2 * Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
21 #include "Database/DatabaseEnv.h"
26 #include "WorldPacket.h"
27 #include "WorldSession.h"
28 #include "UpdateMask.h"
31 #include "SkillDiscovery.h"
33 #include "GossipDef.h"
34 #include "UpdateData.h"
36 #include "ChannelMgr.h"
37 #include "MapManager.h"
38 #include "MapInstanced.h"
39 #include "InstanceSaveMgr.h"
40 #include "GridNotifiers.h"
41 #include "GridNotifiersImpl.h"
43 #include "ObjectMgr.h"
44 #include "ObjectAccessor.h"
45 #include "ObjectDefines.h"
46 #include "CreatureAI.h"
52 #include "Transports.h"
54 #include "BattleGround.h"
55 #include "BattleGroundAV.h"
56 #include "BattleGroundMgr.h"
57 #include "ArenaTeam.h"
59 #include "Database/DatabaseImpl.h"
61 #include "SocialMgr.h"
62 #include "AchievementMgr.h"
66 #define ZONE_UPDATE_INTERVAL (1*IN_MILISECONDS)
68 #define PLAYER_SKILL_INDEX(x) (PLAYER_SKILL_INFO_1_1 + ((x)*3))
69 #define PLAYER_SKILL_VALUE_INDEX(x) (PLAYER_SKILL_INDEX(x)+1)
70 #define PLAYER_SKILL_BONUS_INDEX(x) (PLAYER_SKILL_INDEX(x)+2)
72 #define SKILL_VALUE(x) PAIR32_LOPART(x)
73 #define SKILL_MAX(x) PAIR32_HIPART(x)
74 #define MAKE_SKILL_VALUE(v, m) MAKE_PAIR32(v,m)
76 #define SKILL_TEMP_BONUS(x) int16(PAIR32_LOPART(x))
77 #define SKILL_PERM_BONUS(x) int16(PAIR32_HIPART(x))
78 #define MAKE_SKILL_BONUS(t, p) MAKE_PAIR32(t,p)
82 CHARACTER_FLAG_NONE
= 0x00000000,
83 CHARACTER_FLAG_UNK1
= 0x00000001,
84 CHARACTER_FLAG_UNK2
= 0x00000002,
85 CHARACTER_LOCKED_FOR_TRANSFER
= 0x00000004,
86 CHARACTER_FLAG_UNK4
= 0x00000008,
87 CHARACTER_FLAG_UNK5
= 0x00000010,
88 CHARACTER_FLAG_UNK6
= 0x00000020,
89 CHARACTER_FLAG_UNK7
= 0x00000040,
90 CHARACTER_FLAG_UNK8
= 0x00000080,
91 CHARACTER_FLAG_UNK9
= 0x00000100,
92 CHARACTER_FLAG_UNK10
= 0x00000200,
93 CHARACTER_FLAG_HIDE_HELM
= 0x00000400,
94 CHARACTER_FLAG_HIDE_CLOAK
= 0x00000800,
95 CHARACTER_FLAG_UNK13
= 0x00001000,
96 CHARACTER_FLAG_GHOST
= 0x00002000,
97 CHARACTER_FLAG_RENAME
= 0x00004000,
98 CHARACTER_FLAG_UNK16
= 0x00008000,
99 CHARACTER_FLAG_UNK17
= 0x00010000,
100 CHARACTER_FLAG_UNK18
= 0x00020000,
101 CHARACTER_FLAG_UNK19
= 0x00040000,
102 CHARACTER_FLAG_UNK20
= 0x00080000,
103 CHARACTER_FLAG_UNK21
= 0x00100000,
104 CHARACTER_FLAG_UNK22
= 0x00200000,
105 CHARACTER_FLAG_UNK23
= 0x00400000,
106 CHARACTER_FLAG_UNK24
= 0x00800000,
107 CHARACTER_FLAG_LOCKED_BY_BILLING
= 0x01000000,
108 CHARACTER_FLAG_DECLINED
= 0x02000000,
109 CHARACTER_FLAG_UNK27
= 0x04000000,
110 CHARACTER_FLAG_UNK28
= 0x08000000,
111 CHARACTER_FLAG_UNK29
= 0x10000000,
112 CHARACTER_FLAG_UNK30
= 0x20000000,
113 CHARACTER_FLAG_UNK31
= 0x40000000,
114 CHARACTER_FLAG_UNK32
= 0x80000000
117 enum CharacterCustomizeFlags
119 CHAR_CUSTOMIZE_FLAG_NONE
= 0x00000000,
120 CHAR_CUSTOMIZE_FLAG_CUSTOMIZE
= 0x00000001, // name, gender, etc...
121 CHAR_CUSTOMIZE_FLAG_FACTION
= 0x00010000, // name, gender, faction, etc...
122 CHAR_CUSTOMIZE_FLAG_RACE
= 0x00100000 // name, gender, race, etc...
125 // corpse reclaim times
126 #define DEATH_EXPIRE_STEP (5*MINUTE)
127 #define MAX_DEATH_COUNT 3
129 static uint32 copseReclaimDelay
[MAX_DEATH_COUNT
] = { 30, 60, 120 };
131 //== PlayerTaxi ================================================
133 PlayerTaxi::PlayerTaxi()
136 memset(m_taximask
, 0, sizeof(m_taximask
));
139 void PlayerTaxi::InitTaxiNodesForLevel(uint32 race
, uint32 chrClass
, uint32 level
)
141 // class specific initial known nodes
144 case CLASS_DEATH_KNIGHT
:
146 for(int i
= 0; i
< TaxiMaskSize
; ++i
)
147 m_taximask
[i
] |= sOldContinentsNodesMask
[i
];
152 // race specific initial known nodes: capital and taxi hub masks
155 case RACE_HUMAN
: SetTaximaskNode(2); break; // Human
156 case RACE_ORC
: SetTaximaskNode(23); break; // Orc
157 case RACE_DWARF
: SetTaximaskNode(6); break; // Dwarf
158 case RACE_NIGHTELF
: SetTaximaskNode(26);
159 SetTaximaskNode(27); break; // Night Elf
160 case RACE_UNDEAD_PLAYER
: SetTaximaskNode(11); break;// Undead
161 case RACE_TAUREN
: SetTaximaskNode(22); break; // Tauren
162 case RACE_GNOME
: SetTaximaskNode(6); break; // Gnome
163 case RACE_TROLL
: SetTaximaskNode(23); break; // Troll
164 case RACE_BLOODELF
: SetTaximaskNode(82); break; // Blood Elf
165 case RACE_DRAENEI
: SetTaximaskNode(94); break; // Draenei
168 // new continent starting masks (It will be accessible only at new map)
169 switch(Player::TeamForRace(race
))
171 case ALLIANCE
: SetTaximaskNode(100); break;
172 case HORDE
: SetTaximaskNode(99); break;
174 // level dependent taxi hubs
176 SetTaximaskNode(213); //Shattered Sun Staging Area
179 void PlayerTaxi::LoadTaxiMask(const char* data
)
181 Tokens tokens
= StrSplit(data
, " ");
184 Tokens::iterator iter
;
185 for (iter
= tokens
.begin(), index
= 0;
186 (index
< TaxiMaskSize
) && (iter
!= tokens
.end()); ++iter
, ++index
)
188 // load and set bits only for existed taxi nodes
189 m_taximask
[index
] = sTaxiNodesMask
[index
] & uint32(atol((*iter
).c_str()));
193 void PlayerTaxi::AppendTaximaskTo( ByteBuffer
& data
, bool all
)
197 for (uint8 i
=0; i
<TaxiMaskSize
; ++i
)
198 data
<< uint32(sTaxiNodesMask
[i
]); // all existed nodes
202 for (uint8 i
=0; i
<TaxiMaskSize
; ++i
)
203 data
<< uint32(m_taximask
[i
]); // known nodes
207 bool PlayerTaxi::LoadTaxiDestinationsFromString( const std::string
& values
, uint32 team
)
209 ClearTaxiDestinations();
211 Tokens tokens
= StrSplit(values
," ");
213 for(Tokens::iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
)
215 uint32 node
= uint32(atol(iter
->c_str()));
216 AddTaxiDestination(node
);
219 if(m_TaxiDestinations
.empty())
223 if(m_TaxiDestinations
.size() < 2)
226 for(size_t i
= 1; i
< m_TaxiDestinations
.size(); ++i
)
230 sObjectMgr
.GetTaxiPath(m_TaxiDestinations
[i
-1],m_TaxiDestinations
[i
],path
,cost
);
235 // can't load taxi path without mount set (quest taxi path?)
