BAG_END
)
10710 ItemPrototype
const *pProto
= pItem
->GetProto();
10712 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10713 if(pProto
&& pProto
->ItemSet
)
10714 RemoveItemsSetItem(this, pProto
);
10716 _ApplyItemMods(pItem
, slot
, false);
10719 if ( slot
< EQUIPMENT_SLOT_END
)
10721 // remove item dependent auras and casts (only weapon and armor slots)
10722 RemoveItemDependentAurasAndCasts(pItem
);
10724 // update expertise
10725 if( slot
== EQUIPMENT_SLOT_MAINHAND
)
10727 UpdateExpertise(BASE_ATTACK
);
10728 UpdateArmorPenetration();
10730 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10732 UpdateExpertise(OFF_ATTACK
);
10733 UpdateArmorPenetration();
10736 // equipment visual show
10737 SetVisibleItemSlot(slot
, NULL
);
10739 // need update known currency
10740 else if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)
10741 UpdateKnownCurrencies(pItem
->GetEntry(), false);
10743 m_items
[slot
] = NULL
;
10745 else if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
))
10746 pBag
->RemoveItem(slot
, update
);
10748 if( IsInWorld() && update
)
10750 pItem
->RemoveFromWorld();
10751 pItem
->DestroyForPlayer(this);
10754 //pItem->SetOwnerGUID(0);
10755 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10756 pItem
->SetSlot( NULL_SLOT
);
10757 pItem
->SetState(ITEM_REMOVED
, this);
10761 void Player::DestroyItemCount( uint32 item
, uint32 count
, bool update
, bool unequip_check
)
10763 sLog
.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item
, count
);
10764 uint32 remcount
= 0;
10767 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
10769 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10771 if (pItem
->GetEntry() == item
)
10773 if (pItem
->GetCount() + remcount
<= count
)
10775 // all items in inventory can unequipped
10776 remcount
+= pItem
->GetCount();
10777 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10779 if (remcount
>= count
)
10784 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10785 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10786 if (IsInWorld() & update
)
10787 pItem
->SendUpdateToPlayer( this );
10788 pItem
->SetState(ITEM_CHANGED
, this);
10795 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
10797 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10799 if (pItem
->GetEntry() == item
)
10801 if (pItem
->GetCount() + remcount
<= count
)
10803 // all keys can be unequipped
10804 remcount
+= pItem
->GetCount();
10805 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10807 if (remcount
>= count
)
10812 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10813 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10814 if (IsInWorld() & update
)
10815 pItem
->SendUpdateToPlayer( this );
10816 pItem
->SetState(ITEM_CHANGED
, this);
10823 // in inventory bags
10824 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10826 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10828 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
10830 if(Item
* pItem
= pBag
->GetItemByPos(j
))
10832 if (pItem
->GetEntry() == item
)
10834 // all items in bags can be unequipped
10835 if (pItem
->GetCount() + remcount
<= count
)
10837 remcount
+= pItem
->GetCount();
10838 DestroyItem( i
, j
, update
);
10840 if (remcount
>= count
)
10845 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10846 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10847 if (IsInWorld() && update
)
10848 pItem
->SendUpdateToPlayer( this );
10849 pItem
->SetState(ITEM_CHANGED
, this);
10858 // in equipment and bag list
10859 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10861 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10863 if (pItem
&& pItem
->GetEntry() == item
)
10865 if (pItem
->GetCount() + remcount
<= count
)
10867 if (!unequip_check
|| CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
, false) == EQUIP_ERR_OK
)
10869 remcount
+= pItem
->GetCount();
10870 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10872 if (remcount
>= count
)
10878 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10879 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10880 if (IsInWorld() & update
)
10881 pItem
->SendUpdateToPlayer( this );
10882 pItem
->SetState(ITEM_CHANGED
, this);
10890 void Player::DestroyZoneLimitedItem( bool update
, uint32 new_zone
)
10892 sLog
.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone
);
10895 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
10896 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10897 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
10898 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10900 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
10901 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10902 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
10903 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10905 // in inventory bags
10906 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10907 if (Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10908 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
10909 if (Item
* pItem
= pBag
->GetItemByPos(j
))
10910 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
10911 DestroyItem(i
, j
, update
);
10913 // in equipment and bag list
10914 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10915 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10916 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
10917 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10920 void Player::DestroyConjuredItems( bool update
)
10922 // used when entering arena
10923 // destroys all conjured items
10924 sLog
.outDebug( "STORAGE: DestroyConjuredItems" );
10927 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
10928 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10929 if (pItem
->IsConjuredConsumable())
10930 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10932 // in inventory bags
10933 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10934 if (Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10935 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
10936 if (Item
* pItem
= pBag
->GetItemByPos(j
))
10937 if (pItem
->IsConjuredConsumable())
10938 DestroyItem( i
, j
, update
);
10940 // in equipment and bag list
10941 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10942 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10943 if (pItem
->IsConjuredConsumable())
10944 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10947 void Player::DestroyItemCount( Item
* pItem
, uint32
&count
, bool update
)
10952 sLog
.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem
->GetGUIDLow(),pItem
->GetEntry(), count
);
10954 if( pItem
->GetCount() <= count
)
10956 count
-= pItem
->GetCount();
10958 DestroyItem( pItem
->GetBagSlot(),pItem
->GetSlot(), update
);
10962 ItemRemovedQuestCheck( pItem
->GetEntry(), count
);
10963 pItem
->SetCount( pItem
->GetCount() - count
);
10965 if( IsInWorld() & update
)
10966 pItem
->SendUpdateToPlayer( this );
10967 pItem
->SetState(ITEM_CHANGED
, this);
10971 void Player::SplitItem( uint16 src
, uint16 dst
, uint32 count
)
10973 uint8 srcbag
= src
>> 8;
10974 uint8 srcslot
= src
& 255;
10976 uint8 dstbag
= dst
>> 8;
10977 uint8 dstslot
= dst
& 255;
10979 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
10982 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
10986 // not let split all items (can be only at cheating)
10987 if(pSrcItem
->GetCount() == count
)
10989 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
10993 // not let split more existed items (can be only at cheating)
10994 if(pSrcItem
->GetCount() < count
)
10996 SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT
, pSrcItem
, NULL
);
11000 if(pSrcItem
->m_lootGenerated
) // prevent split looting item (item
11002 //best error message found for attempting to split while looting
11003 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
11007 sLog
.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag
, dstslot
, pSrcItem
->GetEntry(), count
);
11008 Item
*pNewItem
= pSrcItem
->CloneItem( count
, this );
11011 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
11015 if( IsInventoryPos( dst
) )
11017 // change item amount before check (for unique max count check)
11018 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
11020 ItemPosCountVec dest
;
11021 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pNewItem
, false );
11022 if( msg
!= EQUIP_ERR_OK
)
11025 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
11026 SendEquipError( msg
, pSrcItem
, NULL
);
11031 pSrcItem
->SendUpdateToPlayer( this );
11032 pSrcItem
->SetState(ITEM_CHANGED
, this);
11033 StoreItem( dest
, pNewItem
, true);
11035 else if( IsBankPos ( dst
) )
11037 // change item amount before check (for unique max count check)
11038 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
11040 ItemPosCountVec dest
;
11041 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pNewItem
, false );
11042 if( msg
!= EQUIP_ERR_OK
)
11045 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
11046 SendEquipError( msg
, pSrcItem
, NULL
);
11051 pSrcItem
->SendUpdateToPlayer( this );
11052 pSrcItem
->SetState(ITEM_CHANGED
, this);
11053 BankItem( dest
, pNewItem
, true);
11055 else if( IsEquipmentPos ( dst
) )
11057 // change item amount before check (for unique max count check), provide space for splitted items
11058 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
11061 uint8 msg
= CanEquipItem( dstslot
, dest
, pNewItem
, false );
11062 if( msg
!= EQUIP_ERR_OK
)
11065 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
11066 SendEquipError( msg
, pSrcItem
, NULL
);
11071 pSrcItem
->SendUpdateToPlayer( this );
11072 pSrcItem
->SetState(ITEM_CHANGED
, this);
11073 EquipItem( dest
, pNewItem
, true);
11074 AutoUnequipOffhandIfNeed();
11078 void Player::SwapItem( uint16 src
, uint16 dst
)
11080 uint8 srcbag
= src
>> 8;
11081 uint8 srcslot
= src
& 255;
11083 uint8 dstbag
= dst
>> 8;
11084 uint8 dstslot
= dst
& 255;
11086 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
11087 Item
*pDstItem
= GetItemByPos( dstbag
, dstslot
);
11092 sLog
.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag
, dstslot
, pSrcItem
->GetEntry());
11096 SendEquipError( EQUIP_ERR_YOU_ARE_DEAD
, pSrcItem
, pDstItem
);
11102 if(pSrcItem
->m_lootGenerated
) // prevent swap looting item
11104 //best error message found for attempting to swap while looting
11105 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW
, pSrcItem
, NULL
);
11109 // check unequip potability for equipped items and bank bags
11110 if(IsEquipmentPos ( src
) || IsBagPos ( src
))
11112 // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
11113 uint8 msg
= CanUnequipItem( src
, !IsBagPos ( src
) || IsBagPos ( dst
) || (pDstItem
&& pDstItem
->IsBag() && ((Bag
*)pDstItem
)->IsEmpty()));
11114 if(msg
!= EQUIP_ERR_OK
)
11116 SendEquipError( msg
, pSrcItem
, pDstItem
);
11121 // prevent put equipped/bank bag in self
11122 if( IsBagPos ( src
) && srcslot
== dstbag
)
11124 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
, pSrcItem
, pDstItem
);
11132 if(pDstItem
->m_lootGenerated
) // prevent swap looting item
11134 //best error message found for attempting to swap while looting
11135 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW
, pDstItem
, NULL
);
11139 // check unequip potability for equipped items and bank bags
11140 if(IsEquipmentPos ( dst
) || IsBagPos ( dst
))
11142 // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
11143 uint8 msg
= CanUnequipItem( dst
, !IsBagPos ( dst
) || IsBagPos ( src
) || (pSrcItem
->IsBag() && ((Bag
*)pSrcItem
)->IsEmpty()));
11144 if(msg
!= EQUIP_ERR_OK
)
11146 SendEquipError( msg
, pSrcItem
, pDstItem
);
11152 // NOW this is or item move (swap with empty), or swap with another item (including bags in bag possitions)
11153 // or swap empty bag with another empty or not empty bag (with items exchange)
11158 if( IsInventoryPos( dst
) )
11160 ItemPosCountVec dest
;
11161 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pSrcItem
, false );
11162 if( msg
!= EQUIP_ERR_OK
)
11164 SendEquipError( msg
, pSrcItem
, NULL
);
11168 RemoveItem(srcbag
, srcslot
, true);
11169 StoreItem( dest
, pSrcItem
, true);
11171 else if( IsBankPos ( dst
) )
11173 ItemPosCountVec dest
;
11174 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pSrcItem
, false);
11175 if( msg
!= EQUIP_ERR_OK
)
11177 SendEquipError( msg
, pSrcItem
, NULL
);
11181 RemoveItem(srcbag
, srcslot
, true);
11182 BankItem( dest
, pSrcItem
, true);
11184 else if( IsEquipmentPos ( dst
) )
11187 uint8 msg
= CanEquipItem( dstslot
, dest
, pSrcItem
, false );
11188 if( msg
!= EQUIP_ERR_OK
)
11190 SendEquipError( msg
, pSrcItem
, NULL
);
11194 RemoveItem(srcbag
, srcslot
, true);
11195 EquipItem(dest
, pSrcItem
, true);
11196 AutoUnequipOffhandIfNeed();
11202 // attempt merge to / fill target item
11203 if(!pSrcItem
->IsBag() && !pDstItem
->IsBag())
11206 ItemPosCountVec sDest
;
11208 if( IsInventoryPos( dst
) )
11209 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
11210 else if( IsBankPos ( dst
) )
11211 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
11212 else if( IsEquipmentPos ( dst
) )
11213 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, false );
11217 // can be merge/fill
11218 if(msg
== EQUIP_ERR_OK
)
11220 if( pSrcItem
->GetCount() + pDstItem
->GetCount() <= pSrcItem
->GetProto()->GetMaxStackSize())
11222 RemoveItem(srcbag
, srcslot
, true);
11224 if( IsInventoryPos( dst
) )
11225 StoreItem( sDest
, pSrcItem
, true);
11226 else if( IsBankPos ( dst
) )
11227 BankItem( sDest
, pSrcItem
, true);
11228 else if( IsEquipmentPos ( dst
) )
11230 EquipItem( eDest
, pSrcItem
, true);
11231 AutoUnequipOffhandIfNeed();
11236 pSrcItem
->SetCount( pSrcItem
->GetCount() + pDstItem
->GetCount() - pSrcItem
->GetProto()->GetMaxStackSize());
11237 pDstItem
->SetCount( pSrcItem
->GetProto()->GetMaxStackSize());
11238 pSrcItem
->SetState(ITEM_CHANGED
, this);
11239 pDstItem
->SetState(ITEM_CHANGED
, this);
11242 pSrcItem
->SendUpdateToPlayer( this );
11243 pDstItem
->SendUpdateToPlayer( this );
11250 // impossible merge/fill, do real swap
11253 // check src->dest move possibility
11254 ItemPosCountVec sDest
;
11256 if( IsInventoryPos( dst
) )
11257 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
11258 else if( IsBankPos( dst
) )
11259 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
11260 else if( IsEquipmentPos( dst
) )
11262 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, true );
11263 if( msg
== EQUIP_ERR_OK
)
11264 msg
= CanUnequipItem( eDest
, true );
11267 if( msg
!= EQUIP_ERR_OK
)
11269 SendEquipError( msg
, pSrcItem
, pDstItem
);
11273 // check dest->src move possibility
11274 ItemPosCountVec sDest2
;
11276 if( IsInventoryPos( src
) )
11277 msg
= CanStoreItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
11278 else if( IsBankPos( src
) )
11279 msg
= CanBankItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
11280 else if( IsEquipmentPos( src
) )
11282 msg
= CanEquipItem( srcslot
, eDest2
, pDstItem
, true);
11283 if( msg
== EQUIP_ERR_OK
)
11284 msg
= CanUnequipItem( eDest2
, true);
11287 if( msg
!= EQUIP_ERR_OK
)
11289 SendEquipError( msg
, pDstItem
, pSrcItem
);
11293 // Check bag swap with item exchange (one from empty in not bag possition (equipped (not possible in fact) or store)
11294 if(pSrcItem
->IsBag() && pDstItem
->IsBag())
11296 Bag
* emptyBag
= NULL
;
11297 Bag
* fullBag
= NULL
;
11298 if(((Bag
*)pSrcItem
)->IsEmpty() && !IsBagPos(src
))
11300 emptyBag
= (Bag
*)pSrcItem
;
11301 fullBag
= (Bag
*)pDstItem
;
11303 else if(((Bag
*)pDstItem
)->IsEmpty() && !IsBagPos(dst
))
11305 emptyBag
= (Bag
*)pDstItem
;
11306 fullBag
= (Bag
*)pSrcItem
;
11309 // bag swap (with items exchange) case
11310 if(emptyBag
&& fullBag
)
11312 ItemPrototype
const* emotyProto
= emptyBag
->GetProto();
11316 for(int i
=0; i
< fullBag
->GetBagSize(); ++i
)
11318 Item
*bagItem
= fullBag
->GetItemByPos(i
);
11322 ItemPrototype
const* bagItemProto
= bagItem
->GetProto();
11323 if (!bagItemProto
|| !ItemCanGoIntoBag(bagItemProto
, emotyProto
))
11325 // one from items not go to empty target bag
11326 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
, pSrcItem
, pDstItem
);
11334 if (count
> emptyBag
->GetBagSize())
11336 // too small targeted bag
11337 SendEquipError( EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
, pSrcItem
, pDstItem
);
11342 count
= 0; // will pos in new bag
11343 for(int i
= 0; i
< fullBag
->GetBagSize(); ++i
)
11345 Item
*bagItem
= fullBag
->GetItemByPos(i
);
11349 fullBag
->RemoveItem(i
, true);
11350 emptyBag
->StoreItem(count
, bagItem
, true);
11351 bagItem
->SetState(ITEM_CHANGED
, this);
11358 // now do moves, remove...
11359 RemoveItem(dstbag
, dstslot
, false);
11360 RemoveItem(srcbag
, srcslot
, false);
11363 if (IsInventoryPos(dst
))
11364 StoreItem(sDest
, pSrcItem
, true);
11365 else if (IsBankPos(dst
))
11366 BankItem(sDest
, pSrcItem
, true);
11367 else if (IsEquipmentPos(dst
))
11368 EquipItem(eDest
, pSrcItem
, true);
11371 if (IsInventoryPos(src
))
11372 StoreItem(sDest2
, pDstItem
, true);
11373 else if (IsBankPos(src
))
11374 BankItem(sDest2
, pDstItem
, true);
11375 else if (IsEquipmentPos(src
))
11376 EquipItem(eDest2
, pDstItem
, true);
11378 AutoUnequipOffhandIfNeed();
11381 void Player::AddItemToBuyBackSlot( Item
*pItem
)
11385 uint32 slot
= m_currentBuybackSlot
;
11386 // if current back slot non-empty search oldest or free
11389 uint32 oldest_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
);
11390 uint32 oldest_slot
= BUYBACK_SLOT_START
;
11392 for(uint32 i
= BUYBACK_SLOT_START
+1; i
< BUYBACK_SLOT_END
; ++i
)
11401 uint32 i_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ i
- BUYBACK_SLOT_START
);
11403 if (oldest_time
> i_time
)
11405 oldest_time
= i_time
;
11411 slot
= oldest_slot
;
11414 RemoveItemFromBuyBackSlot( slot
, true );
11415 sLog
.outDebug( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem
->GetEntry(), slot
);
11417 m_items
[slot
] = pItem
;
11418 time_t base
= time(NULL
);
11419 uint32 etime
= uint32(base
- m_logintime
+ (30 * 3600));
11420 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
11422 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ (eslot
* 2), pItem
->GetGUID() );
11423 if (ItemPrototype
const *pProto
= pItem
->GetProto())
11424 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, pProto
->SellPrice
* pItem
->GetCount() );
11426 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
11427 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, (uint32
)etime
);
11429 // move to next (for non filled list is move most optimized choice)
11430 if (m_currentBuybackSlot
< BUYBACK_SLOT_END
- 1)
11431 ++m_currentBuybackSlot
;
11435 Item
* Player::GetItemFromBuyBackSlot( uint32 slot
)
11437 sLog
.outDebug( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot
);
11438 if (slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
11439 return m_items
[slot
];
11443 void Player::RemoveItemFromBuyBackSlot( uint32 slot
, bool del
)
11445 sLog
.outDebug( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot
);
11446 if (slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
11448 Item
*pItem
= m_items
[slot
];
11451 pItem
->RemoveFromWorld();
11452 if(del
) pItem
->SetState(ITEM_REMOVED
, this);
11455 m_items
[slot
] = NULL
;
11457 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
11458 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ (eslot
* 2), 0 );
11459 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
11460 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, 0 );
11462 // if current backslot is filled set to now free slot
11463 if (m_items
[m_currentBuybackSlot
])
11464 m_currentBuybackSlot
= slot
;
11468 void Player::SendEquipError( uint8 msg
, Item
* pItem
, Item
*pItem2
)
11470 sLog
.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)", msg
);
11471 WorldPacket
data(SMSG_INVENTORY_CHANGE_FAILURE
, (msg
== EQUIP_ERR_CANT_EQUIP_LEVEL_I
? 22 : (msg
== EQUIP_ERR_OK
? 1 : 18)));
11472 data
<< uint8(msg
);
11474 if (msg
!= EQUIP_ERR_OK
)
11476 data
<< uint64(pItem
? pItem
->GetGUID() : 0);
11477 data
<< uint64(pItem2
? pItem2
->GetGUID() : 0);
11478 data
<< uint8(0); // not 0 there...
11480 if (msg
== EQUIP_ERR_CANT_EQUIP_LEVEL_I
)
11485 if (ItemPrototype
const* proto
= pItem
->GetProto())
11486 level
= proto
->RequiredLevel
;
11488 data
<< uint32(level
); // new 2.4.0
11491 GetSession()->SendPacket(&data
);
11494 void Player::SendBuyError( uint8 msg
, Creature
* pCreature
, uint32 item
, uint32 param
)
11496 sLog
.outDebug( "WORLD: Sent SMSG_BUY_FAILED" );
11497 WorldPacket
data( SMSG_BUY_FAILED
, (8+4+4+1) );
11498 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
11499 data
<< uint32(item
);
11501 data
<< uint32(param
);
11502 data
<< uint8(msg
);
11503 GetSession()->SendPacket(&data
);
11506 void Player::SendSellError( uint8 msg
, Creature
* pCreature
, uint64 guid
, uint32 param
)
11508 sLog
.outDebug( "WORLD: Sent SMSG_SELL_ITEM" );
11509 WorldPacket
data( SMSG_SELL_ITEM
,(8+8+(param
?4:0)+1)); // last check 2.0.10
11510 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
11511 data
<< uint64(guid
);
11513 data
<< uint32(param
);
11514 data
<< uint8(msg
);
11515 GetSession()->SendPacket(&data
);
11518 void Player::ClearTrade()
11521 acceptTrade
= false;
11522 for(int i
= 0; i
< TRADE_SLOT_COUNT
; ++i
)
11523 tradeItems
[i
] = NULL_SLOT
;
11526 void Player::TradeCancel(bool sendback
)
11530 // send yellow "Trade canceled" message to both traders
11534 ws
->SendCancelTrade();
11535 ws
= pTrader
->GetSession();
11536 if (!ws
->PlayerLogout())
11537 ws
->SendCancelTrade();
11541 pTrader
->ClearTrade();
11542 // prevent loss of reference
11543 pTrader
->pTrader
= NULL
;
11548 void Player::UpdateItemDuration(uint32 time
, bool realtimeonly
)
11550 if (m_itemDuration
.empty())
11553 sLog
.outDebug("Player::UpdateItemDuration(%u,%u)", time
, realtimeonly
);
11555 for(ItemDurationList::const_iterator itr
= m_itemDuration
.begin(); itr
!= m_itemDuration
.end(); )
11558 ++itr
; // current element can be erased in UpdateDuration
11560 if ((realtimeonly
&& item
->GetProto()->Duration
< 0) || !realtimeonly
)
11561 item
->UpdateDuration(this,time
);
11565 void Player::UpdateEnchantTime(uint32 time
)
11567 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(),next
;itr
!= m_enchantDuration
.end();itr
=next
)
11571 if (!itr
->item
->GetEnchantmentId(itr
->slot
))
11573 next
= m_enchantDuration
.erase(itr
);
11575 else if (itr
->leftduration
<= time
)
11577 ApplyEnchantment(itr
->item
, itr
->slot
, false, false);
11578 itr
->item
->ClearEnchantment(itr
->slot
);
11579 next
= m_enchantDuration
.erase(itr
);
11581 else if (itr
->leftduration
> time
)
11583 itr
->leftduration
-= time
;
11589 void Player::AddEnchantmentDurations(Item
*item
)
11591 for(int x
= 0; x
< MAX_ENCHANTMENT_SLOT
; ++x
)
11593 if (!item
->GetEnchantmentId(EnchantmentSlot(x
)))
11596 uint32 duration
= item
->GetEnchantmentDuration(EnchantmentSlot(x
));
11598 AddEnchantmentDuration(item
, EnchantmentSlot(x
), duration
);
11602 void Player::RemoveEnchantmentDurations(Item
*item
)
11604 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(); itr
!= m_enchantDuration
.end();)
11606 if (itr
->item
== item
)
11608 // save duration in item
11609 item
->SetEnchantmentDuration(EnchantmentSlot(itr
->slot
), itr
->leftduration
);
11610 itr
= m_enchantDuration
.erase(itr
);
11617 void Player::RemoveAllEnchantments(EnchantmentSlot slot
)
11619 // remove enchantments from equipped items first to clean up the m_enchantDuration list
11620 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(), next
; itr
!= m_enchantDuration
.end(); itr
= next
)
11623 if (itr
->slot
== slot
)
11625 if (itr
->item
&& itr
->item
->GetEnchantmentId(slot
))
11627 // remove from stats
11628 ApplyEnchantment(itr
->item
, slot
, false, false);
11630 itr
->item
->ClearEnchantment(slot
);
11632 // remove from update list
11633 next
= m_enchantDuration
.erase(itr
);
11639 // remove enchants from inventory items
11640 // NOTE: no need to remove these from stats, since these aren't equipped
11642 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
11643 if (Item
* pItem
= GetItemByPos(INVENTORY_SLOT_BAG_0
, i
))
11644 if (pItem
->GetEnchantmentId(slot
))
11645 pItem
->ClearEnchantment(slot
);
11647 // in inventory bags
11648 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
11649 if (Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
11650 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
11651 if (Item
* pItem
= pBag
->GetItemByPos(j
))
11652 if (pItem
->GetEnchantmentId(slot
))
11653 pItem
->ClearEnchantment(slot
);
11656 // duration == 0 will remove item enchant
11657 void Player::AddEnchantmentDuration(Item
*item
,EnchantmentSlot slot
,uint32 duration
)
11662 if (slot
>= MAX_ENCHANTMENT_SLOT
)
11665 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(); itr
!= m_enchantDuration
.end(); ++itr
)
11667 if (itr
->item
== item
&& itr
->slot
== slot
)
11669 itr
->item
->SetEnchantmentDuration(itr
->slot
, itr
->leftduration
);
11670 m_enchantDuration
.erase(itr
);
11674 if (item
&& duration
> 0 )
11676 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item
->GetGUID(), slot
, uint32(duration
/1000));
11677 m_enchantDuration
.push_back(EnchantDuration(item
, slot
, duration
));
11681 void Player::ApplyEnchantment(Item
*item
,bool apply
)
11683 for(uint32 slot
= 0; slot
< MAX_ENCHANTMENT_SLOT
; ++slot
)
11684 ApplyEnchantment(item
, EnchantmentSlot(slot
), apply
);
11687 void Player::ApplyEnchantment(Item
*item
, EnchantmentSlot slot
, bool apply
, bool apply_dur
, bool ignore_condition
)
11692 if (!item
->IsEquipped())
11695 if (slot
>= MAX_ENCHANTMENT_SLOT
)
11698 uint32 enchant_id
= item
->GetEnchantmentId(slot
);
11702 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
11706 if (!ignore_condition
&& pEnchant
->EnchantmentCondition
&& !((Player
*)this)->EnchantmentFitsRequirements(pEnchant
->EnchantmentCondition
, -1))
11709 if (!item
->IsBroken())
11711 for (int s
= 0; s
< 3; ++s
)
11713 uint32 enchant_display_type
= pEnchant
->type
[s
];
11714 uint32 enchant_amount
= pEnchant
->amount
[s
];
11715 uint32 enchant_spell_id
= pEnchant
->spellid
[s
];
11717 switch(enchant_display_type
)
11719 case ITEM_ENCHANTMENT_TYPE_NONE
:
11721 case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
:
11722 // processed in Player::CastItemCombatSpell
11724 case ITEM_ENCHANTMENT_TYPE_DAMAGE
:
11725 if (item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
11726 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11727 else if (item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
11728 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11729 else if (item
->GetSlot() == EQUIPMENT_SLOT_RANGED
)
11730 HandleStatModifier(UNIT_MOD_DAMAGE_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11732 case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL
:
11733 if (enchant_spell_id
)
11737 int32 basepoints
= 0;
11738 // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
11739 if (item
->GetItemRandomPropertyId())
11741 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11744 // Search enchant_amount
11745 for (int k
= 0; k
< 3; ++k
)
11747 if(item_rand
->enchant_id
[k
] == enchant_id
)
11749 basepoints
= int32((item_rand
->prefix
[k
] * item
->GetItemSuffixFactor()) / 10000 );
11755 // Cast custom spell vs all equal basepoints getted from enchant_amount
11757 CastCustomSpell(this, enchant_spell_id
, &basepoints
, &basepoints
, &basepoints
, true, item
);
11759 CastSpell(this, enchant_spell_id
, true, item
);
11762 RemoveAurasDueToItemSpell(item
, enchant_spell_id
);
11765 case ITEM_ENCHANTMENT_TYPE_RESISTANCE
:
11766 if (!enchant_amount
)
11768 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11771 for (int k
= 0; k
< 3; ++k
)
11773 if(item_rand
->enchant_id
[k
] == enchant_id
)
11775 enchant_amount
= uint32((item_rand
->prefix
[k
] * item
->GetItemSuffixFactor()) / 10000 );
11782 HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START
+ enchant_spell_id
), TOTAL_VALUE
, float(enchant_amount
), apply
);
11784 case ITEM_ENCHANTMENT_TYPE_STAT
:
11786 if (!enchant_amount
)
11788 ItemRandomSuffixEntry
const *item_rand_suffix
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11789 if(item_rand_suffix
)
11791 for (int k
= 0; k
< 3; ++k
)
11793 if(item_rand_suffix
->enchant_id
[k
] == enchant_id
)
11795 enchant_amount
= uint32((item_rand_suffix
->prefix
[k
] * item
->GetItemSuffixFactor()) / 10000 );
11802 sLog
.outDebug("Adding %u to stat nb %u",enchant_amount
,enchant_spell_id
);
11803 switch (enchant_spell_id
)
11805 case ITEM_MOD_MANA
:
11806 sLog
.outDebug("+ %u MANA",enchant_amount
);
11807 HandleStatModifier(UNIT_MOD_MANA
, BASE_VALUE
, float(enchant_amount
), apply
);
11809 case ITEM_MOD_HEALTH
:
11810 sLog
.outDebug("+ %u HEALTH",enchant_amount
);
11811 HandleStatModifier(UNIT_MOD_HEALTH
, BASE_VALUE
, float(enchant_amount
), apply
);
11813 case ITEM_MOD_AGILITY
:
11814 sLog
.outDebug("+ %u AGILITY",enchant_amount
);
11815 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11816 ApplyStatBuffMod(STAT_AGILITY
, enchant_amount
, apply
);
11818 case ITEM_MOD_STRENGTH
:
11819 sLog
.outDebug("+ %u STRENGTH",enchant_amount
);
11820 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11821 ApplyStatBuffMod(STAT_STRENGTH
, enchant_amount
, apply
);
11823 case ITEM_MOD_INTELLECT
:
11824 sLog
.outDebug("+ %u INTELLECT",enchant_amount
);
11825 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11826 ApplyStatBuffMod(STAT_INTELLECT
, enchant_amount
, apply
);
11828 case ITEM_MOD_SPIRIT
:
11829 sLog
.outDebug("+ %u SPIRIT",enchant_amount
);
11830 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11831 ApplyStatBuffMod(STAT_SPIRIT
, enchant_amount
, apply
);
11833 case ITEM_MOD_STAMINA
:
11834 sLog
.outDebug("+ %u STAMINA",enchant_amount
);
11835 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11836 ApplyStatBuffMod(STAT_STAMINA
, enchant_amount
, apply
);
11838 case ITEM_MOD_DEFENSE_SKILL_RATING
:
11839 ((Player
*)this)->ApplyRatingMod(CR_DEFENSE_SKILL
, enchant_amount
, apply
);
11840 sLog
.outDebug("+ %u DEFENCE", enchant_amount
);
11842 case ITEM_MOD_DODGE_RATING
:
11843 ((Player
*)this)->ApplyRatingMod(CR_DODGE
, enchant_amount
, apply
);
11844 sLog
.outDebug("+ %u DODGE", enchant_amount
);
11846 case ITEM_MOD_PARRY_RATING
:
11847 ((Player
*)this)->ApplyRatingMod(CR_PARRY
, enchant_amount
, apply
);
11848 sLog
.outDebug("+ %u PARRY", enchant_amount
);
11850 case ITEM_MOD_BLOCK_RATING
:
11851 ((Player
*)this)->ApplyRatingMod(CR_BLOCK
, enchant_amount
, apply
);
11852 sLog
.outDebug("+ %u SHIELD_BLOCK", enchant_amount
);
11854 case ITEM_MOD_HIT_MELEE_RATING
:
11855 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
11856 sLog
.outDebug("+ %u MELEE_HIT", enchant_amount
);
11858 case ITEM_MOD_HIT_RANGED_RATING
:
11859 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
11860 sLog
.outDebug("+ %u RANGED_HIT", enchant_amount
);
11862 case ITEM_MOD_HIT_SPELL_RATING
:
11863 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
11864 sLog
.outDebug("+ %u SPELL_HIT", enchant_amount
);
11866 case ITEM_MOD_CRIT_MELEE_RATING
:
11867 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
11868 sLog
.outDebug("+ %u MELEE_CRIT", enchant_amount
);
11870 case ITEM_MOD_CRIT_RANGED_RATING
:
11871 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
11872 sLog
.outDebug("+ %u RANGED_CRIT", enchant_amount
);
11874 case ITEM_MOD_CRIT_SPELL_RATING
:
11875 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
11876 sLog
.outDebug("+ %u SPELL_CRIT", enchant_amount
);
11878 // Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
11880 // case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
11881 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11883 // case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
11884 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11886 // case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
11887 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11889 // case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
11890 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11892 // case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
11893 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11895 // case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
11896 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11898 // case ITEM_MOD_HASTE_MELEE_RATING:
11899 // ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
11901 // case ITEM_MOD_HASTE_RANGED_RATING:
11902 // ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
11904 case ITEM_MOD_HASTE_SPELL_RATING
:
11905 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
11907 case ITEM_MOD_HIT_RATING
:
11908 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
11909 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
11910 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
11911 sLog
.outDebug("+ %u HIT", enchant_amount
);
11913 case ITEM_MOD_CRIT_RATING
:
11914 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
11915 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
11916 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
11917 sLog
.outDebug("+ %u CRITICAL", enchant_amount
);
11919 // Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
11920 // case ITEM_MOD_HIT_TAKEN_RATING:
11921 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11922 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11923 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11925 // case ITEM_MOD_CRIT_TAKEN_RATING:
11926 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11927 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11928 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11930 case ITEM_MOD_RESILIENCE_RATING
:
11931 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, enchant_amount
, apply
);
11932 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, enchant_amount
, apply
);
11933 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, enchant_amount
, apply
);
11934 sLog
.outDebug("+ %u RESILIENCE", enchant_amount
);
11936 case ITEM_MOD_HASTE_RATING
:
11937 ((Player
*)this)->ApplyRatingMod(CR_HASTE_MELEE
, enchant_amount
, apply
);
11938 ((Player
*)this)->ApplyRatingMod(CR_HASTE_RANGED
, enchant_amount
, apply
);
11939 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
11940 sLog
.outDebug("+ %u HASTE", enchant_amount
);
11942 case ITEM_MOD_EXPERTISE_RATING
:
11943 ((Player
*)this)->ApplyRatingMod(CR_EXPERTISE
, enchant_amount
, apply
);
11944 sLog
.outDebug("+ %u EXPERTISE", enchant_amount
);
11946 case ITEM_MOD_ATTACK_POWER
:
11947 HandleStatModifier(UNIT_MOD_ATTACK_POWER
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11948 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11949 sLog
.outDebug("+ %u ATTACK_POWER", enchant_amount
);
11951 case ITEM_MOD_RANGED_ATTACK_POWER
:
11952 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11953 sLog
.outDebug("+ %u RANGED_ATTACK_POWER", enchant_amount
);
11955 case ITEM_MOD_FERAL_ATTACK_POWER
:
11956 ((Player
*)this)->ApplyFeralAPBonus(enchant_amount
, apply
);
11957 sLog
.outDebug("+ %u FERAL_ATTACK_POWER", enchant_amount
);
11959 case ITEM_MOD_MANA_REGENERATION
:
11960 ((Player
*)this)->ApplyManaRegenBonus(enchant_amount
, apply
);
11961 sLog
.outDebug("+ %u MANA_REGENERATION", enchant_amount
);
11963 case ITEM_MOD_ARMOR_PENETRATION_RATING
:
11964 ((Player
*)this)->ApplyRatingMod(CR_ARMOR_PENETRATION
, enchant_amount
, apply
);
11965 sLog
.outDebug("+ %u ARMOR PENETRATION", enchant_amount
);
11967 case ITEM_MOD_SPELL_POWER
:
11968 ((Player
*)this)->ApplySpellPowerBonus(enchant_amount
, apply
);
11969 sLog
.outDebug("+ %u SPELL_POWER", enchant_amount
);
11971 case ITEM_MOD_SPELL_HEALING_DONE
: // deprecated
11972 case ITEM_MOD_SPELL_DAMAGE_DONE
: // deprecated
11978 case ITEM_ENCHANTMENT_TYPE_TOTEM
: // Shaman Rockbiter Weapon
11980 if(getClass() == CLASS_SHAMAN
)
11982 float addValue
= 0.0f
;
11983 if(item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
11985 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/ 1000.0f
);
11986 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, addValue
, apply
);
11988 else if(item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
11990 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/ 1000.0f
);
11991 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, addValue
, apply
);
11996 case ITEM_ENCHANTMENT_TYPE_USE_SPELL
:
11997 // processed in Player::CastItemUseSpell
11999 case ITEM_ENCHANTMENT_TYPE_PRISMATIC_SOCKET
:
12003 sLog
.outError("Unknown item enchantment (id = %d) display type: %d", enchant_id
, enchant_display_type
);
12005 } /*switch(enchant_display_type)*/
12009 // visualize enchantment at player and equipped items
12010 if(slot
== PERM_ENCHANTMENT_SLOT
)
12011 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (item
->GetSlot() * 2), 0, apply
? item
->GetEnchantmentId(slot
) : 0);
12013 if(slot
== TEMP_ENCHANTMENT_SLOT
)
12014 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (item
->GetSlot() * 2), 1, apply
? item
->GetEnchantmentId(slot
) : 0);
12022 uint32 duration
= item
->GetEnchantmentDuration(slot
);
12024 AddEnchantmentDuration(item
, slot
, duration
);
12028 // duration == 0 will remove EnchantDuration
12029 AddEnchantmentDuration(item
, slot
, 0);
12034 void Player::SendEnchantmentDurations()
12036 for(EnchantDurationList::const_iterator itr
= m_enchantDuration
.begin(); itr
!= m_enchantDuration
.end(); ++itr
)
12038 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr
->item
->GetGUID(), itr
->slot
, uint32(itr
->leftduration
) / 1000);
12042 void Player::SendItemDurations()
12044 for(ItemDurationList::const_iterator itr
= m_itemDuration
.begin(); itr
!= m_itemDuration
.end(); ++itr
)
12046 (*itr
)->SendTimeUpdate(this);
12050 void Player::SendNewItem(Item
*item
, uint32 count
, bool received
, bool created
, bool broadcast
)
12052 if(!item
) // prevent crash
12055 // last check 2.0.10
12056 WorldPacket
data( SMSG_ITEM_PUSH_RESULT
, (8+4+4+4+1+4+4+4+4+4) );
12057 data
<< uint64(GetGUID()); // player GUID
12058 data
<< uint32(received
); // 0=looted, 1=from npc
12059 data
<< uint32(created
); // 0=received, 1=created
12060 data
<< uint32(1); // always 0x01 (probably meant to be count of listed items)
12061 data
<< uint8(item
->GetBagSlot()); // bagslot
12062 // item slot, but when added to stack: 0xFFFFFFFF
12063 data
<< uint32((item
->GetCount() == count
) ? item
->GetSlot() : -1);
12064 data
<< uint32(item
->GetEntry()); // item id
12065 data
<< uint32(item
->GetItemSuffixFactor()); // SuffixFactor
12066 data
<< uint32(item
->GetItemRandomPropertyId()); // random item property id
12067 data
<< uint32(count
); // count of items
12068 data
<< uint32(GetItemCount(item
->GetEntry())); // count of items in inventory
12070 if (broadcast
&& GetGroup())
12071 GetGroup()->BroadcastPacket(&data
, true);
12073 GetSession()->SendPacket(&data
);
12076 /*********************************************************/
12077 /*** QUEST SYSTEM ***/
12078 /*********************************************************/
12080 void Player::PrepareQuestMenu( uint64 guid
)
12083 QuestRelations
* pObjectQR
;
12084 QuestRelations
* pObjectQIR
;
12086 // pets also can have quests
12087 Creature
*pCreature
= ObjectAccessor::GetCreatureOrPetOrVehicle(*this, guid
);
12090 pObject
= (Object
*)pCreature
;
12091 pObjectQR
= &objmgr
.mCreatureQuestRelations
;
12092 pObjectQIR
= &objmgr
.mCreatureQuestInvolvedRelations
;
12096 //we should obtain map pointer from GetMap() in 99% of cases. Special case
12097 //only for quests which cast teleport spells on player
12098 Map
* _map
= IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
12100 GameObject
*pGameObject
= _map
->GetGameObject(guid
);
12103 pObject
= (Object
*)pGameObject
;
12104 pObjectQR
= &objmgr
.mGOQuestRelations
;
12105 pObjectQIR
= &objmgr
.mGOQuestInvolvedRelations
;
12111 QuestMenu
&qm
= PlayerTalkClass
->GetQuestMenu();
12114 for(QuestRelations::const_iterator i
= pObjectQIR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQIR
->upper_bound(pObject
->GetEntry()); ++i
)
12116 uint32 quest_id
= i
->second
;
12117 QuestStatus status
= GetQuestStatus( quest_id
);
12118 if ( status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus( quest_id
) )
12119 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_UNK2
);
12120 else if ( status
== QUEST_STATUS_INCOMPLETE
)
12121 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_UNK2
);
12122 else if (status
== QUEST_STATUS_AVAILABLE
)
12123 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_CHAT
);
12126 for(QuestRelations::const_iterator i
= pObjectQR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++i
)
12128 uint32 quest_id
= i
->second
;
12129 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
12130 if(!pQuest
) continue;
12132 QuestStatus status
= GetQuestStatus( quest_id
);
12134 if (pQuest
->IsAutoComplete() && CanTakeQuest(pQuest
, false))
12135 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_UNK2
);
12136 else if ( status
== QUEST_STATUS_NONE
&& CanTakeQuest( pQuest
, false ) )
12137 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_CHAT
);
12141 void Player::SendPreparedQuest(uint64 guid
)
12143 QuestMenu
& questMenu
= PlayerTalkClass
->GetQuestMenu();
12145 if (questMenu
.Empty())
12148 QuestMenuItem
const& qmi0
= questMenu
.GetItem(0);
12150 uint32 status
= qmi0
.m_qIcon
;
12152 // single element case
12153 if (questMenu
.MenuItemCount() == 1)
12155 // Auto open -- maybe also should verify there is no greeting
12156 uint32 quest_id
= qmi0
.m_qId
;
12157 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
12161 if (status
== DIALOG_STATUS_UNK2
&& !GetQuestRewardStatus(quest_id
))
12162 PlayerTalkClass
->SendQuestGiverRequestItems(pQuest
, guid
, CanRewardQuest(pQuest
, false), true);
12163 else if (status
== DIALOG_STATUS_UNK2
)
12164 PlayerTalkClass
->SendQuestGiverRequestItems(pQuest
, guid
, CanRewardQuest(pQuest
, false), true);
12165 // Send completable on repeatable and autoCompletable quest if player don't have quest
12166 // TODO: verify if check for !pQuest->IsDaily() is really correct (possibly not)
12167 else if (pQuest
->IsAutoComplete() && pQuest
->IsRepeatable() && !pQuest
->IsDaily())
12168 PlayerTalkClass
->SendQuestGiverRequestItems(pQuest
, guid
, CanCompleteRepeatableQuest(pQuest
), true);
12170 PlayerTalkClass
->SendQuestGiverQuestDetails(pQuest
, guid
, true);
12173 // multiply entries
12179 std::string title
= "";
12181 // need pet case for some quests
12182 Creature
*pCreature
= ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid
);
12185 uint32 textid
= pCreature
->GetNpcTextId();
12186 GossipText
const* gossiptext
= objmgr
.GetGossipText(textid
);
12189 qe
._Delay
= 0; //TEXTEMOTE_MESSAGE; //zyg: player emote
12190 qe
._Emote
= 0; //TEXTEMOTE_HELLO; //zyg: NPC emote
12195 qe
= gossiptext
->Options
[0].Emotes
[0];
12197 if(!gossiptext
->Options
[0].Text_0
.empty())
12199 title
= gossiptext
->Options
[0].Text_0
;
12201 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
12204 NpcTextLocale
const *nl
= objmgr
.GetNpcTextLocale(textid
);
12207 if (nl
->Text_0
[0].size() > loc_idx
&& !nl
->Text_0
[0][loc_idx
].empty())
12208 title
= nl
->Text_0
[0][loc_idx
];
12214 title
= gossiptext
->Options
[0].Text_1
;
12216 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
12219 NpcTextLocale
const *nl
= objmgr
.GetNpcTextLocale(textid
);
12222 if (nl
->Text_1
[0].size() > loc_idx
&& !nl
->Text_1
[0][loc_idx
].empty())
12223 title
= nl
->Text_1
[0][loc_idx
];
12229 PlayerTalkClass
->SendQuestGiverQuestList(qe
, title
, guid
);
12233 bool Player::IsActiveQuest( uint32 quest_id
) const
12235 QuestStatusMap::const_iterator itr
= mQuestStatus
.find(quest_id
);
12237 return itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
;
12240 Quest
const * Player::GetNextQuest( uint64 guid
, Quest
const *pQuest
)
12243 QuestRelations
* pObjectQR
;
12244 QuestRelations
* pObjectQIR
;
12246 Creature
*pCreature
= ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid
);
12249 pObject
= (Object
*)pCreature
;
12250 pObjectQR
= &objmgr
.mCreatureQuestRelations
;
12251 pObjectQIR
= &objmgr
.mCreatureQuestInvolvedRelations
;
12255 //we should obtain map pointer from GetMap() in 99% of cases. Special case
12256 //only for quests which cast teleport spells on player
12257 Map
* _map
= IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
12259 GameObject
*pGameObject
= _map
->GetGameObject(guid
);
12262 pObject
= (Object
*)pGameObject
;
12263 pObjectQR
= &objmgr
.mGOQuestRelations
;
12264 pObjectQIR
= &objmgr
.mGOQuestInvolvedRelations
;
12270 uint32 nextQuestID
= pQuest
->GetNextQuestInChain();
12271 for(QuestRelations::const_iterator itr
= pObjectQR
->lower_bound(pObject
->GetEntry()); itr
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++itr
)
12273 if (itr
->second
== nextQuestID
)
12274 return objmgr
.GetQuestTemplate(nextQuestID
);
12280 bool Player::CanSeeStartQuest( Quest
const *pQuest
)
12282 if( SatisfyQuestRace( pQuest
, false ) && SatisfyQuestSkillOrClass( pQuest
, false ) &&
12283 SatisfyQuestExclusiveGroup( pQuest
, false ) && SatisfyQuestReputation( pQuest
, false ) &&
12284 SatisfyQuestPreviousQuest( pQuest
, false ) && SatisfyQuestNextChain( pQuest
, false ) &&
12285 SatisfyQuestPrevChain( pQuest
, false ) && SatisfyQuestDay( pQuest
, false ) )
12287 return getLevel() + sWorld
.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF
) >= pQuest
->GetMinLevel();
12293 bool Player::CanTakeQuest( Quest
const *pQuest
, bool msg
)
12295 return SatisfyQuestStatus( pQuest
, msg
) && SatisfyQuestExclusiveGroup( pQuest
, msg
)
12296 && SatisfyQuestRace( pQuest
, msg
) && SatisfyQuestLevel( pQuest
, msg
)
12297 && SatisfyQuestSkillOrClass( pQuest
, msg
) && SatisfyQuestReputation( pQuest
, msg
)
12298 && SatisfyQuestPreviousQuest( pQuest
, msg
) && SatisfyQuestTimed( pQuest
, msg
)
12299 && SatisfyQuestNextChain( pQuest
, msg
) && SatisfyQuestPrevChain( pQuest
, msg
)
12300 && SatisfyQuestDay( pQuest
, msg
);
12303 bool Player::CanAddQuest( Quest
const *pQuest
, bool msg
)
12305 if( !SatisfyQuestLog( msg
) )
12308 uint32 srcitem
= pQuest
->GetSrcItemId();
12311 uint32 count
= pQuest
->GetSrcItemCount();
12312 ItemPosCountVec dest
;
12313 uint8 msg2
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
12315 // player already have max number (in most case 1) source item, no additional item needed and quest can be added.