236 if(!sObjectMgr
.GetTaxiMountDisplayId(GetTaxiSource(),team
,true))
242 std::string
PlayerTaxi::SaveTaxiDestinationsToString()
244 if(m_TaxiDestinations
.empty())
247 std::ostringstream ss
;
249 for(size_t i
=0; i
< m_TaxiDestinations
.size(); ++i
)
250 ss
<< m_TaxiDestinations
[i
] << " ";
255 uint32
PlayerTaxi::GetCurrentTaxiPath() const
257 if(m_TaxiDestinations
.size() < 2)
263 sObjectMgr
.GetTaxiPath(m_TaxiDestinations
[0],m_TaxiDestinations
[1],path
,cost
);
268 std::ostringstream
& operator<< (std::ostringstream
& ss
, PlayerTaxi
const& taxi
)
271 for(int i
= 0; i
< TaxiMaskSize
; ++i
)
272 ss
<< taxi
.m_taximask
[i
] << " ";
277 SpellModifier::SpellModifier( SpellModOp _op
, SpellModType _type
, int32 _value
, SpellEntry
const* spellEntry
, uint8 eff
, int16 _charges
/*= 0*/ ) : op(_op
), type(_type
), charges(_charges
), value(_value
), spellId(spellEntry
->Id
), lastAffected(NULL
)
279 uint32
const* ptr
= spellEntry
->GetEffectSpellClassMask(eff
);
280 mask
= uint64(ptr
[0]) | (uint64(ptr
[1]) << 32);
284 SpellModifier::SpellModifier( SpellModOp _op
, SpellModType _type
, int32 _value
, Aura
const* aura
, int16 _charges
/*= 0*/ ) : op(_op
), type(_type
), charges(_charges
), value(_value
), spellId(aura
->GetId()), lastAffected(NULL
)
286 uint32
const* ptr
= aura
->getAuraSpellClassMask();
287 mask
= uint64(ptr
[0]) | (uint64(ptr
[1]) << 32);
291 bool SpellModifier::isAffectedOnSpell( SpellEntry
const *spell
) const
293 SpellEntry
const *affect_spell
= sSpellStore
.LookupEntry(spellId
);
294 // False if affect_spell == NULL or spellFamily not equal
295 if (!affect_spell
|| affect_spell
->SpellFamilyName
!= spell
->SpellFamilyName
)
297 if (mask
& spell
->SpellFamilyFlags
)
299 if (mask2
& spell
->SpellFamilyFlags2
)
304 //== Player ====================================================
306 UpdateMask
Player::updateVisualBits
;
308 Player::Player (WorldSession
*session
): Unit(), m_achievementMgr(this), m_reputationMgr(this)
315 m_objectType
|= TYPEMASK_PLAYER
;
316 m_objectTypeId
= TYPEID_PLAYER
;
318 m_valuesCount
= PLAYER_END
;
325 if(GetSession()->GetSecurity() >= SEC_GAMEMASTER
)
326 SetAcceptTicket(true);
328 // players always accept
329 if(GetSession()->GetSecurity() == SEC_PLAYER
)
330 SetAcceptWhispers(true);
338 m_usedTalentCount
= 0;
339 m_questRewardTalentCount
= 0;
342 m_weaponChangeTimer
= 0;
345 m_zoneUpdateTimer
= 0;
349 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
351 // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
352 // this must help in case next save after mass player load after server startup
353 m_nextSave
= urand(m_nextSave
/2,m_nextSave
*3/2);
355 clearResurrectRequestData();
357 m_SpellModRemoveCount
= 0;
359 memset(m_items
, 0, sizeof(Item
*)*PLAYER_SLOTS_COUNT
);
363 // group is initialized in the reference constructor
364 SetGroupInvite(NULL
);
365 m_groupUpdateMask
= 0;
366 m_auraUpdateMask
= 0;
370 m_GuildIdInvited
= 0;
371 m_ArenaTeamIdInvited
= 0;
373 m_atLoginFlags
= AT_LOGIN_NONE
;
375 mSemaphoreTeleport_Near
= false;
376 mSemaphoreTeleport_Far
= false;
378 m_DelayedOperations
= 0;
379 m_bCanDelayTeleport
= false;
380 m_bHasDelayedTeleport
= false;
381 m_teleport_options
= 0;
388 PlayerTalkClass
= new PlayerMenu( GetSession() );
389 m_currentBuybackSlot
= BUYBACK_SLOT_START
;
391 m_DailyQuestChanged
= false;
392 m_lastDailyQuestTime
= 0;
394 for (int i
=0; i
<MAX_TIMERS
; ++i
)
395 m_MirrorTimer
[i
] = DISABLED_MIRROR_TIMER
;
397 m_MirrorTimerFlags
= UNDERWATER_NONE
;
398 m_MirrorTimerFlagsLast
= UNDERWATER_NONE
;
404 m_deathExpireTime
= 0;
408 m_DetectInvTimer
= 1*IN_MILISECONDS
;
410 for (int j
=0; j
< PLAYER_MAX_BATTLEGROUND_QUEUES
; ++j
)
412 m_bgBattleGroundQueueID
[j
].bgQueueTypeId
= BATTLEGROUND_QUEUE_NONE
;
413 m_bgBattleGroundQueueID
[j
].invitedToInstance
= 0;
416 m_logintime
= time(NULL
);
417 m_Last_tick
= m_logintime
;
418 m_WeaponProficiency
= 0;
419 m_ArmorProficiency
= 0;
422 m_canDualWield
= false;
423 m_canTitanGrip
= false;
426 m_temporaryUnsummonedPetNumber
= 0;
427 //cache for UNIT_CREATED_BY_SPELL to allow
428 //returning reagents for temporarily removed pets
429 //when dying/logging out
432 ////////////////////Rest System/////////////////////
439 rest_type
=REST_TYPE_NO
;
440 ////////////////////Rest System/////////////////////
442 m_mailsUpdated
= false;
444 m_nextMailDelivereTime
= 0;
446 m_resetTalentsCost
= 0;
447 m_resetTalentsTime
= 0;
448 m_itemUpdateQueueBlocked
= false;
450 for (int i
= 0; i
< MAX_MOVE_TYPE
; ++i
)
451 m_forced_speed_changes
[i
] = 0;
455 /////////////////// Instance System /////////////////////
458 m_InstanceValid
= true;
459 m_dungeonDifficulty
= DUNGEON_DIFFICULTY_NORMAL
;
460 m_raidDifficulty
= RAID_DIFFICULTY_10MAN_NORMAL
;
467 for (int i
= 0; i
< BASEMOD_END
; ++i
)
469 m_auraBaseMod
[i
][FLAT_MOD
] = 0.0f
;
470 m_auraBaseMod
[i
][PCT_MOD
] = 1.0f
;
473 for (int i
= 0; i
< MAX_COMBAT_RATING
; ++i
)
474 m_baseRatingValue
[i
] = 0;
476 m_baseSpellPower
= 0;
479 m_armorPenetrationPct
= 0.0f
;
482 m_lastHonorUpdateTime
= time(NULL
);
494 m_contestedPvPTimer
= 0;
496 m_declinedname
= NULL
;
505 CleanupsBeforeDelete();
507 // it must be unloaded already in PlayerLogout and accessed only for loggined player
510 // Note: buy back item already deleted from DB when player was saved
511 for(int i
= 0; i
< PLAYER_SLOTS_COUNT
; ++i
)
518 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
521 //all mailed items should be deleted, also all mail should be deallocated
522 for (PlayerMails::const_iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
525 for (ItemMap::const_iterator iter
= mMitems
.begin(); iter
!= mMitems
.end(); ++iter
)
526 delete iter
->second
; //if item is duplicated... then server may crash ... but that item should be deallocated
528 delete PlayerTalkClass
;
532 m_transport
->RemovePassenger(this);
535 for(size_t x
= 0; x
< ItemSetEff
.size(); x
++)
537 delete ItemSetEff
[x
];
539 // clean up player-instance binds, may unload some instance saves
540 for(uint8 i
= 0; i
< MAX_DIFFICULTY
; ++i
)
541 for(BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
542 itr
->second
.save
->RemovePlayer(this);
544 delete m_declinedname
;
548 void Player::CleanupsBeforeDelete()
550 if(m_uint32Values
) // only for fully created Object
553 DuelComplete(DUEL_INTERUPTED
);
555 Unit::CleanupsBeforeDelete();
558 bool Player::Create( uint32 guidlow
, const std::string
& name
, uint8 race
, uint8 class_
, uint8 gender
, uint8 skin
, uint8 face
, uint8 hairStyle
, uint8 hairColor
, uint8 facialHair
, uint8 outfitId
)
560 //FIXME: outfitId not used in player creating
562 Object::_Create(guidlow
, 0, HIGHGUID_PLAYER
);
566 PlayerInfo
const* info
= sObjectMgr
.GetPlayerInfo(race
, class_
);
569 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
573 for (int i
= 0; i
< PLAYER_SLOTS_COUNT
; ++i
)
576 SetLocationMapId(info
->mapId
);
577 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
);
579 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(class_
);
582 sLog
.outError("Class %u not found in DBC (Wrong DBC files?)",class_
);
586 SetMap(sMapMgr
.CreateMap(info
->mapId
, this));
588 uint8 powertype
= cEntry
->powerType
;
590 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, DEFAULT_WORLD_OBJECT_SIZE
);
591 SetFloatValue(UNIT_FIELD_COMBATREACH
, 1.5f
);
593 setFactionForRace(race
);
595 uint32 RaceClassGender
= ( race
) | ( class_
<< 8 ) | ( gender
<< 16 );
597 SetUInt32Value(UNIT_FIELD_BYTES_0
, ( RaceClassGender
| ( powertype
<< 24 ) ) );
599 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_PVP
);
600 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
);
601 SetFlag(UNIT_FIELD_FLAGS_2
, UNIT_FLAG2_REGENERATE_POWER
);
602 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
); // fix cast time showed in spell tooltip on client
603 SetFloatValue(UNIT_FIELD_HOVERHEIGHT
, 1.0f
); // default for players in 3.0.3
605 // -1 is default value
606 SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX
, uint32(-1));
608 SetUInt32Value(PLAYER_BYTES
, (skin
| (face
<< 8) | (hairStyle
<< 16) | (hairColor
<< 24)));
609 SetUInt32Value(PLAYER_BYTES_2
, (facialHair
| (0x00 << 8) | (0x00 << 16) | (0x02 << 24)));
610 SetByteValue(PLAYER_BYTES_3
, 0, gender
);
612 SetUInt32Value( PLAYER_GUILDID
, 0 );
613 SetUInt32Value( PLAYER_GUILDRANK
, 0 );
614 SetUInt32Value( PLAYER_GUILD_TIMESTAMP
, 0 );
616 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES
, 0 ); // 0=disabled
617 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES1
, 0 ); // 0=disabled
618 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES2
, 0 ); // 0=disabled
619 SetUInt32Value( PLAYER_CHOSEN_TITLE
, 0 );
620 SetUInt32Value( PLAYER_FIELD_KILLS
, 0 );
621 SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 0 );
622 SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION
, 0 );
623 SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0 );
625 // set starting level
626 uint32 start_level
= getClass() != CLASS_DEATH_KNIGHT
627 ? sWorld
.getConfig(CONFIG_START_PLAYER_LEVEL
)
628 : sWorld
.getConfig(CONFIG_START_HEROIC_PLAYER_LEVEL
);
630 if (GetSession()->GetSecurity() >= SEC_MODERATOR
)
632 uint32 gm_level
= sWorld
.getConfig(CONFIG_START_GM_LEVEL
);
633 if(gm_level
> start_level
)
634 start_level
= gm_level
;
637 SetUInt32Value(UNIT_FIELD_LEVEL
, start_level
);
641 SetUInt32Value (PLAYER_FIELD_COINAGE
, sWorld
.getConfig(CONFIG_START_PLAYER_MONEY
));
642 SetUInt32Value (PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_START_HONOR_POINTS
));
643 SetUInt32Value (PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_START_ARENA_POINTS
));
646 m_Last_tick
= time(NULL
);
647 m_Played_time
[PLAYED_TIME_TOTAL
] = 0;
648 m_Played_time
[PLAYED_TIME_LEVEL
] = 0;
650 // base stats and related field values
652 InitTaxiNodesForLevel();
653 InitGlyphsForLevel();
654 InitTalentForLevel();
655 InitPrimaryProfessions(); // to max set before any spell added
657 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
658 UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
659 SetHealth(GetMaxHealth());
660 if (getPowerType()==POWER_MANA
)
662 UpdateMaxPower(POWER_MANA
); // Update max Mana (for add bonus from intellect)
663 SetPower(POWER_MANA
,GetMaxPower(POWER_MANA
));
666 if(getPowerType() == POWER_RUNIC_POWER
)
668 SetPower(POWER_RUNE
, 8);
669 SetMaxPower(POWER_RUNE
, 8);
670 SetPower(POWER_RUNIC_POWER
, 0);
671 SetMaxPower(POWER_RUNIC_POWER
, 1000);
675 learnDefaultSpells();
677 // original action bar
678 for (PlayerCreateInfoActions::const_iterator action_itr
= info
->action
.begin(); action_itr
!= info
->action
.end(); ++action_itr
)
679 addActionButton(action_itr
->button
,action_itr
->action
,action_itr
->type
);
682 CharStartOutfitEntry
const* oEntry
= NULL
;
683 for (uint32 i
= 1; i
< sCharStartOutfitStore
.GetNumRows(); ++i
)
685 if(CharStartOutfitEntry
const* entry
= sCharStartOutfitStore
.LookupEntry(i
))
687 if(entry
->RaceClassGender
== RaceClassGender
)
697 for(int j
= 0; j
< MAX_OUTFIT_ITEMS
; ++j
)
699 if(oEntry
->ItemId
[j
] <= 0)
702 uint32 item_id
= oEntry
->ItemId
[j
];
704 // Hack for not existed item id in dbc 3.0.3
708 ItemPrototype
const* iProto
= ObjectMgr::GetItemPrototype(item_id
);
711 sLog
.outErrorDb("Initial item id %u (race %u class %u) from CharStartOutfit.dbc not listed in `item_template`, ignoring.",item_id
,getRace(),getClass());
715 // BuyCount by default
716 uint32 count
= iProto
->BuyCount
;
718 // special amount for foor/drink
719 if(iProto
->Class
==ITEM_CLASS_CONSUMABLE
&& iProto
->SubClass
==ITEM_SUBCLASS_FOOD
)
721 switch(iProto
->Spells
[0].SpellCategory
)
724 count
= getClass()==CLASS_DEATH_KNIGHT
? 10 : 4;
730 if(iProto
->Stackable
< count
)
731 count
= iProto
->Stackable
;
734 StoreNewItemInBestSlots(item_id
, count
);
738 for (PlayerCreateInfoItems::const_iterator item_id_itr
= info
->item
.begin(); item_id_itr
!=info
->item
.end(); ++item_id_itr
++)
739 StoreNewItemInBestSlots(item_id_itr
->item_id
, item_id_itr
->item_amount
);
741 // bags and main-hand weapon must equipped at this moment
742 // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
743 // or ammo not equipped in special bag
744 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
746 if(Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
749 // equip offhand weapon/shield if it attempt equipped before main-hand weapon
750 uint8 msg
= CanEquipItem( NULL_SLOT
, eDest
, pItem
, false );
751 if( msg
== EQUIP_ERR_OK
)
753 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
754 EquipItem( eDest
, pItem
, true);
756 // move other items to more appropriate slots (ammo not equipped in special bag)
759 ItemPosCountVec sDest
;
760 msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, sDest
, pItem
, false );
761 if( msg
== EQUIP_ERR_OK
)
763 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
764 pItem
= StoreItem( sDest
, pItem
, true);
767 // if this is ammo then use it
768 msg
= CanUseAmmo( pItem
->GetEntry() );
769 if( msg
== EQUIP_ERR_OK
)
770 SetAmmo( pItem
->GetEntry() );
774 // all item positions resolved
779 bool Player::StoreNewItemInBestSlots(uint32 titem_id
, uint32 titem_amount
)
781 sLog
.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id
, titem_amount
);
783 // attempt equip by one
784 while(titem_amount
> 0)
787 uint8 msg
= CanEquipNewItem( NULL_SLOT
, eDest
, titem_id
, false );
788 if( msg