12316 if( msg2
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
12318 else if( msg2
!= EQUIP_ERR_OK
)
12320 SendEquipError( msg2
, NULL
, NULL
);
12327 bool Player::CanCompleteQuest( uint32 quest_id
)
12331 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12332 if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
12333 return false; // not allow re-complete quest
12335 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12340 // auto complete quest
12341 if (qInfo
->IsAutoComplete() && CanTakeQuest(qInfo
, false))
12344 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
12347 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12349 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12351 if( qInfo
->ReqItemCount
[i
]!= 0 && q_status
.m_itemcount
[i
] < qInfo
->ReqItemCount
[i
] )
12356 if ( qInfo
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
12358 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12360 if( qInfo
->ReqCreatureOrGOId
[i
] == 0 )
12363 if( qInfo
->ReqCreatureOrGOCount
[i
] != 0 && q_status
.m_creatureOrGOcount
[i
] < qInfo
->ReqCreatureOrGOCount
[i
] )
12368 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_EXPLORATION_OR_EVENT
) && !q_status
.m_explored
)
12371 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && q_status
.m_timer
== 0 )
12374 if ( qInfo
->GetRewOrReqMoney() < 0 )
12376 if ( GetMoney() < uint32(-qInfo
->GetRewOrReqMoney()) )
12380 uint32 repFacId
= qInfo
->GetRepObjectiveFaction();
12381 if ( repFacId
&& GetReputationMgr().GetReputation(repFacId
) < qInfo
->GetRepObjectiveValue() )
12390 bool Player::CanCompleteRepeatableQuest( Quest
const *pQuest
)
12392 // Solve problem that player don't have the quest and try complete it.
12393 // if repeatable she must be able to complete event if player don't have it.
12394 // Seem that all repeatable quest are DELIVER Flag so, no need to add more.
12395 if( !CanTakeQuest(pQuest
, false) )
12398 if (pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12399 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12400 if( pQuest
->ReqItemId
[i
] && pQuest
->ReqItemCount
[i
] && !HasItemCount(pQuest
->ReqItemId
[i
],pQuest
->ReqItemCount
[i
]) )
12403 if( !CanRewardQuest(pQuest
, false) )
12409 bool Player::CanRewardQuest( Quest
const *pQuest
, bool msg
)
12411 // not auto complete quest and not completed quest (only cheating case, then ignore without message)
12412 if(!pQuest
->IsAutoComplete() && GetQuestStatus(pQuest
->GetQuestId()) != QUEST_STATUS_COMPLETE
)
12415 // daily quest can't be rewarded (25 daily quest already completed)
12416 if(!SatisfyQuestDay(pQuest
,true))
12419 // rewarded and not repeatable quest (only cheating case, then ignore without message)
12420 if(GetQuestRewardStatus(pQuest
->GetQuestId()))
12423 // prevent receive reward with quest items in bank
12424 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12426 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12428 if( pQuest
->ReqItemCount
[i
]!= 0 &&
12429 GetItemCount(pQuest
->ReqItemId
[i
]) < pQuest
->ReqItemCount
[i
] )
12432 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, NULL
, NULL
);
12438 // prevent receive reward with low money and GetRewOrReqMoney() < 0
12439 if(pQuest
->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest
->GetRewOrReqMoney()) )
12445 bool Player::CanRewardQuest( Quest
const *pQuest
, uint32 reward
, bool msg
)
12447 // prevent receive reward with quest items in bank or for not completed quest
12448 if(!CanRewardQuest(pQuest
,msg
))
12451 if ( pQuest
->GetRewChoiceItemsCount() > 0 )
12453 if( pQuest
->RewChoiceItemId
[reward
] )
12455 ItemPosCountVec dest
;
12456 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewChoiceItemId
[reward
], pQuest
->RewChoiceItemCount
[reward
] );
12457 if( res
!= EQUIP_ERR_OK
)
12459 SendEquipError( res
, NULL
, NULL
);
12465 if ( pQuest
->GetRewItemsCount() > 0 )
12467 for (uint32 i
= 0; i
< pQuest
->GetRewItemsCount(); ++i
)
12469 if( pQuest
->RewItemId
[i
] )
12471 ItemPosCountVec dest
;
12472 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewItemId
[i
], pQuest
->RewItemCount
[i
] );
12473 if( res
!= EQUIP_ERR_OK
)
12475 SendEquipError( res
, NULL
, NULL
);
12485 void Player::AddQuest( Quest
const *pQuest
, Object
*questGiver
)
12487 uint16 log_slot
= FindQuestSlot( 0 );
12488 assert(log_slot
< MAX_QUEST_LOG_SIZE
);
12490 uint32 quest_id
= pQuest
->GetQuestId();
12492 // if not exist then created with set uState==NEW and rewarded=false
12493 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
12495 // check for repeatable quests status reset
12496 questStatusData
.m_status
= QUEST_STATUS_INCOMPLETE
;
12497 questStatusData
.m_explored
= false;
12499 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12501 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12502 questStatusData
.m_itemcount
[i
] = 0;
12505 if ( pQuest
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
12507 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12508 questStatusData
.m_creatureOrGOcount
[i
] = 0;
12511 GiveQuestSourceItem( pQuest
);
12512 AdjustQuestReqItemCount( pQuest
, questStatusData
);
12514 if( pQuest
->GetRepObjectiveFaction() )
12515 if(FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(pQuest
->GetRepObjectiveFaction()))
12516 GetReputationMgr().SetVisible(factionEntry
);
12519 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) )
12521 uint32 limittime
= pQuest
->GetLimitTime();
12523 // shared timed quest
12524 if(questGiver
&& questGiver
->GetTypeId()==TYPEID_PLAYER
)
12525 limittime
= ((Player
*)questGiver
)->getQuestStatusMap()[quest_id
].m_timer
/ IN_MILISECONDS
;
12527 AddTimedQuest( quest_id
);
12528 questStatusData
.m_timer
= limittime
* IN_MILISECONDS
;
12529 qtime
= static_cast<uint32
>(time(NULL
)) + limittime
;
12532 questStatusData
.m_timer
= 0;
12534 SetQuestSlot(log_slot
, quest_id
, qtime
);
12536 if (questStatusData
.uState
!= QUEST_NEW
)
12537 questStatusData
.uState
= QUEST_CHANGED
;
12539 //starting initial quest script
12540 if(questGiver
&& pQuest
->GetQuestStartScript()!=0)
12541 GetMap()->ScriptsStart(sQuestStartScripts
, pQuest
->GetQuestStartScript(), questGiver
, this);
12543 // Some spells applied at quest activation
12544 SpellAreaForQuestMapBounds saBounds
= spellmgr
.GetSpellAreaForQuestMapBounds(quest_id
,true);
12545 if(saBounds
.first
!= saBounds
.second
)
12548 GetZoneAndAreaId(zone
,area
);
12550 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
12551 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,zone
,area
))
12552 if( !HasAura(itr
->second
->spellId
,0) )
12553 CastSpell(this,itr
->second
->spellId
,true);
12556 UpdateForQuestWorldObjects();
12559 void Player::CompleteQuest( uint32 quest_id
)
12563 SetQuestStatus( quest_id
, QUEST_STATUS_COMPLETE
);
12565 uint16 log_slot
= FindQuestSlot( quest_id
);
12566 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12567 SetQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
12569 if(Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
))
12571 if( qInfo
->HasFlag(QUEST_FLAGS_AUTO_REWARDED
) )
12572 RewardQuest(qInfo
,0,this,false);
12574 SendQuestComplete( quest_id
);
12579 void Player::IncompleteQuest( uint32 quest_id
)
12583 SetQuestStatus( quest_id
, QUEST_STATUS_INCOMPLETE
);
12585 uint16 log_slot
= FindQuestSlot( quest_id
);
12586 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12587 RemoveQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
12591 void Player::RewardQuest( Quest
const *pQuest
, uint32 reward
, Object
* questGiver
, bool announce
)
12593 //this THING should be here to protect code from quest, which cast on player far teleport as a reward
12594 //should work fine, cause far teleport will be executed in Player::Update()
12595 SetCanDelayTeleport(true);
12597 uint32 quest_id
= pQuest
->GetQuestId();
12599 for (int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12601 if (pQuest
->ReqItemId
[i
])
12602 DestroyItemCount( pQuest
->ReqItemId
[i
], pQuest
->ReqItemCount
[i
], true);
12605 RemoveTimedQuest(quest_id
);
12607 if (pQuest
->GetRewChoiceItemsCount() > 0)
12609 if (uint32 itemId
= pQuest
->RewChoiceItemId
[reward
])
12611 ItemPosCountVec dest
;
12612 if (CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, itemId
, pQuest
->RewChoiceItemCount
[reward
] ) == EQUIP_ERR_OK
)
12614 Item
* item
= StoreNewItem( dest
, itemId
, true, Item::GenerateItemRandomPropertyId(itemId
));
12615 SendNewItem(item
, pQuest
->RewChoiceItemCount
[reward
], true, false);
12620 if (pQuest
->GetRewItemsCount() > 0)
12622 for (uint32 i
=0; i
< pQuest
->GetRewItemsCount(); ++i
)
12624 if (uint32 itemId
= pQuest
->RewItemId
[i
])
12626 ItemPosCountVec dest
;
12627 if (CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, itemId
, pQuest
->RewItemCount
[i
] ) == EQUIP_ERR_OK
)
12629 Item
* item
= StoreNewItem( dest
, itemId
, true, Item::GenerateItemRandomPropertyId(itemId
));
12630 SendNewItem(item
, pQuest
->RewItemCount
[i
], true, false);
12636 RewardReputation( pQuest
);
12638 uint16 log_slot
= FindQuestSlot( quest_id
);
12639 if (log_slot
< MAX_QUEST_LOG_SIZE
)
12640 SetQuestSlot(log_slot
,0);
12642 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12644 // Not give XP in case already completed once repeatable quest
12645 uint32 XP
= q_status
.m_rewarded
? 0 : uint32(pQuest
->XPValue( this )*sWorld
.getRate(RATE_XP_QUEST
));
12647 if (getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
12648 GiveXP( XP
, NULL
);
12651 uint32 money
= uint32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
));
12652 ModifyMoney( money
);
12653 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD
, money
);
12656 // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
12657 if (pQuest
->GetRewOrReqMoney())
12659 ModifyMoney( pQuest
->GetRewOrReqMoney() );
12661 if (pQuest
->GetRewOrReqMoney() > 0)
12662 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD
, pQuest
->GetRewOrReqMoney());
12666 if (pQuest
->GetRewHonorableKills())
12667 RewardHonor(NULL
, 0, MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorableKills()));
12670 if (pQuest
->GetCharTitleId())
12672 if (CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
12673 SetTitle(titleEntry
);
12676 if (pQuest
->GetBonusTalents())
12678 m_questRewardTalentCount
+=pQuest
->GetBonusTalents();
12679 InitTalentForLevel();
12682 // Send reward mail
12683 if (pQuest
->GetRewMailTemplateId())
12685 MailMessageType mailType
;
12686 uint32 senderGuidOrEntry
;
12687 switch(questGiver
->GetTypeId())
12690 mailType
= MAIL_CREATURE
;
12691 senderGuidOrEntry
= questGiver
->GetEntry();
12693 case TYPEID_GAMEOBJECT
:
12694 mailType
= MAIL_GAMEOBJECT
;
12695 senderGuidOrEntry
= questGiver
->GetEntry();
12698 mailType
= MAIL_ITEM
;
12699 senderGuidOrEntry
= questGiver
->GetEntry();
12701 case TYPEID_PLAYER
:
12702 mailType
= MAIL_NORMAL
;
12703 senderGuidOrEntry
= questGiver
->GetGUIDLow();
12706 mailType
= MAIL_NORMAL
;
12707 senderGuidOrEntry
= GetGUIDLow();
12711 Loot questMailLoot
;
12713 questMailLoot
.FillLoot(pQuest
->GetQuestId(), LootTemplates_QuestMail
, this,true);
12716 MailItemsInfo mi
; // item list preparing
12718 uint32 max_slot
= questMailLoot
.GetMaxSlotInLootFor(this);
12719 for(uint32 i
= 0; mi
.size() < MAX_MAIL_ITEMS
&& i
< max_slot
; ++i
)
12721 if (LootItem
* lootitem
= questMailLoot
.LootItemInSlot(i
,this))
12723 if (Item
* item
= Item::CreateItem(lootitem
->itemid
,lootitem
->count
,this))
12725 item
->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12726 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
12731 WorldSession::SendMailTo(this, mailType
, MAIL_STATIONERY_NORMAL
, senderGuidOrEntry
, GetGUIDLow(), "", 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
,pQuest
->GetRewMailDelaySecs(),pQuest
->GetRewMailTemplateId());
12734 if (pQuest
->IsDaily())
12736 SetDailyQuestStatus(quest_id
);
12737 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST
, 1);
12740 if (!pQuest
->IsRepeatable())
12741 SetQuestStatus(quest_id
, QUEST_STATUS_COMPLETE
);
12743 SetQuestStatus(quest_id
, QUEST_STATUS_NONE
);
12745 q_status
.m_rewarded
= true;
12746 if (q_status
.uState
!= QUEST_NEW
)
12747 q_status
.uState
= QUEST_CHANGED
;
12750 SendQuestReward( pQuest
, XP
, questGiver
);
12752 // cast spells after mark quest complete (some spells have quest completed state reqyurements in spell_area data)
12753 if (pQuest
->GetRewSpellCast() > 0)
12754 CastSpell( this, pQuest
->GetRewSpellCast(), true);
12755 else if ( pQuest
->GetRewSpell() > 0)
12756 CastSpell( this, pQuest
->GetRewSpell(), true);
12758 if (pQuest
->GetZoneOrSort() > 0)
12759 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE
, pQuest
->GetZoneOrSort());
12760 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT
);
12761 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST
, pQuest
->GetQuestId());
12766 // remove auras from spells with quest reward state limitations
12767 SpellAreaForQuestMapBounds saEndBounds
= spellmgr
.GetSpellAreaForQuestEndMapBounds(quest_id
);
12768 if(saEndBounds
.first
!= saEndBounds
.second
)
12770 GetZoneAndAreaId(zone
,area
);
12772 for(SpellAreaForAreaMap::const_iterator itr
= saEndBounds
.first
; itr
!= saEndBounds
.second
; ++itr
)
12773 if(!itr
->second
->IsFitToRequirements(this,zone
,area
))
12774 RemoveAurasDueToSpell(itr
->second
->spellId
);
12777 // Some spells applied at quest reward
12778 SpellAreaForQuestMapBounds saBounds
= spellmgr
.GetSpellAreaForQuestMapBounds(quest_id
,false);
12779 if(saBounds
.first
!= saBounds
.second
)
12782 GetZoneAndAreaId(zone
,area
);
12784 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
12785 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,zone
,area
))
12786 if( !HasAura(itr
->second
->spellId
,0) )
12787 CastSpell(this,itr
->second
->spellId
,true);
12790 //lets remove flag for delayed teleports
12791 SetCanDelayTeleport(false);
12794 void Player::FailQuest(uint32 questId
)
12796 if (Quest
const* pQuest
= objmgr
.GetQuestTemplate(questId
))
12798 SetQuestStatus(questId
, QUEST_STATUS_FAILED
);
12800 uint16 log_slot
= FindQuestSlot(questId
);
12802 if (log_slot
< MAX_QUEST_LOG_SIZE
)
12804 SetQuestSlotTimer(log_slot
, 1);
12805 SetQuestSlotState(log_slot
, QUEST_STATE_FAIL
);
12808 if (pQuest
->HasFlag(QUEST_MANGOS_FLAGS_TIMED
))
12810 QuestStatusData
& q_status
= mQuestStatus
[questId
];
12812 RemoveTimedQuest(questId
);
12813 q_status
.m_timer
= 0;
12815 SendQuestTimerFailed(questId
);
12818 SendQuestFailed(questId
);
12822 bool Player::SatisfyQuestSkillOrClass( Quest
const* qInfo
, bool msg
)
12824 int32 zoneOrSort
= qInfo
->GetZoneOrSort();
12825 int32 skillOrClass
= qInfo
->GetSkillOrClass();
12827 // skip zone zoneOrSort and 0 case skillOrClass
12828 if( zoneOrSort
>= 0 && skillOrClass
== 0 )
12831 int32 questSort
= -zoneOrSort
;
12832 uint8 reqSortClass
= ClassByQuestSort(questSort
);
12834 // check class sort cases in zoneOrSort
12835 if( reqSortClass
!= 0 && getClass() != reqSortClass
)
12838 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12843 if( skillOrClass
< 0 )
12845 uint8 reqClass
= -int32(skillOrClass
);
12846 if(getClass() != reqClass
)
12849 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12854 else if( skillOrClass
> 0 )
12856 uint32 reqSkill
= skillOrClass
;
12857 if( GetSkillValue( reqSkill
) < qInfo
->GetRequiredSkillValue() )
12860 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12868 bool Player::SatisfyQuestLevel( Quest
const* qInfo
, bool msg
)
12870 if( getLevel() < qInfo
->GetMinLevel() )
12873 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12879 bool Player::SatisfyQuestLog( bool msg
)
12882 if( FindQuestSlot(0) < MAX_QUEST_LOG_SIZE
)
12887 WorldPacket
data( SMSG_QUESTLOG_FULL
, 0 );
12888 GetSession()->SendPacket( &data
);
12889 sLog
.outDebug( "WORLD: Sent QUEST_LOG_FULL_MESSAGE" );
12894 bool Player::SatisfyQuestPreviousQuest( Quest
const* qInfo
, bool msg
)
12896 // No previous quest (might be first quest in a series)
12897 if( qInfo
->prevQuests
.empty())
12900 for(Quest::PrevQuests::const_iterator iter
= qInfo
->prevQuests
.begin(); iter
!= qInfo
->prevQuests
.end(); ++iter
)
12902 uint32 prevId
= abs(*iter
);
12904 QuestStatusMap::const_iterator i_prevstatus
= mQuestStatus
.find( prevId
);
12905 Quest
const* qPrevInfo
= objmgr
.GetQuestTemplate(prevId
);
12907 if( qPrevInfo
&& i_prevstatus
!= mQuestStatus
.end() )
12909 // If any of the positive previous quests completed, return true
12910 if( *iter
> 0 && i_prevstatus
->second
.m_rewarded
)
12912 // skip one-from-all exclusive group
12913 if(qPrevInfo
->GetExclusiveGroup() >= 0)
12916 // each-from-all exclusive group ( < 0)
12917 // can be start if only all quests in prev quest exclusive group completed and rewarded
12918 ObjectMgr::ExclusiveQuestGroups::const_iterator iter2
= objmgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
12919 ObjectMgr::ExclusiveQuestGroups::const_iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
12921 assert(iter2
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
12923 for(; iter2
!= end
; ++iter2
)
12925 uint32 exclude_Id
= iter2
->second
;
12927 // skip checked quest id, only state of other quests in group is interesting
12928 if(exclude_Id
== prevId
)
12931 QuestStatusMap::const_iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12933 // alternative quest from group also must be completed and rewarded(reported)
12934 if( i_exstatus
== mQuestStatus
.end() || !i_exstatus
->second
.m_rewarded
)
12937 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12943 // If any of the negative previous quests active, return true
12944 if( *iter
< 0 && (i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
12945 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
))))
12947 // skip one-from-all exclusive group
12948 if(qPrevInfo
->GetExclusiveGroup() >= 0)
12951 // each-from-all exclusive group ( < 0)
12952 // can be start if only all quests in prev quest exclusive group active
12953 ObjectMgr::ExclusiveQuestGroups::const_iterator iter2
= objmgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
12954 ObjectMgr::ExclusiveQuestGroups::const_iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
12956 assert(iter2
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
12958 for(; iter2
!= end
; ++iter2
)
12960 uint32 exclude_Id
= iter2
->second
;
12962 // skip checked quest id, only state of other quests in group is interesting
12963 if(exclude_Id
== prevId
)
12966 QuestStatusMap::const_iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12968 // alternative quest from group also must be active
12969 if( i_exstatus
== mQuestStatus
.end() ||
12970 i_exstatus
->second
.m_status
!= QUEST_STATUS_INCOMPLETE
&&
12971 (i_prevstatus
->second
.m_status
!= QUEST_STATUS_COMPLETE
|| GetQuestRewardStatus(prevId
)) )
12974 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12983 // Has only positive prev. quests in non-rewarded state
12984 // and negative prev. quests in non-active state
12986 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12991 bool Player::SatisfyQuestRace( Quest
const* qInfo
, bool msg
)
12993 uint32 reqraces
= qInfo
->GetRequiredRaces();
12994 if ( reqraces
== 0 )
12996 if( (reqraces
& getRaceMask()) == 0 )
12999 SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE
);
13005 bool Player::SatisfyQuestReputation( Quest
const* qInfo
, bool msg
)
13007 uint32 fIdMin
= qInfo
->GetRequiredMinRepFaction(); //Min required rep
13008 if(fIdMin
&& GetReputationMgr().GetReputation(fIdMin
) < qInfo
->GetRequiredMinRepValue())
13011 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13015 uint32 fIdMax
= qInfo
->GetRequiredMaxRepFaction(); //Max required rep
13016 if(fIdMax
&& GetReputationMgr().GetReputation(fIdMax
) >= qInfo
->GetRequiredMaxRepValue())
13019 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13026 bool Player::SatisfyQuestStatus( Quest
const* qInfo
, bool msg
)
13028 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( qInfo
->GetQuestId() );
13029 if ( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
)
13032 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON
);
13038 bool Player::SatisfyQuestTimed(Quest
const* qInfo
, bool msg
)
13040 if (!m_timedquests
.empty() && qInfo
->HasFlag(QUEST_MANGOS_FLAGS_TIMED
))
13043 SendCanTakeQuestResponse(INVALIDREASON_QUEST_ONLY_ONE_TIMED
);
13050 bool Player::SatisfyQuestExclusiveGroup( Quest
const* qInfo
, bool msg
)
13052 // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
13053 if(qInfo
->GetExclusiveGroup() <= 0)
13056 ObjectMgr::ExclusiveQuestGroups::const_iterator iter
= objmgr
.mExclusiveQuestGroups
.lower_bound(qInfo
->GetExclusiveGroup());
13057 ObjectMgr::ExclusiveQuestGroups::const_iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qInfo
->GetExclusiveGroup());
13059 assert(iter
!=end
); // always must be found if qInfo->ExclusiveGroup != 0
13061 for(; iter
!= end
; ++iter
)
13063 uint32 exclude_Id
= iter
->second
;
13065 // skip checked quest id, only state of other quests in group is interesting
13066 if(exclude_Id
== qInfo
->GetQuestId())
13069 // not allow have daily quest if daily quest from exclusive group already recently completed
13070 Quest
const* Nquest
= objmgr
.GetQuestTemplate(exclude_Id
);
13071 if( !SatisfyQuestDay(Nquest
, false) )
13074 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13078 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
13080 // alternative quest already started or completed
13081 if( i_exstatus
!= mQuestStatus
.end()
13082 && (i_exstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
|| i_exstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
13085 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13092 bool Player::SatisfyQuestNextChain( Quest
const* qInfo
, bool msg
)
13094 if(!qInfo
->GetNextQuestInChain())
13097 // next quest in chain already started or completed
13098 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( qInfo
->GetNextQuestInChain() );
13099 if( itr
!= mQuestStatus
.end()
13100 && (itr
->second
.m_status
== QUEST_STATUS_COMPLETE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
13103 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13107 // check for all quests further up the chain
13108 // only necessary if there are quest chains with more than one quest that can be skipped
13109 //return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg );
13113 bool Player::SatisfyQuestPrevChain( Quest
const* qInfo
, bool msg
)
13115 // No previous quest in chain
13116 if( qInfo
->prevChainQuests
.empty())
13119 for(Quest::PrevChainQuests::const_iterator iter
= qInfo
->prevChainQuests
.begin(); iter
!= qInfo
->prevChainQuests
.end(); ++iter
)
13121 uint32 prevId
= *iter
;
13123 QuestStatusMap::const_iterator i_prevstatus
= mQuestStatus
.find( prevId
);
13125 if( i_prevstatus
!= mQuestStatus
.end() )
13127 // If any of the previous quests in chain active, return false
13128 if( i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
13129 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
)))
13132 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13137 // check for all quests further down the chain
13138 // only necessary if there are quest chains with more than one quest that can be skipped
13139 //if( !SatisfyQuestPrevChain( prevId, msg ) )
13143 // No previous quest in chain active
13147 bool Player::SatisfyQuestDay( Quest
const* qInfo
, bool msg
)
13149 if(!qInfo
->IsDaily())
13152 bool have_slot
= false;
13153 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
13155 uint32 id
= GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
);
13156 if(qInfo
->GetQuestId()==id
)
13166 SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING
);
13173 bool Player::GiveQuestSourceItem( Quest
const *pQuest
)
13175 uint32 srcitem
= pQuest
->GetSrcItemId();
13178 uint32 count
= pQuest
->GetSrcItemCount();
13182 ItemPosCountVec dest
;
13183 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
13184 if( msg
== EQUIP_ERR_OK
)
13186 Item
* item
= StoreNewItem(dest
, srcitem
, true);
13187 SendNewItem(item
, count
, true, false);
13190 // player already have max amount required item, just report success
13191 else if( msg
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
13194 SendEquipError( msg
, NULL
, NULL
);
13201 bool Player::TakeQuestSourceItem( uint32 quest_id
, bool msg
)
13203 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13206 uint32 srcitem
= qInfo
->GetSrcItemId();
13209 uint32 count
= qInfo
->GetSrcItemCount();
13213 // exist one case when destroy source quest item not possible:
13214 // non un-equippable item (equipped non-empty bag, for example)
13215 uint8 res
= CanUnequipItems(srcitem
,count
);
13216 if(res
!= EQUIP_ERR_OK
)
13219 SendEquipError( res
, NULL
, NULL
);
13223 DestroyItemCount(srcitem
, count
, true, true);
13229 bool Player::GetQuestRewardStatus( uint32 quest_id
) const
13231 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13234 // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
13235 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13236 if( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
13237 && !qInfo
->IsRepeatable() )
13238 return itr
->second
.m_rewarded
;
13245 QuestStatus
Player::GetQuestStatus( uint32 quest_id
) const
13249 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13250 if( itr
!= mQuestStatus
.end() )
13251 return itr
->second
.m_status
;
13253 return QUEST_STATUS_NONE
;
13256 bool Player::CanShareQuest(uint32 quest_id
) const
13258 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13259 if( qInfo
&& qInfo
->HasFlag(QUEST_FLAGS_SHARABLE
) )
13261 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13262 if( itr
!= mQuestStatus
.end() )
13263 return itr
->second
.m_status
== QUEST_STATUS_NONE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
;
13268 void Player::SetQuestStatus(uint32 quest_id
, QuestStatus status
)
13270 if (Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
))
13272 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
13274 q_status
.m_status
= status
;
13276 if (q_status
.uState
!= QUEST_NEW
)
13277 q_status
.uState
= QUEST_CHANGED
;
13280 UpdateForQuestWorldObjects();
13283 // not used in MaNGOS, but used in scripting code
13284 uint32
Player::GetReqKillOrCastCurrentCount(uint32 quest_id
, int32 entry
)
13286 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13290 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13291 if ( qInfo
->ReqCreatureOrGOId
[j
] == entry
)
13292 return mQuestStatus
[quest_id
].m_creatureOrGOcount
[j
];
13297 void Player::AdjustQuestReqItemCount( Quest
const* pQuest
, QuestStatusData
& questStatusData
)
13299 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13301 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
13303 uint32 reqitemcount
= pQuest
->ReqItemCount
[i
];
13304 if( reqitemcount
!= 0 )
13306 uint32 curitemcount
= GetItemCount(pQuest
->ReqItemId
[i
],true);
13308 questStatusData
.m_itemcount
[i
] = std::min(curitemcount
, reqitemcount
);
13309 if (questStatusData
.uState
!= QUEST_NEW
) questStatusData
.uState
= QUEST_CHANGED
;
13315 uint16
Player::FindQuestSlot( uint32 quest_id
) const
13317 for ( uint16 i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13318 if ( GetQuestSlotQuestId(i
) == quest_id
)
13321 return MAX_QUEST_LOG_SIZE
;
13324 void Player::AreaExploredOrEventHappens( uint32 questId
)
13328 uint16 log_slot
= FindQuestSlot( questId
);
13329 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13331 QuestStatusData
& q_status
= mQuestStatus
[questId
];
13333 if(!q_status
.m_explored
)
13335 q_status
.m_explored
= true;
13336 if (q_status
.uState
!= QUEST_NEW
)
13337 q_status
.uState
= QUEST_CHANGED
;
13340 if( CanCompleteQuest( questId
) )
13341 CompleteQuest( questId
);
13345 //not used in mangosd, function for external script library
13346 void Player::GroupEventHappens( uint32 questId
, WorldObject
const* pEventObject
)
13348 if( Group
*pGroup
= GetGroup() )
13350 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
13352 Player
*pGroupGuy
= itr
->getSource();
13354 // for any leave or dead (with not released body) group member at appropriate distance
13355 if( pGroupGuy
&& pGroupGuy
->IsAtGroupRewardDistance(pEventObject
) && !pGroupGuy
->GetCorpse() )
13356 pGroupGuy
->AreaExploredOrEventHappens(questId
);
13360 AreaExploredOrEventHappens(questId
);
13363 void Player::ItemAddedQuestCheck( uint32 entry
, uint32 count
)
13365 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13367 uint32 questid
= GetQuestSlotQuestId(i
);
13368 if ( questid
== 0 )
13371 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13373 if ( q_status
.m_status
!= QUEST_STATUS_INCOMPLETE
)
13376 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13377 if( !qInfo
|| !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13380 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13382 uint32 reqitem
= qInfo
->ReqItemId
[j
];
13383 if ( reqitem
== entry
)
13385 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
13386 uint32 curitemcount
= q_status
.m_itemcount
[j
];
13387 if ( curitemcount
< reqitemcount
)
13389 uint32 additemcount
= ( curitemcount
+ count
<= reqitemcount
? count
: reqitemcount
- curitemcount
);
13390 q_status
.m_itemcount
[j
] += additemcount
;
13391 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13393 SendQuestUpdateAddItem( qInfo
, j
, additemcount
);
13395 if ( CanCompleteQuest( questid
) )
13396 CompleteQuest( questid
);
13401 UpdateForQuestWorldObjects();
13404 void Player::ItemRemovedQuestCheck( uint32 entry
, uint32 count
)
13406 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13408 uint32 questid
= GetQuestSlotQuestId(i
);
13411 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13414 if( !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13417 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13419 uint32 reqitem
= qInfo
->ReqItemId
[j
];
13420 if ( reqitem
== entry
)
13422 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13424 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
13425 uint32 curitemcount
;
13426 if( q_status
.m_status
!= QUEST_STATUS_COMPLETE
)
13427 curitemcount
= q_status
.m_itemcount
[j
];
13429 curitemcount
= GetItemCount(entry
,true);
13430 if ( curitemcount
< reqitemcount
+ count
)
13432 uint32 remitemcount
= ( curitemcount
<= reqitemcount
? count
: count
+ reqitemcount
- curitemcount
);
13433 q_status
.m_itemcount
[j
] = curitemcount
- remitemcount
;
13434 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13436 IncompleteQuest( questid
);
13442 UpdateForQuestWorldObjects();
13445 void Player::KilledMonster( CreatureInfo
const* cInfo
, uint64 guid
)
13448 KilledMonsterCredit(cInfo
->Entry
,guid
);
13450 for(int i
= 0; i
< MAX_KILL_CREDIT
; ++i
)
13451 if(cInfo
->KillCredit
[i
])
13452 KilledMonsterCredit(cInfo
->KillCredit
[i
],guid
);
13455 void Player::KilledMonsterCredit( uint32 entry
, uint64 guid
)
13457 uint32 addkillcount
= 1;
13458 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE
, entry
, addkillcount
);
13459 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13461 uint32 questid
= GetQuestSlotQuestId(i
);
13465 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13468 // just if !ingroup || !noraidgroup || raidgroup