!= EQUIP_ERR_OK
)
791 EquipNewItem( eDest
, titem_id
, true);
792 AutoUnequipOffhandIfNeed();
796 if(titem_amount
== 0)
797 return true; // equipped
800 ItemPosCountVec sDest
;
801 // store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
802 uint8 msg
= CanStoreNewItem( INVENTORY_SLOT_BAG_0
, NULL_SLOT
, sDest
, titem_id
, titem_amount
);
803 if( msg
== EQUIP_ERR_OK
)
805 StoreNewItem( sDest
, titem_id
, true, Item::GenerateItemRandomPropertyId(titem_id
) );
806 return true; // stored
809 // item can't be added
810 sLog
.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id
,getRace(),getClass(),msg
);
814 void Player::SendMirrorTimer(MirrorTimerType Type
, uint32 MaxValue
, uint32 CurrentValue
, int32 Regen
)
816 if (int(MaxValue
) == DISABLED_MIRROR_TIMER
)
818 if (int(CurrentValue
) != DISABLED_MIRROR_TIMER
)
819 StopMirrorTimer(Type
);
822 WorldPacket
data(SMSG_START_MIRROR_TIMER
, (21));
823 data
<< (uint32
)Type
;
824 data
<< CurrentValue
;
828 data
<< (uint32
)0; // spell id
829 GetSession()->SendPacket( &data
);
832 void Player::StopMirrorTimer(MirrorTimerType Type
)
834 m_MirrorTimer
[Type
] = DISABLED_MIRROR_TIMER
;
835 WorldPacket
data(SMSG_STOP_MIRROR_TIMER
, 4);
836 data
<< (uint32
)Type
;
837 GetSession()->SendPacket( &data
);
840 uint32
Player::EnvironmentalDamage(EnviromentalDamage type
, uint32 damage
)
842 if(!isAlive() || isGameMaster())
845 // Absorb, resist some environmental damage type
848 if (type
== DAMAGE_LAVA
)
849 CalcAbsorbResist(this, SPELL_SCHOOL_MASK_FIRE
, DIRECT_DAMAGE
, damage
, &absorb
, &resist
);
850 else if (type
== DAMAGE_SLIME
)
851 CalcAbsorbResist(this, SPELL_SCHOOL_MASK_NATURE
, DIRECT_DAMAGE
, damage
, &absorb
, &resist
);
853 damage
-=absorb
+resist
;
855 DealDamageMods(this,damage
,&absorb
);
857 WorldPacket
data(SMSG_ENVIRONMENTALDAMAGELOG
, (21));
858 data
<< uint64(GetGUID());
859 data
<< uint8(type
!=DAMAGE_FALL_TO_VOID
? type
: DAMAGE_FALL
);
860 data
<< uint32(damage
);
861 data
<< uint32(absorb
);
862 data
<< uint32(resist
);
863 SendMessageToSet(&data
, true);
865 uint32 final_damage
= DealDamage(this, damage
, NULL
, SELF_DAMAGE
, SPELL_SCHOOL_MASK_NORMAL
, NULL
, false);
869 if(type
==DAMAGE_FALL
) // DealDamage not apply item durability loss at self damage
871 DEBUG_LOG("We are fall to death, loosing 10 percents durability");
872 DurabilityLossAll(0.10f
,false);
873 // durability lost message
874 WorldPacket
data2(SMSG_DURABILITY_DAMAGE_DEATH
, 0);
875 GetSession()->SendPacket(&data2
);
878 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM
, 1, type
);
884 int32
Player::getMaxTimer(MirrorTimerType timer
)
889 if (GetSession()->GetSecurity() >= sWorld
.getConfig(CONFIG_TIMERBAR_FATIGUE_GMLEVEL
))
890 return DISABLED_MIRROR_TIMER
;
891 return sWorld
.getConfig(CONFIG_TIMERBAR_FATIGUE_MAX
)*IN_MILISECONDS
;
894 if (!isAlive() || HasAuraType(SPELL_AURA_WATER_BREATHING
) ||
895 GetSession()->GetSecurity() >= sWorld
.getConfig(CONFIG_TIMERBAR_BREATH_GMLEVEL
))
896 return DISABLED_MIRROR_TIMER
;
897 int32 UnderWaterTime
= sWorld
.getConfig(CONFIG_TIMERBAR_BREATH_MAX
)*IN_MILISECONDS
;
898 AuraList
const& mModWaterBreathing
= GetAurasByType(SPELL_AURA_MOD_WATER_BREATHING
);
899 for(AuraList::const_iterator i
= mModWaterBreathing
.begin(); i
!= mModWaterBreathing
.end(); ++i
)
900 UnderWaterTime
= uint32(UnderWaterTime
* (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
);
901 return UnderWaterTime
;
905 if (!isAlive() || GetSession()->GetSecurity() >= sWorld
.getConfig(CONFIG_TIMERBAR_FIRE_GMLEVEL
))
906 return DISABLED_MIRROR_TIMER
;
907 return sWorld
.getConfig(CONFIG_TIMERBAR_FIRE_MAX
)*IN_MILISECONDS
;
915 void Player::UpdateMirrorTimers()
917 // Desync flags for update on next HandleDrowning
918 if (m_MirrorTimerFlags
)
919 m_MirrorTimerFlagsLast
= ~m_MirrorTimerFlags
;
922 void Player::HandleDrowning(uint32 time_diff
)
924 if (!m_MirrorTimerFlags
)
928 if (m_MirrorTimerFlags
& UNDERWATER_INWATER
)
930 // Breath timer not activated - activate it
931 if (m_MirrorTimer
[BREATH_TIMER
] == DISABLED_MIRROR_TIMER
)
933 m_MirrorTimer
[BREATH_TIMER
] = getMaxTimer(BREATH_TIMER
);
934 SendMirrorTimer(BREATH_TIMER
, m_MirrorTimer
[BREATH_TIMER
], m_MirrorTimer
[BREATH_TIMER
], -1);
936 else // If activated - do tick
938 m_MirrorTimer
[BREATH_TIMER
]-=time_diff
;
939 // Timer limit - need deal damage
940 if (m_MirrorTimer
[BREATH_TIMER
] < 0)
942 m_MirrorTimer
[BREATH_TIMER
]+= 1*IN_MILISECONDS
;
943 // Calculate and deal damage
944 // TODO: Check this formula
945 uint32 damage
= GetMaxHealth() / 5 + urand(0, getLevel()-1);
946 EnvironmentalDamage(DAMAGE_DROWNING
, damage
);
948 else if (!(m_MirrorTimerFlagsLast
& UNDERWATER_INWATER
)) // Update time in client if need
949 SendMirrorTimer(BREATH_TIMER
, getMaxTimer(BREATH_TIMER
), m_MirrorTimer
[BREATH_TIMER
], -1);
952 else if (m_MirrorTimer
[BREATH_TIMER
] != DISABLED_MIRROR_TIMER
) // Regen timer
954 int32 UnderWaterTime
= getMaxTimer(BREATH_TIMER
);
956 m_MirrorTimer
[BREATH_TIMER
]+=10*time_diff
;
957 if (m_MirrorTimer
[BREATH_TIMER
] >= UnderWaterTime
|| !isAlive())
958 StopMirrorTimer(BREATH_TIMER
);
959 else if (m_MirrorTimerFlagsLast
& UNDERWATER_INWATER
)
960 SendMirrorTimer(BREATH_TIMER
, UnderWaterTime
, m_MirrorTimer
[BREATH_TIMER
], 10);
964 if (m_MirrorTimerFlags
& UNDERWARER_INDARKWATER
)
966 // Fatigue timer not activated - activate it
967 if (m_MirrorTimer
[FATIGUE_TIMER
] == DISABLED_MIRROR_TIMER
)
969 m_MirrorTimer
[FATIGUE_TIMER
] = getMaxTimer(FATIGUE_TIMER
);
970 SendMirrorTimer(FATIGUE_TIMER
, m_MirrorTimer
[FATIGUE_TIMER
], m_MirrorTimer
[FATIGUE_TIMER
], -1);
974 m_MirrorTimer
[FATIGUE_TIMER
]-=time_diff
;
975 // Timer limit - need deal damage or teleport ghost to graveyard
976 if (m_MirrorTimer
[FATIGUE_TIMER
] < 0)
978 m_MirrorTimer
[FATIGUE_TIMER
]+= 1*IN_MILISECONDS
;
979 if (isAlive()) // Calculate and deal damage
981 uint32 damage
= GetMaxHealth() / 5 + urand(0, getLevel()-1);
982 EnvironmentalDamage(DAMAGE_EXHAUSTED
, damage
);
984 else if (HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
)) // Teleport ghost to graveyard
987 else if (!(m_MirrorTimerFlagsLast
& UNDERWARER_INDARKWATER
))
988 SendMirrorTimer(FATIGUE_TIMER
, getMaxTimer(FATIGUE_TIMER
), m_MirrorTimer
[FATIGUE_TIMER
], -1);
991 else if (m_MirrorTimer
[FATIGUE_TIMER
] != DISABLED_MIRROR_TIMER
) // Regen timer
993 int32 DarkWaterTime
= getMaxTimer(FATIGUE_TIMER
);
994 m_MirrorTimer
[FATIGUE_TIMER
]+=10*time_diff
;
995 if (m_MirrorTimer
[FATIGUE_TIMER
] >= DarkWaterTime
|| !isAlive())
996 StopMirrorTimer(FATIGUE_TIMER
);
997 else if (m_MirrorTimerFlagsLast
& UNDERWARER_INDARKWATER
)
998 SendMirrorTimer(FATIGUE_TIMER
, DarkWaterTime
, m_MirrorTimer
[FATIGUE_TIMER
], 10);
1001 if (m_MirrorTimerFlags
& (UNDERWATER_INLAVA
|UNDERWATER_INSLIME
))
1003 // Breath timer not activated - activate it
1004 if (m_MirrorTimer
[FIRE_TIMER
] == DISABLED_MIRROR_TIMER
)
1005 m_MirrorTimer
[FIRE_TIMER
] = getMaxTimer(FIRE_TIMER
);
1008 m_MirrorTimer
[FIRE_TIMER
]-=time_diff
;
1009 if (m_MirrorTimer
[FIRE_TIMER
] < 0)
1011 m_MirrorTimer
[FIRE_TIMER
]+= 1*IN_MILISECONDS
;
1012 // Calculate and deal damage
1013 // TODO: Check this formula
1014 uint32 damage
= urand(600, 700);
1015 if (m_MirrorTimerFlags
&UNDERWATER_INLAVA
)
1016 EnvironmentalDamage(DAMAGE_LAVA
, damage
);
1018 EnvironmentalDamage(DAMAGE_SLIME
, damage
);
1023 m_MirrorTimer
[FIRE_TIMER
] = DISABLED_MIRROR_TIMER
;
1025 // Recheck timers flag
1026 m_MirrorTimerFlags
&=~UNDERWATER_EXIST_TIMERS
;
1027 for (int i
= 0; i
< MAX_TIMERS
; ++i
)
1028 if (m_MirrorTimer
[i
]!=DISABLED_MIRROR_TIMER
)
1030 m_MirrorTimerFlags
|=UNDERWATER_EXIST_TIMERS
;
1033 m_MirrorTimerFlagsLast
= m_MirrorTimerFlags
;
1036 ///The player sobers by 256 every 10 seconds
1037 void Player::HandleSobering()
1041 uint32 drunk
= (m_drunk
<= 256) ? 0 : (m_drunk
- 256);
1042 SetDrunkValue(drunk
);
1045 DrunkenState
Player::GetDrunkenstateByValue(uint16 value
)
1048 return DRUNKEN_SMASHED
;
1050 return DRUNKEN_DRUNK
;
1052 return DRUNKEN_TIPSY
;
1053 return DRUNKEN_SOBER
;
1056 void Player::SetDrunkValue(uint16 newDrunkenValue
, uint32 itemId
)
1058 uint32 oldDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
1060 m_drunk
= newDrunkenValue
;
1061 SetUInt32Value(PLAYER_BYTES_3
,(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFF0001) | (m_drunk
& 0xFFFE));
1063 uint32 newDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
1065 // special drunk invisibility detection
1066 if(newDrunkenState
>= DRUNKEN_DRUNK
)
1067 m_detectInvisibilityMask
|= (1<<6);
1069 m_detectInvisibilityMask
&= ~(1<<6);
1071 if(newDrunkenState
== oldDrunkenState
)
1074 WorldPacket
data(SMSG_CROSSED_INEBRIATION_THRESHOLD
, (8+4+4));
1075 data
<< uint64(GetGUID());
1076 data
<< uint32(newDrunkenState
);
1077 data
<< uint32(itemId
);
1079 SendMessageToSet(&data
, true);
1082 void Player::Update( uint32 p_time
)
1088 if(m_nextMailDelivereTime
&& m_nextMailDelivereTime
<= time(NULL
))
1093 // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
1094 m_nextMailDelivereTime
= 0;
1097 //used to implement delayed far teleports
1098 SetCanDelayTeleport(true);
1099 Unit::Update( p_time
);
1100 SetCanDelayTeleport(false);
1102 // update player only attacks
1103 if(uint32 ranged_att
= getAttackTimer(RANGED_ATTACK
))
1105 setAttackTimer(RANGED_ATTACK
, (p_time
>= ranged_att
? 0 : ranged_att
- p_time
) );
1108 if(uint32 off_att
= getAttackTimer(OFF_ATTACK
))
1110 setAttackTimer(OFF_ATTACK
, (p_time
>= off_att
? 0 : off_att
- p_time
) );
1113 time_t now
= time (NULL
);
1117 UpdateContestedPvP(p_time
);
1119 UpdateDuelFlag(now
);
1121 CheckDuelDistance(now
);
1123 UpdateAfkReport(now
);
1125 // Update items that have just a limited lifetime
1126 if (now
>m_Last_tick
)
1127 UpdateItemDuration(uint32(now
- m_Last_tick
));
1129 if (!m_timedquests
.empty())
1131 std::set
<uint32
>::iterator iter
= m_timedquests
.begin();
1132 while (iter
!= m_timedquests
.end())
1134 QuestStatusData
& q_status
= mQuestStatus
[*iter
];
1135 if( q_status
.m_timer
<= p_time
)
1137 uint32 quest_id
= *iter
;
1138 ++iter
; // current iter will be removed in FailQuest
1139 FailQuest(quest_id
);
1143 q_status
.m_timer
-= p_time
;
1144 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
1150 if (hasUnitState(UNIT_STAT_MELEE_ATTACKING
))
1152 Unit
*pVictim
= getVictim();
1153 if (pVictim
&& !IsNonMeleeSpellCasted(false))
1155 // default combat reach 10
1156 // TODO add weapon,skill check
1158 float pldistance
= ATTACK_DISTANCE
;
1160 if (isAttackReady(BASE_ATTACK
))
1162 if(!IsWithinDistInMap(pVictim
, pldistance
))
1164 setAttackTimer(BASE_ATTACK
,100);
1165 if(m_swingErrorMsg
!= 1) // send single time (client auto repeat)
1167 SendAttackSwingNotInRange();
1168 m_swingErrorMsg
= 1;
1171 //120 degrees of radiant range
1172 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1174 setAttackTimer(BASE_ATTACK
,100);
1175 if(m_swingErrorMsg
!= 2) // send single time (client auto repeat)
1177 SendAttackSwingBadFacingAttack();
1178 m_swingErrorMsg
= 2;
1183 m_swingErrorMsg
= 0; // reset swing error state
1185 // prevent base and off attack in same time, delay attack at 0.2 sec
1186 if(haveOffhandWeapon())
1188 uint32 off_att
= getAttackTimer(OFF_ATTACK
);
1189 if(off_att
< ATTACK_DISPLAY_DELAY
)
1190 setAttackTimer(OFF_ATTACK
,ATTACK_DISPLAY_DELAY
);
1192 AttackerStateUpdate(pVictim
, BASE_ATTACK
);
1193 resetAttackTimer(BASE_ATTACK
);
1197 if ( haveOffhandWeapon() && isAttackReady(OFF_ATTACK
))
1199 if(!IsWithinDistInMap(pVictim
, pldistance
))
1201 setAttackTimer(OFF_ATTACK
,100);
1203 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1205 setAttackTimer(OFF_ATTACK
,100);
1209 // prevent base and off attack in same time, delay attack at 0.2 sec
1210 uint32 base_att
= getAttackTimer(BASE_ATTACK
);
1211 if(base_att
< ATTACK_DISPLAY_DELAY
)
1212 setAttackTimer(BASE_ATTACK
,ATTACK_DISPLAY_DELAY
);
1214 AttackerStateUpdate(pVictim
, OFF_ATTACK
);
1215 resetAttackTimer(OFF_ATTACK
);
1219 Unit
*owner
= pVictim
->GetOwner();
1220 Unit
*u
= owner
? owner
: pVictim
;
1221 if(u
->IsPvP() && (!duel
|| duel
->opponent
!= u
))
1224 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT
);
1229 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
))
1231 if(roll_chance_i(3) && GetTimeInnEnter() > 0) //freeze update
1233 int time_inn
= time(NULL
)-GetTimeInnEnter();
1234 if (time_inn
>= 10) //freeze update
1236 float bubble
= 0.125*sWorld
.getRate(RATE_REST_INGAME
);
1237 //speed collect rest bonus (section/in hour)
1238 SetRestBonus( GetRestBonus()+ time_inn
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
1239 UpdateInnerTime(time(NULL
));
1246 if(p_time
>= m_regenTimer
)
1249 m_regenTimer
-= p_time
;
1252 if (m_weaponChangeTimer
> 0)
1254 if(p_time
>= m_weaponChangeTimer
)
1255 m_weaponChangeTimer
= 0;
1257 m_weaponChangeTimer
-= p_time
;
1260 if (m_zoneUpdateTimer
> 0)
1262 if(p_time
>= m_zoneUpdateTimer
)
1264 uint32 newzone
, newarea
;
1265 GetZoneAndAreaId(newzone
,newarea
);
1267 if( m_zoneUpdateId
!= newzone
)
1268 UpdateZone(newzone
,newarea
); // also update area
1271 // use area updates as well
1272 // needed for free far all arenas for example
1273 if( m_areaUpdateId
!= newarea
)
1274 UpdateArea(newarea
);
1276 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
1280 m_zoneUpdateTimer
-= p_time
;
1285 // if no longer casting, set regen power as soon as it is up.