13469 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13470 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
&& (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo
->GetType() == QUEST_TYPE_RAID
))
13472 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
13474 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13476 // skip GO activate objective or none
13477 if(qInfo
->ReqCreatureOrGOId
[j
] <=0)
13480 // skip Cast at creature objective
13481 if(qInfo
->ReqSpell
[j
] !=0 )
13484 uint32 reqkill
= qInfo
->ReqCreatureOrGOId
[j
];
13486 if ( reqkill
== entry
)
13488 uint32 reqkillcount
= qInfo
->ReqCreatureOrGOCount
[j
];
13489 uint32 curkillcount
= q_status
.m_creatureOrGOcount
[j
];
13490 if ( curkillcount
< reqkillcount
)
13492 q_status
.m_creatureOrGOcount
[j
] = curkillcount
+ addkillcount
;
13493 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13495 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curkillcount
, addkillcount
);
13497 if ( CanCompleteQuest( questid
) )
13498 CompleteQuest( questid
);
13500 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13509 void Player::CastedCreatureOrGO( uint32 entry
, uint64 guid
, uint32 spell_id
)
13511 bool isCreature
= IS_CREATURE_GUID(guid
);
13513 uint32 addCastCount
= 1;
13514 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13516 uint32 questid
= GetQuestSlotQuestId(i
);
13520 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13524 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13526 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13528 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
13530 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13532 // skip kill creature objective (0) or wrong spell casts
13533 if(qInfo
->ReqSpell
[j
] != spell_id
)
13536 uint32 reqTarget
= 0;
13540 // creature activate objectives
13541 if(qInfo
->ReqCreatureOrGOId
[j
] > 0)
13542 // checked at quest_template loading
13543 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
13547 // GO activate objective
13548 if(qInfo
->ReqCreatureOrGOId
[j
] < 0)
13549 // checked at quest_template loading
13550 reqTarget
= - qInfo
->ReqCreatureOrGOId
[j
];
13553 // other not this creature/GO related objectives
13554 if( reqTarget
!= entry
)
13557 uint32 reqCastCount
= qInfo
->ReqCreatureOrGOCount
[j
];
13558 uint32 curCastCount
= q_status
.m_creatureOrGOcount
[j
];
13559 if ( curCastCount
< reqCastCount
)
13561 q_status
.m_creatureOrGOcount
[j
] = curCastCount
+ addCastCount
;
13562 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13564 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curCastCount
, addCastCount
);
13567 if ( CanCompleteQuest( questid
) )
13568 CompleteQuest( questid
);
13570 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13578 void Player::TalkedToCreature( uint32 entry
, uint64 guid
)
13580 uint32 addTalkCount
= 1;
13581 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13583 uint32 questid
= GetQuestSlotQuestId(i
);
13587 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13591 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13593 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13595 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
13597 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13599 // skip spell casts and Gameobject objectives
13600 if(qInfo
->ReqSpell
[j
] > 0 || qInfo
->ReqCreatureOrGOId
[j
] < 0)
13603 uint32 reqTarget
= 0;
13605 if(qInfo
->ReqCreatureOrGOId
[j
] > 0) // creature activate objectives
13606 // checked at quest_template loading
13607 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
13611 if ( reqTarget
== entry
)
13613 uint32 reqTalkCount
= qInfo
->ReqCreatureOrGOCount
[j
];
13614 uint32 curTalkCount
= q_status
.m_creatureOrGOcount
[j
];
13615 if ( curTalkCount
< reqTalkCount
)
13617 q_status
.m_creatureOrGOcount
[j
] = curTalkCount
+ addTalkCount
;
13618 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13620 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curTalkCount
, addTalkCount
);
13622 if ( CanCompleteQuest( questid
) )
13623 CompleteQuest( questid
);
13625 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13634 void Player::MoneyChanged( uint32 count
)
13636 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13638 uint32 questid
= GetQuestSlotQuestId(i
);
13642 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13643 if( qInfo
&& qInfo
->GetRewOrReqMoney() < 0 )
13645 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13647 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13649 if(int32(count
) >= -qInfo
->GetRewOrReqMoney())
13651 if ( CanCompleteQuest( questid
) )
13652 CompleteQuest( questid
);
13655 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
13657 if(int32(count
) < -qInfo
->GetRewOrReqMoney())
13658 IncompleteQuest( questid
);
13664 void Player::ReputationChanged(FactionEntry
const* factionEntry
)
13666 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13668 if(uint32 questid
= GetQuestSlotQuestId(i
))
13670 if(Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
))
13672 if(qInfo
->GetRepObjectiveFaction() == factionEntry
->ID
)
13674 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13675 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13677 if(GetReputationMgr().GetReputation(factionEntry
) >= qInfo
->GetRepObjectiveValue())
13678 if ( CanCompleteQuest( questid
) )
13679 CompleteQuest( questid
);
13681 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
13683 if(GetReputationMgr().GetReputation(factionEntry
) < qInfo
->GetRepObjectiveValue())
13684 IncompleteQuest( questid
);
13692 bool Player::HasQuestForItem( uint32 itemid
) const
13694 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13696 uint32 questid
= GetQuestSlotQuestId(i
);
13697 if ( questid
== 0 )
13700 QuestStatusMap::const_iterator qs_itr
= mQuestStatus
.find(questid
);
13701 if(qs_itr
== mQuestStatus
.end())
13704 QuestStatusData
const& q_status
= qs_itr
->second
;
13706 if (q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13708 Quest
const* qinfo
= objmgr
.GetQuestTemplate(questid
);
13712 // hide quest if player is in raid-group and quest is no raid quest
13713 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
13716 // There should be no mixed ReqItem/ReqSource drop
13717 // This part for ReqItem drop
13718 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13720 if(itemid
== qinfo
->ReqItemId
[j
] && q_status
.m_itemcount
[j
] < qinfo
->ReqItemCount
[j
] )
13723 // This part - for ReqSource
13724 for (int j
= 0; j
< QUEST_SOURCE_ITEM_IDS_COUNT
; ++j
)
13726 // examined item is a source item
13727 if (qinfo
->ReqSourceId
[j
] == itemid
)
13729 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(itemid
);
13732 if (pProto
->MaxCount
&& GetItemCount(itemid
,true) < pProto
->MaxCount
)
13735 // allows custom amount drop when not 0
13736 if (qinfo
->ReqSourceCount
[j
])
13738 if (GetItemCount(itemid
,true) < qinfo
->ReqSourceCount
[j
])
13740 } else if (GetItemCount(itemid
,true) < pProto
->Stackable
)
13749 void Player::SendQuestComplete( uint32 quest_id
)
13753 WorldPacket
data( SMSG_QUESTUPDATE_COMPLETE
, 4 );
13754 data
<< uint32(quest_id
);
13755 GetSession()->SendPacket( &data
);
13756 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id
);
13760 void Player::SendQuestReward( Quest
const *pQuest
, uint32 XP
, Object
* questGiver
)
13762 uint32 questid
= pQuest
->GetQuestId();
13763 sLog
.outDebug( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid
);
13764 WorldPacket
data( SMSG_QUESTGIVER_QUEST_COMPLETE
, (4+4+4+4+4) );
13765 data
<< uint32(questid
);
13767 if ( getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
13769 data
<< uint32(XP
);
13770 data
<< uint32(pQuest
->GetRewOrReqMoney());
13775 data
<< uint32(pQuest
->GetRewOrReqMoney() + int32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
)));
13778 data
<< uint32(10*MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorableKills()));
13779 data
<< uint32(pQuest
->GetBonusTalents()); // bonus talents
13780 GetSession()->SendPacket( &data
);
13782 if (pQuest
->GetQuestCompleteScript() != 0)
13783 GetMap()->ScriptsStart(sQuestEndScripts
, pQuest
->GetQuestCompleteScript(), questGiver
, this);
13786 void Player::SendQuestFailed( uint32 quest_id
)
13790 WorldPacket
data( SMSG_QUESTGIVER_QUEST_FAILED
, 4+4 );
13792 data
<< uint32(0); // failed reason (4 for inventory is full)
13793 GetSession()->SendPacket( &data
);
13794 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
13798 void Player::SendQuestTimerFailed( uint32 quest_id
)
13802 WorldPacket
data( SMSG_QUESTUPDATE_FAILEDTIMER
, 4 );
13804 GetSession()->SendPacket( &data
);
13805 sLog
.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
13809 void Player::SendCanTakeQuestResponse( uint32 msg
)
13811 WorldPacket
data( SMSG_QUESTGIVER_QUEST_INVALID
, 4 );
13812 data
<< uint32(msg
);
13813 GetSession()->SendPacket( &data
);
13814 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
13817 void Player::SendPushToPartyResponse( Player
*pPlayer
, uint32 msg
)
13821 WorldPacket
data( MSG_QUEST_PUSH_RESULT
, (8+1) );
13822 data
<< uint64(pPlayer
->GetGUID());
13823 data
<< uint8(msg
); // valid values: 0-8
13824 GetSession()->SendPacket( &data
);
13825 sLog
.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT");
13829 void Player::SendQuestUpdateAddItem( Quest
const* pQuest
, uint32 item_idx
, uint32 count
)
13831 WorldPacket
data( SMSG_QUESTUPDATE_ADD_ITEM
, 0 );
13832 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" );
13833 //data << pQuest->ReqItemId[item_idx];
13835 GetSession()->SendPacket( &data
);
13838 void Player::SendQuestUpdateAddCreatureOrGo( Quest
const* pQuest
, uint64 guid
, uint32 creatureOrGO_idx
, uint32 old_count
, uint32 add_count
)
13840 assert(old_count
+ add_count
< 256 && "mob/GO count store in 8 bits 2^8 = 256 (0..256)");
13842 int32 entry
= pQuest
->ReqCreatureOrGOId
[ creatureOrGO_idx
];
13844 // client expected gameobject template id in form (id|0x80000000)
13845 entry
= (-entry
) | 0x80000000;
13847 WorldPacket
data( SMSG_QUESTUPDATE_ADD_KILL
, (4*4+8) );
13848 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" );
13849 data
<< uint32(pQuest
->GetQuestId());
13850 data
<< uint32(entry
);
13851 data
<< uint32(old_count
+ add_count
);
13852 data
<< uint32(pQuest
->ReqCreatureOrGOCount
[ creatureOrGO_idx
]);
13853 data
<< uint64(guid
);
13854 GetSession()->SendPacket(&data
);
13856 uint16 log_slot
= FindQuestSlot( pQuest
->GetQuestId() );
13857 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13858 SetQuestSlotCounter(log_slot
,creatureOrGO_idx
,GetQuestSlotCounter(log_slot
,creatureOrGO_idx
)+add_count
);
13861 /*********************************************************/
13862 /*** LOAD SYSTEM ***/
13863 /*********************************************************/
13865 void Player::_LoadDeclinedNames(QueryResult
* result
)
13871 delete m_declinedname
;
13873 m_declinedname
= new DeclinedName
;
13874 Field
*fields
= result
->Fetch();
13875 for(int i
= 0; i
< MAX_DECLINED_NAME_CASES
; ++i
)
13876 m_declinedname
->name
[i
] = fields
[i
].GetCppString();
13881 void Player::_LoadArenaTeamInfo(QueryResult
*result
)
13883 // arenateamid, played_week, played_season, personal_rating
13884 memset((void*)&m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
], 0, sizeof(uint32
)*18);
13890 Field
*fields
= result
->Fetch();
13892 uint32 arenateamid
= fields
[0].GetUInt32();
13893 uint32 played_week
= fields
[1].GetUInt32();
13894 uint32 played_season
= fields
[2].GetUInt32();
13895 uint32 personal_rating
= fields
[3].GetUInt32();
13897 ArenaTeam
* aTeam
= objmgr
.GetArenaTeamById(arenateamid
);
13900 sLog
.outError("Player::_LoadArenaTeamInfo: couldn't load arenateam %u, week %u, season %u, rating %u", arenateamid
, played_week
, played_season
, personal_rating
);
13903 uint8 arenaSlot
= aTeam
->GetSlot();
13905 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6] = arenateamid
; // TeamID
13906 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 1] = ((aTeam
->GetCaptain() == GetGUID()) ? (uint32
)0 : (uint32
)1); // Captain 0, member 1
13907 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 2] = played_week
; // Played Week
13908 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 3] = played_season
; // Played Season
13909 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 4] = 0; // Unk
13910 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 5] = personal_rating
; // Personal Rating
13912 }while (result
->NextRow());
13916 void Player::_LoadEquipmentSets(QueryResult
*result
)
13918 // 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));
13925 Field
*fields
= result
->Fetch();
13927 EquipmentSet eqSet
;
13929 eqSet
.Guid
= fields
[0].GetUInt64();
13930 uint32 index
= fields
[1].GetUInt32();
13931 eqSet
.Name
= fields
[2].GetCppString();
13932 eqSet
.IconName
= fields
[3].GetCppString();
13933 eqSet
.state
= EQUIPMENT_SET_UNCHANGED
;
13935 for(uint32 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
13936 eqSet
.Items
[i
] = fields
[4+i
].GetUInt32();
13938 m_EquipmentSets
[index
] = eqSet
;
13942 if(count
>= MAX_EQUIPMENT_SET_INDEX
) // client limit
13944 } while (result
->NextRow());
13948 void Player::_LoadBGData(QueryResult
* result
)
13953 // Expecting only one row
13954 Field
*fields
= result
->Fetch();
13955 /* bgInstanceID, bgTeam, x, y, z, o, map, taxi[0], taxi[1], mountSpell */
13956 m_bgData
.bgInstanceID
= fields
[0].GetUInt32();
13957 m_bgData
.bgTeam
= fields
[1].GetUInt32();
13958 m_bgData
.joinPos
= WorldLocation(fields
[6].GetUInt32(), // Map
13959 fields
[2].GetFloat(), // X
13960 fields
[3].GetFloat(), // Y
13961 fields
[4].GetFloat(), // Z
13962 fields
[5].GetFloat()); // Orientation
13963 m_bgData
.taxiPath
[0] = fields
[7].GetUInt32();
13964 m_bgData
.taxiPath
[1] = fields
[8].GetUInt32();
13965 m_bgData
.mountSpell
= fields
[9].GetUInt32();
13970 bool Player::LoadPositionFromDB(uint32
& mapid
, float& x
,float& y
,float& z
,float& o
, bool& in_flight
, uint64 guid
)
13972 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid
));
13976 Field
*fields
= result
->Fetch();
13978 x
= fields
[0].GetFloat();
13979 y
= fields
[1].GetFloat();
13980 z
= fields
[2].GetFloat();
13981 o
= fields
[3].GetFloat();
13982 mapid
= fields
[4].GetUInt32();
13983 in_flight
= !fields
[5].GetCppString().empty();
13989 bool Player::LoadValuesArrayFromDB(Tokens
& data
, uint64 guid
)
13991 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid
));
13995 Field
*fields
= result
->Fetch();
13997 data
= StrSplit(fields
[0].GetCppString(), " ");
14004 uint32
Player::GetUInt32ValueFromArray(Tokens
const& data
, uint16 index
)
14006 if(index
>= data
.size())
14009 return (uint32
)atoi(data
[index
].c_str());
14012 float Player::GetFloatValueFromArray(Tokens
const& data
, uint16 index
)
14015 uint32 temp
= Player::GetUInt32ValueFromArray(data
,index
);
14016 memcpy(&result
, &temp
, sizeof(result
));
14021 uint32
Player::GetUInt32ValueFromDB(uint16 index
, uint64 guid
)
14024 if(!LoadValuesArrayFromDB(data
,guid
))
14027 return GetUInt32ValueFromArray(data
,index
);
14030 float Player::GetFloatValueFromDB(uint16 index
, uint64 guid
)
14033 uint32 temp
= Player::GetUInt32ValueFromDB(index
, guid
);
14034 memcpy(&result
, &temp
, sizeof(result
));
14039 bool Player::LoadFromDB( uint32 guid
, SqlQueryHolder
*holder
)
14041 //// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
14042 //QueryResult *result = CharacterDatabase.PQuery("SELECT guid, account, data, name, race, class, gender, level, xp, money, playerBytes, playerBytes2, playerFlags, position_x, position_y, position_z, map, orientation, taximask, cinematic, totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, online, death_expire_time, taxi_path, dungeon_difficulty, arena_pending_points FROM characters WHERE guid = '%u'", guid);
14043 QueryResult
*result
= holder
->GetResult(PLAYER_LOGIN_QUERY_LOADFROM
);
14047 sLog
.outError("Player (GUID: %u) not found in table `characters`, can't load. ",guid
);
14051 Field
*fields
= result
->Fetch();
14053 uint32 dbAccountId
= fields
[1].GetUInt32();
14055 // check if the character's account in the db and the logged in account match.
14056 // player should be able to load/delete character only with correct account!
14057 if( dbAccountId
!= GetSession()->GetAccountId() )
14059 sLog
.outError("Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid
,GetSession()->GetAccountId(),dbAccountId
);
14064 Object::_Create( guid
, 0, HIGHGUID_PLAYER
);
14066 m_name
= fields
[3].GetCppString();
14068 // check name limitations
14069 if (ObjectMgr::CheckPlayerName(m_name
) != CHAR_NAME_SUCCESS
||
14070 (GetSession()->GetSecurity() == SEC_PLAYER
&& objmgr
.IsReservedName(m_name
)))
14073 CharacterDatabase
.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME
),guid
);
14077 if(!LoadValues( fields
[2].GetString()))
14079 sLog
.outError("Player #%d have broken data in `data` field. Can't be loaded.", GUID_LOPART(guid
));
14084 // overwrite possible wrong/corrupted guid
14085 SetUInt64Value(OBJECT_FIELD_GUID
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
14087 // overwrite some data fields
14088 uint32 bytes0
= GetUInt32Value(UNIT_FIELD_BYTES_0
) & 0xFF000000;
14089 bytes0
|= fields
[4].GetUInt8(); // race
14090 bytes0
|= fields
[5].GetUInt8() << 8; // class
14091 bytes0
|= fields
[6].GetUInt8() << 16; // gender
14092 SetUInt32Value(UNIT_FIELD_BYTES_0
, bytes0
);
14094 SetUInt32Value(UNIT_FIELD_LEVEL
, fields
[7].GetUInt8());
14095 SetUInt32Value(PLAYER_XP
, fields
[8].GetUInt32());
14096 SetUInt32Value(PLAYER_FIELD_COINAGE
, fields
[9].GetUInt32());
14097 SetUInt32Value(PLAYER_BYTES
, fields
[10].GetUInt32());
14098 SetUInt32Value(PLAYER_BYTES_2
, fields
[11].GetUInt32());
14099 SetUInt32Value(PLAYER_BYTES_3
, (GetUInt32Value(PLAYER_BYTES_3
) & ~1) | fields
[6].GetUInt8());
14100 SetUInt32Value(PLAYER_FLAGS
, fields
[12].GetUInt32());
14104 // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
14105 for(uint8 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
14107 SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), 0 );
14108 SetVisibleItemSlot(slot
, NULL
);
14112 delete m_items
[slot
];
14113 m_items
[slot
] = NULL
;
14117 // update money limits
14118 if(GetMoney() > MAX_MONEY_AMOUNT
)
14119 SetMoney(MAX_MONEY_AMOUNT
);
14121 sLog
.outDebug("Load Basic value of player %s is: ", m_name
.c_str());
14124 //Need to call it to initialize m_team (m_team can be calculated from race)
14125 //Other way is to saves m_team into characters table.
14126 setFactionForRace(getRace());
14129 // load home bind and check in same time class/race pair, it used later for restore broken positions
14130 if(!_LoadHomeBind(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND
)))
14136 InitPrimaryProfessions(); // to max set before any spell loaded
14138 // init saved position, and fix it later if problematic
14139 uint32 transGUID
= fields
[31].GetUInt32();
14140 Relocate(fields
[13].GetFloat(),fields
[14].GetFloat(),fields
[15].GetFloat(),fields
[17].GetFloat());
14141 SetLocationMapId(fields
[16].GetUInt32());
14142 SetDifficulty(fields
[39].GetUInt32()); // may be changed in _LoadGroup
14144 _LoadGroup(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP
));
14146 _LoadArenaTeamInfo(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADARENAINFO
));
14148 uint32 arena_currency
= GetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
) + fields
[40].GetUInt32();
14149 if (arena_currency
> sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
))
14150 arena_currency
= sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
);
14152 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, arena_currency
);
14154 // check arena teams integrity
14155 for(uint32 arena_slot
= 0; arena_slot
< MAX_ARENA_SLOT
; ++arena_slot
)
14157 uint32 arena_team_id
= GetArenaTeamId(arena_slot
);
14161 if(ArenaTeam
* at
= objmgr
.GetArenaTeamById(arena_team_id
))
14162 if(at
->HaveMember(GetGUID()))
14165 // arena team not exist or not member, cleanup fields
14166 for(int j
=0; j
< 6; ++j
)
14167 SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arena_slot
* 6 + j
, 0);
14170 _LoadBoundInstances(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES
));
14172 if(!IsPositionValid())
14174 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());
14175 RelocateToHomebind();
14179 m_movementInfo
.t_x
= 0.0f
;
14180 m_movementInfo
.t_y
= 0.0f
;
14181 m_movementInfo
.t_z
= 0.0f
;
14182 m_movementInfo
.t_o
= 0.0f
;
14185 _LoadBGData(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADBGDATA
));
14187 if(m_bgData
.bgInstanceID
) //saved in BattleGround
14189 BattleGround
*currentBg
= sBattleGroundMgr
.GetBattleGround(m_bgData
.bgInstanceID
, BATTLEGROUND_TYPE_NONE
);
14191 if(currentBg
&& currentBg
->IsPlayerInBattleGround(GetGUID()))
14193 BattleGroundQueueTypeId bgQueueTypeId
= sBattleGroundMgr
.BGQueueTypeId(currentBg
->GetTypeID(), currentBg
->GetArenaType());
14194 AddBattleGroundQueueId(bgQueueTypeId
);
14196 m_bgData
.bgTypeID
= currentBg
->GetTypeID();
14198 //join player to battleground group
14199 currentBg
->EventPlayerLoggedIn(this, GetGUID());
14200 currentBg
->AddOrSetPlayerToCorrectBgGroup(this, GetGUID(), m_bgData
.bgTeam
);
14202 SetInviteForBattleGroundQueueType(bgQueueTypeId
,currentBg
->GetInstanceID());
14206 const WorldLocation
& _loc
= GetBattleGroundEntryPoint();
14207 SetLocationMapId(_loc
.mapid
);
14208 Relocate(_loc
.coord_x
, _loc
.coord_y
, _loc
.coord_z
, _loc
.orientation
);
14210 // We are not in BG anymore
14211 m_bgData
.bgInstanceID
= 0;
14216 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(GetMapId());
14217 // if server restart after player save in BG or area
14218 // player can have current coordinates in to BG/Arean map, fix this
14219 if(!mapEntry
|| mapEntry
->IsBattleGroundOrArena())
14221 const WorldLocation
& _loc
= GetBattleGroundEntryPoint();
14222 SetLocationMapId(_loc
.mapid
);
14223 Relocate(_loc
.coord_x
, _loc
.coord_y
, _loc
.coord_z
, _loc
.orientation
);
14227 if (transGUID
!= 0)
14229 m_movementInfo
.t_x
= fields
[27].GetFloat();
14230 m_movementInfo
.t_y
= fields
[28].GetFloat();
14231 m_movementInfo
.t_z
= fields
[29].GetFloat();
14232 m_movementInfo
.t_o
= fields
[30].GetFloat();
14234 if( !MaNGOS::IsValidMapCoord(
14235 GetPositionX()+m_movementInfo
.t_x
,GetPositionY()+m_movementInfo
.t_y
,
14236 GetPositionZ()+m_movementInfo
.t_z
,GetOrientation()+m_movementInfo
.t_o
) ||
14237 // transport size limited
14238 m_movementInfo
.t_x
> 50 || m_movementInfo
.t_y
> 50 || m_movementInfo
.t_z
> 50 )
14240 sLog
.outError("Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
14241 guid
,GetPositionX()+m_movementInfo
.t_x
,GetPositionY()+m_movementInfo
.t_y
,
14242 GetPositionZ()+m_movementInfo
.t_z
,GetOrientation()+m_movementInfo
.t_o
);
14244 RelocateToHomebind();
14246 m_movementInfo
.t_x
= 0.0f
;
14247 m_movementInfo
.t_y
= 0.0f
;
14248 m_movementInfo
.t_z
= 0.0f
;
14249 m_movementInfo
.t_o
= 0.0f
;
14255 if (transGUID
!= 0)
14257 for (MapManager::TransportSet::const_iterator iter
= MapManager::Instance().m_Transports
.begin(); iter
!= MapManager::Instance().m_Transports
.end(); ++iter
)
14259 if( (*iter
)->GetGUIDLow() == transGUID
)
14261 MapEntry
const* transMapEntry
= sMapStore
.LookupEntry((*iter
)->GetMapId());
14262 // client without expansion support
14263 if(GetSession()->Expansion() < transMapEntry
->Expansion())
14265 sLog
.outDebug("Player %s using client without required expansion tried login at transport at non accessible map %u", GetName(), (*iter
)->GetMapId());
14269 m_transport
= *iter
;
14270 m_transport
->AddPassenger(this);
14271 SetLocationMapId(m_transport
->GetMapId());
14278 sLog
.outError("Player (guidlow %d) have problems with transport guid (%u). Teleport to default race/class locations.",
14281 RelocateToHomebind();
14283 m_movementInfo
.t_x
= 0.0f
;
14284 m_movementInfo
.t_y
= 0.0f
;
14285 m_movementInfo
.t_z
= 0.0f
;
14286 m_movementInfo
.t_o
= 0.0f
;
14291 else // not transport case
14293 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(GetMapId());
14294 // client without expansion support
14295 if(GetSession()->Expansion() < mapEntry
->Expansion())
14297 sLog
.outDebug("Player %s using client without required expansion tried login at non accessible map %u", GetName(), GetMapId());
14298 RelocateToHomebind();
14302 // NOW player must have valid map
14303 // load the player's map here if it's not already loaded
14304 SetMap(MapManager::Instance().CreateMap(GetMapId(), this));
14306 // if the player is in an instance and it has been reset in the meantime teleport him to the entrance
14307 if(GetInstanceId() && !sInstanceSaveManager
.GetInstanceSave(GetInstanceId()))
14309 AreaTrigger
const* at
= objmgr
.GetMapEntranceTrigger(GetMapId());
14311 Relocate(at
->target_X
, at
->target_Y
, at
->target_Z
, at
->target_Orientation
);
14313 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());
14316 SaveRecallPosition();
14318 time_t now
= time(NULL
);
14319 time_t logoutTime
= time_t(fields
[23].GetUInt64());
14321 // since last logout (in seconds)
14322 uint64 time_diff
= uint64(now
- logoutTime
);
14324 // set value, including drunk invisibility detection
14325 // calculate sobering. after 15 minutes logged out, the player will be sober again
14327 if(time_diff
> 15*MINUTE
)
14330 soberFactor
= 1-time_diff
/(15.0f
*MINUTE
);
14331 uint16 newDrunkenValue
= uint16(soberFactor
*(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFE));
14332 SetDrunkValue(newDrunkenValue
);
14334 m_rest_bonus
= fields
[22].GetFloat();
14335 //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
14336 float bubble0
= 0.031;
14337 //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
14338 float bubble1
= 0.125;
14342 float bubble
= fields
[24].GetUInt32() > 0
14343 ? bubble1
*sWorld
.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY
)
14344 : bubble0
*sWorld
.getRate(RATE_REST_OFFLINE_IN_WILDERNESS
);
14346 SetRestBonus(GetRestBonus()+ time_diff
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
14349 m_cinematic
= fields
[19].GetUInt32();
14350 m_Played_time
[PLAYED_TIME_TOTAL
]= fields
[20].GetUInt32();
14351 m_Played_time
[PLAYED_TIME_LEVEL
]= fields
[21].GetUInt32();
14353 m_resetTalentsCost
= fields
[25].GetUInt32();
14354 m_resetTalentsTime
= time_t(fields
[26].GetUInt64());
14356 // reserve some flags
14357 uint32 old_safe_flags
= GetUInt32Value(PLAYER_FLAGS
) & ( PLAYER_FLAGS_HIDE_CLOAK
| PLAYER_FLAGS_HIDE_HELM
);
14359 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
) )
14360 SetUInt32Value(PLAYER_FLAGS
, 0 | old_safe_flags
);
14362 m_taxi
.LoadTaxiMask( fields
[18].GetString() ); // must be before InitTaxiNodesForLevel
14364 uint32 extraflags
= fields
[32].GetUInt32();
14366 m_stableSlots
= fields
[33].GetUInt32();
14367 if(m_stableSlots
> MAX_PET_STABLES
)
14369 sLog
.outError("Player can have not more %u stable slots, but have in DB %u",MAX_PET_STABLES
,uint32(m_stableSlots
));
14370 m_stableSlots
= MAX_PET_STABLES
;
14373 m_atLoginFlags
= fields
[34].GetUInt32();
14376 // Update Honor kills data
14377 m_lastHonorUpdateTime
= logoutTime
;
14378 UpdateHonorFields();
14380 m_deathExpireTime
= (time_t)fields
[37].GetUInt64();
14381 if(m_deathExpireTime
> now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
)
14382 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
-1;
14384 std::string taxi_nodes
= fields
[38].GetCppString();
14388 // clear channel spell data (if saved at channel spell casting)
14389 SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT
, 0);
14390 SetUInt32Value(UNIT_CHANNEL_SPELL
,0);
14392 // clear charm/summon related fields
14399 // reset some aura modifiers before aura apply
14400 SetFarSightGUID(0);
14401 SetUInt32Value(PLAYER_TRACK_CREATURES
, 0 );
14402 SetUInt32Value(PLAYER_TRACK_RESOURCES
, 0 );
14406 // make sure the unit is considered out of combat for proper loading
14409 // make sure the unit is considered not in duel for proper loading
14410 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
14411 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
14413 // remember loaded power/health values to restore after stats initialization and modifier applying
14414 uint32 savedHealth
= GetHealth();
14415 uint32 savedPower
[MAX_POWERS
];
14416 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
14417 savedPower
[i
] = GetPower(Powers(i
));
14419 // reset stats before loading any modifiers
14420 InitStatsForLevel();
14421 InitTaxiNodesForLevel();
14422 InitGlyphsForLevel();
14425 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
14427 //mails are loaded only when needed ;-) - when player in game click on mailbox.
14430 _LoadAuras(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS
), time_diff
);
14433 // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
14434 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
) )
14435 m_deathState
= DEAD
;
14437 _LoadSpells(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS
));
14439 // after spell load, learn rewarded spell if need also
14440 _LoadQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS
));
14441 _LoadDailyQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS
));
14443 // after spell and quest load
14444 InitTalentForLevel();
14445 learnDefaultSpells();
14447 // must be before inventory (some items required reputation check)
14448 m_reputationMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION
));
14450 _LoadInventory(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY
), time_diff
);
14452 // update items with duration and realtime
14453 UpdateItemDuration(time_diff
, true);
14455 _LoadActions(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS
));
14457 // unread mails and next delivery time, actual mails not loaded
14458 _LoadMailInit(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT
), holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE
));
14460 m_social
= sSocialMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST
), GetGUIDLow());
14462 // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
14463 // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
14464 if(uint32 curTitle
= GetUInt32Value(PLAYER_CHOSEN_TITLE
))
14466 if(!HasTitle(curTitle
))
14467 SetUInt32Value(PLAYER_CHOSEN_TITLE
, 0);
14470 // Not finish taxi flight path
14471 if(m_bgData
.HasTaxiPath())
14473 m_taxi
.ClearTaxiDestinations();
14474 for (int i
= 0; i
< 2; ++i
)
14475 m_taxi
.AddTaxiDestination(m_bgData
.taxiPath
[i
]);
14477 else if(!m_taxi
.LoadTaxiDestinationsFromString(taxi_nodes
,GetTeam()))
14479 // problems with taxi path loading
14480 TaxiNodesEntry
const* nodeEntry
= NULL
;
14481 if(uint32 node_id
= m_taxi
.GetTaxiSource())
14482 nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
14484 if(!nodeEntry
) // don't know taxi start node, to homebind
14486 sLog
.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow());
14487 RelocateToHomebind();
14489 else // have start node, to it
14491 sLog
.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
14492 SetLocationMapId(nodeEntry
->map_id
);
14493 Relocate(nodeEntry
->x
, nodeEntry
->y
, nodeEntry
->z
,0.0f
);
14496 //we can be relocated from taxi and still have an outdated Map pointer!
14497 //so we need to get a new Map pointer!
14498 SetMap(MapManager::Instance().CreateMap(GetMapId(), this));
14499 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14501 m_taxi
.ClearTaxiDestinations();
14504 if(uint32 node_id
= m_taxi
.GetTaxiSource())
14506 // save source node as recall coord to prevent recall and fall from sky
14507 TaxiNodesEntry
const* nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
14508 assert(nodeEntry
); // checked in m_taxi.LoadTaxiDestinationsFromString
14509 m_recallMap
= nodeEntry
->map_id
;
14510 m_recallX
= nodeEntry
->x
;
14511 m_recallY
= nodeEntry
->y
;
14512 m_recallZ
= nodeEntry
->z
;
14514 // flight will started later
14517 // has to be called after last Relocate() in Player::LoadFromDB
14518 SetFallInformation(0, GetPositionZ());
14520 _LoadSpellCooldowns(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS
));
14522 // Spell code allow apply any auras to dead character in load time in aura/spell/item loading
14523 // Do now before stats re-calculation cleanup for ghost state unexpected auras
14525 RemoveAllAurasOnDeath();
14527 //apply all stat bonuses from items and auras
14528 SetCanModifyStats(true);
14531 // restore remembered power/health values (but not more max values)
14532 SetHealth(savedHealth
> GetMaxHealth() ? GetMaxHealth() : savedHealth
);
14533 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
14534 SetPower(Powers(i
),savedPower
[i
] > GetMaxPower(Powers(i
)) ? GetMaxPower(Powers(i
)) : savedPower
[i
]);
14536 sLog
.outDebug("The value of player %s after load item and aura is: ", m_name
.c_str());
14540 if(GetSession()->GetSecurity() > SEC_PLAYER
)
14542 switch(sWorld
.getConfig(CONFIG_GM_LOGIN_STATE
))
14545 case 0: break; // disable
14546 case 1: SetGameMaster(true); break; // enable
14547 case 2: // save state
14548 if(extraflags
& PLAYER_EXTRA_GM_ON
)
14549 SetGameMaster(true);
14553 switch(sWorld
.getConfig(CONFIG_GM_VISIBLE_STATE
))
14556 case 0: SetGMVisible(false); break; // invisible
14557 case 1: break; // visible
14558 case 2: // save state
14559 if(extraflags
& PLAYER_EXTRA_GM_INVISIBLE
)
14560 SetGMVisible(false);
14564 switch(sWorld
.getConfig(CONFIG_GM_ACCEPT_TICKETS
))
14567 case 0: break; // disable
14568 case 1: SetAcceptTicket(true); break; // enable
14569 case 2: // save state
14570 if(extraflags
& PLAYER_EXTRA_GM_ACCEPT_TICKETS
)
14571 SetAcceptTicket(true);
14575 switch(sWorld
.getConfig(CONFIG_GM_CHAT
))
14578 case 0: break; // disable
14579 case 1: SetGMChat(true); break; // enable
14580 case 2: // save state
14581 if(extraflags
& PLAYER_EXTRA_GM_CHAT
)
14586 switch(sWorld
.getConfig(CONFIG_GM_WISPERING_TO
))
14589 case 0: break; // disable
14590 case 1: SetAcceptWhispers(true); break; // enable
14591 case 2: // save state
14592 if(extraflags
& PLAYER_EXTRA_ACCEPT_WHISPERS
)
14593 SetAcceptWhispers(true);
14598 _LoadDeclinedNames(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES
));
14600 m_achievementMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS
), holder
->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS
));
14601 m_achievementMgr
.CheckAllAchievementCriteria();
14603 _LoadEquipmentSets(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS
));
14608 bool Player::isAllowedToLoot(Creature
* creature
)
14610 if(Player
* recipient
= creature
->GetLootRecipient())
14612 if (recipient
== this)
14614 if( Group
* otherGroup
= recipient
->GetGroup())
14616 Group
* thisGroup
= GetGroup();
14619 return thisGroup
== otherGroup
;
14624 // prevent other players from looting if the recipient got disconnected
14625 return !creature
->hasLootRecipient();
14628 void Player::_LoadActions(QueryResult
*result
)
14630 m_actionButtons
.clear();
14632 //QueryResult *result = CharacterDatabase.PQuery("SELECT button,action,type FROM character_action WHERE guid = '%u' ORDER BY button",GetGUIDLow());
14638 Field
*fields
= result
->Fetch();
14640 uint8 button
= fields
[0].GetUInt8();
14641 uint32 action
= fields
[1].GetUInt32();
14642 uint8 type
= fields
[2].GetUInt8();
14644 if(ActionButton
* ab
= addActionButton(button
, action
, type
))
14645 ab
->uState
= ACTIONBUTTON_UNCHANGED
;
14648 sLog
.outError( " ...at loading, and will deleted in DB also");
14650 // Will deleted in DB at next save (it can create data until save but marked as deleted)
14651 m_actionButtons
[button
].uState
= ACTIONBUTTON_DELETED
;
14654 while( result
->NextRow() );
14660 void Player::_LoadAuras(QueryResult
*result
, uint32 timediff
)
14663 for (int i
= 0; i
< TOTAL_AURAS
; ++i
)
14664 m_modAuras
[i
].clear();
14666 //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
14672 Field
*fields
= result
->Fetch();
14673 uint64 caster_guid
= fields
[0].GetUInt64();
14674 uint32 spellid
= fields
[1].GetUInt32();
14675 uint32 effindex
= fields
[2].GetUInt32();
14676 uint32 stackcount
= fields
[3].GetUInt32();
14677 int32 damage
= (int32
)fields
[4].GetUInt32();
14678 int32 maxduration
= (int32
)fields
[5].GetUInt32();
14679 int32 remaintime
= (int32
)fields
[6].GetUInt32();
14680 int32 remaincharges
= (int32
)fields
[7].GetUInt32();
14682 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellid
);
14685 sLog
.outError("Unknown aura (spellid %u, effindex %u), ignore.",spellid
,effindex
);
14691 sLog
.outError("Invalid effect index (spellid %u, effindex %u), ignore.",spellid
,effindex
);
14695 // negative effects should continue counting down after logout
14696 if (remaintime
!= -1 && !IsPositiveEffect(spellid
, effindex
))
14698 if(remaintime
<= int32(timediff
))
14701 remaintime
-= timediff
;
14704 // prevent wrong values of remaincharges
14705 if(spellproto
->procCharges
)
14707 if(remaincharges
<= 0 || remaincharges
> spellproto
->procCharges
)
14708 remaincharges
= spellproto
->procCharges
;
14714 for(uint32 i
=0; i
<stackcount
; ++i
)
14716 Aura
* aura
= CreateAura(spellproto
, effindex
, NULL
, this, NULL
);
14718 damage
= aura
->GetModifier()->m_amount
;
14720 // reset stolen single target auras
14721 if (caster_guid
!= GetGUID() && aura
->IsSingleTarget())
14722 aura
->SetIsSingleTarget(false);
14724 aura
->SetLoadedState(caster_guid
,damage
,maxduration
,remaintime
,remaincharges
);
14726 sLog
.outDetail("Added aura spellid %u, effect %u", spellproto
->Id
, effindex
);
14729 while( result
->NextRow() );
14734 if(getClass() == CLASS_WARRIOR
&& !HasAuraType(SPELL_AURA_MOD_SHAPESHIFT
))
14735 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
14738 void Player::_LoadGlyphAuras()
14740 for (uint8 i
= 0; i
< MAX_GLYPH_SLOT_INDEX
; ++i
)
14742 if (uint32 glyph
= GetGlyph(i
))
14744 if (GlyphPropertiesEntry
const *gp
= sGlyphPropertiesStore
.LookupEntry(glyph
))
14746 if (GlyphSlotEntry
const *gs
= sGlyphSlotStore
.LookupEntry(GetGlyphSlot(i
)))
14748 if(gp
->TypeFlags
== gs
->TypeFlags
)
14750 CastSpell(this, gp
->SpellId
, true);
14754 sLog
.outError("Player %s has glyph with typeflags %u in slot with typeflags %u, removing.", m_name
.c_str(), gp
->TypeFlags
, gs
->TypeFlags
);
14757 sLog
.outError("Player %s has not existing glyph slot entry %u on index %u", m_name
.c_str(), GetGlyphSlot(i
), i
);
14760 sLog
.outError("Player %s has not existing glyph entry %u on index %u", m_name
.c_str(), glyph
, i
);
14762 // On any error remove glyph
14768 void Player::LoadCorpse()
14772 ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
14776 if(Corpse
*corpse
= GetCorpse())
14778 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, corpse
&& !sMapStore
.LookupEntry(corpse
->GetMapId())->Instanceable() );
14782 //Prevent Dead Player login without corpse
14783 ResurrectPlayer(0.5f
);
14788 void Player::_LoadInventory(QueryResult
*result
, uint32 timediff
)
14790 //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());
14791 std::map
<uint64
, Bag
*> bagMap
; // fast guid lookup for bags
14792 //NOTE: the "order by `bag`" is important because it makes sure
14793 //the bagMap is filled before items in the bags are loaded
14794 //NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?)
14795 //expected to be equipped before offhand items (TODO: fixme)
14797 uint32 zone
= GetZoneId();
14801 std::list
<Item
*> problematicItems
;
14803 // prevent items from being added to the queue when stored
14804 m_itemUpdateQueueBlocked
= true;
14807 Field
*fields
= result
->Fetch();
14808 uint32 bag_guid
= fields
[1].GetUInt32();
14809 uint8 slot
= fields
[2].GetUInt8();
14810 uint32 item_guid
= fields
[3].GetUInt32();
14811 uint32 item_id
= fields
[4].GetUInt32();
14813 ItemPrototype
const * proto
= objmgr
.GetItemPrototype(item_id
);
14817 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14818 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid
);
14819 sLog
.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id
);
14823 Item
*item
= NewItemOrBag(proto
);
14825 if(!item
->LoadFromDB(item_guid
, GetGUID(), result
))
14827 sLog
.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id
);
14828 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14829 item
->FSetState(ITEM_REMOVED
);
14830 item
->SaveToDB(); // it also deletes item object !
14834 // not allow have in alive state item limited to another map/zone
14835 if(isAlive() && item
->IsLimitedToAnotherMapOrZone(GetMapId(),zone
) )
14837 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14838 item
->FSetState(ITEM_REMOVED
);
14839 item
->SaveToDB(); // it also deletes item object !
14843 // "Conjured items disappear if you are logged out for more than 15 minutes"
14844 if ((timediff
> 15*60) && (item
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_CONJURED
)))
14846 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14847 item
->FSetState(ITEM_REMOVED
);
14848 item
->SaveToDB(); // it also deletes item object !
14852 bool success
= true;
14856 // the item is not in a bag
14857 item
->SetContainer( NULL
);
14858 item
->SetSlot(slot
);
14860 if( IsInventoryPos( INVENTORY_SLOT_BAG_0
, slot
) )
14862 ItemPosCountVec dest
;
14863 if( CanStoreItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false ) == EQUIP_ERR_OK
)
14864 item
= StoreItem(dest
, item
, true);
14868 else if( IsEquipmentPos( INVENTORY_SLOT_BAG_0
, slot
) )
14871 if( CanEquipItem( slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
14872 QuickEquipItem(dest
, item
);
14876 else if( IsBankPos( INVENTORY_SLOT_BAG_0
, slot
) )
14878 ItemPosCountVec dest
;
14879 if( CanBankItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
14880 item
= BankItem(dest
, item
, true);
14887 // store bags that may contain items in them
14888 if(item
->IsBag() && IsBagPos(item
->GetPos()))
14889 bagMap
[item_guid
] = (Bag
*)item
;
14894 item
->SetSlot(NULL_SLOT
);
14895 // the item is in a bag, find the bag
14896 std::map
<uint64
, Bag
*>::const_iterator itr
= bagMap
.find(bag_guid
);
14897 if(itr
!= bagMap
.end() && slot
< itr
->second
->GetBagSize())
14898 itr
->second
->StoreItem(slot
, item
, true );
14903 // item's state may have changed after stored
14905 item
->SetState(ITEM_UNCHANGED
, this);
14908 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
);
14909 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14910 problematicItems
.push_back(item
);
14912 } while (result
->NextRow());
14915 m_itemUpdateQueueBlocked
= false;
14917 // send by mail problematic items
14918 while(!problematicItems
.empty())
14921 MailItemsInfo mi
; // item list preparing
14923 for(int i
= 0; !problematicItems
.empty() && i
< MAX_MAIL_ITEMS
; ++i
)
14925 Item
* item
= problematicItems
.front();
14926 problematicItems
.pop_front();
14928 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
14931 std::string subject
= GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM
);
14933 WorldSession::SendMailTo(this, MAIL_NORMAL
, MAIL_STATIONERY_GM
, GetGUIDLow(), GetGUIDLow(), subject
, 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
);
14937 _ApplyAllItemMods();
14940 // load mailed item which should receive current player
14941 void Player::_LoadMailedItems(Mail
*mail
)
14943 // data needs to be at first place for Item::LoadFromDB
14944 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
);
14950 Field
*fields
= result
->Fetch();
14951 uint32 item_guid_low
= fields
[1].GetUInt32();
14952 uint32 item_template
= fields
[2].GetUInt32();
14954 mail
->AddItem(item_guid_low
, item_template
);
14956 ItemPrototype
const *proto
= objmgr
.GetItemPrototype(item_template
);
14960 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
);
14961 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
14962 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low
);
14966 Item
*item
= NewItemOrBag(proto
);
14968 if(!item
->LoadFromDB(item_guid_low
, 0, result
))
14970 sLog
.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail
->messageID
, item_guid_low
);
14971 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
14972 item
->FSetState(ITEM_REMOVED
);
14973 item
->SaveToDB(); // it also deletes item object !
14978 } while (result
->NextRow());
14983 void Player::_LoadMailInit(QueryResult
*resultUnread
, QueryResult
*resultDelivery
)
14985 //set a count of unread mails
14986 //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);
14989 Field
*fieldMail
= resultUnread
->Fetch();
14990 unReadMails
= fieldMail
[0].GetUInt8();
14991 delete resultUnread
;
14994 // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
14995 //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
14996 if (resultDelivery
)
14998 Field
*fieldMail
= resultDelivery
->Fetch();
14999 m_nextMailDelivereTime
= (time_t)fieldMail
[0].GetUInt64();
15000 delete resultDelivery
;
15004 void Player::_LoadMail()
15007 //mails are in right order 0 1 2 3 4 5 6 7 8 9 10 11 12 13
15008 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());
15013 Field
*fields
= result
->Fetch();
15014 Mail
*m
= new Mail
;
15015 m
->messageID
= fields
[0].GetUInt32();
15016 m
->messageType
= fields
[1].GetUInt8();
15017 m
->sender
= fields
[2].GetUInt32();
15018 m
->receiver
= fields
[3].GetUInt32();
15019 m
->subject
= fields
[4].GetCppString();
15020 m
->itemTextId
= fields
[5].GetUInt32();
15021 bool has_items
= fields
[6].GetBool();
15022 m
->expire_time
= (time_t)fields
[7].GetUInt64();
15023 m
->deliver_time
= (time_t)fields
[8].GetUInt64();
15024 m
->money
= fields
[9].GetUInt32();
15025 m
->COD
= fields
[10].GetUInt32();
15026 m
->checked
= fields
[11].GetUInt32();
15027 m
->stationery
= fields
[12].GetUInt8();
15028 m
->mailTemplateId
= fields
[13].GetInt16();
15030 if(m
->mailTemplateId
&& !sMailTemplateStore
.LookupEntry(m
->mailTemplateId
))
15032 sLog
.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m
->messageID
, m
->mailTemplateId
);
15033 m
->mailTemplateId
= 0;
15036 m
->state
= MAIL_STATE_UNCHANGED
;
15039 _LoadMailedItems(m
);
15041 m_mail
.push_back(m
);
15042 } while( result
->NextRow() );
15045 m_mailsLoaded
= true;
15048 void Player::LoadPet()
15050 //fixme: the pet should still be loaded if the player is not in world
15051 // just not added to the map
15054 Pet
*pet
= new Pet
;
15055 if(!pet
->LoadPetFromDB(this,0,0,true))
15060 void Player::_LoadQuestStatus(QueryResult
*result
)
15062 mQuestStatus
.clear();
15066 //// 0 1 2 3 4 5 6 7 8 9 10 11 12
15067 //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());
15073 Field
*fields
= result
->Fetch();
15075 uint32 quest_id
= fields
[0].GetUInt32();
15076 // used to be new, no delete?
15077 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
15081 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
15083 uint32 qstatus
= fields
[1].GetUInt32();
15084 if(qstatus
< MAX_QUEST_STATUS
)
15085 questStatusData
.m_status
= QuestStatus(qstatus
);
15088 questStatusData
.m_status
= QUEST_STATUS_NONE
;
15089 sLog
.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id
,qstatus
);
15092 questStatusData
.m_rewarded
= ( fields
[2].GetUInt8() > 0 );
15093 questStatusData
.m_explored
= ( fields
[3].GetUInt8() > 0 );
15095 time_t quest_time
= time_t(fields
[4].GetUInt64());
15097 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && !GetQuestRewardStatus(quest_id
) && questStatusData
.m_status
!= QUEST_STATUS_NONE
)
15099 AddTimedQuest( quest_id
);
15101 if (quest_time
<= sWorld
.GetGameTime())
15102 questStatusData
.m_timer
= 1;
15104 questStatusData
.m_timer
= (quest_time
- sWorld
.GetGameTime()) * IN_MILISECONDS
;
15109 questStatusData
.m_creatureOrGOcount
[0] = fields
[5].GetUInt32();
15110 questStatusData
.m_creatureOrGOcount
[1] = fields
[6].GetUInt32();
15111 questStatusData
.m_creatureOrGOcount
[2] = fields
[7].GetUInt32();
15112 questStatusData
.m_creatureOrGOcount
[3] = fields
[8].GetUInt32();
15113 questStatusData
.m_itemcount
[0] = fields
[9].GetUInt32();
15114 questStatusData
.m_itemcount
[1] = fields
[10].GetUInt32();
15115 questStatusData
.m_itemcount
[2] = fields
[11].GetUInt32();
15116 questStatusData
.m_itemcount
[3] = fields
[12].GetUInt32();
15118 questStatusData
.uState
= QUEST_UNCHANGED
;
15120 // add to quest log
15121 if (slot
< MAX_QUEST_LOG_SIZE
&&
15122 ((questStatusData
.m_status
== QUEST_STATUS_INCOMPLETE
||
15123 questStatusData
.m_status
== QUEST_STATUS_COMPLETE
||
15124 questStatusData
.m_status
== QUEST_STATUS_FAILED
) &&
15125 (!questStatusData
.m_rewarded
|| pQuest
->IsRepeatable())))
15127 SetQuestSlot(slot
, quest_id
, quest_time
);
15129 if (questStatusData
.m_status
== QUEST_STATUS_COMPLETE
)
15130 SetQuestSlotState(slot
, QUEST_STATE_COMPLETE
);
15132 if (questStatusData
.m_status
== QUEST_STATUS_FAILED
)
15133 SetQuestSlotState(slot
, QUEST_STATE_FAIL
);
15135 for(uint8 idx
= 0; idx
< QUEST_OBJECTIVES_COUNT
; ++idx
)
15136 if(questStatusData
.m_creatureOrGOcount
[idx
])
15137 SetQuestSlotCounter(slot
, idx
, questStatusData
.m_creatureOrGOcount
[idx
]);
15142 if(questStatusData
.m_rewarded
)
15144 // learn rewarded spell if unknown
15145 learnQuestRewardedSpells(pQuest
);
15147 // set rewarded title if any
15148 if(pQuest
->GetCharTitleId())
15150 if(CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
15151 SetTitle(titleEntry
);
15154 if(pQuest
->GetBonusTalents())
15155 m_questRewardTalentCount
+= pQuest
->GetBonusTalents();
15158 sLog
.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData
.m_status
, quest_id
, GetGUIDLow());
15161 while( result
->NextRow() );
15166 // clear quest log tail
15167 for ( uint16 i
= slot
; i
< MAX_QUEST_LOG_SIZE
; ++i
)
15168 SetQuestSlot(i
, 0);
15171 void Player::_LoadDailyQuestStatus(QueryResult
*result
)
15173 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
15174 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
15176 //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
15180 uint32 quest_daily_idx
= 0;
15184 if(quest_daily_idx
>= PLAYER_MAX_DAILY_QUESTS
) // max amount with exist data in query
15186 sLog
.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow());
15190 Field
*fields
= result
->Fetch();
15192 uint32 quest_id
= fields
[0].GetUInt32();
15194 // save _any_ from daily quest times (it must be after last reset anyway)
15195 m_lastDailyQuestTime
= (time_t)fields
[1].GetUInt64();
15197 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
15201 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
15204 sLog
.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id
, GetGUIDLow());
15206 while( result
->NextRow() );
15211 m_DailyQuestChanged
= false;
15214 void Player::_LoadSpells(QueryResult
*result
)
15216 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,active,disabled FROM character_spell WHERE guid = '%u'",GetGUIDLow());
15222 Field
*fields
= result
->Fetch();
15224 addSpell(fields
[0].GetUInt32(), fields
[1].GetBool(), false, false, fields
[2].GetBool());
15226 while( result
->NextRow() );
15232 void Player::_LoadGroup(QueryResult
*result
)
15234 //QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
15237 uint64 leaderGuid
= MAKE_NEW_GUID((*result
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
15239 Group
* group
= objmgr
.GetGroupByLeader(leaderGuid
);
15242 uint8 subgroup
= group
->GetMemberGroup(GetGUID());
15243 SetGroup(group
, subgroup
);
15244 if(getLevel() >= LEVELREQUIREMENT_HEROIC
)
15246 // the group leader may change the instance difficulty while the player is offline
15247 SetDifficulty(group
->GetDifficulty());
15253 void Player::_LoadBoundInstances(QueryResult
*result
)
15255 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
15256 m_boundInstances
[i
].clear();
15258 Group
*group
= GetGroup();
15260 //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));
15265 Field
*fields
= result
->Fetch();
15266 bool perm
= fields
[1].GetBool();
15267 uint32 mapId
= fields
[2].GetUInt32();
15268 uint32 instanceId
= fields
[0].GetUInt32();
15269 uint8 difficulty
= fields
[3].GetUInt8();
15270 time_t resetTime
= (time_t)fields
[4].GetUInt64();
15271 // the resettime for normal instances is only saved when the InstanceSave is unloaded
15272 // so the value read from the DB may be wrong here but only if the InstanceSave is loaded
15273 // and in that case it is not used
15275 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(mapId
);
15276 if(!mapEntry
|| !mapEntry
->IsDungeon())
15278 sLog
.outError("_LoadBoundInstances: player %s(%d) has bind to not existed or not dungeon map %d", GetName(), GetGUIDLow(), mapId
);
15279 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
15285 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
);
15286 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
15290 // since non permanent binds are always solo bind, they can always be reset
15291 InstanceSave
*save
= sInstanceSaveManager
.AddInstanceSave(mapId
, instanceId
, difficulty
, resetTime
, !perm
, true);
15292 if(save
) BindToInstance(save
, perm
, true);
15293 } while(result
->NextRow());
15298 InstancePlayerBind
* Player::GetBoundInstance(uint32 mapid
, uint8 difficulty
)
15300 // some instances only have one difficulty
15301 const MapEntry
* entry
= sMapStore
.LookupEntry(mapid
);
15302 if(!entry
|| !entry
->SupportsHeroicMode()) difficulty
= DIFFICULTY_NORMAL
;
15304 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
15305 if(itr
!= m_boundInstances
[difficulty
].end())
15306 return &itr
->second
;
15311 void Player::UnbindInstance(uint32 mapid
, uint8 difficulty
, bool unload
)
15313 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
15314 UnbindInstance(itr
, difficulty
, unload
);
15317 void Player::UnbindInstance(BoundInstancesMap::iterator
&itr
, uint8 difficulty
, bool unload
)
15319 if(itr
!= m_boundInstances
[difficulty
].end())
15321 if(!unload
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr
->second
.save
->GetInstanceId());
15322 itr
->second
.save
->RemovePlayer(this); // save can become invalid
15323 m_boundInstances
[difficulty
].erase(itr
++);
15327 InstancePlayerBind
* Player::BindToInstance(InstanceSave
*save
, bool permanent
, bool load
)
15331 InstancePlayerBind
& bind
= m_boundInstances
[save
->GetDifficulty()][save
->GetMapId()];
15334 // update the save when the group kills a boss
15335 if(permanent
!= bind
.perm
|| save
!= bind
.save
)
15336 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());
15339 if(!load
) CharacterDatabase
.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save
->GetInstanceId(), permanent
);
15341 if(bind
.save
!= save
)
15343 if(bind
.save
) bind
.save
->RemovePlayer(this);
15344 save
->AddPlayer(this);
15347 if(permanent
) save
->SetCanReset(false);
15350 bind
.perm
= permanent
;
15351 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());
15358 void Player::SendRaidInfo()
15360 uint32 counter
= 0;
15362 WorldPacket
data(SMSG_RAID_INSTANCE_INFO
, 4);
15364 size_t p_counter
= data
.wpos();
15365 data
<< uint32(counter
); // placeholder
15367 time_t now
= time(NULL
);
15369 for(int i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
15371 for (BoundInstancesMap::const_iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15373 if(itr
->second
.perm
)
15375 InstanceSave
*save
= itr
->second
.save
;
15376 data
<< uint32(save
->GetMapId()); // map id
15377 data
<< uint32(save
->GetDifficulty()); // difficulty
15378 data
<< uint64(save
->GetInstanceId()); // instance id
15379 data
<< uint32(save
->GetResetTime() - now
); // reset time
15380 data
<< uint32(0); // is extended
15385 data
.put
<uint32
>(p_counter
, counter
);
15386 GetSession()->SendPacket(&data
);
15390 - called on every successful teleportation to a map
15392 void Player::SendSavedInstances()
15394 bool hasBeenSaved
= false;
15397 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
15399 for (BoundInstancesMap::const_iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15401 if(itr
->second
.perm
) // only permanent binds are sent
15403 hasBeenSaved
= true;
15409 //Send opcode 811. true or false means, whether you have current raid/heroic instances
15410 data
.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP
);
15411 data
<< uint32(hasBeenSaved
);
15412 GetSession()->SendPacket(&data
);
15417 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
15419 for (BoundInstancesMap::const_iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15421 if(itr
->second
.perm
)
15423 data
.Initialize(SMSG_UPDATE_LAST_INSTANCE
);
15424 data
<< uint32(itr
->second
.save
->GetMapId());
15425 GetSession()->SendPacket(&data
);
15431 /// convert the player's binds to the group
15432 void Player::ConvertInstancesToGroup(Player
*player
, Group
*group
, uint64 player_guid
)
15434 bool has_binds
= false;
15435 bool has_solo
= false;
15437 if(player
) { player_guid
= player
->GetGUID(); if(!group
) group
= player
->GetGroup(); }
15438 assert(player_guid
);
15440 // copy all binds to the group, when changing leader it's assumed the character
15441 // will not have any solo binds
15445 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
15447 for (BoundInstancesMap::iterator itr
= player
->m_boundInstances
[i
].begin(); itr
!= player
->m_boundInstances
[i
].end();)
15450 if(group
) group
->BindToInstance(itr
->second
.save
, itr
->second
.perm
, true);
15451 // permanent binds are not removed
15452 if(!itr
->second
.perm
)
15454 player
->UnbindInstance(itr
, i
, true); // increments itr
15463 // if the player's not online we don't know what binds it has
15464 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
));
15465 // the following should not get executed when changing leaders
15466 if(!player
|| has_solo
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid
));
15469 bool Player::_LoadHomeBind(QueryResult
*result
)
15471 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(getRace(), getClass());
15474 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
15479 //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
15482 Field
*fields
= result
->Fetch();
15483 m_homebindMapId
= fields
[0].GetUInt32();
15484 m_homebindZoneId
= fields
[1].GetUInt16();
15485 m_homebindX
= fields
[2].GetFloat();
15486 m_homebindY
= fields
[3].GetFloat();
15487 m_homebindZ
= fields
[4].GetFloat();
15490 MapEntry
const* bindMapEntry
= sMapStore
.LookupEntry(m_homebindMapId
);
15492 // accept saved data only for valid position (and non instanceable), and accessable
15493 if( MapManager::IsValidMapCoord(m_homebindMapId
,m_homebindX
,m_homebindY
,m_homebindZ
) &&
15494 !bindMapEntry
->Instanceable() && GetSession()->Expansion() >= bindMapEntry
->Expansion())
15499 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
15504 m_homebindMapId
= info
->mapId
;
15505 m_homebindZoneId
= info
->zoneId
;
15506 m_homebindX
= info
->positionX
;
15507 m_homebindY
= info
->positionY
;
15508 m_homebindZ
= info
->positionZ
;
15510 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
);
15513 DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f",
15514 m_homebindMapId
, m_homebindZoneId
, m_homebindX
, m_homebindY
, m_homebindZ
);
15519 /*********************************************************/
15520 /*** SAVE SYSTEM ***/
15521 /*********************************************************/
15523 void Player::SaveToDB()
15525 // delay auto save at any saves (manual, in code, or autosave)
15526 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
15528 //lets allow only players in world to be saved
15529 if(IsBeingTeleportedFar())
15531 ScheduleDelayedOperation(DELAYED_SAVE_PLAYER
);
15535 // first save/honor gain after midnight will also update the player's honor fields
15536 UpdateHonorFields();
15538 sLog
.outDebug("The value of player %s at save: ", m_name
.c_str());
15541 CharacterDatabase
.BeginTransaction();
15543 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow());
15545 std::string sql_name
= m_name
;
15546 CharacterDatabase
.escape_string(sql_name
);
15548 std::ostringstream ss
;
15549 ss
<< "INSERT INTO characters (guid,account,name,race,class,gender,level,xp,money,playerBytes,playerBytes2,playerFlags,"
15550 "map, dungeon_difficulty, position_x, position_y, position_z, orientation, data, "
15551 "taximask, online, cinematic, "
15552 "totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, "
15553 "trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, "
15554 "death_expire_time, taxi_path, arena_pending_points) VALUES ("
15555 << GetGUIDLow() << ", "
15556 << GetSession()->GetAccountId() << ", '"
15557 << sql_name
<< "', "
15558 << (uint32
)getRace() << ", "
15559 << (uint32
)getClass() << ", "
15560 << (uint32
)getGender() << ", "
15561 << getLevel() << ", "
15562 << GetUInt32Value(PLAYER_XP
) << ", "
15563 << GetMoney() << ", "
15564 << GetUInt32Value(PLAYER_BYTES
) << ", "
15565 << GetUInt32Value(PLAYER_BYTES_2
) << ", "
15566 << GetUInt32Value(PLAYER_FLAGS
) << ", ";
15568 if(!IsBeingTeleported())
15570 ss
<< GetMapId() << ", "
15571 << (uint32
)GetDifficulty() << ", "
15572 << finiteAlways(GetPositionX()) << ", "
15573 << finiteAlways(GetPositionY()) << ", "
15574 << finiteAlways(GetPositionZ()) << ", "
15575 << finiteAlways(GetOrientation()) << ", '";
15579 ss
<< GetTeleportDest().mapid
<< ", "
15580 << (uint32
)GetDifficulty() << ", "
15581 << finiteAlways(GetTeleportDest().coord_x
) << ", "
15582 << finiteAlways(GetTeleportDest().coord_y
) << ", "
15583 << finiteAlways(GetTeleportDest().coord_z
) << ", "
15584 << finiteAlways(GetTeleportDest().orientation
) << ", '";
15588 for( i
= 0; i
< m_valuesCount
; ++i
)
15590 ss
<< GetUInt32Value(i
) << " ";
15595 ss
<< m_taxi
<< ", "; // string with TaxiMaskSize numbers
15597 ss
<< (IsInWorld() ? 1 : 0) << ", ";
15599 ss
<< m_cinematic
<< ", ";
15601 ss
<< m_Played_time
[PLAYED_TIME_TOTAL
] << ", ";
15602 ss
<< m_Played_time
[PLAYED_TIME_LEVEL
] << ", ";
15604 ss
<< finiteAlways(m_rest_bonus
) << ", ";
15605 ss
<< (uint64
)time(NULL
) << ", ";
15606 ss
<< (HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
) ? 1 : 0) << ", ";
15607 //save, far from tavern/city
15608 //save, but in tavern/city
15609 ss
<< m_resetTalentsCost
<< ", ";
15610 ss
<< (uint64
)m_resetTalentsTime
<< ", ";
15612 ss
<< finiteAlways(m_movementInfo
.t_x
) << ", ";
15613 ss
<< finiteAlways(m_movementInfo
.t_y
) << ", ";
15614 ss
<< finiteAlways(m_movementInfo
.t_z
) << ", ";
15615 ss
<< finiteAlways(m_movementInfo
.t_o
) << ", ";
15617 ss
<< m_transport
->GetGUIDLow();
15622 ss
<< m_ExtraFlags
<< ", ";
15624 ss
<< uint32(m_stableSlots
) << ", "; // to prevent save uint8 as char
15626 ss
<< uint32(m_atLoginFlags
) << ", ";
15628 ss
<< GetZoneId() << ", ";
15630 ss
<< (uint64
)m_deathExpireTime
<< ", '";
15632 ss
<< m_taxi
.SaveTaxiDestinationsToString() << "', ";
15633 ss
<< "'0' "; // arena_pending_points
15636 CharacterDatabase
.Execute( ss
.str().c_str() );
15638 if(m_mailsUpdated
) //save mails only when needed
15643 _SaveQuestStatus();
15644 _SaveDailyQuestStatus();
15646 _SaveSpellCooldowns();
15649 m_achievementMgr
.SaveToDB();
15650 m_reputationMgr
.SaveToDB();
15651 _SaveEquipmentSets();
15652 GetSession()->SaveTutorialsData(); // changed only while character in game
15654 CharacterDatabase
.CommitTransaction();
15656 // save pet (hunter pet level and experience and all type pets health/mana).
15657 if(Pet
* pet
= GetPet())
15658 pet
->SavePetToDB(PET_SAVE_AS_CURRENT
);
15661 // fast save function for item/money cheating preventing - save only inventory and money state
15662 void Player::SaveInventoryAndGoldToDB()
15668 void Player::SaveGoldToDB()
15670 CharacterDatabase
.PExecute("UPDATE characters SET money = '%u' WHERE guid = '%u'", GetMoney(), GetGUIDLow());
15673 void Player::_SaveActions()
15675 for(ActionButtonList::iterator itr
= m_actionButtons
.begin(); itr
!= m_actionButtons
.end(); )
15677 switch (itr
->second
.uState
)
15679 case ACTIONBUTTON_NEW
:
15680 CharacterDatabase
.PExecute("INSERT INTO character_action (guid,button,action,type) VALUES ('%u', '%u', '%u', '%u')",
15681 GetGUIDLow(), (uint32
)itr
->first
, (uint32
)itr
->second
.GetAction(), (uint32
)itr
->second
.GetType() );
15682 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
15685 case ACTIONBUTTON_CHANGED
:
15686 CharacterDatabase
.PExecute("UPDATE character_action SET action = '%u', type = '%u' WHERE guid= '%u' AND button= '%u' ",
15687 (uint32
)itr
->second
.GetAction(), (uint32
)itr
->second
.GetType(), GetGUIDLow(), (uint32
)itr
->first
);
15688 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
15691 case ACTIONBUTTON_DELETED
:
15692 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u'", GetGUIDLow(), (uint32
)itr
->first
);
15693 m_actionButtons
.erase(itr
++);
15702 void Player::_SaveAuras()
15704 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
15706 AuraMap
const& auras
= GetAuras();
15711 spellEffectPair lastEffectPair
= auras
.begin()->first
;
15712 uint32 stackCounter
= 1;
15714 for(AuraMap::const_iterator itr
= auras
.begin(); ; ++itr
)
15716 if(itr
== auras
.end() || lastEffectPair
!= itr
->first
)
15718 AuraMap::const_iterator itr2
= itr
;
15719 // save previous spellEffectPair to db
15722 //skip all auras from spells that are passive
15723 //do not save single target auras (unless they were cast by the player)
15724 if (!itr2
->second
->IsPassive() && (itr2
->second
->GetCasterGUID() == GetGUID() || !itr2
->second
->IsSingleTarget()))
15726 CharacterDatabase
.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges) "
15727 "VALUES ('%u', '" UI64FMTD
"' ,'%u', '%u', '%u', '%d', '%d', '%d', '%d')",
15728 GetGUIDLow(), itr2
->second
->GetCasterGUID(), (uint32
)itr2
->second
->GetId(), (uint32
)itr2
->second
->GetEffIndex(), stackCounter
, itr2
->second
->GetModifier()->m_amount
,int(itr2
->second
->GetAuraMaxDuration()),int(itr2
->second
->GetAuraDuration()),int(itr2
->second
->GetAuraCharges()));
15731 if(itr
== auras
.end())
15735 if (lastEffectPair
== itr
->first
)
15739 lastEffectPair
= itr
->first
;
15745 void Player::_SaveInventory()
15747 // force items in buyback slots to new state
15748 // and remove those that aren't already
15749 for (uint8 i
= BUYBACK_SLOT_START
; i
< BUYBACK_SLOT_END
; ++i
)
15751 Item
*item
= m_items
[i
];
15752 if (!item
|| item
->GetState() == ITEM_NEW
) continue;
15753 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
15754 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item
->GetGUIDLow());
15755 m_items
[i
]->FSetState(ITEM_NEW
);
15758 // update enchantment durations
15759 for(EnchantDurationList::const_iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
15761 itr
->item
->SetEnchantmentDuration(itr
->slot
,itr
->leftduration
);
15765 if (m_itemUpdateQueue
.empty()) return;
15767 // do not save if the update queue is corrupt
15768 bool error
= false;
15769 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); ++i
)
15771 Item
*item
= m_itemUpdateQueue
[i
];
15772 if(!item
|| item
->GetState() == ITEM_REMOVED
) continue;
15773 Item
*test
= GetItemByPos( item
->GetBagSlot(), item
->GetSlot());
15777 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());
15780 else if (test
!= item
)
15782 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());
15789 sLog
.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
15790 ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED
);
15794 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); ++i
)
15796 Item
*item
= m_itemUpdateQueue
[i
];
15797 if(!item
) continue;
15799 Bag
*container
= item
->GetContainer();
15800 uint32 bag_guid
= container
? container
->GetGUIDLow() : 0;
15802 switch(item
->GetState())
15805 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());
15808 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());
15811 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
15813 case ITEM_UNCHANGED
:
15817 item
->SaveToDB(); // item have unchanged inventory record and can be save standalone
15819 m_itemUpdateQueue
.clear();
15822 void Player::_SaveMail()
15824 if (!m_mailsLoaded
)
15827 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
15830 if (m
->state
== MAIL_STATE_CHANGED
)
15832 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'",
15833 m
->itemTextId
, m
->HasItems() ? 1 : 0, (uint64
)m
->expire_time
, (uint64
)m
->deliver_time
, m
->money
, m
->COD
, m
->checked
, m
->messageID
);
15834 if(m
->removedItems
.size())
15836 for(std::vector
<uint32
>::const_iterator itr2
= m
->removedItems
.begin(); itr2
!= m
->removedItems
.end(); ++itr2
)
15837 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2
);
15838 m
->removedItems
.clear();
15840 m
->state
= MAIL_STATE_UNCHANGED
;
15842 else if (m
->state
== MAIL_STATE_DELETED
)
15845 for(std::vector
<MailItemInfo
>::const_iterator itr2
= m
->items
.begin(); itr2
!= m
->items
.end(); ++itr2
)
15846 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2
->item_guid
);
15848 CharacterDatabase
.PExecute("DELETE FROM item_text WHERE id = '%u'", m
->itemTextId
);
15849 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", m
->messageID
);
15850 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m
->messageID
);
15854 //deallocate deleted mails...