1286 if (!IsUnderLastManaUseEffect())
1287 SetFlag(UNIT_FIELD_FLAGS_2
, UNIT_FLAG2_REGENERATE_POWER
);
1293 if (m_deathState
== JUST_DIED
)
1300 if(p_time
>= m_nextSave
)
1302 // m_nextSave reseted in SaveToDB call
1304 sLog
.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
1308 m_nextSave
-= p_time
;
1312 //Handle Water/drowning
1313 HandleDrowning(p_time
);
1315 //Handle detect stealth players
1316 if (m_DetectInvTimer
> 0)
1318 if (p_time
>= m_DetectInvTimer
)
1320 HandleStealthedUnitsDetection();
1321 m_DetectInvTimer
= 3000;
1324 m_DetectInvTimer
-= p_time
;
1328 if (now
> m_Last_tick
)
1330 uint32 elapsed
= uint32(now
- m_Last_tick
);
1331 m_Played_time
[PLAYED_TIME_TOTAL
] += elapsed
; // Total played time
1332 m_Played_time
[PLAYED_TIME_LEVEL
] += elapsed
; // Level played time
1338 m_drunkTimer
+= p_time
;
1340 if (m_drunkTimer
> 10*IN_MILISECONDS
)
1344 // not auto-free ghost from body in instances
1345 if(m_deathTimer
> 0 && !GetBaseMap()->Instanceable())
1347 if(p_time
>= m_deathTimer
)
1354 m_deathTimer
-= p_time
;
1357 UpdateEnchantTime(p_time
);
1358 UpdateHomebindTime(p_time
);
1361 SendUpdateToOutOfRangeGroupMembers();
1363 Pet
* pet
= GetPet();
1364 if(pet
&& !pet
->IsWithinDistInMap(this, GetMap()->GetVisibilityDistance()) && (GetCharmGUID() && (pet
->GetGUID() != GetCharmGUID())))
1366 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
, true);
1369 //we should execute delayed teleports only for alive(!) players
1370 //because we don't want player's ghost teleported from graveyard
1371 if(IsHasDelayedTeleport() && isAlive())
1372 TeleportTo(m_teleport_dest
, m_teleport_options
);
1375 void Player::setDeathState(DeathState s
)
1377 uint32 ressSpellId
= 0;
1379 bool cur
= isAlive();
1381 if(s
== JUST_DIED
&& cur
)
1383 // drunken state is cleared on death
1385 // lost combo points at any target (targeted combo points clear in Unit::setDeathState)
1388 clearResurrectRequestData();
1390 // remove form before other mods to prevent incorrect stats calculation
1391 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId
);
1393 //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
1394 RemovePet(NULL
, PET_SAVE_NOT_IN_SLOT
, true);
1396 // remove uncontrolled pets
1399 // save value before aura remove in Unit::setDeathState
1400 ressSpellId
= GetUInt32Value(PLAYER_SELF_RES_SPELL
);
1404 ressSpellId
= GetResurrectionSpellId();
1405 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP
, 1);
1406 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH
, 1);
1407 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON
, 1);
1409 Unit::setDeathState(s
);
1411 // restore resurrection spell id for player after aura remove
1412 if(s
== JUST_DIED
&& cur
&& ressSpellId
)
1413 SetUInt32Value(PLAYER_SELF_RES_SPELL
, ressSpellId
);
1415 if(isAlive() && !cur
)
1417 //clear aura case after resurrection by another way (spells will be applied before next death)
1418 SetUInt32Value(PLAYER_SELF_RES_SPELL
, 0);
1420 // restore default warrior stance
1421 if(getClass()== CLASS_WARRIOR
)
1422 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
1426 bool Player::BuildEnumData( QueryResult
* result
, WorldPacket
* p_data
)
1429 // "SELECT characters.guid, characters.name, characters.race, characters.class, characters.gender, characters.playerBytes, characters.playerBytes2, characters.level, "
1430 // 8 9 10 11 12 13 14
1431 // "characters.zone, characters.map, characters.position_x, characters.position_y, characters.position_z, guild_member.guildid, characters.playerFlags, "
1432 // 15 16 17 18 19 20
1433 // "characters.at_login, character_pet.entry, character_pet.modelid, character_pet.level, characters.data, character_declinedname.genitive "
1435 Field
*fields
= result
->Fetch();
1437 uint32 guid
= fields
[0].GetUInt32();
1438 uint8 pRace
= fields
[2].GetUInt8();
1439 uint8 pClass
= fields
[3].GetUInt8();
1441 PlayerInfo
const *info
= sObjectMgr
.GetPlayerInfo(pRace
, pClass
);
1444 sLog
.outError("Player %u has incorrect race/class pair. Don't build enum.", guid
);
1448 *p_data
<< uint64(MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
1449 *p_data
<< fields
[1].GetString(); // name
1450 *p_data
<< uint8(pRace
); // race
1451 *p_data
<< uint8(pClass
); // class
1452 *p_data
<< uint8(fields
[4].GetUInt8()); // gender
1454 uint32 playerBytes
= fields
[5].GetUInt32();
1455 *p_data
<< uint8(playerBytes
); // skin
1456 *p_data
<< uint8(playerBytes
>> 8); // face
1457 *p_data
<< uint8(playerBytes
>> 16); // hair style
1458 *p_data
<< uint8(playerBytes
>> 24); // hair color
1460 uint32 playerBytes2
= fields
[6].GetUInt32();
1461 *p_data
<< uint8(playerBytes2
& 0xFF); // facial hair
1463 *p_data
<< uint8(fields
[7].GetUInt8()); // level
1464 *p_data
<< uint32(fields
[8].GetUInt32()); // zone
1465 *p_data
<< uint32(fields
[9].GetUInt32()); // map
1467 *p_data
<< fields
[10].GetFloat(); // x
1468 *p_data
<< fields
[11].GetFloat(); // y
1469 *p_data
<< fields
[12].GetFloat(); // z
1471 *p_data
<< uint32(fields
[13].GetUInt32()); // guild id
1473 uint32 char_flags
= 0;
1474 uint32 playerFlags
= fields
[14].GetUInt32();
1475 uint32 atLoginFlags
= fields
[15].GetUInt32();
1476 if(playerFlags
& PLAYER_FLAGS_HIDE_HELM
)
1477 char_flags
|= CHARACTER_FLAG_HIDE_HELM
;
1478 if(playerFlags
& PLAYER_FLAGS_HIDE_CLOAK
)
1479 char_flags
|= CHARACTER_FLAG_HIDE_CLOAK
;
1480 if(playerFlags
& PLAYER_FLAGS_GHOST
)
1481 char_flags
|= CHARACTER_FLAG_GHOST
;
1482 if(atLoginFlags
& AT_LOGIN_RENAME
)
1483 char_flags
|= CHARACTER_FLAG_RENAME
;
1484 if(sWorld
.getConfig(CONFIG_DECLINED_NAMES_USED
))
1486 if(!fields
[20].GetCppString().empty())
1487 char_flags
|= CHARACTER_FLAG_DECLINED
;
1490 char_flags
|= CHARACTER_FLAG_DECLINED
;
1492 *p_data
<< uint32(char_flags
); // character flags
1493 // character customize flags
1494 *p_data
<< uint32(atLoginFlags
& AT_LOGIN_CUSTOMIZE
? CHAR_CUSTOMIZE_FLAG_CUSTOMIZE
: CHAR_CUSTOMIZE_FLAG_NONE
);
1495 *p_data
<< uint8(1); // unknown
1499 uint32 petDisplayId
= 0;
1500 uint32 petLevel
= 0;
1501 uint32 petFamily
= 0;
1503 // show pet at selection character in character list only for non-ghost character
1504 if (result
&& !(playerFlags
& PLAYER_FLAGS_GHOST
) && (pClass
== CLASS_WARLOCK
|| pClass
== CLASS_HUNTER
|| pClass
== CLASS_DEATH_KNIGHT
))
1506 uint32 entry
= fields
[16].GetUInt32();
1507 CreatureInfo
const* cInfo
= sCreatureStorage
.LookupEntry
<CreatureInfo
>(entry
);
1510 petDisplayId
= fields
[17].GetUInt32();
1511 petLevel
= fields
[18].GetUInt32();
1512 petFamily
= cInfo
->family
;
1516 *p_data
<< uint32(petDisplayId
);
1517 *p_data
<< uint32(petLevel
);
1518 *p_data
<< uint32(petFamily
);
1521 // TODO: do not access data field here
1522 Tokens data
= StrSplit(fields
[19].GetCppString(), " ");
1524 for (uint8 slot
= 0; slot
< EQUIPMENT_SLOT_END
; slot
++)
1526 uint32 visualbase
= PLAYER_VISIBLE_ITEM_1_ENTRYID
+ (slot
* 2);
1527 uint32 item_id
= GetUInt32ValueFromArray(data
, visualbase
);
1528 const ItemPrototype
* proto
= ObjectMgr::GetItemPrototype(item_id
);
1531 *p_data
<< uint32(0);
1532 *p_data
<< uint8(0);
1533 *p_data
<< uint32(0);
1537 SpellItemEnchantmentEntry
const *enchant
= NULL
;
1539 uint32 enchants
= GetUInt32ValueFromArray(data
, visualbase
+ 1);
1540 for(uint8 enchantSlot
= PERM_ENCHANTMENT_SLOT
; enchantSlot
<= TEMP_ENCHANTMENT_SLOT
; ++enchantSlot
)
1542 // values stored in 2 uint16
1543 uint32 enchantId
= 0x0000FFFF & (enchants
>> enchantSlot
*16);
1547 if ((enchant
= sSpellItemEnchantmentStore
.LookupEntry(enchantId
)))
1551 *p_data
<< uint32(proto
->DisplayInfoID
);
1552 *p_data
<< uint8(proto
->InventoryType
);
1553 *p_data
<< uint32(enchant
? enchant
->aura_id
: 0);
1555 *p_data
<< uint32(0); // first bag display id
1556 *p_data
<< uint8(0); // first bag inventory type
1557 *p_data
<< uint32(0); // enchant?
1562 bool Player::ToggleAFK()
1564 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1566 bool state
= HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1568 // afk player not allowed in battleground
1569 if(state
&& InBattleGround())
1570 LeaveBattleground();
1575 bool Player::ToggleDND()
1577 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1579 return HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1582 uint8
Player::chatTag() const
1599 bool Player::TeleportTo(uint32 mapid
, float x
, float y
, float z
, float orientation
, uint32 options
)
1601 if(!MapManager::IsValidMapCoord(mapid
, x
, y
, z
, orientation
))
1603 sLog
.outError("TeleportTo: invalid map %d or absent instance template.", mapid
);
1607 // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
1608 Pet
* pet
= GetPet();
1610 MapEntry
const* mEntry
= sMapStore
.LookupEntry(mapid
);
1612 // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
1613 // don't let gm level > 1 either
1614 if(!InBattleGround() && mEntry
->IsBattleGroundOrArena())
1617 // client without expansion support
1618 if(GetSession()->Expansion() < mEntry
->Expansion())
1620 sLog
.outDebug("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid
);
1623 RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
1625 SendTransferAborted(mapid
, TRANSFER_ABORT_INSUF_EXPAN_LVL
, mEntry
->Expansion());
1627 return false; // normal client can't teleport to this map...