15855 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); )
15857 if ((*itr
)->state
== MAIL_STATE_DELETED
)
15862 itr
= m_mail
.begin();
15868 m_mailsUpdated
= false;
15871 void Player::_SaveQuestStatus()
15873 // we don't need transactions here.
15874 for( QuestStatusMap::iterator i
= mQuestStatus
.begin( ); i
!= mQuestStatus
.end( ); ++i
)
15876 switch (i
->second
.uState
)
15879 CharacterDatabase
.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) "
15880 "VALUES ('%u', '%u', '%u', '%u', '%u', '" UI64FMTD
"', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
15881 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]);
15883 case QUEST_CHANGED
:
15884 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' ",
15885 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
);
15887 case QUEST_UNCHANGED
:
15890 i
->second
.uState
= QUEST_UNCHANGED
;
15894 void Player::_SaveDailyQuestStatus()
15896 if(!m_DailyQuestChanged
)
15899 m_DailyQuestChanged
= false;
15901 // save last daily quest time for all quests: we need only mostly reset time for reset check anyway
15903 // we don't need transactions here.
15904 CharacterDatabase
.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow());
15905 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
15906 if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
15907 CharacterDatabase
.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" UI64FMTD
"')",
15908 GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
),uint64(m_lastDailyQuestTime
));
15911 void Player::_SaveSpells()
15913 for (PlayerSpellMap::iterator itr
= m_spells
.begin(), next
= m_spells
.begin(); itr
!= m_spells
.end();)
15915 if (itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->state
== PLAYERSPELL_CHANGED
)
15916 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr
->first
);
15918 // add only changed/new not dependent spells
15919 if (!itr
->second
->dependent
&& (itr
->second
->state
== PLAYERSPELL_NEW
|| itr
->second
->state
== PLAYERSPELL_CHANGED
))
15920 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);
15922 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
15924 delete itr
->second
;
15925 m_spells
.erase(itr
++);
15929 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
15936 void Player::outDebugValues() const
15938 if(!sLog
.IsOutDebug()) // optimize disabled debug output
15941 sLog
.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA
));
15942 sLog
.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY
), GetStat(STAT_STRENGTH
));
15943 sLog
.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT
), GetStat(STAT_SPIRIT
));
15944 sLog
.outDebug("STAMINA is: \t\t%f",GetStat(STAT_STAMINA
));
15945 sLog
.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE
));
15946 sLog
.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY
), GetResistance(SPELL_SCHOOL_FIRE
));
15947 sLog
.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE
), GetResistance(SPELL_SCHOOL_FROST
));
15948 sLog
.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW
), GetResistance(SPELL_SCHOOL_ARCANE
));
15949 sLog
.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE
), GetFloatValue(UNIT_FIELD_MAXDAMAGE
));
15950 sLog
.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
));
15951 sLog
.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
));
15952 sLog
.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK
), GetAttackTime(RANGED_ATTACK
));
15955 /*********************************************************/
15956 /*** FLOOD FILTER SYSTEM ***/
15957 /*********************************************************/
15959 void Player::UpdateSpeakTime()
15961 // ignore chat spam protection for GMs in any mode
15962 if(GetSession()->GetSecurity() > SEC_PLAYER
)
15965 time_t current
= time (NULL
);
15966 if(m_speakTime
> current
)
15968 uint32 max_count
= sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT
);
15973 if(m_speakCount
>= max_count
)
15975 // prevent overwrite mute time, if message send just before mutes set, for example.
15976 time_t new_mute
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MUTE_TIME
);
15977 if(GetSession()->m_muteTime
< new_mute
)
15978 GetSession()->m_muteTime
= new_mute
;
15986 m_speakTime
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY
);
15989 bool Player::CanSpeak() const
15991 return GetSession()->m_muteTime
<= time (NULL
);
15994 /*********************************************************/
15995 /*** LOW LEVEL FUNCTIONS:Notifiers ***/
15996 /*********************************************************/
15998 void Player::SendAttackSwingNotInRange()
16000 WorldPacket
data(SMSG_ATTACKSWING_NOTINRANGE
, 0);
16001 GetSession()->SendPacket( &data
);
16004 void Player::SavePositionInDB(uint32 mapid
, float x
,float y
,float z
,float o
,uint32 zone
,uint64 guid
)
16006 std::ostringstream ss
;
16007 ss
<< "UPDATE characters SET position_x='"<<x
<<"',position_y='"<<y
16008 << "',position_z='"<<z
<<"',orientation='"<<o
<<"',map='"<<mapid
16009 << "',zone='"<<zone
<<"',trans_x='0',trans_y='0',trans_z='0',"
16010 << "transguid='0',taxi_path='' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
16011 sLog
.outDebug(ss
.str().c_str());
16012 CharacterDatabase
.Execute(ss
.str().c_str());
16015 void Player::SaveDataFieldToDB()
16017 std::ostringstream ss
;
16018 ss
<<"UPDATE characters SET data='";
16020 for(uint16 i
= 0; i
< m_valuesCount
; ++i
)
16022 ss
<< GetUInt32Value(i
) << " ";
16024 ss
<<"' WHERE guid='"<< GUID_LOPART(GetGUIDLow()) <<"'";
16026 CharacterDatabase
.Execute(ss
.str().c_str());
16029 bool Player::SaveValuesArrayInDB(Tokens
const& tokens
, uint64 guid
)
16031 std::ostringstream ss2
;
16032 ss2
<<"UPDATE characters SET data='";
16034 for (Tokens::const_iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
, ++i
)
16036 ss2
<<tokens
[i
]<<" ";
16038 ss2
<<"' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
16040 return CharacterDatabase
.Execute(ss2
.str().c_str());
16043 void Player::SetUInt32ValueInArray(Tokens
& tokens
,uint16 index
, uint32 value
)
16046 snprintf(buf
,11,"%u",value
);
16048 if(index
>= tokens
.size())
16051 tokens
[index
] = buf
;
16054 void Player::SetUInt32ValueInDB(uint16 index
, uint32 value
, uint64 guid
)
16057 if(!LoadValuesArrayFromDB(tokens
,guid
))
16060 if(index
>= tokens
.size())
16064 snprintf(buf
,11,"%u",value
);
16065 tokens
[index
] = buf
;
16067 SaveValuesArrayInDB(tokens
,guid
);
16070 void Player::SetFloatValueInDB(uint16 index
, float value
, uint64 guid
)
16073 memcpy(&temp
, &value
, sizeof(value
));
16074 Player::SetUInt32ValueInDB(index
, temp
, guid
);
16077 void Player::Customize(uint64 guid
, uint8 gender
, uint8 skin
, uint8 face
, uint8 hairStyle
, uint8 hairColor
, uint8 facialHair
)
16080 QueryResult
* result
= CharacterDatabase
.PQuery("SELECT playerBytes2 FROM characters WHERE guid = '%u'", GUID_LOPART(guid
));
16084 Field
* fields
= result
->Fetch();
16086 uint32 player_bytes2
= fields
[0].GetUInt32();
16087 player_bytes2
&= ~0xFF;
16088 player_bytes2
|= facialHair
;
16090 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
));
16095 void Player::SendAttackSwingDeadTarget()
16097 WorldPacket
data(SMSG_ATTACKSWING_DEADTARGET
, 0);
16098 GetSession()->SendPacket( &data
);
16101 void Player::SendAttackSwingCantAttack()
16103 WorldPacket
data(SMSG_ATTACKSWING_CANT_ATTACK
, 0);
16104 GetSession()->SendPacket( &data
);
16107 void Player::SendAttackSwingCancelAttack()
16109 WorldPacket
data(SMSG_CANCEL_COMBAT
, 0);
16110 GetSession()->SendPacket( &data
);
16113 void Player::SendAttackSwingBadFacingAttack()
16115 WorldPacket
data(SMSG_ATTACKSWING_BADFACING
, 0);
16116 GetSession()->SendPacket( &data
);
16119 void Player::SendAutoRepeatCancel(Unit
*target
)
16121 WorldPacket
data(SMSG_CANCEL_AUTO_REPEAT
, target
->GetPackGUID().size());
16122 data
.append(target
->GetPackGUID()); // may be it's target guid
16123 GetSession()->SendPacket( &data
);
16126 void Player::SendExplorationExperience(uint32 Area
, uint32 Experience
)
16128 WorldPacket
data( SMSG_EXPLORATION_EXPERIENCE
, 8 );
16130 data
<< Experience
;
16131 GetSession()->SendPacket(&data
);
16134 void Player::SendDungeonDifficulty(bool IsInGroup
)
16136 uint8 val
= 0x00000001;
16137 WorldPacket
data(MSG_SET_DUNGEON_DIFFICULTY
, 12);
16138 data
<< (uint32
)GetDifficulty();
16139 data
<< uint32(val
);
16140 data
<< uint32(IsInGroup
);
16141 GetSession()->SendPacket(&data
);
16144 void Player::SendResetFailedNotify(uint32 mapid
)
16146 WorldPacket
data(SMSG_RESET_FAILED_NOTIFY
, 4);
16147 data
<< uint32(mapid
);
16148 GetSession()->SendPacket(&data
);
16151 /// Reset all solo instances and optionally send a message on success for each
16152 void Player::ResetInstances(uint8 method
)
16154 // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
16156 // we assume that when the difficulty changes, all instances that can be reset will be
16157 uint8 dif
= GetDifficulty();
16159 for (BoundInstancesMap::iterator itr
= m_boundInstances
[dif
].begin(); itr
!= m_boundInstances
[dif
].end();)
16161 InstanceSave
*p
= itr
->second
.save
;
16162 const MapEntry
*entry
= sMapStore
.LookupEntry(itr
->first
);
16163 if(!entry
|| !p
->CanReset())
16169 if(method
== INSTANCE_RESET_ALL
)
16171 // the "reset all instances" method can only reset normal maps
16172 if(dif
== DIFFICULTY_HEROIC
|| entry
->map_type
== MAP_RAID
)
16179 // if the map is loaded, reset it
16180 Map
*map
= MapManager::Instance().FindMap(p
->GetMapId(), p
->GetInstanceId());
16181 if(map
&& map
->IsDungeon())
16182 ((InstanceMap
*)map
)->Reset(method
);
16184 // since this is a solo instance there should not be any players inside
16185 if(method
== INSTANCE_RESET_ALL
|| method
== INSTANCE_RESET_CHANGE_DIFFICULTY
)
16186 SendResetInstanceSuccess(p
->GetMapId());
16189 m_boundInstances
[dif
].erase(itr
++);
16191 // the following should remove the instance save from the manager and delete it as well
16192 p
->RemovePlayer(this);
16196 void Player::SendResetInstanceSuccess(uint32 MapId
)
16198 WorldPacket
data(SMSG_INSTANCE_RESET
, 4);
16200 GetSession()->SendPacket(&data
);
16203 void Player::SendResetInstanceFailed(uint32 reason
, uint32 MapId
)
16205 // TODO: find what other fail reasons there are besides players in the instance
16206 WorldPacket
data(SMSG_INSTANCE_RESET_FAILED
, 4);
16209 GetSession()->SendPacket(&data
);
16212 /*********************************************************/
16213 /*** Update timers ***/
16214 /*********************************************************/
16216 ///checks the 15 afk reports per 5 minutes limit
16217 void Player::UpdateAfkReport(time_t currTime
)
16219 if(m_bgData
.bgAfkReportedTimer
<= currTime
)
16221 m_bgData
.bgAfkReportedCount
= 0;
16222 m_bgData
.bgAfkReportedTimer
= currTime
+5*MINUTE
;
16226 void Player::UpdateContestedPvP(uint32 diff
)
16228 if(!m_contestedPvPTimer
||isInCombat())
16230 if(m_contestedPvPTimer
<= diff
)
16232 ResetContestedPvP();
16235 m_contestedPvPTimer
-= diff
;
16238 void Player::UpdatePvPFlag(time_t currTime
)
16242 if(pvpInfo
.endTimer
== 0 || currTime
< (pvpInfo
.endTimer
+ 300))
16248 void Player::UpdateDuelFlag(time_t currTime
)
16250 if(!duel
|| duel
->startTimer
== 0 ||currTime
< duel
->startTimer
+ 3)
16253 SetUInt32Value(PLAYER_DUEL_TEAM
, 1);
16254 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 2);
16256 duel
->startTimer
= 0;
16257 duel
->startTime
= currTime
;
16258 duel
->opponent
->duel
->startTimer
= 0;
16259 duel
->opponent
->duel
->startTime
= currTime
;
16262 void Player::RemovePet(Pet
* pet
, PetSaveMode mode
, bool returnreagent
)
16267 if(returnreagent
&& (pet
|| m_temporaryUnsummonedPetNumber
))
16269 //returning of reagents only for players, so best done here
16270 uint32 spellId
= pet
? pet
->GetUInt32Value(UNIT_CREATED_BY_SPELL
) : m_oldpetspell
;
16271 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellId
);
16275 for(uint32 i
= 0; i
< 7; ++i
)
16277 if(spellInfo
->Reagent
[i
] > 0)
16279 ItemPosCountVec dest
; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
16280 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, spellInfo
->Reagent
[i
], spellInfo
->ReagentCount
[i
] );
16281 if( msg
== EQUIP_ERR_OK
)
16283 Item
* item
= StoreNewItem( dest
, spellInfo
->Reagent
[i
], true);
16285 SendNewItem(item
,spellInfo
->ReagentCount
[i
],true,false);
16290 m_temporaryUnsummonedPetNumber
= 0;
16293 if(!pet
|| pet
->GetOwnerGUID()!=GetGUID())
16296 // only if current pet in slot
16297 switch(pet
->getPetType())
16303 RemoveGuardian(pet
);
16306 if(GetPetGUID() == pet
->GetGUID())
16315 switch(pet
->GetEntry())
16317 //warlock pets except imp are removed(?) when logging out
16322 mode
= PET_SAVE_NOT_IN_SLOT
;
16327 pet
->SavePetToDB(mode
);
16329 pet
->AddObjectToRemoveList();
16330 pet
->m_removed
= true;
16332 if(pet
->isControlled())
16334 RemovePetActionBar();
16337 SetGroupUpdateFlag(GROUP_UPDATE_PET
);
16341 void Player::RemoveMiniPet()
16343 if(Pet
* pet
= GetMiniPet())
16345 pet
->Remove(PET_SAVE_AS_DELETED
);
16350 Pet
* Player::GetMiniPet()
16354 return ObjectAccessor::GetPet(m_miniPet
);
16357 void Player::Uncharm()
16359 Unit
* charm
= GetCharm();
16363 charm
->RemoveSpellsCausingAura(SPELL_AURA_MOD_CHARM
);
16364 charm
->RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS
);
16367 void Player::BuildPlayerChat(WorldPacket
*data
, uint8 msgtype
, const std::string
& text
, uint32 language
) const
16369 *data
<< (uint8
)msgtype
;
16370 *data
<< (uint32
)language
;
16371 *data
<< (uint64
)GetGUID();
16372 *data
<< (uint32
)language
; //language 2.1.0 ?
16373 *data
<< (uint64
)GetGUID();
16374 *data
<< (uint32
)(text
.length()+1);
16376 *data
<< (uint8
)chatTag();
16379 void Player::Say(const std::string
& text
, const uint32 language
)
16381 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16382 BuildPlayerChat(&data
, CHAT_MSG_SAY
, text
, language
);
16383 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_SAY
),true);
16386 void Player::Yell(const std::string
& text
, const uint32 language
)
16388 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16389 BuildPlayerChat(&data
, CHAT_MSG_YELL
, text
, language
);
16390 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_YELL
),true);
16393 void Player::TextEmote(const std::string
& text
)
16395 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16396 BuildPlayerChat(&data
, CHAT_MSG_EMOTE
, text
, LANG_UNIVERSAL
);
16397 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE
),true, !sWorld
.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT
) );
16400 void Player::Whisper(const std::string
& text
, uint32 language
,uint64 receiver
)
16402 if (language
!= LANG_ADDON
) // if not addon data
16403 language
= LANG_UNIVERSAL
; // whispers should always be readable
16405 Player
*rPlayer
= objmgr
.GetPlayer(receiver
);
16407 // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode
16408 if(!rPlayer
->isDND() || isGameMaster())
16410 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16411 BuildPlayerChat(&data
, CHAT_MSG_WHISPER
, text
, language
);
16412 rPlayer
->GetSession()->SendPacket(&data
);
16414 data
.Initialize(SMSG_MESSAGECHAT
, 200);
16415 rPlayer
->BuildPlayerChat(&data
, CHAT_MSG_REPLY
, text
, language
);
16416 GetSession()->SendPacket(&data
);
16420 // announce to player that player he is whispering to is dnd and cannot receive his message
16421 ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND
, rPlayer
->GetName(), rPlayer
->dndMsg
.c_str());
16424 if(!isAcceptWhispers())
16426 SetAcceptWhispers(true);
16427 ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON
);
16430 // announce to player that player he is whispering to is afk
16431 if(rPlayer
->isAFK())
16432 ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK
, rPlayer
->GetName(), rPlayer
->afkMsg
.c_str());
16434 // if player whisper someone, auto turn of dnd to be able to receive an answer
16435 if(isDND() && !rPlayer
->isGameMaster())
16439 void Player::PetSpellInitialize()
16441 Pet
* pet
= GetPet();
16446 sLog
.outDebug("Pet Spells Groups");
16448 CharmInfo
*charmInfo
= pet
->GetCharmInfo();
16450 WorldPacket
data(SMSG_PET_SPELLS
, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX
+1+1);
16451 data
<< uint64(pet
->GetGUID());
16452 data
<< uint16(pet
->GetCreatureInfo()->family
); // creature family (required for pet talents)
16454 data
<< uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState()) << uint16(0);
16457 charmInfo
->BuildActionBar(&data
);
16459 size_t spellsCountPos
= data
.wpos();
16463 data
<< uint8(addlist
); // placeholder
16465 if (pet
->IsPermanentPetFor(this))
16468 for (PetSpellMap::const_iterator itr
= pet
->m_spells
.begin(); itr
!= pet
->m_spells
.end(); ++itr
)
16470 if(itr
->second
.state
== PETSPELL_REMOVED
)
16473 data
<< uint32(MAKE_UNIT_ACTION_BUTTON(itr
->first
,itr
->second
.active
));
16478 data
.put
<uint8
>(spellsCountPos
, addlist
);
16480 uint8 cooldownsCount
= pet
->m_CreatureSpellCooldowns
.size() + pet
->m_CreatureCategoryCooldowns
.size();
16481 data
<< uint8(cooldownsCount
);
16483 time_t curTime
= time(NULL
);
16485 for(CreatureSpellCooldowns::const_iterator itr
= pet
->m_CreatureSpellCooldowns
.begin(); itr
!= pet
->m_CreatureSpellCooldowns
.end(); ++itr
)
16487 time_t cooldown
= (itr
->second
> curTime
) ? (itr
->second
- curTime
) * IN_MILISECONDS
: 0;
16489 data
<< uint32(itr
->first
); // spellid
16490 data
<< uint16(0); // spell category?
16491 data
<< uint32(cooldown
); // cooldown
16492 data
<< uint32(0); // category cooldown
16495 for(CreatureSpellCooldowns::const_iterator itr
= pet
->m_CreatureCategoryCooldowns
.begin(); itr
!= pet
->m_CreatureCategoryCooldowns
.end(); ++itr
)
16497 time_t cooldown
= (itr
->second
> curTime
) ? (itr
->second
- curTime
) * IN_MILISECONDS
: 0;
16499 data
<< uint32(itr
->first
); // spellid
16500 data
<< uint16(0); // spell category?
16501 data
<< uint32(0); // cooldown
16502 data
<< uint32(cooldown
); // category cooldown
16505 GetSession()->SendPacket(&data
);
16508 void Player::PossessSpellInitialize()
16510 Unit
* charm
= GetCharm();
16515 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
16519 sLog
.outError("Player::PossessSpellInitialize(): charm (GUID: %u TypeId: %u) has no charminfo!", charm
->GetGUIDLow(),charm
->GetTypeId());
16523 WorldPacket
data(SMSG_PET_SPELLS
, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX
+1+1);
16524 data
<< uint64(charm
->GetGUID());
16529 charmInfo
->BuildActionBar(&data
);
16531 data
<< uint8(0); // spells count
16532 data
<< uint8(0); // cooldowns count
16534 GetSession()->SendPacket(&data
);
16537 void Player::CharmSpellInitialize()
16539 Unit
* charm
= GetCharm();
16544 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
16547 sLog
.outError("Player::CharmSpellInitialize(): the player's charm (GUID: %u TypeId: %u) has no charminfo!", charm
->GetGUIDLow(),charm
->GetTypeId());
16553 if(charm
->GetTypeId() != TYPEID_PLAYER
)
16555 CreatureInfo
const *cinfo
= ((Creature
*)charm
)->GetCreatureInfo();
16557 if(cinfo
&& cinfo
->type
== CREATURE_TYPE_DEMON
&& getClass() == CLASS_WARLOCK
)
16559 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
16561 if(charmInfo
->GetCharmSpell(i
)->GetAction())
16567 WorldPacket
data(SMSG_PET_SPELLS
, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX
+1+4*addlist
+1);
16568 data
<< uint64(charm
->GetGUID());
16572 if(charm
->GetTypeId() != TYPEID_PLAYER
)
16573 data
<< uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState()) << uint16(0);
16575 data
<< uint8(0) << uint8(0) << uint16(0);
16577 charmInfo
->BuildActionBar(&data
);
16579 data
<< uint8(addlist
);
16583 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
16585 CharmSpellEntry
*cspell
= charmInfo
->GetCharmSpell(i
);
16586 if(cspell
->GetAction())
16587 data
<< uint32(cspell
->packedData
);
16591 data
<< uint8(0); // cooldowns count
16593 GetSession()->SendPacket(&data
);
16596 void Player::RemovePetActionBar()
16598 WorldPacket
data(SMSG_PET_SPELLS
, 8);
16600 SendDirectMessage(&data
);
16603 bool Player::IsAffectedBySpellmod(SpellEntry
const *spellInfo
, SpellModifier
*mod
, Spell
const* spell
)
16605 if (!mod
|| !spellInfo
)
16608 if(mod
->charges
== -1 && mod
->lastAffected
) // marked as expired but locked until spell casting finish
16610 // prevent apply to any spell except spell that trigger expire
16613 if(mod
->lastAffected
!= spell
)
16616 else if(mod
->lastAffected
!= FindCurrentSpellBySpellId(spellInfo
->Id
))
16620 return spellmgr
.IsAffectedByMod(spellInfo
, mod
);
16623 void Player::AddSpellMod(SpellModifier
* mod
, bool apply
)
16625 uint16 Opcode
= (mod
->type
== SPELLMOD_FLAT
) ? SMSG_SET_FLAT_SPELL_MODIFIER
: SMSG_SET_PCT_SPELL_MODIFIER
;
16627 for(int eff
=0;eff
<96;++eff
)
16631 if (eff
<64) _mask
= uint64(1) << (eff
- 0);
16632 else _mask2
= uint64(1) << (eff
-64);
16633 if ( mod
->mask
& _mask
|| mod
->mask2
& _mask2
)
16636 for (SpellModList::const_iterator itr
= m_spellMods
[mod
->op
].begin(); itr
!= m_spellMods
[mod
->op
].end(); ++itr
)
16638 if ((*itr
)->type
== mod
->type
&& ((*itr
)->mask
& _mask
|| (*itr
)->mask2
& _mask2
))
16639 val
+= (*itr
)->value
;
16641 val
+= apply
? mod
->value
: -(mod
->value
);
16642 WorldPacket
data(Opcode
, (1+1+4));
16643 data
<< uint8(eff
);
16644 data
<< uint8(mod
->op
);
16645 data
<< int32(val
);
16646 SendDirectMessage(&data
);
16651 m_spellMods
[mod
->op
].push_back(mod
);
16654 if (mod
->charges
== -1)
16655 --m_SpellModRemoveCount
;
16656 m_spellMods
[mod
->op
].remove(mod
);
16661 void Player::RemoveSpellMods(Spell
const* spell
)
16663 if(!spell
|| (m_SpellModRemoveCount
== 0))
16666 for(int i
=0;i
<MAX_SPELLMOD
;++i
)
16668 for (SpellModList::const_iterator itr
= m_spellMods
[i
].begin(); itr
!= m_spellMods
[i
].end();)
16670 SpellModifier
*mod
= *itr
;
16673 if (mod
&& mod
->charges
== -1 && (mod
->lastAffected
== spell
|| mod
->lastAffected
==NULL
))
16675 RemoveAurasDueToSpell(mod
->spellId
);
16676 if (m_spellMods
[i
].empty())
16679 itr
= m_spellMods
[i
].begin();
16685 // send Proficiency
16686 void Player::SendProficiency(uint8 pr1
, uint32 pr2
)
16688 WorldPacket
data(SMSG_SET_PROFICIENCY
, 8);
16689 data
<< pr1
<< pr2
;
16690 GetSession()->SendPacket (&data
);
16693 void Player::RemovePetitionsAndSigns(uint64 guid
, uint32 type
)
16695 QueryResult
*result
= NULL
;
16697 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
16699 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16702 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.
16703 { // and SendPetitionQueryOpcode reads data from the DB
16704 Field
*fields
= result
->Fetch();
16705 uint64 ownerguid
= MAKE_NEW_GUID(fields
[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
16706 uint64 petitionguid
= MAKE_NEW_GUID(fields
[1].GetUInt32(), 0, HIGHGUID_ITEM
);
16708 // send update if charter owner in game
16709 Player
* owner
= objmgr
.GetPlayer(ownerguid
);
16711 owner
->GetSession()->SendPetitionQueryOpcode(petitionguid
);
16713 } while ( result
->NextRow() );
16718 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
16720 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16723 CharacterDatabase
.BeginTransaction();
16726 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid
));
16727 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid
));
16731 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16732 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16734 CharacterDatabase
.CommitTransaction();
16737 void Player::LeaveAllArenaTeams(uint64 guid
)
16739 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
));
16745 Field
*fields
= result
->Fetch();
16746 uint32 at_id
= fields
[0].GetUInt32();
16749 ArenaTeam
* at
= objmgr
.GetArenaTeamById(at_id
);
16751 at
->DelMember(guid
);
16753 } while (result
->NextRow());
16758 void Player::SetRestBonus (float rest_bonus_new
)
16760 // Prevent resting on max level
16761 if(getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
16762 rest_bonus_new
= 0;
16764 if(rest_bonus_new
< 0)
16765 rest_bonus_new
= 0;
16767 float rest_bonus_max
= (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)*1.5/2;
16769 if(rest_bonus_new
> rest_bonus_max
)
16770 m_rest_bonus
= rest_bonus_max
;
16772 m_rest_bonus
= rest_bonus_new
;
16774 // update data for client
16775 if(m_rest_bonus
>10)
16776 SetByteValue(PLAYER_BYTES_2
, 3, 0x01); // Set Reststate = Rested
16777 else if(m_rest_bonus
<=1)
16778 SetByteValue(PLAYER_BYTES_2
, 3, 0x02); // Set Reststate = Normal
16781 SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE
, uint32(m_rest_bonus
));
16784 void Player::HandleStealthedUnitsDetection()
16786 std::list
<Unit
*> stealthedUnits
;
16788 CellPair
p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
16790 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
16791 cell
.SetNoCreate();
16793 MaNGOS::AnyStealthedCheck u_check
;
16794 MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
> searcher(this,stealthedUnits
, u_check
);
16796 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, WorldTypeMapContainer
> world_unit_searcher(searcher
);
16797 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, GridTypeMapContainer
> grid_unit_searcher(searcher
);
16799 CellLock
<GridReadGuard
> cell_lock(cell
, p
);
16800 cell_lock
->Visit(cell_lock
, world_unit_searcher
, *GetMap(), *this, MAX_PLAYER_STEALTH_DETECT_RANGE
);
16801 cell_lock
->Visit(cell_lock
, grid_unit_searcher
, *GetMap(), *this, MAX_PLAYER_STEALTH_DETECT_RANGE
);
16803 WorldObject
const* viewPoint
= GetViewPoint();
16805 for (std::list
<Unit
*>::const_iterator i
= stealthedUnits
.begin(); i
!= stealthedUnits
.end(); ++i
)
16810 bool hasAtClient
= HaveAtClient((*i
));
16811 bool hasDetected
= (*i
)->isVisibleForOrDetect(this, viewPoint
, true);
16817 (*i
)->SendUpdateToPlayer(this);
16818 m_clientGUIDs
.insert((*i
)->GetGUID());
16820 #ifdef MANGOS_DEBUG
16821 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
16822 sLog
.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i
)->GetGUIDLow(),(*i
)->GetTypeId(),GetGUIDLow(),GetDistance(*i
));
16825 // target aura duration for caster show only if target exist at caster client
16826 // send data at target visibility change (adding to client)
16827 if((*i
)!=this && (*i
)->isType(TYPEMASK_UNIT
))
16828 SendAurasForTarget(*i
);
16835 (*i
)->DestroyForPlayer(this);
16836 m_clientGUIDs
.erase((*i
)->GetGUID());
16842 bool Player::ActivateTaxiPathTo(std::vector
<uint32
> const& nodes
, Creature
* npc
/*= NULL*/, uint32 spellid
/*= 0*/)
16844 if(nodes
.size() < 2)
16847 // 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
16848 if(GetSession()->isLogingOut() || isInCombat())
16850 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16851 data
<< uint32(ERR_TAXIPLAYERBUSY
);
16852 GetSession()->SendPacket(&data
);
16856 if(HasFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_DISABLE_MOVE
))
16862 // not let cheating with start flight mounted
16865 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16866 data
<< uint32(ERR_TAXIPLAYERALREADYMOUNTED
);
16867 GetSession()->SendPacket(&data
);
16871 if( m_ShapeShiftFormSpellId
&& m_form
!= FORM_BATTLESTANCE
&& m_form
!= FORM_BERSERKERSTANCE
&& m_form
!= FORM_DEFENSIVESTANCE
&& m_form
!= FORM_SHADOW
)
16873 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16874 data
<< uint32(ERR_TAXIPLAYERSHAPESHIFTED
);
16875 GetSession()->SendPacket(&data
);
16879 // 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
16880 if(IsNonMeleeSpellCasted(false))
16882 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16883 data
<< uint32(ERR_TAXIPLAYERBUSY
);
16884 GetSession()->SendPacket(&data
);
16888 // cast case or scripted call case
16891 RemoveSpellsCausingAura(SPELL_AURA_MOUNTED
);
16893 if( m_ShapeShiftFormSpellId
&& m_form
!= FORM_BATTLESTANCE
&& m_form
!= FORM_BERSERKERSTANCE
&& m_form
!= FORM_DEFENSIVESTANCE
&& m_form
!= FORM_SHADOW
)
16894 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId
);
16896 if (Spell
* spell
= GetCurrentSpell(CURRENT_GENERIC_SPELL
))
16897 if (spell
->m_spellInfo
->Id
!= spellid
)
16898 InterruptSpell(CURRENT_GENERIC_SPELL
,false);
16900 InterruptSpell(CURRENT_AUTOREPEAT_SPELL
,false);
16902 if (Spell
* spell
= GetCurrentSpell(CURRENT_CHANNELED_SPELL
))
16903 if (spell
->m_spellInfo
->Id
!= spellid
)
16904 InterruptSpell(CURRENT_CHANNELED_SPELL
,true);
16907 uint32 sourcenode
= nodes
[0];
16909 // starting node too far away (cheat?)
16910 TaxiNodesEntry
const* node
= sTaxiNodesStore
.LookupEntry(sourcenode
);
16913 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16914 data
<< uint32(ERR_TAXINOSUCHPATH
);
16915 GetSession()->SendPacket(&data
);
16919 // check node starting pos data set case if provided
16920 if (node
->x
!= 0.0f
|| node
->y
!= 0.0f
|| node
->z
!= 0.0f
)
16922 if (node
->map_id
!= GetMapId() ||
16923 (node
->x
- GetPositionX())*(node
->x
- GetPositionX())+
16924 (node
->y
- GetPositionY())*(node
->y
- GetPositionY())+
16925 (node
->z
- GetPositionZ())*(node
->z
- GetPositionZ()) >
16926 (2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
))
16928 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16929 data
<< uint32(ERR_TAXITOOFARAWAY
);
16930 GetSession()->SendPacket(&data
);
16934 // node must have pos if taxi master case (npc != NULL)
16937 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16938 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
16939 GetSession()->SendPacket(&data
);
16943 // Prepare to flight start now
16945 // stop combat at start taxi flight if any
16948 // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
16951 // clean not finished taxi path if any
16952 m_taxi
.ClearTaxiDestinations();
16954 // 0 element current node
16955 m_taxi
.AddTaxiDestination(sourcenode
);
16957 // fill destinations path tail
16958 uint32 sourcepath
= 0;
16959 uint32 totalcost
= 0;
16961 uint32 prevnode
= sourcenode
;
16962 uint32 lastnode
= 0;
16964 for(uint32 i
= 1; i
< nodes
.size(); ++i
)
16968 lastnode
= nodes
[i
];
16969 objmgr
.GetTaxiPath(prevnode
, lastnode
, path
, cost
);
16973 m_taxi
.ClearTaxiDestinations();
16979 if(prevnode
== sourcenode
)
16982 m_taxi
.AddTaxiDestination(lastnode
);
16984 prevnode
= lastnode
;
16987 // get mount model (in case non taximaster (npc==NULL) allow more wide lookup)
16988 uint32 mount_display_id
= objmgr
.GetTaxiMountDisplayId(sourcenode
, GetTeam(), npc
== NULL
);
16990 // in spell case allow 0 model
16991 if ((mount_display_id
== 0 && spellid
== 0) || sourcepath
== 0)
16993 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16994 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
16995 GetSession()->SendPacket(&data
);
16996 m_taxi
.ClearTaxiDestinations();
17000 uint32 money
= GetMoney();
17003 totalcost
= (uint32
)ceil(totalcost
*GetReputationPriceDiscount(npc
));
17005 if(money
< totalcost
)
17007 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17008 data
<< uint32(ERR_TAXINOTENOUGHMONEY
);
17009 GetSession()->SendPacket(&data
);
17010 m_taxi
.ClearTaxiDestinations();
17014 //Checks and preparations done, DO FLIGHT
17015 ModifyMoney(-(int32
)totalcost
);
17016 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING
, totalcost
);
17017 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FLIGHT_PATHS_TAKEN
, 1);
17019 // prevent stealth flight
17020 RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH
);
17022 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17023 data
<< uint32(ERR_TAXIOK
);
17024 GetSession()->SendPacket(&data
);
17026 sLog
.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY");
17028 GetSession()->SendDoFlight(mount_display_id
, sourcepath
);
17033 bool Player::ActivateTaxiPathTo( uint32 taxi_path_id
, uint32 spellid
/*= 0*/ )
17035 TaxiPathEntry
const* entry
= sTaxiPathStore
.LookupEntry(taxi_path_id
);
17039 std::vector
<uint32
> nodes
;
17042 nodes
[0] = entry
->from
;
17043 nodes
[1] = entry
->to
;
17045 return ActivateTaxiPathTo(nodes
,NULL
,spellid
);
17048 void Player::ContinueTaxiFlight()
17050 uint32 sourceNode
= m_taxi
.GetTaxiSource();
17054 sLog
.outDebug( "WORLD: Restart character %u taxi flight", GetGUIDLow() );
17056 uint32 mountDisplayId
= objmgr
.GetTaxiMountDisplayId(sourceNode
, GetTeam(),true);
17057 uint32 path
= m_taxi
.GetCurrentTaxiPath();
17059 // search appropriate start path node
17060 uint32 startNode
= 0;
17062 TaxiPathNodeList
const& nodeList
= sTaxiPathNodesByPath
[path
];
17064 float distPrev
= MAP_SIZE
*MAP_SIZE
;
17066 (nodeList
[0].x
-GetPositionX())*(nodeList
[0].x
-GetPositionX())+
17067 (nodeList
[0].y
-GetPositionY())*(nodeList
[0].y
-GetPositionY())+
17068 (nodeList
[0].z
-GetPositionZ())*(nodeList
[0].z
-GetPositionZ());
17070 for(uint32 i
= 1; i
< nodeList
.size(); ++i
)
17072 TaxiPathNode
const& node
= nodeList
[i
];
17073 TaxiPathNode
const& prevNode
= nodeList
[i
-1];
17075 // skip nodes at another map
17076 if(node
.mapid
!= GetMapId())
17079 distPrev
= distNext
;
17082 (node
.x
-GetPositionX())*(node
.x
-GetPositionX())+
17083 (node
.y
-GetPositionY())*(node
.y
-GetPositionY())+
17084 (node
.z
-GetPositionZ())*(node
.z
-GetPositionZ());
17087 (node
.x
-prevNode
.x
)*(node
.x
-prevNode
.x
)+
17088 (node
.y
-prevNode
.y
)*(node
.y
-prevNode
.y
)+
17089 (node
.z
-prevNode
.z
)*(node
.z
-prevNode
.z
);
17091 if(distNext
+ distPrev
< distNodes
)
17098 GetSession()->SendDoFlight(mountDisplayId
, path
, startNode
);
17101 void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask
, uint32 unTimeMs
)
17103 // last check 2.0.10
17104 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+m_spells
.size()*8);
17106 data
<< uint8(0x0); // flags (0x1, 0x2)
17107 time_t curTime
= time(NULL
);
17108 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
17110 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
17112 uint32 unSpellId
= itr
->first
;
17113 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(unSpellId
);
17120 // Not send cooldown for this spells
17121 if (spellInfo
->Attributes
& SPELL_ATTR_DISABLED_WHILE_ACTIVE
)
17124 if((idSchoolMask
& GetSpellSchoolMask(spellInfo
)) && GetSpellCooldownDelay(unSpellId
) < unTimeMs
)
17126 data
<< uint32(unSpellId
);
17127 data
<< uint32(unTimeMs
); // in m.secs
17128 AddSpellCooldown(unSpellId
, 0, curTime
+ unTimeMs
/IN_MILISECONDS
);
17131 GetSession()->SendPacket(&data
);
17134 void Player::InitDataForForm(bool reapplyMods
)
17136 SpellShapeshiftEntry
const* ssEntry
= sSpellShapeshiftStore
.LookupEntry(m_form
);
17137 if(ssEntry
&& ssEntry
->attackSpeed
)
17139 SetAttackTime(BASE_ATTACK
,ssEntry
->attackSpeed
);
17140 SetAttackTime(OFF_ATTACK
,ssEntry
->attackSpeed
);
17141 SetAttackTime(RANGED_ATTACK
, BASE_ATTACK_TIME
);
17144 SetRegularAttackTime();
17150 if(getPowerType()!=POWER_ENERGY
)
17151 setPowerType(POWER_ENERGY
);
17155 case FORM_DIREBEAR
:
17157 if(getPowerType()!=POWER_RAGE
)
17158 setPowerType(POWER_RAGE
);
17161 default: // 0, for example
17163 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(getClass());
17164 if(cEntry
&& cEntry
->powerType
< MAX_POWERS
&& uint32(getPowerType()) != cEntry
->powerType
)
17165 setPowerType(Powers(cEntry
->powerType
));
17170 // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
17172 UpdateEquipSpellsAtFormChange();
17174 UpdateAttackPowerAndDamage();
17175 UpdateAttackPowerAndDamage(true);
17178 void Player::InitDisplayIds()
17180 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(getRace(), getClass());
17183 sLog
.outError("Player %u has incorrect race/class pair. Can't init display ids.", GetGUIDLow());
17187 uint8 gender
= getGender();
17190 case GENDER_FEMALE
:
17191 SetDisplayId(info
->displayId_f
);
17192 SetNativeDisplayId(info
->displayId_f
);
17195 SetDisplayId(info
->displayId_m
);
17196 SetNativeDisplayId(info
->displayId_m
);
17199 sLog
.outError("Invalid gender %u for player",gender
);
17204 // Return true is the bought item has a max count to force refresh of window by caller
17205 bool Player::BuyItemFromVendor(uint64 vendorguid
, uint32 item
, uint8 count
, uint8 bag
, uint8 slot
)
17207 // cheating attempt
17208 if (count
< 1) count
= 1;
17213 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype( item
);
17216 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, NULL
, item
, 0);
17220 Creature
*pCreature
= GetNPCIfCanInteractWith(vendorguid
,UNIT_NPC_FLAG_VENDOR
);
17223 sLog
.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid
)) );
17224 SendBuyError( BUY_ERR_DISTANCE_TOO_FAR
, NULL
, item
, 0);
17228 VendorItemData
const* vItems
= pCreature
->GetVendorItems();
17229 if(!vItems
|| vItems
->Empty())
17231 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
17235 size_t vendor_slot
= vItems
->FindItemSlot(item
);
17236 if (vendor_slot
>= vItems
->GetItemCount())
17238 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
17242 VendorItem
const* crItem
= vItems
->m_items
[vendor_slot
];
17244 // check current item amount if it limited
17245 if (crItem
->maxcount
!= 0)
17247 if (pCreature
->GetVendorItemCurrentCount(crItem
) < pProto
->BuyCount
* count
)
17249 SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD
, pCreature
, item
, 0);
17254 if (uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
17256 SendBuyError( BUY_ERR_REPUTATION_REQUIRE
, pCreature
, item
, 0);
17260 if (crItem
->ExtendedCost
)
17262 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17265 sLog
.outError("Item %u have wrong ExtendedCost field value %u", pProto
->ItemId
, crItem
->ExtendedCost
);
17269 // honor points price
17270 if (GetHonorPoints() < (iece
->reqhonorpoints
* count
))
17272 SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS
, NULL
, NULL
);
17276 // arena points price
17277 if (GetArenaPoints() < (iece
->reqarenapoints
* count
))
17279 SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS
, NULL
, NULL
);
17284 for (uint8 i
= 0; i
< 5; ++i
)
17286 if(iece
->reqitem
[i
] && !HasItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
)))
17288 SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS
, NULL
, NULL
);
17293 // check for personal arena rating requirement
17294 if( GetMaxPersonalArenaRatingRequirement() < iece
->reqpersonalarenarating
)
17296 // probably not the proper equip err
17297 SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK
,NULL
,NULL
);
17302 uint32 price
= pProto
->BuyPrice
* count
;
17304 // reputation discount
17305 price
= uint32(floor(price
* GetReputationPriceDiscount(pCreature
)));
17307 if (GetMoney() < price
)
17309 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, pCreature
, item
, 0);
17313 if ((bag
== NULL_BAG
&& slot
== NULL_SLOT
) || IsInventoryPos(bag
, slot
))
17315 ItemPosCountVec dest
;
17316 uint8 msg
= CanStoreNewItem( bag
, slot
, dest
, item
, pProto
->BuyCount
* count
);
17317 if (msg
!= EQUIP_ERR_OK
)
17319 SendEquipError( msg
, NULL
, NULL
);
17323 ModifyMoney( -(int32
)price
);
17324 if (crItem
->ExtendedCost
) // case for new honor system
17326 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17327 if (iece
->reqhonorpoints
)
17328 ModifyHonorPoints( - int32(iece
->reqhonorpoints
* count
));
17329 if (iece
->reqarenapoints
)
17330 ModifyArenaPoints( - int32(iece
->reqarenapoints
* count
));
17331 for (uint8 i
= 0; i
< 5; ++i
)
17333 if (iece
->reqitem
[i
])
17334 DestroyItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
), true);
17338 if (Item
*it
= StoreNewItem( dest
, item
, true ))
17340 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
17342 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
17343 data
<< pCreature
->GetGUID();
17344 data
<< (uint32
)(vendor_slot
+1); // numbered from 1 at client
17345 data
<< (uint32
)(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
17346 data
<< (uint32
)count
;
17347 GetSession()->SendPacket(&data
);
17349 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
17352 else if (IsEquipmentPos(bag
, slot
))
17354 if (pProto
->BuyCount
* count
!= 1)
17356 SendEquipError( EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
, NULL
, NULL
);
17361 uint8 msg
= CanEquipNewItem( slot
, dest
, item
, false );
17362 if (msg
!= EQUIP_ERR_OK
)
17364 SendEquipError( msg
, NULL
, NULL
);
17368 ModifyMoney( -(int32
)price
);
17369 if (crItem
->ExtendedCost
) // case for new honor system
17371 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17372 if (iece
->reqhonorpoints
)
17373 ModifyHonorPoints( - int32(iece
->reqhonorpoints
));
17374 if (iece
->reqarenapoints
)
17375 ModifyArenaPoints( - int32(iece
->reqarenapoints
));
17376 for (uint8 i
= 0; i
< 5; ++i
)
17378 if(iece
->reqitem
[i
])
17379 DestroyItemCount(iece
->reqitem
[i
], iece
->reqitemcount
[i
], true);
17383 if (Item
*it
= EquipNewItem( dest
, item
, true ))
17385 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
17387 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
17388 data
<< pCreature
->GetGUID();
17389 data
<< (uint32
)(vendor_slot
+1); // numbered from 1 at client
17390 data
<< (uint32
)(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
17391 data
<< (uint32
)count
;
17392 GetSession()->SendPacket(&data
);
17394 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
17396 AutoUnequipOffhandIfNeed();
17401 SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
, NULL
, NULL
);
17405 return crItem
->maxcount
!= 0;
17408 uint32
Player::GetMaxPersonalArenaRatingRequirement()
17410 // returns the maximal personal arena rating that can be used to purchase items requiring this condition
17411 // the personal rating of the arena team must match the required limit as well
17412 // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
17413 uint32 max_personal_rating
= 0;
17414 for(int i
= 0; i
< MAX_ARENA_SLOT
; ++i
)
17416 if(ArenaTeam
* at
= objmgr
.GetArenaTeamById(GetArenaTeamId(i
)))
17418 uint32 p_rating
= GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (i
* 6) + 5);
17419 uint32 t_rating
= at
->GetRating();
17420 p_rating
= p_rating
<t_rating
? p_rating
: t_rating
;
17421 if(max_personal_rating
< p_rating
)
17422 max_personal_rating
= p_rating
;
17425 return max_personal_rating
;
17428 void Player::UpdateHomebindTime(uint32 time
)
17430 // GMs never get homebind timer online
17431 if (m_InstanceValid
|| isGameMaster())
17433 if(m_HomebindTimer
) // instance valid, but timer not reset
17436 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
17439 GetSession()->SendPacket(&data
);
17441 // instance is valid, reset homebind timer
17442 m_HomebindTimer
= 0;
17444 else if (m_HomebindTimer
> 0)
17446 if (time
>= m_HomebindTimer
)
17448 // teleport to nearest graveyard
17449 RepopAtGraveyard();
17452 m_HomebindTimer
-= time
;
17456 // instance is invalid, start homebind timer
17457 m_HomebindTimer
= 60000;
17458 // send message to player
17459 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
17460 data
<< m_HomebindTimer
;
17462 GetSession()->SendPacket(&data
);
17463 sLog
.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow());
17467 void Player::UpdatePvP(bool state
, bool ovrride
)
17469 if(!state
|| ovrride
)
17472 pvpInfo
.endTimer
= 0;
17476 if(pvpInfo
.endTimer
!= 0)
17477 pvpInfo
.endTimer
= time(NULL
);
17483 void Player::AddSpellAndCategoryCooldowns(SpellEntry
const* spellInfo
, uint32 itemId
, Spell
* spell
, bool infinityCooldown
)
17485 // init cooldown values
17490 // some special item spells without correct cooldown in SpellInfo
17491 // cooldown information stored in item prototype
17492 // This used in same way in WorldSession::HandleItemQuerySingleOpcode data sending to client.
17496 if(ItemPrototype
const* proto
= ObjectMgr::GetItemPrototype(itemId
))
17498 for(int idx
= 0; idx
< 5; ++idx
)
17500 if(proto
->Spells
[idx
].SpellId
== spellInfo
->Id
)
17502 cat
= proto
->Spells
[idx
].SpellCategory
;
17503 rec
= proto
->Spells
[idx
].SpellCooldown
;
17504 catrec
= proto
->Spells
[idx
].SpellCategoryCooldown
;
17511 // if no cooldown found above then base at DBC data
17512 if(rec
< 0 && catrec
< 0)
17514 cat
= spellInfo
->Category
;
17515 rec
= spellInfo
->RecoveryTime
;
17516 catrec
= spellInfo
->CategoryRecoveryTime
;
17519 time_t curTime
= time(NULL
);
17524 // overwrite time for selected category
17525 if(infinityCooldown
)
17527 // use +MONTH as infinity mark for spell cooldown (will checked as MONTH/2 at save ans skipped)
17528 // but not allow ignore until reset or re-login
17529 catrecTime
= catrec
> 0 ? curTime
+infinityCooldownDelay
: 0;
17530 recTime
= rec
> 0 ? curTime
+infinityCooldownDelay
: catrecTime
;
17534 // shoot spells used equipped item cooldown values already assigned in GetAttackTime(RANGED_ATTACK)
17535 // prevent 0 cooldowns set by another way
17536 if (rec
<= 0 && catrec
<= 0 && (cat
== 76 || IsAutoRepeatRangedSpell(spellInfo
) && spellInfo
->Id
!= SPELL_ID_AUTOSHOT
))
17537 rec
= GetAttackTime(RANGED_ATTACK
);
17539 // Now we have cooldown data (if found any), time to apply mods
17541 ApplySpellMod(spellInfo
->Id
, SPELLMOD_COOLDOWN
, rec
, spell
);
17544 ApplySpellMod(spellInfo
->Id
, SPELLMOD_COOLDOWN
, catrec
, spell
);
17546 // replace negative cooldowns by 0
17547 if (rec
< 0) rec
= 0;
17548 if (catrec
< 0) catrec
= 0;
17550 // no cooldown after applying spell mods
17551 if( rec
== 0 && catrec
== 0)
17554 catrecTime
= catrec
? curTime
+catrec
/IN_MILISECONDS
: 0;
17555 recTime
= rec
? curTime
+rec
/IN_MILISECONDS
: catrecTime
;
17558 // self spell cooldown
17560 AddSpellCooldown(spellInfo
->Id
, itemId
, recTime
);
17563 if (cat
&& catrec
> 0)
17565 SpellCategoryStore::const_iterator i_scstore
= sSpellCategoryStore
.find(cat
);
17566 if(i_scstore
!= sSpellCategoryStore
.end())
17568 for(SpellCategorySet::const_iterator i_scset
= i_scstore
->second
.begin(); i_scset
!= i_scstore
->second
.end(); ++i_scset
)
17570 if(*i_scset
== spellInfo
->Id
) // skip main spell, already handled above
17573 AddSpellCooldown(*i_scset
, itemId
, catrecTime
);
17579 void Player::AddSpellCooldown(uint32 spellid
, uint32 itemid
, time_t end_time
)
17583 sc
.itemid
= itemid
;
17584 m_spellCooldowns
[spellid
] = sc
;
17587 void Player::SendCooldownEvent(SpellEntry
const *spellInfo
, uint32 itemId
, Spell
* spell
)
17589 // start cooldowns at server side, if any
17590 AddSpellAndCategoryCooldowns(spellInfo
,itemId
,spell
);
17592 // Send activate cooldown timer (possible 0) at client side
17593 WorldPacket
data(SMSG_COOLDOWN_EVENT
, (4+8));
17594 data
<< spellInfo
->Id
;
17596 SendDirectMessage(&data
);
17599 void Player::UpdatePotionCooldown(Spell
* spell
)
17601 // no potion used i combat or still in combat
17602 if(!m_lastPotionId
|| isInCombat())
17605 // Call not from spell cast, send cooldown event for item spells if no in combat
17608 // spell/item pair let set proper cooldown (except not existed charged spell cooldown spellmods for potions)
17609 if(ItemPrototype
const* proto
= ObjectMgr::GetItemPrototype(m_lastPotionId
))
17610 for(int idx
= 0; idx
< 5; ++idx
)
17611 if(proto
->Spells
[idx
].SpellId
&& proto
->Spells
[idx
].SpellTrigger
== ITEM_SPELLTRIGGER_ON_USE
)
17612 if(SpellEntry
const* spellInfo
= sSpellStore
.LookupEntry(proto
->Spells
[idx
].SpellId
))
17613 SendCooldownEvent(spellInfo
,m_lastPotionId
);
17615 // from spell cases (m_lastPotionId set in Spell::SendSpellCooldown)
17617 SendCooldownEvent(spell
->m_spellInfo
,m_lastPotionId
,spell
);
17619 m_lastPotionId
= 0;
17622 //slot to be excluded while counting
17623 bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition
, int8 slot
)
17625 if(!enchantmentcondition
)
17628 SpellItemEnchantmentConditionEntry
const *Condition
= sSpellItemEnchantmentConditionStore
.LookupEntry(enchantmentcondition
);
17633 uint8 curcount
[4] = {0, 0, 0, 0};
17635 //counting current equipped gem colors
17636 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
17640 Item
*pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
17641 if(pItem2
&& pItem2
->GetProto()->Socket
[0].Color
)
17643 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17645 uint32 enchant_id
= pItem2
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17649 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17653 uint32 gemid
= enchantEntry
->GemID
;
17657 ItemPrototype
const* gemProto
= sItemStorage
.LookupEntry
<ItemPrototype
>(gemid
);
17661 GemPropertiesEntry
const* gemProperty
= sGemPropertiesStore
.LookupEntry(gemProto
->GemProperties
);
17665 uint8 GemColor
= gemProperty
->color
;
17667 for(uint8 b
= 0, tmpcolormask
= 1; b
< 4; b
++, tmpcolormask
<<= 1)
17669 if(tmpcolormask
& GemColor
)
17676 bool activate
= true;
17678 for(int i
= 0; i
< 5; ++i
)
17680 if(!Condition
->Color
[i
])
17683 uint32 _cur_gem
= curcount
[Condition
->Color
[i
] - 1];
17685 // if have <CompareColor> use them as count, else use <value> from Condition
17686 uint32 _cmp_gem
= Condition
->CompareColor
[i
] ? curcount
[Condition
->CompareColor
[i
] - 1]: Condition
->Value
[i
];
17688 switch(Condition
->Comparator
[i
])
17690 case 2: // requires less <color> than (<value> || <comparecolor>) gems
17691 activate
&= (_cur_gem
< _cmp_gem
) ? true : false;
17693 case 3: // requires more <color> than (<value> || <comparecolor>) gems
17694 activate
&= (_cur_gem
> _cmp_gem
) ? true : false;
17696 case 5: // requires at least <color> than (<value> || <comparecolor>) gems
17697 activate
&= (_cur_gem
>= _cmp_gem
) ? true : false;
17702 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");
17707 void Player::CorrectMetaGemEnchants(uint8 exceptslot
, bool apply
)
17709 //cycle all equipped items
17710 for(uint32 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
17712 //enchants for the slot being socketed are handled by Player::ApplyItemMods
17713 if(slot
== exceptslot
)
17716 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
17718 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
)
17721 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17723 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17727 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17731 uint32 condition
= enchantEntry
->EnchantmentCondition
;
17734 //was enchant active with/without item?
17735 bool wasactive
= EnchantmentFitsRequirements(condition
, apply
? exceptslot
: -1);
17736 //should it now be?
17737 if(wasactive
!= EnchantmentFitsRequirements(condition
, apply
? -1 : exceptslot
))
17739 // ignore item gem conditions
17740 //if state changed, (dis)apply enchant
17741 ApplyEnchantment(pItem
,EnchantmentSlot(enchant_slot
),!wasactive
,true,true);
17748 //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
17749 void Player::ToggleMetaGemsActive(uint8 exceptslot
, bool apply
)
17751 //cycle all equipped items
17752 for(int slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
17754 //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
17755 if(slot
== exceptslot
)
17758 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
17760 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
) //if item has no sockets or no item is equipped go to next item
17763 //cycle all (gem)enchants
17764 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17766 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17767 if(!enchant_id
) //if no enchant go to next enchant(slot)
17770 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17774 //only metagems to be (de)activated, so only enchants with condition
17775 uint32 condition
= enchantEntry
->EnchantmentCondition
;
17777 ApplyEnchantment(pItem
,EnchantmentSlot(enchant_slot
), apply
);
17782 void Player::SetBattleGroundEntryPoint()
17785 if (!m_taxi
.empty())
17787 m_bgData
.mountSpell
= 0;
17788 m_bgData
.taxiPath
[0] = m_taxi
.GetTaxiSource();
17789 m_bgData
.taxiPath
[1] = m_taxi
.GetTaxiDestination();
17791 // On taxi we don't need check for dungeon
17792 m_bgData
.joinPos
= WorldLocation(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
17797 m_bgData
.ClearTaxiPath();
17799 // Mount spell id storing
17802 AuraList
const& auras
= GetAurasByType(SPELL_AURA_MOUNTED
);
17803 if (!auras
.empty())
17804 m_bgData
.mountSpell
= (*auras
.begin())->GetId();
17807 m_bgData
.mountSpell
= 0;
17809 // If map is dungeon find linked graveyard
17810 if(GetMap()->IsDungeon())
17812 if (const WorldSafeLocsEntry
* entry
= objmgr
.GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam()))
17814 m_bgData
.joinPos
= WorldLocation(entry
->map_id
, entry
->x
, entry
->y
, entry
->z
, 0.0f
);
17818 sLog
.outError("SetBattleGroundEntryPoint: Dungeon map %u has no linked graveyard, setting home location as entry point.", GetMapId());
17820 // If new entry point is not BG or arena set it
17821 else if (!GetMap()->IsBattleGroundOrArena())
17823 m_bgData
.joinPos
= WorldLocation(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
17828 // In error cases use homebind position
17829 m_bgData
.joinPos
= WorldLocation(m_homebindMapId
, m_homebindX
, m_homebindY
, m_homebindZ
, 0.0f
);
17832 void Player::LeaveBattleground(bool teleportToEntryPoint
)
17834 if(BattleGround
*bg
= GetBattleGround())
17836 bg
->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint
, true);
17838 // call after remove to be sure that player resurrected for correct cast
17839 if( bg
->isBattleGround() && !isGameMaster() && sWorld
.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER
) )
17841 if( bg
->GetStatus() == STATUS_IN_PROGRESS
|| bg
->GetStatus() == STATUS_WAIT_JOIN
)
17843 //lets check if player was teleported from BG and schedule delayed Deserter spell cast
17844 if(IsBeingTeleportedFar())
17846 ScheduleDelayedOperation(DELAYED_SPELL_CAST_DESERTER
);
17850 CastSpell(this, 26013, true); // Deserter
17856 bool Player::CanJoinToBattleground() const
17858 // check Deserter debuff
17859 if(GetDummyAura(26013))
17865 bool Player::CanReportAfkDueToLimit()
17867 // a player can complain about 15 people per 5 minutes
17868 if(m_bgData
.bgAfkReportedCount
++ >= 15)
17874 ///This player has been blamed to be inactive in a battleground
17875 void Player::ReportedAfkBy(Player
* reporter
)
17877 BattleGround
*bg
= GetBattleGround();
17878 if(!bg
|| bg
!= reporter
->GetBattleGround() || GetTeam() != reporter
->GetTeam())
17881 // check if player has 'Idle' or 'Inactive' debuff
17882 if(m_bgData
.bgAfkReporter
.find(reporter
->GetGUIDLow())==m_bgData
.bgAfkReporter
.end() && !HasAura(43680,0) && !HasAura(43681,0) && reporter
->CanReportAfkDueToLimit())
17884 m_bgData
.bgAfkReporter
.insert(reporter
->GetGUIDLow());
17885 // 3 players have to complain to apply debuff
17886 if(m_bgData
.bgAfkReporter
.size() >= 3)
17888 // cast 'Idle' spell
17889 CastSpell(this, 43680, true);
17890 m_bgData
.bgAfkReporter
.clear();
17895 WorldObject
const* Player::GetViewPoint() const
17897 if(uint64 far_sight
= GetFarSight())
17899 WorldObject
const* viewPoint
= ObjectAccessor::GetWorldObject(*this,far_sight
);
17900 return viewPoint
? viewPoint
: this; // always expected not NULL
17906 bool Player::IsVisibleInGridForPlayer( Player
* pl
) const
17908 // gamemaster in GM mode see all, including ghosts
17909 if(pl
->isGameMaster() && GetSession()->GetSecurity() <= pl
->GetSession()->GetSecurity())
17912 // It seems in battleground everyone sees everyone, except the enemy-faction ghosts
17913 if (InBattleGround())
17915 if (!(isAlive() || m_deathTimer
> 0) && !IsFriendlyTo(pl
) )
17920 // Live player see live player or dead player with not realized corpse
17921 if(pl
->isAlive() || pl
->m_deathTimer
> 0)
17923 return isAlive() || m_deathTimer
> 0;
17926 // Ghost see other friendly ghosts, that's for sure
17927 if(!(isAlive() || m_deathTimer
> 0) && IsFriendlyTo(pl
))
17930 // Dead player see live players near own corpse
17933 Corpse
*corpse
= pl
->GetCorpse();
17936 // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
17937 if(corpse
->IsWithinDistInMap(this,(20+25)*sWorld
.getRate(RATE_CREATURE_AGGRO
)))
17942 // and not see any other
17946 bool Player::IsVisibleGloballyFor( Player
* u
) const
17951 // Always can see self
17955 // Visible units, always are visible for all players
17956 if (GetVisibility() == VISIBILITY_ON
)
17959 // GMs are visible for higher gms (or players are visible for gms)
17960 if (u
->GetSession()->GetSecurity() > SEC_PLAYER
)
17961 return GetSession()->GetSecurity() <= u
->GetSession()->GetSecurity();
17963 // non faction visibility non-breakable for non-GMs
17964 if (GetVisibility() == VISIBILITY_OFF
)
17967 // non-gm stealth/invisibility not hide from global player lists
17971 void Player::UpdateVisibilityOf(WorldObject
const* viewPoint
, WorldObject
* target
)
17973 if(HaveAtClient(target
))
17975 if(!target
->isVisibleForInState(this, viewPoint
, true))
17977 target
->DestroyForPlayer(this);
17978 m_clientGUIDs
.erase(target
->GetGUID());
17980 #ifdef MANGOS_DEBUG
17981 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17982 sLog
.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
17988 if(target
->isVisibleForInState(this, viewPoint
, false))
17990 target
->SendUpdateToPlayer(this);
17991 if(target
->GetTypeId()!=TYPEID_GAMEOBJECT
||!((GameObject
*)target
)->IsTransport())
17992 m_clientGUIDs
.insert(target
->GetGUID());
17994 #ifdef MANGOS_DEBUG
17995 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17996 sLog
.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
17999 // target aura duration for caster show only if target exist at caster client
18000 // send data at target visibility change (adding to client)
18001 if(target
!=this && target
->isType(TYPEMASK_UNIT
))
18002 SendAurasForTarget((Unit
*)target
);
18004 if(target
->GetTypeId()==TYPEID_UNIT
&& ((Creature
*)target
)->isAlive())
18005 ((Creature
*)target
)->SendMonsterMoveWithSpeedToCurrentDestination(this);
18011 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, T
* target
)
18013 s64
.insert(target
->GetGUID());
18017 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, GameObject
* target
)
18019 if(!target
->IsTransport())
18020 s64
.insert(target
->GetGUID());
18024 void Player::UpdateVisibilityOf(WorldObject
const* viewPoint
, T
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
)
18026 if(HaveAtClient(target
))
18028 if(!target
->isVisibleForInState(this,viewPoint
,true))
18030 target
->BuildOutOfRangeUpdateBlock(&data
);
18031 m_clientGUIDs
.erase(target
->GetGUID());
18033 #ifdef MANGOS_DEBUG
18034 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
18035 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
));
18041 if(target
->isVisibleForInState(this,viewPoint
,false))
18043 visibleNow
.insert(target
);
18044 target
->BuildUpdate(data_updates
);
18045 target
->BuildCreateUpdateBlockForPlayer(&data
, this);
18046 UpdateVisibilityOf_helper(m_clientGUIDs
,target
);
18048 #ifdef MANGOS_DEBUG
18049 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
18050 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
));
18056 template void Player::UpdateVisibilityOf(WorldObject
const* viewPoint
, Player
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
18057 template void Player::UpdateVisibilityOf(WorldObject
const* viewPoint
, Creature
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
18058 template void Player::UpdateVisibilityOf(WorldObject
const* viewPoint
, Corpse
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
18059 template void Player::UpdateVisibilityOf(WorldObject
const* viewPoint
, GameObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
18060 template void Player::UpdateVisibilityOf(WorldObject
const* viewPoint
, DynamicObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
18062 void Player::InitPrimaryProfessions()
18064 SetFreePrimaryProfessions(sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
));
18067 void Player::SendComboPoints()
18069 Unit
*combotarget
= ObjectAccessor::GetUnit(*this, m_comboTarget
);
18072 WorldPacket
data(SMSG_UPDATE_COMBO_POINTS
, combotarget
->GetPackGUID().size()+1);
18073 data
.append(combotarget
->GetPackGUID());
18074 data
<< uint8(m_comboPoints
);
18075 GetSession()->SendPacket(&data
);
18079 void Player::AddComboPoints(Unit
* target
, int8 count
)
18084 // without combo points lost (duration checked in aura)
18085 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
18087 if(target
->GetGUID() == m_comboTarget
)
18089 m_comboPoints
+= count
;
18094 if(Unit
* target2
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
18095 target2
->RemoveComboPointHolder(GetGUIDLow());
18097 m_comboTarget
= target
->GetGUID();
18098 m_comboPoints
= count
;
18100 target
->AddComboPointHolder(GetGUIDLow());
18103 if (m_comboPoints
> 5) m_comboPoints
= 5;
18104 if (m_comboPoints
< 0) m_comboPoints
= 0;
18109 void Player::ClearComboPoints()
18114 // without combopoints lost (duration checked in aura)
18115 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
18121 if(Unit
* target
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
18122 target
->RemoveComboPointHolder(GetGUIDLow());
18127 void Player::SetGroup(Group
*group
, int8 subgroup
)
18133 // never use SetGroup without a subgroup unless you specify NULL for group
18134 assert(subgroup
>= 0);
18135 m_group
.link(group
, this);
18136 m_group
.setSubGroup((uint8
)subgroup
);
18140 void Player::SendInitialPacketsBeforeAddToMap()
18142 WorldPacket
data(SMSG_SET_REST_START_OBSOLETE
, 4);
18143 data
<< uint32(0); // unknown, may be rest state time or experience
18144 GetSession()->SendPacket(&data
);
18146 GetSocial()->SendSocialList();
18149 data
.Initialize(SMSG_BINDPOINTUPDATE
, 5*4);
18150 data
<< m_homebindX
<< m_homebindY
<< m_homebindZ
;
18151 data
<< (uint32
) m_homebindMapId
;
18152 data
<< (uint32
) m_homebindZoneId
;
18153 GetSession()->SendPacket(&data
);
18155 // SMSG_SET_PROFICIENCY
18156 // SMSG_UPDATE_AURA_DURATION
18158 SendTalentsInfoData(false);
18159 SendInitialSpells();
18161 data
.Initialize(SMSG_SEND_UNLEARN_SPELLS
, 4);
18162 data
<< uint32(0); // count, for(count) uint32;
18163 GetSession()->SendPacket(&data
);
18165 SendInitialActionButtons();
18166 m_reputationMgr
.SendInitialReputations();
18167 m_achievementMgr
.SendAllAchievementData();
18169 SendEquipmentSetList();
18171 data
.Initialize(SMSG_LOGIN_SETTIMESPEED
, 4 + 4 + 4);
18172 data
<< uint32(secsToTimeBitFields(sWorld
.GetGameTime()));
18173 data
<< (float)0.01666667f
; // game speed
18174 data
<< uint32(0); // added in 3.1.2
18175 GetSession()->SendPacket( &data
);
18177 // set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment
18178 if(HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
) || HasAuraType(SPELL_AURA_FLY
) || isInFlight())
18179 m_movementInfo
.AddMovementFlag(MOVEMENTFLAG_FLYING2
);
18184 void Player::SendInitialPacketsAfterAddToMap()
18187 uint32 newzone
, newarea
;
18188 GetZoneAndAreaId(newzone
,newarea
);
18189 UpdateZone(newzone
,newarea
); // also call SendInitWorldStates();
18191 WorldPacket
data(SMSG_TIME_SYNC_REQ
, 4); // new 2.0.x, enable movement
18192 data
<< uint32(0x00000000); // on blizz it increments periodically
18193 GetSession()->SendPacket(&data
);
18195 CastSpell(this, 836, true); // LOGINEFFECT
18197 // set some aura effects that send packet to player client after add player to map
18198 // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
18199 // same auras state lost at far teleport, send it one more time in this case also
18200 static const AuraType auratypes
[] =
18202 SPELL_AURA_MOD_FEAR
, SPELL_AURA_TRANSFORM
, SPELL_AURA_WATER_WALK
,
18203 SPELL_AURA_FEATHER_FALL
, SPELL_AURA_HOVER
, SPELL_AURA_SAFE_FALL
,
18204 SPELL_AURA_FLY
, SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
, SPELL_AURA_NONE
18206 for(AuraType
const* itr
= &auratypes
[0]; itr
&& itr
[0] != SPELL_AURA_NONE
; ++itr
)
18208 Unit::AuraList
const& auraList
= GetAurasByType(*itr
);
18209 if(!auraList
.empty())
18210 auraList
.front()->ApplyModifier(true,true);
18213 if(HasAuraType(SPELL_AURA_MOD_STUN
))
18214 SetMovement(MOVE_ROOT
);
18216 // manual send package (have code in ApplyModifier(true,true); that don't must be re-applied.
18217 if(HasAuraType(SPELL_AURA_MOD_ROOT
))
18219 WorldPacket
data2(SMSG_FORCE_MOVE_ROOT
, 10);
18220 data2
.append(GetPackGUID());
18221 data2
<< (uint32
)2;
18222 SendMessageToSet(&data2
,true);
18225 SendAurasForTarget(this);
18226 SendEnchantmentDurations(); // must be after add to map
18227 SendItemDurations(); // must be after add to map
18230 void Player::SendUpdateToOutOfRangeGroupMembers()
18232 if (m_groupUpdateMask
== GROUP_UPDATE_FLAG_NONE
)
18234 if(Group
* group
= GetGroup())
18235 group
->UpdatePlayerOutOfRange(this);
18237 m_groupUpdateMask
= GROUP_UPDATE_FLAG_NONE
;
18238 m_auraUpdateMask
= 0;
18239 if(Pet
*pet
= GetPet())
18240 pet
->ResetAuraUpdateMask();
18243 void Player::SendTransferAborted(uint32 mapid
, uint8 reason
, uint8 arg
)
18245 WorldPacket
data(SMSG_TRANSFER_ABORTED
, 4+2);
18246 data
<< uint32(mapid
);
18247 data
<< uint8(reason
); // transfer abort reason
18250 case TRANSFER_ABORT_INSUF_EXPAN_LVL
:
18251 case TRANSFER_ABORT_DIFFICULTY
:
18252 case TRANSFER_ABORT_UNIQUE_MESSAGE
:
18253 data
<< uint8(arg
);
18256 GetSession()->SendPacket(&data
);
18259 void Player::SendInstanceResetWarning( uint32 mapid
, uint32 difficulty
, uint32 time
)
18261 // type of warning, based on the time remaining until reset
18264 type
= RAID_INSTANCE_WELCOME
;
18265 else if(time
> 900 && time
<= 3600)
18266 type
= RAID_INSTANCE_WARNING_HOURS
;
18267 else if(time
> 300 && time
<= 900)
18268 type
= RAID_INSTANCE_WARNING_MIN
;
18270 type
= RAID_INSTANCE_WARNING_MIN_SOON
;
18272 WorldPacket
data(SMSG_RAID_INSTANCE_MESSAGE
, 4+4+4+4);
18273 data
<< uint32(type
);
18274 data
<< uint32(mapid
);
18275 data
<< uint32(difficulty
); // difficulty
18276 data
<< uint32(time
);
18277 if(type
== RAID_INSTANCE_WELCOME
)
18279 data
<< uint8(0); // is your (1)
18280 data
<< uint8(0); // is extended (1), ignored if prev field is 0
18282 GetSession()->SendPacket(&data
);
18285 void Player::ApplyEquipCooldown( Item
* pItem
)
18287 for(int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
18289 _Spell
const& spellData
= pItem
->GetProto()->Spells
[i
];
18292 if( !spellData
.SpellId
)
18295 // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
18296 if( spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_USE
)
18299 AddSpellCooldown(spellData
.SpellId
, pItem
->GetEntry(), time(NULL
) + 30);
18301 WorldPacket
data(SMSG_ITEM_COOLDOWN
, 12);
18302 data
<< pItem
->GetGUID();
18303 data
<< uint32(spellData
.SpellId
);
18304 GetSession()->SendPacket(&data
);
18308 void Player::resetSpells()
18310 // not need after this call
18311 if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS
))
18312 RemoveAtLoginFlag(AT_LOGIN_RESET_SPELLS
,true);
18314 // make full copy of map (spells removed and marked as deleted at another spell remove
18315 // and we can't use original map for safe iterative with visit each spell at loop end
18316 PlayerSpellMap smap
= GetSpellMap();
18318 for(PlayerSpellMap::const_iterator iter
= smap
.begin();iter
!= smap
.end(); ++iter
)
18319 removeSpell(iter
->first
,false,false); // only iter->first can be accessed, object by iter->second can be deleted already
18321 learnDefaultSpells();
18322 learnQuestRewardedSpells();
18325 void Player::learnDefaultSpells()
18327 // learn default race/class spells
18328 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(getRace(),getClass());
18329 for (PlayerCreateInfoSpells::const_iterator itr
= info
->spell
.begin(); itr
!=info
->spell
.end(); ++itr
)
18331 uint32 tspell
= *itr
;
18332 sLog
.outDebug("PLAYER (Class: %u Race: %u): Adding initial spell, id = %u",uint32(getClass()),uint32(getRace()), tspell
);
18333 if(!IsInWorld()) // will send in INITIAL_SPELLS in list anyway at map add
18334 addSpell(tspell
,true,true,true,false);
18335 else // but send in normal spell in game learn case
18336 learnSpell(tspell
,true);
18340 void Player::learnQuestRewardedSpells(Quest
const* quest
)
18342 uint32 spell_id
= quest
->GetRewSpellCast();
18344 // skip quests without rewarded spell
18348 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
18352 // check learned spells state
18353 bool found
= false;
18354 for(int i
=0; i
< 3; ++i
)
18356 if(spellInfo
->Effect
[i
] == SPELL_EFFECT_LEARN_SPELL
&& !HasSpell(spellInfo
->EffectTriggerSpell
[i
]))
18363 // skip quests with not teaching spell or already known spell
18367 // prevent learn non first rank unknown profession and second specialization for same profession)
18368 uint32 learned_0
= spellInfo
->EffectTriggerSpell
[0];
18369 if( spellmgr
.GetSpellRank(learned_0
) > 1 && !HasSpell(learned_0
) )
18371 // not have first rank learned (unlearned prof?)