1631 sLog
.outDebug("Player %s is being teleported to map %u", GetName(), mapid
);
1634 // if we were on a transport, leave
1635 if (!(options
& TELE_TO_NOT_LEAVE_TRANSPORT
) && m_transport
)
1637 m_transport
->RemovePassenger(this);
1639 m_movementInfo
.t_x
= 0.0f
;
1640 m_movementInfo
.t_y
= 0.0f
;
1641 m_movementInfo
.t_z
= 0.0f
;
1642 m_movementInfo
.t_o
= 0.0f
;
1643 m_movementInfo
.t_seat
= -1;
1644 m_movementInfo
.t_time
= 0;
1647 // The player was ported to another map and looses the duel immediately.
1648 // We have to perform this check before the teleport, otherwise the
1649 // ObjectAccessor won't find the flag.
1650 if (duel
&& GetMapId()!=mapid
)
1652 GameObject
* obj
= GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER
));
1654 DuelComplete(DUEL_FLED
);
1657 // reset movement flags at teleport, because player will continue move with these flags after teleport
1658 m_movementInfo
.SetMovementFlags(MOVEMENTFLAG_NONE
);
1660 if ((GetMapId() == mapid
) && (!m_transport
))
1662 //lets reset far teleport flag if it wasn't reset during chained teleports
1663 SetSemaphoreTeleportFar(false);
1664 //setup delayed teleport flag
1665 SetDelayedTeleportFlag(IsCanDelayTeleport());
1666 //if teleport spell is casted in Unit::Update() func
1667 //then we need to delay it until update process will be finished
1668 if(IsHasDelayedTeleport())
1670 SetSemaphoreTeleportNear(true);
1671 //lets save teleport destination for player
1672 m_teleport_dest
= WorldLocation(mapid
, x
, y
, z
, orientation
);
1673 m_teleport_options
= options
;
1677 if (!(options
& TELE_TO_NOT_UNSUMMON_PET
))
1679 //same map, only remove pet if out of range for new position
1680 if(pet
&& !pet
->IsWithinDist3d(x
,y
,z
,GetMap()->GetVisibilityDistance()))
1681 UnsummonPetTemporaryIfAny();
1684 if(!(options
& TELE_TO_NOT_LEAVE_COMBAT
))
1687 // this will be used instead of the current location in SaveToDB
1688 m_teleport_dest
= WorldLocation(mapid
, x
, y
, z
, orientation
);
1689 SetFallInformation(0, z
);
1691 // code for finish transfer called in WorldSession::HandleMovementOpcodes()
1692 // at client packet MSG_MOVE_TELEPORT_ACK
1693 SetSemaphoreTeleportNear(true);
1694 // near teleport, triggering send MSG_MOVE_TELEPORT_ACK from client at landing
1695 if(!GetSession()->PlayerLogout())
1698 BuildTeleportAckMsg(&data
, x
, y
, z
, orientation
);
1699 GetSession()->SendPacket(&data
);
1704 // far teleport to another map
1705 Map
* oldmap
= IsInWorld() ? GetMap() : NULL
;
1706 // check if we can enter before stopping combat / removing pet / totems / interrupting spells
1708 // Check enter rights before map getting to avoid creating instance copy for player
1709 // this check not dependent from map instance copy and same for all instance copies of selected map
1710 if (!sMapMgr
.CanPlayerEnter(mapid
, this))
1713 // If the map is not created, assume it is possible to enter it.
1714 // It will be created in the WorldPortAck.
1715 Map
*map
= sMapMgr
.FindMap(mapid
);
1716 if (!map
|| map
->CanEnter(this))
1718 //lets reset near teleport flag if it wasn't reset during chained teleports
1719 SetSemaphoreTeleportNear(false);
1720 //setup delayed teleport flag
1721 SetDelayedTeleportFlag(IsCanDelayTeleport());
1722 //if teleport spell is casted in Unit::Update() func
1723 //then we need to delay it until update process will be finished
1724 if(IsHasDelayedTeleport())
1726 SetSemaphoreTeleportFar(true);
1727 //lets save teleport destination for player
1728 m_teleport_dest
= WorldLocation(mapid
, x
, y
, z
, orientation
);
1729 m_teleport_options
= options
;
1737 ResetContestedPvP();
1739 // remove player from battleground on far teleport (when changing maps)
1740 if(BattleGround
const* bg
= GetBattleGround())
1742 // Note: at battleground join battleground id set before teleport
1743 // and we already will found "current" battleground
1744 // just need check that this is targeted map or leave
1745 if(bg
->GetMapId() != mapid
)
1746 LeaveBattleground(false); // don't teleport to entry point
1749 // remove pet on map change
1751 UnsummonPetTemporaryIfAny();
1753 // remove all dyn objects
1754 RemoveAllDynObjects();
1756 // stop spellcasting
1757 // not attempt interrupt teleportation spell at caster teleport
1758 if(!(options
& TELE_TO_SPELL
))
1759 if(IsNonMeleeSpellCasted(true))
1760 InterruptNonMeleeSpells(true);
1762 //remove auras before removing from map...
1763 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP
| AURA_INTERRUPT_FLAG_MOVE
| AURA_INTERRUPT_FLAG_TURNING
);
1765 if(!GetSession()->PlayerLogout())
1767 // send transfer packets
1768 WorldPacket
data(SMSG_TRANSFER_PENDING
, (4+4+4));
1769 data
<< uint32(mapid
);
1772 data
<< m_transport
->GetEntry() << GetMapId();
1774 GetSession()->SendPacket(&data
);
1776 data
.Initialize(SMSG_NEW_WORLD
, (20));
1779 data
<< (uint32
)mapid
<< m_movementInfo
.t_x
<< m_movementInfo
.t_y
<< m_movementInfo
.t_z
<< m_movementInfo
.t_o
;
1783 data
<< (uint32
)mapid
<< (float)x
<< (float)y
<< (float)z
<< (float)orientation
;
1785 GetSession()->SendPacket( &data
);
1786 SendSavedInstances();
1789 // remove from old map now
1791 oldmap
->Remove(this, false);
1793 // new final coordinates
1797 float final_o
= orientation
;
1801 final_x
+= m_movementInfo
.t_x
;
1802 final_y
+= m_movementInfo
.t_y
;
1803 final_z
+= m_movementInfo
.t_z
;
1804 final_o
+= m_movementInfo
.t_o
;
1807 m_teleport_dest
= WorldLocation(mapid
, final_x
, final_y
, final_z
, final_o
);
1808 SetFallInformation(0, final_z
);
1809 // if the player is saved before worldportack (at logout for example)
1810 // this will be used instead of the current location in SaveToDB
1812 // move packet sent by client always after far teleport
1813 // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
1814 SetSemaphoreTeleportFar(true);
1822 bool Player::TeleportToBGEntryPoint()
1824 ScheduleDelayedOperation(DELAYED_BG_MOUNT_RESTORE
);
1825 ScheduleDelayedOperation(DELAYED_BG_TAXI_RESTORE
);
1826 return TeleportTo(m_bgData
.joinPos
);
1829 void Player::ProcessDelayedOperations()
1831 if(m_DelayedOperations
== 0)
1834 if(m_DelayedOperations
& DELAYED_RESURRECT_PLAYER
)
1836 ResurrectPlayer(0.0f
, false);
1838 if(GetMaxHealth() > m_resurrectHealth
)
1839 SetHealth( m_resurrectHealth
);
1841 SetHealth( GetMaxHealth() );
1843 if(GetMaxPower(POWER_MANA
) > m_resurrectMana
)
1844 SetPower(POWER_MANA
, m_resurrectMana
);
1846 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
) );
1848 SetPower(POWER_RAGE
, 0 );
1849 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
) );
1854 if(m_DelayedOperations
& DELAYED_SAVE_PLAYER
)
1859 if(m_DelayedOperations
& DELAYED_SPELL_CAST_DESERTER
)
1861 CastSpell(this, 26013, true); // Deserter
1864 if (m_DelayedOperations
& DELAYED_BG_MOUNT_RESTORE
)
1866 if (m_bgData
.mountSpell
)
1868 CastSpell(this, m_bgData
.mountSpell
, true);
1869 m_bgData
.mountSpell
= 0;
1873 if (m_DelayedOperations
& DELAYED_BG_TAXI_RESTORE
)
1875 if (m_bgData
.HasTaxiPath())
1877 m_taxi
.AddTaxiDestination(m_bgData
.taxiPath
[0]);
1878 m_taxi
.AddTaxiDestination(m_bgData
.taxiPath
[1]);
1879 m_bgData
.ClearTaxiPath();
1881 ContinueTaxiFlight();
1885 //we have executed ALL delayed ops, so clear the flag
1886 m_DelayedOperations
= 0;
1889 void Player::AddToWorld()
1891 ///- Do not add/remove the player from the object storage
1892 ///- It will crash when updating the ObjectAccessor
1893 ///- The player should only be added when logging in
1896 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; ++i
)
1899 m_items
[i
]->AddToWorld();
1903 void Player::RemoveFromWorld()
1908 ///- Release charmed creatures, unsummon totems and remove pets/guardians
1909 UnsummonAllTotems();
1913 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; ++i
)
1916 m_items
[i
]->RemoveFromWorld();
1919 ///- Do not add/remove the player from the object storage
1920 ///- It will crash when updating the ObjectAccessor
1921 ///- The player should only be removed when logging out
1922 Unit::RemoveFromWorld();
1925 void Player::RewardRage( uint32 damage
, uint32 weaponSpeedHitFactor
, bool attacker
)
1929 float rageconversion
= ((0.0091107836 * getLevel()*getLevel())+3.225598133*getLevel())+4.2652911;
1933 addRage
= ((damage
/rageconversion
*7.5 + weaponSpeedHitFactor
)/2);
1935 // talent who gave more rage on attack
1936 addRage
*= 1.0f
+ GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT
) / 100.0f
;
1940 addRage
= damage
/rageconversion
*2.5;
1942 // Berserker Rage effect
1943 if(HasAura(18499,0))
1947 addRage
*= sWorld
.getRate(RATE_POWER_RAGE_INCOME
);
1949 ModifyPower(POWER_RAGE
, uint32(addRage
*10));
1952 void Player::RegenerateAll(uint32 diff
)
1954 // Not in combat or they have regeneration
1955 if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) ||
1956 HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
) || IsPolymorphed() )
1958 RegenerateHealth(diff
);
1959 if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN
))
1961 Regenerate(POWER_RAGE
, diff
);
1962 if(getClass() == CLASS_DEATH_KNIGHT
)
1963 Regenerate(POWER_RUNIC_POWER
, diff
);
1967 Regenerate(POWER_ENERGY
, diff
);
1969 Regenerate(POWER_MANA
, diff
);
1971 if (getClass() == CLASS_DEATH_KNIGHT
)
1972 Regenerate(POWER_RUNE
, diff
);
1974 m_regenTimer
= REGEN_TIME_FULL
;
1977 // diff contains the time in milliseconds since last regen.