18372 uint32 first_spell
= spellmgr
.GetFirstSpellInChain(learned_0
);
18373 if( !HasSpell(first_spell
) )
18376 SpellEntry
const *learnedInfo
= sSpellStore
.LookupEntry(learned_0
);
18381 if(learnedInfo
->Effect
[0]==SPELL_EFFECT_TRADE_SKILL
&& learnedInfo
->Effect
[1]==0)
18383 // search other specialization for same prof
18384 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
18386 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->first
==learned_0
)
18389 SpellEntry
const *itrInfo
= sSpellStore
.LookupEntry(itr
->first
);
18393 // compare only specializations
18394 if(itrInfo
->Effect
[0]!=SPELL_EFFECT_TRADE_SKILL
|| itrInfo
->Effect
[1]!=0)
18397 // compare same chain spells
18398 if(spellmgr
.GetFirstSpellInChain(itr
->first
) != first_spell
)
18401 // now we have 2 specialization, learn possible only if found is lesser specialization rank
18402 if(!spellmgr
.IsHighRankOfSpell(learned_0
,itr
->first
))
18408 CastSpell( this, spell_id
, true);
18411 void Player::learnQuestRewardedSpells()
18413 // learn spells received from quest completing
18414 for(QuestStatusMap::const_iterator itr
= mQuestStatus
.begin(); itr
!= mQuestStatus
.end(); ++itr
)
18416 // skip no rewarded quests
18417 if(!itr
->second
.m_rewarded
)
18420 Quest
const* quest
= objmgr
.GetQuestTemplate(itr
->first
);
18424 learnQuestRewardedSpells(quest
);
18428 void Player::learnSkillRewardedSpells(uint32 skill_id
, uint32 skill_value
)
18430 uint32 raceMask
= getRaceMask();
18431 uint32 classMask
= getClassMask();
18432 for (uint32 j
=0; j
<sSkillLineAbilityStore
.GetNumRows(); ++j
)
18434 SkillLineAbilityEntry
const *pAbility
= sSkillLineAbilityStore
.LookupEntry(j
);
18435 if (!pAbility
|| pAbility
->skillId
!=skill_id
|| pAbility
->learnOnGetSkill
!= ABILITY_LEARNED_ON_GET_PROFESSION_SKILL
)
18437 // Check race if set
18438 if (pAbility
->racemask
&& !(pAbility
->racemask
& raceMask
))
18440 // Check class if set
18441 if (pAbility
->classmask
&& !(pAbility
->classmask
& classMask
))
18444 if (sSpellStore
.LookupEntry(pAbility
->spellId
))
18446 // need unlearn spell
18447 if (skill_value
< pAbility
->req_skill_value
)
18448 removeSpell(pAbility
->spellId
);
18450 else if (!IsInWorld())
18451 addSpell(pAbility
->spellId
,true,true,true,false);
18453 learnSpell(pAbility
->spellId
,true);
18458 void Player::SendAurasForTarget(Unit
*target
)
18460 if(target
->GetVisibleAuras()->empty()) // speedup things
18463 WorldPacket
data(SMSG_AURA_UPDATE_ALL
);
18464 data
.append(target
->GetPackGUID());
18466 Unit::VisibleAuraMap
const *visibleAuras
= target
->GetVisibleAuras();
18467 for(Unit::VisibleAuraMap::const_iterator itr
= visibleAuras
->begin(); itr
!= visibleAuras
->end(); ++itr
)
18469 for(uint32 j
= 0; j
< 3; ++j
)
18471 if(Aura
*aura
= target
->GetAura(itr
->second
, j
))
18473 data
<< uint8(aura
->GetAuraSlot());
18474 data
<< uint32(aura
->GetId());
18478 uint8 auraFlags
= aura
->GetAuraFlags();
18480 data
<< uint8(auraFlags
);
18482 data
<< uint8(aura
->GetAuraLevel());
18484 if (aura
->GetAuraCharges())
18485 data
<< uint8(aura
->GetAuraCharges() * aura
->GetStackAmount());
18487 data
<< uint8(aura
->GetStackAmount());
18489 if(!(auraFlags
& AFLAG_NOT_CASTER
))
18491 data
<< uint8(0); // packed GUID of someone (caster?)
18494 if(auraFlags
& AFLAG_DURATION
) // include aura duration
18496 data
<< uint32(aura
->GetAuraMaxDuration());
18497 data
<< uint32(aura
->GetAuraDuration());
18505 GetSession()->SendPacket(&data
);
18508 void Player::SetDailyQuestStatus( uint32 quest_id
)
18510 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
18512 if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
18514 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
18515 m_lastDailyQuestTime
= time(NULL
); // last daily quest time
18516 m_DailyQuestChanged
= true;
18522 void Player::ResetDailyQuestStatus()
18524 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
18525 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
18527 // DB data deleted in caller
18528 m_DailyQuestChanged
= false;
18529 m_lastDailyQuestTime
= 0;
18532 BattleGround
* Player::GetBattleGround() const
18534 if(GetBattleGroundId()==0)
18537 return sBattleGroundMgr
.GetBattleGround(GetBattleGroundId(), m_bgData
.bgTypeID
);
18540 bool Player::InArena() const
18542 BattleGround
*bg
= GetBattleGround();
18543 if(!bg
|| !bg
->isArena())
18549 bool Player::GetBGAccessByLevel(BattleGroundTypeId bgTypeId
) const
18551 // get a template bg instead of running one
18552 BattleGround
*bg
= sBattleGroundMgr
.GetBattleGroundTemplate(bgTypeId
);
18556 if(getLevel() < bg
->GetMinLevel() || getLevel() > bg
->GetMaxLevel())
18562 BGQueueIdBasedOnLevel
Player::GetBattleGroundQueueIdFromLevel(BattleGroundTypeId bgTypeId
) const
18564 //returned to hardcoded version of this function, because there is no way to code it dynamic
18565 uint32 level
= getLevel();
18566 if( bgTypeId
== BATTLEGROUND_AV
)
18569 uint32 queue_id
= (level
/ 10) - 1; // for ranges 0 - 19, 20 - 29, 30 - 39, 40 - 49, 50 - 59, 60 - 69, 70 -79, 80
18570 if( queue_id
>= MAX_BATTLEGROUND_QUEUES
)
18572 sLog
.outError("BattleGround: too high queue_id %u this shouldn't happen", queue_id
);
18573 return QUEUE_ID_MAX_LEVEL_80
;
18575 return BGQueueIdBasedOnLevel(queue_id
);
18578 float Player::GetReputationPriceDiscount( Creature
const* pCreature
) const
18580 FactionTemplateEntry
const* vendor_faction
= pCreature
->getFactionTemplateEntry();
18581 if(!vendor_faction
|| !vendor_faction
->faction
)
18584 ReputationRank rank
= GetReputationRank(vendor_faction
->faction
);
18585 if(rank
<= REP_NEUTRAL
)
18588 return 1.0f
- 0.05f
* (rank
- REP_NEUTRAL
);
18591 bool Player::IsSpellFitByClassAndRace( uint32 spell_id
) const
18593 uint32 racemask
= getRaceMask();
18594 uint32 classmask
= getClassMask();
18596 SkillLineAbilityMapBounds bounds
= spellmgr
.GetSkillLineAbilityMapBounds(spell_id
);
18597 if (bounds
.first
==bounds
.second
)
18600 for(SkillLineAbilityMap::const_iterator _spell_idx
= bounds
.first
; _spell_idx
!= bounds
.second
; ++_spell_idx
)
18602 // skip wrong race skills
18603 if (_spell_idx
->second
->racemask
&& (_spell_idx
->second
->racemask
& racemask
) == 0)
18606 // skip wrong class skills
18607 if (_spell_idx
->second
->classmask
&& (_spell_idx
->second
->classmask
& classmask
) == 0)
18616 bool Player::HasQuestForGO(int32 GOId
) const
18618 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
18620 uint32 questid
= GetQuestSlotQuestId(i
);
18621 if ( questid
== 0 )
18624 QuestStatusMap::const_iterator qs_itr
= mQuestStatus
.find(questid
);
18625 if(qs_itr
== mQuestStatus
.end())
18628 QuestStatusData
const& qs
= qs_itr
->second
;
18630 if (qs
.m_status
== QUEST_STATUS_INCOMPLETE
)
18632 Quest
const* qinfo
= objmgr
.GetQuestTemplate(questid
);
18636 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
18639 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
18641 if (qinfo
->ReqCreatureOrGOId
[j
]>=0) //skip non GO case
18644 if((-1)*GOId
== qinfo
->ReqCreatureOrGOId
[j
] && qs
.m_creatureOrGOcount
[j
] < qinfo
->ReqCreatureOrGOCount
[j
])
18652 void Player::UpdateForQuestWorldObjects()
18654 if(m_clientGUIDs
.empty())
18658 WorldPacket packet
;
18659 for(ClientGUIDs::const_iterator itr
=m_clientGUIDs
.begin(); itr
!=m_clientGUIDs
.end(); ++itr
)
18661 if(IS_GAMEOBJECT_GUID(*itr
))
18663 GameObject
*obj
= HashMapHolder
<GameObject
>::Find(*itr
);
18665 obj
->BuildValuesUpdateBlockForPlayer(&udata
,this);
18667 else if(IS_CREATURE_GUID(*itr
) || IS_VEHICLE_GUID(*itr
))
18669 Creature
*obj
= ObjectAccessor::GetCreatureOrPetOrVehicle(*this, *itr
);
18673 // check if this unit requires quest specific flags
18674 if(!obj
->HasFlag(UNIT_NPC_FLAGS
,UNIT_NPC_FLAG_SPELLCLICK
))
18677 SpellClickInfoMapBounds clickPair
= objmgr
.GetSpellClickInfoMapBounds(obj
->GetEntry());
18678 for(SpellClickInfoMap::const_iterator _itr
= clickPair
.first
; _itr
!= clickPair
.second
; ++_itr
)
18680 if(_itr
->second
.questStart
|| _itr
->second
.questEnd
)
18682 obj
->BuildCreateUpdateBlockForPlayer(&udata
,this);
18688 udata
.BuildPacket(&packet
);
18689 GetSession()->SendPacket(&packet
);
18692 void Player::SummonIfPossible(bool agree
)
18696 m_summon_expire
= 0;
18700 // expire and auto declined
18701 if(m_summon_expire
< time(NULL
))
18704 // stop taxi flight at summon
18707 GetMotionMaster()->MovementExpired();
18708 m_taxi
.ClearTaxiDestinations();
18711 // drop flag at summon
18712 // 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
18713 if(BattleGround
*bg
= GetBattleGround())
18714 bg
->EventPlayerDroppedFlag(this);
18716 m_summon_expire
= 0;
18718 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ACCEPTED_SUMMONINGS
, 1);
18720 TeleportTo(m_summon_mapid
, m_summon_x
, m_summon_y
, m_summon_z
,GetOrientation());
18723 void Player::RemoveItemDurations( Item
*item
)
18725 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end(); ++itr
)
18729 m_itemDuration
.erase(itr
);
18735 void Player::AddItemDurations( Item
*item
)
18737 if(item
->GetUInt32Value(ITEM_FIELD_DURATION
))
18739 m_itemDuration
.push_back(item
);
18740 item
->SendTimeUpdate(this);
18744 void Player::AutoUnequipOffhandIfNeed()
18746 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
18750 // need unequip offhand for 2h-weapon without TitanGrip (in any from hands)
18751 if (CanTitanGrip() || (offItem
->GetProto()->InventoryType
!= INVTYPE_2HWEAPON
&& !IsTwoHandUsed()))
18754 ItemPosCountVec off_dest
;
18755 uint8 off_msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false );
18756 if( off_msg
== EQUIP_ERR_OK
)
18758 RemoveItem(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
, true);
18759 StoreItem( off_dest
, offItem
, true );
18764 mi
.AddItem(offItem
->GetGUIDLow(), offItem
->GetEntry(), offItem
);
18765 MoveItemFromInventory(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
, true);
18766 CharacterDatabase
.BeginTransaction();
18767 offItem
->DeleteFromInventoryDB(); // deletes item from character's inventory
18768 offItem
->SaveToDB(); // recursive and not have transaction guard into self, item not in inventory and can be save standalone
18769 CharacterDatabase
.CommitTransaction();
18771 std::string subject
= GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM
);
18772 WorldSession::SendMailTo(this, MAIL_NORMAL
, MAIL_STATIONERY_GM
, GetGUIDLow(), GetGUIDLow(), subject
, 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
);
18776 bool Player::HasItemFitToSpellReqirements(SpellEntry
const* spellInfo
, Item
const* ignoreItem
)
18778 if(spellInfo
->EquippedItemClass
< 0)
18781 // scan other equipped items for same requirements (mostly 2 daggers/etc)
18782 // for optimize check 2 used cases only
18783 switch(spellInfo
->EquippedItemClass
)
18785 case ITEM_CLASS_WEAPON
:
18787 for(int i
= EQUIPMENT_SLOT_MAINHAND
; i
< EQUIPMENT_SLOT_TABARD
; ++i
)
18788 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
18789 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18793 case ITEM_CLASS_ARMOR
:
18795 // tabard not have dependent spells
18796 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_MAINHAND
; ++i
)
18797 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
18798 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18801 // shields can be equipped to offhand slot
18802 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
))
18803 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18806 // ranged slot can have some armor subclasses
18807 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_RANGED
))
18808 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18814 sLog
.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo
->EquippedItemClass
);
18821 bool Player::CanNoReagentCast(SpellEntry
const* spellInfo
) const
18823 // don't take reagents for spells with SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
18824 if (spellInfo
->AttributesEx5
& SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
&&
18825 HasFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PREPARATION
))
18828 // Check no reagent use mask
18829 uint64 noReagentMask_0_1
= GetUInt64Value(PLAYER_NO_REAGENT_COST_1
);
18830 uint32 noReagentMask_2
= GetUInt64Value(PLAYER_NO_REAGENT_COST_1
+2);
18831 if (spellInfo
->SpellFamilyFlags
& noReagentMask_0_1
||
18832 spellInfo
->SpellFamilyFlags2
& noReagentMask_2
)
18838 void Player::RemoveItemDependentAurasAndCasts( Item
* pItem
)
18840 AuraMap
& auras
= GetAuras();
18841 for(AuraMap::const_iterator itr
= auras
.begin(); itr
!= auras
.end(); )
18843 Aura
* aura
= itr
->second
;
18845 // skip passive (passive item dependent spells work in another way) and not self applied auras
18846 SpellEntry
const* spellInfo
= aura
->GetSpellProto();
18847 if(aura
->IsPassive() || aura
->GetCasterGUID()!=GetGUID())
18853 // skip if not item dependent or have alternative item
18854 if(HasItemFitToSpellReqirements(spellInfo
,pItem
))
18860 // no alt item, remove aura, restart check
18861 RemoveAurasDueToSpell(aura
->GetId());
18862 itr
= auras
.begin();
18865 // currently casted spells can be dependent from item
18866 for (uint32 i
= 0; i
< CURRENT_MAX_SPELL
; ++i
)
18867 if (Spell
* spell
= GetCurrentSpell(CurrentSpellTypes(i
)))
18868 if (spell
->getState()!=SPELL_STATE_DELAYED
&& !HasItemFitToSpellReqirements(spell
->m_spellInfo
,pItem
) )
18869 InterruptSpell(CurrentSpellTypes(i
));
18872 uint32
Player::GetResurrectionSpellId()
18874 // search priceless resurrection possibilities
18876 uint32 spell_id
= 0;
18877 AuraList
const& dummyAuras
= GetAurasByType(SPELL_AURA_DUMMY
);
18878 for(AuraList::const_iterator itr
= dummyAuras
.begin(); itr
!= dummyAuras
.end(); ++itr
)
18880 // Soulstone Resurrection // prio: 3 (max, non death persistent)
18881 if( prio
< 2 && (*itr
)->GetSpellProto()->SpellVisual
[0] == 99 && (*itr
)->GetSpellProto()->SpellIconID
== 92 )
18883 switch((*itr
)->GetId())
18885 case 20707: spell_id
= 3026; break; // rank 1
18886 case 20762: spell_id
= 20758; break; // rank 2
18887 case 20763: spell_id
= 20759; break; // rank 3
18888 case 20764: spell_id
= 20760; break; // rank 4
18889 case 20765: spell_id
= 20761; break; // rank 5
18890 case 27239: spell_id
= 27240; break; // rank 6
18891 case 47883: spell_id
= 47882; break; // rank 7
18893 sLog
.outError("Unhandled spell %u: S.Resurrection",(*itr
)->GetId());
18899 // Twisting Nether // prio: 2 (max)
18900 else if((*itr
)->GetId()==23701 && roll_chance_i(10))
18907 // Reincarnation (passive spell) // prio: 1
18908 if(prio
< 1 && HasSpell(20608) && !HasSpellCooldown(21169) && HasItemCount(17030,1))
18914 // Used in triggers for check "Only to targets that grant experience or honor" req
18915 bool Player::isHonorOrXPTarget(Unit
* pVictim
)
18917 uint32 v_level
= pVictim
->getLevel();
18918 uint32 k_grey
= MaNGOS::XP::GetGrayLevel(getLevel());
18920 // Victim level less gray level
18921 if(v_level
<=k_grey
)
18924 if(pVictim
->GetTypeId() == TYPEID_UNIT
)
18926 if (((Creature
*)pVictim
)->isTotem() ||
18927 ((Creature
*)pVictim
)->isPet() ||
18928 ((Creature
*)pVictim
)->GetCreatureInfo()->flags_extra
& CREATURE_FLAG_EXTRA_NO_XP_AT_KILL
)
18934 bool Player::RewardPlayerAndGroupAtKill(Unit
* pVictim
)
18936 bool PvP
= pVictim
->isCharmedOwnedByPlayerOrPlayer();
18938 // prepare data for near group iteration (PvP and !PvP cases)
18940 bool honored_kill
= false;
18942 if(Group
*pGroup
= GetGroup())
18945 uint32 sum_level
= 0;
18946 Player
* member_with_max_level
= NULL
;
18947 Player
* not_gray_member_with_max_level
= NULL
;
18949 pGroup
->GetDataForXPAtKill(pVictim
,count
,sum_level
,member_with_max_level
,not_gray_member_with_max_level
);
18951 if(member_with_max_level
)
18953 /// not get Xp in PvP or no not gray players in group
18954 xp
= (PvP
|| !not_gray_member_with_max_level
) ? 0 : MaNGOS::XP::Gain(not_gray_member_with_max_level
, pVictim
);
18956 /// skip in check PvP case (for speed, not used)
18957 bool is_raid
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsRaid() && pGroup
->isRaidGroup();
18958 bool is_dungeon
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsDungeon();
18959 float group_rate
= MaNGOS::XP::xp_in_group_rate(count
,is_raid
);
18961 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
18963 Player
* pGroupGuy
= itr
->getSource();
18967 if(!pGroupGuy
->IsAtGroupRewardDistance(pVictim
))
18968 continue; // member (alive or dead) or his corpse at req. distance
18970 // honor can be in PvP and !PvP (racial leader) cases (for alive)
18971 if(pGroupGuy
->isAlive() && pGroupGuy
->RewardHonor(pVictim
,count
) && pGroupGuy
==this)
18972 honored_kill
= true;
18974 // xp and reputation only in !PvP case
18977 float rate
= group_rate
* float(pGroupGuy
->getLevel()) / sum_level
;
18979 // if is in dungeon then all receive full reputation at kill
18980 // rewarded any alive/dead/near_corpse group member
18981 pGroupGuy
->RewardReputation(pVictim
,is_dungeon
? 1.0f
: rate
);
18983 // XP updated only for alive group member
18984 if(pGroupGuy
->isAlive() && not_gray_member_with_max_level
&&
18985 pGroupGuy
->getLevel() <= not_gray_member_with_max_level
->getLevel())
18987 uint32 itr_xp
= (member_with_max_level
== not_gray_member_with_max_level
) ? uint32(xp
*rate
) : uint32((xp
*rate
/2)+1);
18989 pGroupGuy
->GiveXP(itr_xp
, pVictim
);
18990 if(Pet
* pet
= pGroupGuy
->GetPet())
18991 pet
->GivePetXP(itr_xp
/2);
18994 // quest objectives updated only for alive group member or dead but with not released body
18995 if(pGroupGuy
->isAlive()|| !pGroupGuy
->GetCorpse())
18997 // normal creature (not pet/etc) can be only in !PvP case
18998 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
18999 pGroupGuy
->KilledMonster(((Creature
*)pVictim
)->GetCreatureInfo(), pVictim
->GetGUID());
19005 else // if (!pGroup)
19007 xp
= PvP
? 0 : MaNGOS::XP::Gain(this, pVictim
);
19009 // honor can be in PvP and !PvP (racial leader) cases
19010 if(RewardHonor(pVictim
,1))
19011 honored_kill
= true;
19013 // xp and reputation only in !PvP case
19016 RewardReputation(pVictim
,1);
19017 GiveXP(xp
, pVictim
);
19019 if(Pet
* pet
= GetPet())
19020 pet
->GivePetXP(xp
);
19022 // normal creature (not pet/etc) can be only in !PvP case
19023 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
19024 KilledMonster(((Creature
*)pVictim
)->GetCreatureInfo(), pVictim
->GetGUID());
19027 return xp
|| honored_kill
;
19030 void Player::RewardPlayerAndGroupAtEvent(uint32 creature_id
, WorldObject
* pRewardSource
)
19032 uint64 creature_guid
= pRewardSource
->GetTypeId()==TYPEID_UNIT
? pRewardSource
->GetGUID() : uint64(0);
19034 // prepare data for near group iteration
19035 if(Group
*pGroup
= GetGroup())
19037 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
19039 Player
* pGroupGuy
= itr
->getSource();
19043 if(!pGroupGuy
->IsAtGroupRewardDistance(pRewardSource
))
19044 continue; // member (alive or dead) or his corpse at req. distance
19046 // quest objectives updated only for alive group member or dead but with not released body
19047 if(pGroupGuy
->isAlive()|| !pGroupGuy
->GetCorpse())
19048 pGroupGuy
->KilledMonsterCredit(creature_id
, creature_guid
);
19051 else // if (!pGroup)
19052 KilledMonsterCredit(creature_id
, creature_guid
);
19055 bool Player::IsAtGroupRewardDistance(WorldObject
const* pRewardSource
) const
19057 if (pRewardSource
->IsWithinDistInMap(this,sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
)))
19063 Corpse
* corpse
= GetCorpse();
19067 return pRewardSource
->IsWithinDistInMap(corpse
,sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
));
19070 uint32
Player::GetBaseWeaponSkillValue (WeaponAttackType attType
) const
19072 Item
* item
= GetWeaponForAttack(attType
,true);
19074 // unarmed only with base attack
19075 if(attType
!= BASE_ATTACK
&& !item
)
19078 // weapon skill or (unarmed for base attack)
19079 uint32 skill
= item
? item
->GetSkill() : uint32(SKILL_UNARMED
);
19080 return GetBaseSkillValue(skill
);
19083 void Player::ResurectUsingRequestData()
19085 /// Teleport before resurrecting by player, otherwise the player might get attacked from creatures near his corpse
19086 if(IS_PLAYER_GUID(m_resurrectGUID
))
19087 TeleportTo(m_resurrectMap
, m_resurrectX
, m_resurrectY
, m_resurrectZ
, GetOrientation());
19089 //we cannot resurrect player when we triggered far teleport
19090 //player will be resurrected upon teleportation
19091 if(IsBeingTeleportedFar())
19093 ScheduleDelayedOperation(DELAYED_RESURRECT_PLAYER
);
19097 ResurrectPlayer(0.0f
,false);
19099 if(GetMaxHealth() > m_resurrectHealth
)
19100 SetHealth( m_resurrectHealth
);
19102 SetHealth( GetMaxHealth() );
19104 if(GetMaxPower(POWER_MANA
) > m_resurrectMana
)
19105 SetPower(POWER_MANA
, m_resurrectMana
);
19107 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
) );
19109 SetPower(POWER_RAGE
, 0 );
19111 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
) );
19113 SpawnCorpseBones();
19116 void Player::SetClientControl(Unit
* target
, uint8 allowMove
)
19118 WorldPacket
data(SMSG_CLIENT_CONTROL_UPDATE
, target
->GetPackGUID().size()+1);
19119 data
.append(target
->GetPackGUID());
19120 data
<< uint8(allowMove
);
19121 GetSession()->SendPacket(&data
);
19124 void Player::UpdateZoneDependentAuras( uint32 newZone
)
19126 // Some spells applied at enter into zone (with subzones), aura removed in UpdateAreaDependentAuras that called always at zone->area update
19127 SpellAreaForAreaMapBounds saBounds
= spellmgr
.GetSpellAreaForAreaMapBounds(newZone
);
19128 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
19129 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,newZone
,0))
19130 if( !HasAura(itr
->second
->spellId
,0) )
19131 CastSpell(this,itr
->second
->spellId
,true);
19134 void Player::UpdateAreaDependentAuras( uint32 newArea
)
19136 // remove auras from spells with area limitations
19137 for(AuraMap::iterator iter
= m_Auras
.begin(); iter
!= m_Auras
.end();)
19139 // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
19140 if(spellmgr
.GetSpellAllowedInLocationError(iter
->second
->GetSpellProto(),GetMapId(),m_zoneUpdateId
,newArea
,this) != SPELL_CAST_OK
)
19146 // some auras applied at subzone enter
19147 SpellAreaForAreaMapBounds saBounds
= spellmgr
.GetSpellAreaForAreaMapBounds(newArea
);
19148 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
19149 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,m_zoneUpdateId
,newArea
))
19150 if( !HasAura(itr
->second
->spellId
,0) )
19151 CastSpell(this,itr
->second
->spellId
,true);
19154 uint32
Player::GetCorpseReclaimDelay(bool pvp
) const
19156 if ((pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
)) ||
19157 (!pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) ))
19159 return copseReclaimDelay
[0];
19162 time_t now
= time(NULL
);
19163 // 0..2 full period
19164 uint32 count
= (now
< m_deathExpireTime
) ? (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
: 0;
19165 return copseReclaimDelay
[count
];
19168 void Player::UpdateCorpseReclaimDelay()
19170 bool pvp
= m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
;
19172 if ((pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
)) ||
19173 (!pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) ))
19176 time_t now
= time(NULL
);
19177 if(now
< m_deathExpireTime
)
19179 // full and partly periods 1..3
19180 uint32 count
= (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
+1;
19181 if(count
< MAX_DEATH_COUNT
)
19182 m_deathExpireTime
= now
+(count
+1)*DEATH_EXPIRE_STEP
;
19184 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
;
19187 m_deathExpireTime
= now
+DEATH_EXPIRE_STEP
;
19190 void Player::SendCorpseReclaimDelay(bool load
)
19192 Corpse
* corpse
= GetCorpse();
19199 if(corpse
->GetGhostTime() > m_deathExpireTime
)
19202 bool pvp
= corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
;
19205 if( pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
19206 !pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
19208 count
= (m_deathExpireTime
-corpse
->GetGhostTime())/DEATH_EXPIRE_STEP
;
19209 if(count
>=MAX_DEATH_COUNT
)
19210 count
= MAX_DEATH_COUNT
-1;
19215 time_t expected_time
= corpse
->GetGhostTime()+copseReclaimDelay
[count
];
19217 time_t now
= time(NULL
);
19218 if(now
>= expected_time
)
19221 delay
= expected_time
-now
;
19224 delay
= GetCorpseReclaimDelay(corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
);
19226 //! corpse reclaim delay 30 * 1000ms or longer at often deaths
19227 WorldPacket
data(SMSG_CORPSE_RECLAIM_DELAY
, 4);
19228 data
<< uint32(delay
*IN_MILISECONDS
);
19229 GetSession()->SendPacket( &data
);
19232 Player
* Player::GetNextRandomRaidMember(float radius
)
19234 Group
*pGroup
= GetGroup();
19238 std::vector
<Player
*> nearMembers
;
19239 nearMembers
.reserve(pGroup
->GetMembersCount());
19241 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
19243 Player
* Target
= itr
->getSource();
19245 // IsHostileTo check duel and controlled by enemy
19246 if( Target
&& Target
!= this && IsWithinDistInMap(Target
, radius
) &&
19247 !Target
->HasInvisibilityAura() && !IsHostileTo(Target
) )
19248 nearMembers
.push_back(Target
);
19251 if (nearMembers
.empty())
19254 uint32 randTarget
= urand(0,nearMembers
.size()-1);
19255 return nearMembers
[randTarget
];
19258 PartyResult
Player::CanUninviteFromGroup() const
19260 const Group
* grp
= GetGroup();
19262 return PARTY_RESULT_YOU_NOT_IN_GROUP
;
19264 if(!grp
->IsLeader(GetGUID()) && !grp
->IsAssistant(GetGUID()))
19265 return PARTY_RESULT_YOU_NOT_LEADER
;
19267 if(InBattleGround())
19268 return PARTY_RESULT_INVITE_RESTRICTED
;
19270 return PARTY_RESULT_OK
;
19273 void Player::SetBattleGroundRaid(Group
* group
, int8 subgroup
)
19275 //we must move references from m_group to m_originalGroup
19276 SetOriginalGroup(GetGroup(), GetSubGroup());
19279 m_group
.link(group
, this);
19280 m_group
.setSubGroup((uint8
)subgroup
);
19283 void Player::RemoveFromBattleGroundRaid()
19285 //remove existing reference
19287 if( Group
* group
= GetOriginalGroup() )
19289 m_group
.link(group
, this);
19290 m_group
.setSubGroup(GetOriginalSubGroup());
19292 SetOriginalGroup(NULL
);
19295 void Player::SetOriginalGroup(Group
*group
, int8 subgroup
)
19297 if( group
== NULL
)
19298 m_originalGroup
.unlink();
19301 // never use SetOriginalGroup without a subgroup unless you specify NULL for group
19302 assert(subgroup
>= 0);
19303 m_originalGroup
.link(group
, this);
19304 m_originalGroup
.setSubGroup((uint8
)subgroup
);
19308 void Player::UpdateUnderwaterState( Map
* m
, float x
, float y
, float z
)
19310 LiquidData liquid_status
;
19311 ZLiquidStatus res
= m
->getLiquidStatus(x
, y
, z
, MAP_ALL_LIQUIDS
, &liquid_status
);
19314 m_MirrorTimerFlags
&= ~(UNDERWATER_INWATER
|UNDERWATER_INLAVA
|UNDERWATER_INSLIME
|UNDERWARER_INDARKWATER
);
19315 // Small hack for enable breath in WMO
19317 m_MirrorTimerFlags
|=UNDERWATER_INWATER
;
19321 // All liquids type - check under water position
19322 if (liquid_status
.type
&(MAP_LIQUID_TYPE_WATER
|MAP_LIQUID_TYPE_OCEAN
|MAP_LIQUID_TYPE_MAGMA
|MAP_LIQUID_TYPE_SLIME
))
19324 if ( res
& LIQUID_MAP_UNDER_WATER
)
19325 m_MirrorTimerFlags
|= UNDERWATER_INWATER
;
19327 m_MirrorTimerFlags
&= ~UNDERWATER_INWATER
;
19330 // Allow travel in dark water on taxi or transport
19331 if ((liquid_status
.type
& MAP_LIQUID_TYPE_DARK_WATER
) && !isInFlight() && !GetTransport())
19332 m_MirrorTimerFlags
|= UNDERWARER_INDARKWATER
;
19334 m_MirrorTimerFlags
&= ~UNDERWARER_INDARKWATER
;
19336 // in lava check, anywhere in lava level
19337 if (liquid_status
.type
&MAP_LIQUID_TYPE_MAGMA
)
19339 if (res
& (LIQUID_MAP_UNDER_WATER
|LIQUID_MAP_IN_WATER
|LIQUID_MAP_WATER_WALK
))
19340 m_MirrorTimerFlags
|= UNDERWATER_INLAVA
;
19342 m_MirrorTimerFlags
&= ~UNDERWATER_INLAVA
;
19344 // in slime check, anywhere in slime level
19345 if (liquid_status
.type
&MAP_LIQUID_TYPE_SLIME
)
19347 if (res
& (LIQUID_MAP_UNDER_WATER
|LIQUID_MAP_IN_WATER
|LIQUID_MAP_WATER_WALK
))
19348 m_MirrorTimerFlags
|= UNDERWATER_INSLIME
;
19350 m_MirrorTimerFlags
&= ~UNDERWATER_INSLIME
;
19354 void Player::SetCanParry( bool value
)
19356 if(m_canParry
==value
)
19359 m_canParry
= value
;
19360 UpdateParryPercentage();
19363 void Player::SetCanBlock( bool value
)
19365 if(m_canBlock
==value
)
19368 m_canBlock
= value
;
19369 UpdateBlockPercentage();
19372 bool ItemPosCount::isContainedIn(ItemPosCountVec
const& vec
) const
19374 for(ItemPosCountVec::const_iterator itr
= vec
.begin(); itr
!= vec
.end();++itr
)
19375 if(itr
->pos
== pos
)
19381 bool Player::CanUseBattleGroundObject()
19383 // TODO : some spells gives player ForceReaction to one faction (ReputationMgr::ApplyForceReaction)
19384 // maybe gameobject code should handle that ForceReaction usage
19385 // BUG: sometimes when player clicks on flag in AB - client won't send gameobject_use, only gameobject_report_use packet
19386 return ( //InBattleGround() && // in battleground - not need, check in other cases
19387 //!IsMounted() && - not correct, player is dismounted when he clicks on flag
19388 //player cannot use object when he is invulnerable (immune)
19389 !isTotalImmune() && // not totally immune
19390 //i'm not sure if these two are correct, because invisible players should get visible when they click on flag
19391 !HasStealthAura() && // not stealthed
19392 !HasInvisibilityAura() && // not invisible
19393 !HasAura(SPELL_RECENTLY_DROPPED_FLAG
, 0) && // can't pickup
19394 isAlive() // live player
19398 bool Player::CanCaptureTowerPoint()
19400 return ( !HasStealthAura() && // not stealthed
19401 !HasInvisibilityAura() && // not invisible
19402 isAlive() // live player
19406 uint32
Player::GetBarberShopCost(uint8 newhairstyle
, uint8 newhaircolor
, uint8 newfacialhair
)
19408 uint32 level
= getLevel();
19410 if(level
> GT_MAX_LEVEL
)
19411 level
= GT_MAX_LEVEL
; // max level in this dbc
19413 uint8 hairstyle
= GetByteValue(PLAYER_BYTES
, 2);
19414 uint8 haircolor
= GetByteValue(PLAYER_BYTES
, 3);
19415 uint8 facialhair
= GetByteValue(PLAYER_BYTES_2
, 0);
19417 if((hairstyle
== newhairstyle
) && (haircolor
== newhaircolor
) && (facialhair
== newfacialhair
))
19420 GtBarberShopCostBaseEntry
const *bsc
= sGtBarberShopCostBaseStore
.LookupEntry(level
- 1);
19422 if(!bsc
) // shouldn't happen
19427 if(hairstyle
!= newhairstyle
)
19428 cost
+= bsc
->cost
; // full price
19430 if((haircolor
!= newhaircolor
) && (hairstyle
== newhairstyle
))
19431 cost
+= bsc
->cost
* 0.5f
; // +1/2 of price
19433 if(facialhair
!= newfacialhair
)
19434 cost
+= bsc
->cost
* 0.75f
; // +3/4 of price
19436 return uint32(cost
);
19439 void Player::InitGlyphsForLevel()
19441 for(uint32 i
= 0; i
< sGlyphSlotStore
.GetNumRows(); ++i
)
19442 if(GlyphSlotEntry
const * gs
= sGlyphSlotStore
.LookupEntry(i
))
19444 SetGlyphSlot(gs
->Order
- 1, gs
->Id
);
19446 uint32 level
= getLevel();
19449 // 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level
19451 value
|= (0x01 | 0x02);
19461 SetUInt32Value(PLAYER_GLYPHS_ENABLED
, value
);
19464 void Player::EnterVehicle(Vehicle
*vehicle
)
19466 VehicleEntry
const *ve
= sVehicleStore
.LookupEntry(vehicle
->GetVehicleId());
19470 VehicleSeatEntry
const *veSeat
= sVehicleSeatStore
.LookupEntry(ve
->m_seatID
[0]);
19474 vehicle
->SetCharmerGUID(GetGUID());
19475 vehicle
->RemoveFlag(UNIT_NPC_FLAGS
, UNIT_NPC_FLAG_SPELLCLICK
);
19476 vehicle
->SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PLAYER_CONTROLLED
);
19477 vehicle
->setFaction(getFaction());
19479 SetCharm(vehicle
); // charm
19480 SetFarSightGUID(vehicle
->GetGUID()); // set view
19482 SetClientControl(vehicle
, 1); // redirect controls to vehicle
19485 WorldPacket
data(SMSG_ON_CANCEL_EXPECTED_RIDE_VEHICLE_AURA
, 0);
19486 GetSession()->SendPacket(&data
);
19488 data
.Initialize(MSG_MOVE_TELEPORT_ACK
, 30);
19489 data
.append(GetPackGUID());
19490 data
<< uint32(0); // counter?
19491 data
<< uint32(MOVEMENTFLAG_ONTRANSPORT
); // transport
19492 data
<< uint16(0); // special flags
19493 data
<< uint32(getMSTime()); // time
19494 data
<< vehicle
->GetPositionX(); // x
19495 data
<< vehicle
->GetPositionY(); // y
19496 data
<< vehicle
->GetPositionZ(); // z
19497 data
<< vehicle
->GetOrientation(); // o
19498 // transport part, TODO: load/calculate seat offsets
19499 data
<< uint64(vehicle
->GetGUID()); // transport guid
19500 data
<< float(veSeat
->m_attachmentOffsetX
); // transport offsetX
19501 data
<< float(veSeat
->m_attachmentOffsetY
); // transport offsetY
19502 data
<< float(veSeat
->m_attachmentOffsetZ
); // transport offsetZ
19503 data
<< float(0); // transport orientation
19504 data
<< uint32(getMSTime()); // transport time
19505 data
<< uint8(0); // seat
19506 // end of transport part
19507 data
<< uint32(0); // fall time
19508 GetSession()->SendPacket(&data
);
19510 data
.Initialize(SMSG_PET_SPELLS
, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX
+1+1);
19511 data
<< uint64(vehicle
->GetGUID());
19514 data
<< uint32(0x00000101);
19516 for(uint32 i
= 0; i
< 10; ++i
)
19517 data
<< uint16(0) << uint8(0) << uint8(i
+8);
19521 GetSession()->SendPacket(&data
);
19524 void Player::ExitVehicle(Vehicle
*vehicle
)
19526 vehicle
->SetCharmerGUID(0);
19527 vehicle
->SetFlag(UNIT_NPC_FLAGS
, UNIT_NPC_FLAG_SPELLCLICK
);
19528 vehicle
->RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PLAYER_CONTROLLED
);
19529 vehicle
->setFaction((GetTeam() == ALLIANCE
) ? vehicle
->GetCreatureInfo()->faction_A
: vehicle
->GetCreatureInfo()->faction_H
);
19532 SetFarSightGUID(0);
19534 SetClientControl(vehicle
, 0);
19537 WorldPacket
data(MSG_MOVE_TELEPORT_ACK
, 30);
19538 data
.append(GetPackGUID());
19539 data
<< uint32(0); // counter?
19540 data
<< uint32(MOVEMENTFLAG_FLY_UNK1
); // fly unk
19541 data
<< uint16(0x40); // special flags
19542 data
<< uint32(getMSTime()); // time
19543 data
<< vehicle
->GetPositionX(); // x
19544 data
<< vehicle
->GetPositionY(); // y
19545 data
<< vehicle
->GetPositionZ(); // z
19546 data
<< vehicle
->GetOrientation(); // o
19547 data
<< uint32(0); // fall time
19548 GetSession()->SendPacket(&data
);
19550 RemovePetActionBar();
19552 // maybe called at dummy aura remove?
19553 // CastSpell(this, 45472, true); // Parachute
19556 bool Player::isTotalImmune()
19558 AuraList
const& immune
= GetAurasByType(SPELL_AURA_SCHOOL_IMMUNITY
);
19560 uint32 immuneMask
= 0;
19561 for(AuraList::const_iterator itr
= immune
.begin(); itr
!= immune
.end(); ++itr
)
19563 immuneMask
|= (*itr
)->GetModifier()->m_miscvalue
;
19564 if( immuneMask
& SPELL_SCHOOL_MASK_ALL
) // total immunity
19570 bool Player::HasTitle(uint32 bitIndex
)
19572 if (bitIndex
> MAX_TITLE_INDEX
)
19575 uint32 fieldIndexOffset
= bitIndex
/ 32;
19576 uint32 flag
= 1 << (bitIndex
% 32);
19577 return HasFlag(PLAYER__FIELD_KNOWN_TITLES
+ fieldIndexOffset
, flag
);
19580 void Player::SetTitle(CharTitlesEntry
const* title
, bool lost
)
19582 uint32 fieldIndexOffset
= title
->bit_index
/ 32;
19583 uint32 flag
= 1 << (title
->bit_index
% 32);
19587 if(!HasFlag(PLAYER__FIELD_KNOWN_TITLES
+ fieldIndexOffset
, flag
))
19590 RemoveFlag(PLAYER__FIELD_KNOWN_TITLES
+ fieldIndexOffset
, flag
);
19594 if(HasFlag(PLAYER__FIELD_KNOWN_TITLES
+ fieldIndexOffset
, flag
))
19597 SetFlag(PLAYER__FIELD_KNOWN_TITLES
+ fieldIndexOffset
, flag
);
19600 WorldPacket
data(SMSG_TITLE_EARNED
, 4 + 4);
19601 data
<< uint32(title
->bit_index
);
19602 data
<< uint32(lost
? 0 : 1); // 1 - earned, 0 - lost
19603 GetSession()->SendPacket(&data
);
19606 void Player::ConvertRune(uint8 index
, RuneType newType
)
19608 SetCurrentRune(index
, newType
);
19610 WorldPacket
data(SMSG_CONVERT_RUNE
, 2);
19611 data
<< uint8(index
);
19612 data
<< uint8(newType
);
19613 GetSession()->SendPacket(&data
);
19616 void Player::ResyncRunes(uint8 count
)
19618 WorldPacket
data(SMSG_RESYNC_RUNES
, count
* 2);
19619 for(uint32 i
= 0; i
< count
; ++i
)
19621 data
<< uint8(GetCurrentRune(i
)); // rune type
19622 data
<< uint8(255 - ((GetRuneCooldown(i
) / REGEN_TIME_FULL
) * 51)); // passed cooldown time (0-255)
19624 GetSession()->SendPacket(&data
);
19627 void Player::AddRunePower(uint8 index
)
19629 WorldPacket
data(SMSG_ADD_RUNE_POWER
, 4);
19630 data
<< uint32(1 << index
); // mask (0x00-0x3F probably)
19631 GetSession()->SendPacket(&data
);
19634 static RuneType runeSlotTypes
[MAX_RUNES
] = {
19643 void Player::InitRunes()
19645 if(getClass() != CLASS_DEATH_KNIGHT
)
19648 m_runes
= new Runes
;
19650 m_runes
->runeState
= 0;
19652 for(uint32 i
= 0; i
< MAX_RUNES
; ++i
)
19654 SetBaseRune(i
, runeSlotTypes
[i
]); // init base types
19655 SetCurrentRune(i
, runeSlotTypes
[i
]); // init current types
19656 SetRuneCooldown(i
, 0); // reset cooldowns
19657 m_runes
->SetRuneState(i
);
19660 for(uint32 i
= 0; i
< NUM_RUNE_TYPES
; ++i
)
19661 SetFloatValue(PLAYER_RUNE_REGEN_1
+ i
, 0.1f
);
19665 bool Player::IsBaseRuneSlotsOnCooldown( RuneType runeType
) const
19667 for(uint32 i
= 0; i
< MAX_RUNES
; ++i
)
19668 if (GetBaseRune(i
) == runeType
&& GetRuneCooldown(i
) == 0)
19674 void Player::AutoStoreLoot(uint8 bag
, uint8 slot
, uint32 loot_id
, LootStore
const& store
, bool broadcast
)
19677 loot
.FillLoot (loot_id
,store
,this,true);
19679 uint32 max_slot
= loot
.GetMaxSlotInLootFor(this);
19680 for(uint32 i
= 0; i
< max_slot
; ++i
)
19682 LootItem
* lootItem
= loot
.LootItemInSlot(i
,this);
19684 ItemPosCountVec dest
;
19685 uint8 msg
= CanStoreNewItem (bag
,slot
,dest
,lootItem
->itemid
,lootItem
->count
);
19686 if(msg
!= EQUIP_ERR_OK
&& slot
!= NULL_SLOT
)
19687 msg
= CanStoreNewItem( bag
, NULL_SLOT
,dest
,lootItem
->itemid
,lootItem
->count
);
19688 if( msg
!= EQUIP_ERR_OK
&& bag
!= NULL_BAG
)
19689 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
,dest
,lootItem
->itemid
,lootItem
->count
);
19690 if(msg
!= EQUIP_ERR_OK
)
19692 SendEquipError( msg
, NULL
, NULL
);
19696 Item
* pItem
= StoreNewItem (dest
,lootItem
->itemid
,true,lootItem
->randomPropertyId
);
19697 SendNewItem(pItem
, lootItem
->count
, false, false, broadcast
);
19701 uint32
Player::CalculateTalentsPoints() const
19703 uint32 base_talent
= getLevel() < 10 ? 0 : getLevel()-9;
19705 if(getClass() != CLASS_DEATH_KNIGHT
)
19706 return uint32(base_talent
* sWorld
.getRate(RATE_TALENT
));
19708 uint32 talentPointsForLevel
= getLevel() < 56 ? 0 : getLevel() - 55;
19709 talentPointsForLevel
+= m_questRewardTalentCount
;
19711 if(talentPointsForLevel
> base_talent
)
19712 talentPointsForLevel
= base_talent
;
19714 return uint32(talentPointsForLevel
* sWorld
.getRate(RATE_TALENT
));
19717 bool Player::IsKnowHowFlyIn(uint32 mapid
, uint32 zone
) const
19719 // continent checked in SpellMgr::GetSpellAllowedInLocationError at cast and area update
19720 uint32 v_map
= GetVirtualMapForMapAndZone(mapid
, zone
);
19721 return v_map
!= 571 || HasSpell(54197); // Cold Weather Flying
19724 struct DoPlayerLearnSpell
19726 DoPlayerLearnSpell(Player
& _player
) : player(_player
) {}
19727 void operator() (uint32 spell_id
) { player
.learnSpell(spell_id
,false); }
19731 void Player::learnSpellHighRank(uint32 spellid
)
19733 learnSpell(spellid
,false);
19735 DoPlayerLearnSpell
worker(*this);
19736 spellmgr
.doForHighRanks(spellid
,worker
);
19739 void Player::_LoadSkills()
19741 // Note: skill data itself loaded from `data` field. This is only cleanup part of load
19743 // reset skill modifiers and set correct unlearn flags
19744 for (uint32 i
= 0; i
< PLAYER_MAX_SKILLS
; ++i
)
19746 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
19748 // set correct unlearn bit
19749 uint32 id
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
19752 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(id
);
19753 if(!pSkill
) continue;
19755 // enable unlearn button for primary professions only
19756 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
19757 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,1));
19759 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
19761 // set fixed skill ranges
19762 switch(GetSkillRangeType(pSkill
,false))
19764 case SKILL_RANGE_LANGUAGE
: // 300..300
19765 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(300,300));
19767 case SKILL_RANGE_MONO
: // 1..1, grey monolite bar
19768 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(1,1));
19774 uint32 vskill
= SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
19775 learnSkillRewardedSpells(id
, vskill
);
19778 // special settings
19779 if(getClass()==CLASS_DEATH_KNIGHT
)
19781 uint32 base_level
= std::min(getLevel(),sWorld
.getConfig (CONFIG_START_HEROIC_PLAYER_LEVEL
));
19784 uint32 base_skill
= (base_level
-1)*5; // 270 at starting level 55
19786 base_skill
= 1; // skill mast be known and then > 0 in any case
19788 if(GetPureSkillValue (SKILL_FIRST_AID
) < base_skill
)
19789 SetSkill(SKILL_FIRST_AID
,base_skill
, base_skill
);
19790 if(GetPureSkillValue (SKILL_AXES
) < base_skill
)
19791 SetSkill(SKILL_AXES
, base_skill
,base_skill
);
19792 if(GetPureSkillValue (SKILL_DEFENSE
) < base_skill
)
19793 SetSkill(SKILL_DEFENSE
, base_skill
,base_skill
);
19794 if(GetPureSkillValue (SKILL_POLEARMS
) < base_skill
)
19795 SetSkill(SKILL_POLEARMS
, base_skill
,base_skill
);
19796 if(GetPureSkillValue (SKILL_SWORDS
) < base_skill
)
19797 SetSkill(SKILL_SWORDS
, base_skill
,base_skill
);
19798 if(GetPureSkillValue (SKILL_2H_AXES
) < base_skill
)
19799 SetSkill(SKILL_2H_AXES
, base_skill
,base_skill
);
19800 if(GetPureSkillValue (SKILL_2H_SWORDS
) < base_skill
)
19801 SetSkill(SKILL_2H_SWORDS
, base_skill
,base_skill
);
19802 if(GetPureSkillValue (SKILL_UNARMED
) < base_skill
)
19803 SetSkill(SKILL_UNARMED
, base_skill
,base_skill
);
19807 uint32
Player::GetPhaseMaskForSpawn() const
19809 uint32 phase
= PHASEMASK_NORMAL
;
19810 if(!isGameMaster())
19811 phase
= GetPhaseMask();
19814 AuraList
const& phases
= GetAurasByType(SPELL_AURA_PHASE
);
19815 if(!phases
.empty())
19816 phase
= phases
.front()->GetMiscValue();
19819 // some aura phases include 1 normal map in addition to phase itself
19820 if(uint32 n_phase
= phase
& ~PHASEMASK_NORMAL
)
19823 return PHASEMASK_NORMAL
;
19826 uint8
Player::CanEquipUniqueItem(Item
* pItem
, uint8 eslot
, uint32 limit_count
) const
19828 ItemPrototype
const* pProto
= pItem
->GetProto();
19830 // proto based limitations
19831 if(uint8 res
= CanEquipUniqueItem(pProto
,eslot
,limit_count
))
19834 // check unique-equipped on gems
19835 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
19837 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
19840 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
19844 ItemPrototype
const* pGem
= objmgr
.GetItemPrototype(enchantEntry
->GemID
);
19848 // include for check equip another gems with same limit category for not equipped item (and then not counted)
19849 uint32 gem_limit_count
= !pItem
->IsEquipped() && pGem
->ItemLimitCategory
19850 ? pItem
->GetGemCountWithLimitCategory(pGem
->ItemLimitCategory
) : 1;
19852 if(uint8 res
= CanEquipUniqueItem(pGem
, eslot
,gem_limit_count
))
19856 return EQUIP_ERR_OK
;
19859 uint8
Player::CanEquipUniqueItem( ItemPrototype
const* itemProto
, uint8 except_slot
, uint32 limit_count
) const
19861 // check unique-equipped on item
19862 if (itemProto
->Flags
& ITEM_FLAGS_UNIQUE_EQUIPPED
)
19864 // there is an equip limit on this item
19865 if(HasItemOrGemWithIdEquipped(itemProto
->ItemId
,1,except_slot
))
19866 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
19869 // check unique-equipped limit
19870 if (itemProto
->ItemLimitCategory
)
19872 ItemLimitCategoryEntry
const* limitEntry
= sItemLimitCategoryStore
.LookupEntry(itemProto
->ItemLimitCategory
);
19874 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
19876 if(limit_count
> limitEntry
->maxCount
)
19877 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
; // attempt add too many limit category items (gems)
19879 // there is an equip limit on this item
19880 if(HasItemOrGemWithLimitCategoryEquipped(itemProto
->ItemLimitCategory
,limitEntry
->maxCount
-limit_count
+1,except_slot
))
19881 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
19884 return EQUIP_ERR_OK
;
19887 void Player::HandleFall(MovementInfo
const& movementInfo
)
19889 // calculate total z distance of the fall
19890 float z_diff
= m_lastFallZ
- movementInfo
.z
;
19891 sLog
.outDebug("zDiff = %f", z_diff
);
19893 //Players with low fall distance, Feather Fall or physical immunity (charges used) are ignored
19894 // 14.57 can be calculated by resolving damageperc formula below to 0
19895 if (z_diff
>= 14.57f
&& !isDead() && !isGameMaster() &&
19896 !HasAuraType(SPELL_AURA_HOVER
) && !HasAuraType(SPELL_AURA_FEATHER_FALL
) &&
19897 !HasAuraType(SPELL_AURA_FLY
) && !IsImmunedToDamage(SPELL_SCHOOL_MASK_NORMAL
) )
19899 //Safe fall, fall height reduction
19900 int32 safe_fall
= GetTotalAuraModifier(SPELL_AURA_SAFE_FALL
);
19902 float damageperc
= 0.018f
*(z_diff
-safe_fall
)-0.2426f
;
19906 uint32 damage
= (uint32
)(damageperc
* GetMaxHealth()*sWorld
.getRate(RATE_DAMAGE_FALL
));
19908 float height
= movementInfo
.z
;
19909 UpdateGroundPositionZ(movementInfo
.x
,movementInfo
.y
,height
);
19913 //Prevent fall damage from being more than the player maximum health
19914 if (damage
> GetMaxHealth())
19915 damage
= GetMaxHealth();
19918 if (GetDummyAura(43621))
19919 damage
= GetMaxHealth()/2;
19921 uint32 original_health
= GetHealth();
19922 uint32 final_damage
= EnvironmentalDamage(DAMAGE_FALL
, damage
);
19924 // recheck alive, might have died of EnvironmentalDamage, avoid cases when player die in fact like Spirit of Redemption case
19925 if (isAlive() && final_damage
< original_health
)
19926 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING
, uint32(z_diff
*100));
19929 //Z given by moveinfo, LastZ, FallTime, WaterZ, MapZ, Damage, Safefall reduction
19930 DEBUG_LOG("FALLDAMAGE z=%f sz=%f pZ=%f FallTime=%d mZ=%f damage=%d SF=%d" , movementInfo
.z
, height
, GetPositionZ(), movementInfo
.fallTime
, height
, damage
, safe_fall
);
19935 void Player::UpdateAchievementCriteria( AchievementCriteriaTypes type
, uint32 miscvalue1
/*=0*/, uint32 miscvalue2
/*=0*/, Unit
*unit
/*=NULL*/, uint32 time
/*=0*/ )
19937 GetAchievementMgr().UpdateAchievementCriteria(type
, miscvalue1
,miscvalue2
,unit
,time
);
19940 void Player::LearnTalent(uint32 talentId
, uint32 talentRank
)
19942 uint32 CurTalentPoints
= GetFreeTalentPoints();
19944 if(CurTalentPoints
== 0)
19947 if (talentRank
>= MAX_TALENT_RANK
)
19950 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry( talentId
);
19955 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentInfo
->TalentTab
);
19960 // prevent learn talent for different class (cheating)
19961 if( (getClassMask() & talentTabInfo
->ClassMask
) == 0 )
19964 // find current max talent rank
19965 int32 curtalent_maxrank
= 0;
19966 for(int32 k
= MAX_TALENT_RANK
-1; k
> -1; --k
)
19968 if(talentInfo
->RankID
[k
] && HasSpell(talentInfo
->RankID
[k
]))
19970 curtalent_maxrank
= k
+ 1;
19975 // we already have same or higher talent rank learned
19976 if(curtalent_maxrank
>= (talentRank
+ 1))
19979 // check if we have enough talent points
19980 if(CurTalentPoints
< (talentRank
- curtalent_maxrank
+ 1))
19983 // Check if it requires another talent
19984 if (talentInfo
->DependsOn
> 0)
19986 if(TalentEntry
const *depTalentInfo
= sTalentStore
.LookupEntry(talentInfo
->DependsOn
))
19988 bool hasEnoughRank
= false;
19989 for (int i
= talentInfo
->DependsOnRank
; i
< MAX_TALENT_RANK
; ++i
)
19991 if (depTalentInfo
->RankID
[i
] != 0)
19992 if (HasSpell(depTalentInfo
->RankID
[i
]))
19993 hasEnoughRank
= true;
19995 if (!hasEnoughRank
)
20000 // Find out how many points we have in this field
20001 uint32 spentPoints
= 0;
20003 uint32 tTab
= talentInfo
->TalentTab
;
20004 if (talentInfo
->Row
> 0)
20006 unsigned int numRows
= sTalentStore
.GetNumRows();
20007 for (unsigned int i
= 0; i
< numRows
; ++i
) // Loop through all talents.
20009 // Someday, someone needs to revamp
20010 const TalentEntry
*tmpTalent
= sTalentStore
.LookupEntry(i
);
20011 if (tmpTalent
) // the way talents are tracked
20013 if (tmpTalent
->TalentTab
== tTab
)
20015 for (int j
= 0; j
< MAX_TALENT_RANK
; ++j
)
20017 if (tmpTalent
->RankID
[j
] != 0)
20019 if (HasSpell(tmpTalent
->RankID
[j
]))
20021 spentPoints
+= j
+ 1;
20030 // not have required min points spent in talent tree
20031 if(spentPoints
< (talentInfo
->Row
* MAX_TALENT_RANK
))
20034 // spell not set in talent.dbc
20035 uint32 spellid
= talentInfo
->RankID
[talentRank
];
20038 sLog
.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId
, talentRank
);
20043 if(HasSpell(spellid
))
20046 // learn! (other talent ranks will unlearned at learning)
20047 learnSpell(spellid
, false);
20048 sLog
.outDetail("TalentID: %u Rank: %u Spell: %u\n", talentId
, talentRank
, spellid
);
20050 // update free talent points
20051 SetFreeTalentPoints(CurTalentPoints
- (talentRank
- curtalent_maxrank
+ 1));
20054 void Player::LearnPetTalent(uint64 petGuid
, uint32 talentId
, uint32 talentRank
)
20056 Pet
*pet
= GetPet();
20061 if(petGuid
!= pet
->GetGUID())
20064 uint32 CurTalentPoints
= pet
->GetFreeTalentPoints();
20066 if(CurTalentPoints
== 0)
20069 if (talentRank
>= MAX_PET_TALENT_RANK
)
20072 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry(talentId
);
20077 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry(talentInfo
->TalentTab
);
20082 CreatureInfo
const *ci
= pet
->GetCreatureInfo();
20087 CreatureFamilyEntry
const *pet_family
= sCreatureFamilyStore
.LookupEntry(ci
->family
);
20092 if(pet_family
->petTalentType
< 0) // not hunter pet
20095 // prevent learn talent for different family (cheating)
20096 if(!((1 << pet_family
->petTalentType
) & talentTabInfo
->petTalentMask
))
20099 // find current max talent rank
20100 int32 curtalent_maxrank
= 0;
20101 for(int32 k
= MAX_TALENT_RANK
-1; k
> -1; --k
)
20103 if(talentInfo
->RankID
[k
] && pet
->HasSpell(talentInfo
->RankID
[k
]))
20105 curtalent_maxrank
= k
+ 1;
20110 // we already have same or higher talent rank learned
20111 if(curtalent_maxrank
>= (talentRank
+ 1))
20114 // check if we have enough talent points
20115 if(CurTalentPoints
< (talentRank
- curtalent_maxrank
+ 1))
20118 // Check if it requires another talent
20119 if (talentInfo
->DependsOn
> 0)
20121 if(TalentEntry
const *depTalentInfo
= sTalentStore
.LookupEntry(talentInfo
->DependsOn
))
20123 bool hasEnoughRank
= false;
20124 for (int i
= talentInfo
->DependsOnRank
; i
< MAX_TALENT_RANK
; ++i
)
20126 if (depTalentInfo
->RankID
[i
] != 0)
20127 if (pet
->HasSpell(depTalentInfo
->RankID
[i
]))
20128 hasEnoughRank
= true;
20130 if (!hasEnoughRank
)
20135 // Find out how many points we have in this field
20136 uint32 spentPoints
= 0;
20138 uint32 tTab
= talentInfo
->TalentTab
;
20139 if (talentInfo
->Row
> 0)
20141 unsigned int numRows
= sTalentStore
.GetNumRows();
20142 for (unsigned int i
= 0; i
< numRows
; ++i
) // Loop through all talents.
20144 // Someday, someone needs to revamp
20145 const TalentEntry
*tmpTalent
= sTalentStore
.LookupEntry(i
);
20146 if (tmpTalent
) // the way talents are tracked
20148 if (tmpTalent
->TalentTab
== tTab
)
20150 for (int j
= 0; j
< MAX_TALENT_RANK
; ++j
)
20152 if (tmpTalent
->RankID
[j
] != 0)
20154 if (pet
->HasSpell(tmpTalent
->RankID
[j
]))
20156 spentPoints
+= j
+ 1;
20165 // not have required min points spent in talent tree
20166 if(spentPoints
< (talentInfo
->Row
* MAX_PET_TALENT_RANK
))
20169 // spell not set in talent.dbc
20170 uint32 spellid
= talentInfo
->RankID
[talentRank
];
20173 sLog
.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId
, talentRank
);
20178 if(pet
->HasSpell(spellid
))
20181 // learn! (other talent ranks will unlearned at learning)
20182 pet
->learnSpell(spellid
);
20183 sLog
.outDetail("PetTalentID: %u Rank: %u Spell: %u\n", talentId
, talentRank
, spellid
);
20185 // update free talent points
20186 pet
->SetFreeTalentPoints(CurTalentPoints
- (talentRank
- curtalent_maxrank
+ 1));
20189 void Player::UpdateKnownCurrencies(uint32 itemId
, bool apply
)
20191 if(CurrencyTypesEntry
const* ctEntry
= sCurrencyTypesStore
.LookupEntry(itemId
))
20194 SetFlag64(PLAYER_FIELD_KNOWN_CURRENCIES
,(UI64LIT(1) << (ctEntry
->BitIndex
-1)));
20196 RemoveFlag64(PLAYER_FIELD_KNOWN_CURRENCIES
,(UI64LIT(1) << (ctEntry
->BitIndex
-1)));
20200 void Player::UpdateFallInformationIfNeed( MovementInfo
const& minfo
,uint16 opcode
)
20202 if (m_lastFallTime
>= minfo
.fallTime
|| m_lastFallZ
<=minfo
.z
|| opcode
== MSG_MOVE_FALL_LAND
)
20203 SetFallInformation(minfo
.fallTime
, minfo
.z
);
20206 void Player::UnsummonPetTemporaryIfAny()
20208 Pet
* pet
= GetPet();
20212 if(!m_temporaryUnsummonedPetNumber
&& pet
->isControlled() && !pet
->isTemporarySummoned() )
20214 m_temporaryUnsummonedPetNumber
= pet
->GetCharmInfo()->GetPetNumber();
20215 m_oldpetspell
= pet
->GetUInt32Value(UNIT_CREATED_BY_SPELL
);
20218 RemovePet(pet
, PET_SAVE_AS_CURRENT
);
20221 void Player::ResummonPetTemporaryUnSummonedIfAny()
20223 if(!m_temporaryUnsummonedPetNumber
)
20226 // not resummon in not appropriate state
20227 if(IsPetNeedBeTemporaryUnsummoned())
20233 Pet
* NewPet
= new Pet
;
20234 if(!NewPet
->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber
, true))
20237 m_temporaryUnsummonedPetNumber
= 0;
20240 bool Player::canSeeSpellClickOn(Creature
const *c
) const
20242 if(!c
->HasFlag(UNIT_NPC_FLAGS
,UNIT_NPC_FLAG_SPELLCLICK
))
20245 SpellClickInfoMapBounds clickPair
= objmgr
.GetSpellClickInfoMapBounds(c
->GetEntry());
20246 for(SpellClickInfoMap::const_iterator itr
= clickPair
.first
; itr
!= clickPair
.second
; ++itr
)
20247 if(itr
->second
.IsFitToRequirements(this))
20253 void Player::BuildPlayerTalentsInfoData(WorldPacket
*data
)
20255 *data
<< uint32(GetFreeTalentPoints()); // unspentTalentPoints
20256 *data
<< uint8(m_specsCount
); // talent group count (0, 1 or 2)
20257 *data
<< uint8(m_activeSpec
); // talent group index (0 or 1)
20261 // loop through all specs (only 1 for now)
20262 for(uint32 specIdx
= 0; specIdx
< m_specsCount
; ++specIdx
)
20264 uint8 talentIdCount
= 0;
20265 size_t pos
= data
->wpos();
20266 *data
<< uint8(talentIdCount
); // [PH], talentIdCount
20268 // find class talent tabs (all players have 3 talent tabs)
20269 uint32
const* talentTabIds
= GetTalentTabPages(getClass());
20271 for(uint32 i
= 0; i
< 3; ++i
)
20273 uint32 talentTabId
= talentTabIds
[i
];
20275 for(uint32 talentId
= 0; talentId
< sTalentStore
.GetNumRows(); ++talentId
)
20277 TalentEntry
const* talentInfo
= sTalentStore
.LookupEntry(talentId
);
20281 // skip another tab talents
20282 if(talentInfo
->TalentTab
!= talentTabId
)
20285 // find max talent rank
20286 int32 curtalent_maxrank
= -1;
20287 for(int32 k
= MAX_TALENT_RANK
-1; k
> -1; --k
)
20289 if(talentInfo
->RankID
[k
] && HasSpell(talentInfo
->RankID
[k
]))
20291 curtalent_maxrank
= k
;
20296 // not learned talent
20297 if(curtalent_maxrank
< 0)
20300 *data
<< uint32(talentInfo
->TalentID
); // Talent.dbc
20301 *data
<< uint8(curtalent_maxrank
); // talentMaxRank (0-4)
20307 data
->put
<uint8
>(pos
, talentIdCount
); // put real count
20309 *data
<< uint8(MAX_GLYPH_SLOT_INDEX
); // glyphs count
20311 for(uint8 i
= 0; i
< MAX_GLYPH_SLOT_INDEX
; ++i
)
20312 *data
<< uint16(GetGlyph(i
)); // GlyphProperties.dbc
20317 void Player::BuildPetTalentsInfoData(WorldPacket
*data
)
20319 uint32 unspentTalentPoints
= 0;
20320 size_t pointsPos
= data
->wpos();
20321 *data
<< uint32(unspentTalentPoints
); // [PH], unspentTalentPoints
20323 uint8 talentIdCount
= 0;
20324 size_t countPos
= data
->wpos();
20325 *data
<< uint8(talentIdCount
); // [PH], talentIdCount
20327 Pet
*pet
= GetPet();
20331 unspentTalentPoints
= pet
->GetFreeTalentPoints();
20333 data
->put
<uint32
>(pointsPos
, unspentTalentPoints
); // put real points
20335 CreatureInfo
const *ci
= pet
->GetCreatureInfo();
20339 CreatureFamilyEntry
const *pet_family
= sCreatureFamilyStore
.LookupEntry(ci
->family
);
20340 if(!pet_family
|| pet_family
->petTalentType
< 0)
20343 for(uint32 talentTabId
= 1; talentTabId
< sTalentTabStore
.GetNumRows(); ++talentTabId
)
20345 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentTabId
);
20349 if(!((1 << pet_family
->petTalentType
) & talentTabInfo
->petTalentMask
))
20352 for(uint32 talentId
= 0; talentId
< sTalentStore
.GetNumRows(); ++talentId
)
20354 TalentEntry
const* talentInfo
= sTalentStore
.LookupEntry(talentId
);
20358 // skip another tab talents
20359 if(talentInfo
->TalentTab
!= talentTabId
)
20362 // find max talent rank
20363 int32 curtalent_maxrank
= -1;
20364 for(int32 k
= 4; k
> -1; --k
)
20366 if(talentInfo
->RankID
[k
] && pet
->HasSpell(talentInfo
->RankID
[k
]))
20368 curtalent_maxrank
= k
;
20373 // not learned talent
20374 if(curtalent_maxrank
< 0)
20377 *data
<< uint32(talentInfo
->TalentID
); // Talent.dbc
20378 *data
<< uint8(curtalent_maxrank
); // talentMaxRank (0-4)
20383 data
->put
<uint8
>(countPos
, talentIdCount
); // put real count
20389 void Player::SendTalentsInfoData(bool pet
)
20391 WorldPacket
data(SMSG_TALENTS_INFO
, 50);
20392 data
<< uint8(pet
? 1 : 0);
20394 BuildPetTalentsInfoData(&data
);
20396 BuildPlayerTalentsInfoData(&data
);
20397 GetSession()->SendPacket(&data
);
20400 void Player::BuildEnchantmentsInfoData(WorldPacket
*data
)
20402 uint32 slotUsedMask
= 0;
20403 size_t slotUsedMaskPos
= data
->wpos();
20404 *data
<< uint32(slotUsedMask
); // slotUsedMask < 0x80000
20406 for(uint32 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
20408 Item
*item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, i
);
20413 slotUsedMask
|= (1 << i
);
20415 *data
<< uint32(item
->GetEntry()); // item entry
20417 uint16 enchantmentMask
= 0;
20418 size_t enchantmentMaskPos
= data
->wpos();
20419 *data
<< uint16(enchantmentMask
); // enchantmentMask < 0x1000
20421 for(uint32 j
= 0; j
< MAX_ENCHANTMENT_SLOT
; ++j
)
20423 uint32 enchId
= item
->GetEnchantmentId(EnchantmentSlot(j
));
20428 enchantmentMask
|= (1 << j
);
20430 *data
<< uint16(enchId
); // enchantmentId?
20433 data
->put
<uint16
>(enchantmentMaskPos
, enchantmentMask
);
20435 *data
<< uint16(0); // ?
20436 *data
<< uint8(0); // PGUID!
20437 *data
<< uint32(0); // seed?
20440 data
->put
<uint32
>(slotUsedMaskPos
, slotUsedMask
);
20443 void Player::SendEquipmentSetList()
20446 WorldPacket
data(SMSG_EQUIPMENT_SET_LIST
, 4);
20447 size_t count_pos
= data
.wpos();
20448 data
<< uint32(count
); // count placeholder
20449 for(EquipmentSets::iterator itr
= m_EquipmentSets
.begin(); itr
!= m_EquipmentSets
.end(); ++itr
)
20451 if(itr
->second
.state
==EQUIPMENT_SET_DELETED
)
20453 data
.appendPackGUID(itr
->second
.Guid
);
20454 data
<< uint32(itr
->first
);
20455 data
<< itr
->second
.Name
;
20456 data
<< itr
->second
.IconName
;
20457 for(uint32 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
20458 data
.appendPackGUID(MAKE_NEW_GUID(itr
->second
.Items
[i
], 0, HIGHGUID_ITEM
));
20460 ++count
; // client have limit but it checked at loading and set
20462 data
.put
<uint32
>(count_pos
, count
);
20463 GetSession()->SendPacket(&data
);
20466 void Player::SetEquipmentSet(uint32 index
, EquipmentSet eqset
)
20468 if(eqset
.Guid
!= 0)
20470 bool found
= false;
20472 for(EquipmentSets::iterator itr
= m_EquipmentSets
.begin(); itr
!= m_EquipmentSets
.end(); ++itr
)
20474 if((itr
->second
.Guid
== eqset
.Guid
) && (itr
->first
== index
))
20481 if(!found
) // something wrong...
20483 sLog
.outError("Player %s tried to save equipment set "UI64FMTD
" (index %u), but that equipment set not found!", GetName(), eqset
.Guid
, index
);
20488 EquipmentSet
& eqslot
= m_EquipmentSets
[index
];
20490 EquipmentSetUpdateState old_state
= eqslot
.state
;
20494 if(eqset
.Guid
== 0)
20496 eqslot
.Guid
= objmgr
.GenerateEquipmentSetGuid();
20498 WorldPacket
data(SMSG_EQUIPMENT_SET_SAVED
, 4 + 1);
20499 data
<< uint32(index
);
20500 data
.appendPackGUID(eqslot
.Guid
);
20501 GetSession()->SendPacket(&data
);
20504 eqslot
.state
= old_state
== EQUIPMENT_SET_NEW
? EQUIPMENT_SET_NEW
: EQUIPMENT_SET_CHANGED
;
20507 void Player::_SaveEquipmentSets()
20509 for(EquipmentSets::iterator itr
= m_EquipmentSets
.begin(); itr
!= m_EquipmentSets
.end();)
20511 uint32 index
= itr
->first
;
20512 EquipmentSet
& eqset
= itr
->second
;
20513 switch(eqset
.state
)
20515 case EQUIPMENT_SET_UNCHANGED
:
20517 break; // nothing do
20518 case EQUIPMENT_SET_CHANGED
:
20519 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'",
20520 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],
20521 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
);
20522 eqset
.state
= EQUIPMENT_SET_UNCHANGED
;
20525 case EQUIPMENT_SET_NEW
:
20526 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')",
20527 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],
20528 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]);
20529 eqset
.state
= EQUIPMENT_SET_UNCHANGED
;
20532 case EQUIPMENT_SET_DELETED
:
20533 CharacterDatabase
.PExecute("DELETE FROM character_equipmentsets WHERE setguid="UI64FMTD
, eqset
.Guid
);
20534 m_EquipmentSets
.erase(itr
++);
20540 void Player::_SaveBGData()
20542 CharacterDatabase
.PExecute("DELETE FROM character_battleground_data WHERE guid='%u'", GetGUIDLow());
20543 if (m_bgData
.bgInstanceID
)
20545 /* guid, bgInstanceID, bgTeam, x, y, z, o, map, taxi[0], taxi[1], mountSpell */
20546 CharacterDatabase
.PExecute("INSERT INTO character_battleground_data VALUES ('%u', '%u', '%u', '%f', '%f', '%f', '%f', '%u', '%u', '%u', '%u')",
20547 GetGUIDLow(), m_bgData
.bgInstanceID
, m_bgData
.bgTeam
, m_bgData
.joinPos
.coord_x
, m_bgData
.joinPos
.coord_y
, m_bgData
.joinPos
.coord_z
,
20548 m_bgData
.joinPos
.orientation
, m_bgData
.joinPos
.mapid
, m_bgData
.taxiPath
[0], m_bgData
.taxiPath
[1], m_bgData
.mountSpell
);
20552 void Player::DeleteEquipmentSet(uint64 setGuid
)
20554 for(EquipmentSets::iterator itr
= m_EquipmentSets
.begin(); itr
!= m_EquipmentSets
.end(); ++itr
)
20556 if(itr
->second
.Guid
== setGuid
)
20558 if(itr
->second
.state
== EQUIPMENT_SET_NEW
)
20559 m_EquipmentSets
.erase(itr
);
20561 itr
->second
.state
= EQUIPMENT_SET_DELETED
;
20567 void Player::ActivateSpec(uint32 specNum
)
20569 if(GetActiveSpec() == specNum
)
20572 resetTalents(true);
20575 void Player::RemoveAtLoginFlag( AtLoginFlags f
, bool in_db_also
/*= false*/ )
20577 m_atLoginFlags
&= ~f
;
20580 CharacterDatabase
.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(f
), GetGUIDLow());
20583 void Player::SendClearCooldown( uint32 spell_id
, Unit
* target
)
20585 WorldPacket
data(SMSG_CLEAR_COOLDOWN
, 4+8);
20586 data
<< uint32(spell_id
);
20587 data
<< uint64(target
->GetGUID());
20588 SendDirectMessage(&data
);
20591 void Player::BuildTeleportAckMsg( WorldPacket
*data
, float x
, float y
, float z
, float ang
) const
20593 data
->Initialize(MSG_MOVE_TELEPORT_ACK
, 41);
20594 data
->append(GetPackGUID());
20595 *data
<< uint32(0); // this value increments every time
20596 *data
<< uint32(m_movementInfo
.GetMovementFlags()); // movement flags
20597 *data
<< uint16(0); // 2.3.0
20598 *data
<< uint32(getMSTime()); // time
20603 *data
<< uint32(0);
20606 bool Player::HasMovementFlag( MovementFlags f
) const
20608 return m_movementInfo
.HasMovementFlag(f
);
20611 void Player::SetFarSightGUID( uint64 guid
)
20613 if(GetFarSight()==guid
)
20616 SetUInt64Value(PLAYER_FARSIGHT
, guid
);
20618 // need triggering load grids around new view point
20619 UpdateVisibilityForPlayer();
20622 void Player::UpdateVisibilityForPlayer()
20624 WorldObject
const* viewPoint
= GetViewPoint();
20627 CellPair
p(MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY()));
20630 m
->UpdatePlayerVisibility(this, cell
, p
);
20632 if (this != viewPoint
)
20634 CellPair
pView(MaNGOS::ComputeCellPair(viewPoint
->GetPositionX(), viewPoint
->GetPositionY()));
20635 Cell
cellView(pView
);
20637 m
->UpdateObjectsVisibilityFor(this, cellView
, pView
);
20640 m
->UpdateObjectsVisibilityFor(this, cell
, p
);