1978 void Player::Regenerate(Powers power
, uint32 diff
)
1980 uint32 curValue
= GetPower(power
);
1981 uint32 maxValue
= GetMaxPower(power
);
1983 float addvalue
= 0.0f
;
1989 bool recentCast
= IsUnderLastManaUseEffect();
1990 float ManaIncreaseRate
= sWorld
.getRate(RATE_POWER_MANA
);
1993 // Mangos Updates Mana in intervals of 2s, which is correct
1994 addvalue
= GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER
) * ManaIncreaseRate
* 2.00f
;
1998 addvalue
= GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER
) * ManaIncreaseRate
* 2.00f
;
2001 case POWER_RAGE
: // Regenerate rage
2003 float RageDecreaseRate
= sWorld
.getRate(RATE_POWER_RAGE_LOSS
);
2004 addvalue
= 20 * RageDecreaseRate
; // 2 rage by tick (= 2 seconds => 1 rage/sec)
2006 case POWER_ENERGY
: // Regenerate energy (rogue)
2009 case POWER_RUNIC_POWER
:
2011 float RunicPowerDecreaseRate
= sWorld
.getRate(RATE_POWER_RUNICPOWER_LOSS
);
2012 addvalue
= 30 * RunicPowerDecreaseRate
; // 3 RunicPower by tick
2016 if (getClass() != CLASS_DEATH_KNIGHT
)
2019 for(uint32 i
= 0; i
< MAX_RUNES
; ++i
)
2021 if(uint16 cd
= GetRuneCooldown(i
)) // if we have cooldown, reduce it...
2022 SetRuneCooldown(i
, (cd
< diff
) ? 0 : cd
- diff
);
2026 case POWER_HAPPINESS
:
2031 // Mana regen calculated in Player::UpdateManaRegen()
2032 // Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras
2033 if(power
!= POWER_MANA
)
2035 AuraList
const& ModPowerRegenPCTAuras
= GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT
);
2036 for(AuraList::const_iterator i
= ModPowerRegenPCTAuras
.begin(); i
!= ModPowerRegenPCTAuras
.end(); ++i
)
2037 if ((*i
)->GetModifier()->m_miscvalue
== power
)
2038 addvalue
*= ((*i
)->GetModifier()->m_amount
+ 100) / 100.0f
;
2041 // addvalue computed on a 2sec basis. => update to diff time
2042 addvalue
*= float(diff
) / REGEN_TIME_FULL
;
2044 if (power
!= POWER_RAGE
&& power
!= POWER_RUNIC_POWER
)
2046 curValue
+= uint32(addvalue
);
2047 if (curValue
> maxValue
)
2048 curValue
= maxValue
;
2052 if(curValue
<= uint32(addvalue
))
2055 curValue
-= uint32(addvalue
);
2057 SetPower(power
, curValue
);
2060 void Player::RegenerateHealth(uint32 diff
)
2062 uint32 curValue
= GetHealth();
2063 uint32 maxValue
= GetMaxHealth();
2065 if (curValue
>= maxValue
) return;
2067 float HealthIncreaseRate
= sWorld
.getRate(RATE_HEALTH
);
2069 float addvalue
= 0.0f
;
2072 if ( IsPolymorphed() )
2073 addvalue
= GetMaxHealth()/3;
2074 // normal regen case (maybe partly in combat case)
2075 else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) )
2077 addvalue
= OCTRegenHPPerSpirit()* HealthIncreaseRate
;
2080 AuraList
const& mModHealthRegenPct
= GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT
);
2081 for(AuraList::const_iterator i
= mModHealthRegenPct
.begin(); i
!= mModHealthRegenPct
.end(); ++i
)
2082 addvalue
*= (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
;
2084 else if(HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
))
2085 addvalue
*= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) / 100.0f
;
2091 // always regeneration bonus (including combat)
2092 addvalue
+= GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
);
2097 addvalue
*= (float)diff
/ REGEN_TIME_FULL
;
2099 ModifyHealth(int32(addvalue
));
2102 Creature
* Player::GetNPCIfCanInteractWith(uint64 guid
, uint32 npcflagmask
)
2105 if (!guid
|| !IsInWorld() || isInFlight())
2108 // exist (we need look pets also for some interaction (quest/etc)
2109 Creature
*unit
= GetMap()->GetCreatureOrPetOrVehicle(guid
);
2113 // appropriate npc type
2114 if (npcflagmask
&& !unit
->HasFlag( UNIT_NPC_FLAGS
, npcflagmask
))
2117 if (npcflagmask
== UNIT_NPC_FLAG_STABLEMASTER
)
2119 if (getClass() != CLASS_HUNTER
)
2123 // if a dead unit should be able to talk - the creature must be alive and have special flags
2124 if (!unit
->isAlive())
2127 if (isAlive() && unit
->isInvisibleForAlive())
2130 // not allow interaction under control, but allow with own pets
2131 if (unit
->GetCharmerGUID())
2135 if (unit
->IsHostileTo(this))
2139 if(FactionTemplateEntry
const* factionTemplate
= sFactionTemplateStore
.LookupEntry(unit
->getFaction()))
2140 if(factionTemplate
->faction
)
2141 if(FactionEntry
const* faction
= sFactionStore
.LookupEntry(factionTemplate
->faction
))
2142 if(faction
->reputationListID
>= 0 && GetReputationMgr().GetRank(faction
) <= REP_UNFRIENDLY
)
2146 if(!unit
->IsWithinDistInMap(this,INTERACTION_DISTANCE
))
2152 GameObject
* Player::GetGameObjectIfCanInteractWith(uint64 guid
, uint32 gameobject_type
) const
2154 if (GameObject
*go
= GetMap()->GetGameObject(guid
))
2156 if (uint32(go
->GetGoType()) == gameobject_type
|| gameobject_type
== MAX_GAMEOBJECT_TYPE
)
2159 switch(go
->GetGoType())
2161 // TODO: find out how the client calculates the maximal usage distance to spellless working
2162 // gameobjects like guildbanks and mailboxes - 10.0 is a just an abitrary choosen number
2163 case GAMEOBJECT_TYPE_GUILD_BANK
:
2164 case GAMEOBJECT_TYPE_MAILBOX
:
2167 case GAMEOBJECT_TYPE_FISHINGHOLE
:
2168 maxdist
= 20.0f
+CONTACT_DISTANCE
; // max spell range
2171 maxdist
= INTERACTION_DISTANCE
;
2175 if (go
->IsWithinDistInMap(this, maxdist
) && go
->isSpawned())
2178 sLog
.outError("GetGameObjectIfCanInteractWith: GameObject '%s' [GUID: %u] is too far away from player %s [GUID: %u] to be used by him (distance=%f, maximal 10 is allowed)", go
->GetGOInfo()->name
,
2179 go
->GetGUIDLow(), GetName(), GetGUIDLow(), go
->GetDistance(this));
2185 bool Player::IsUnderWater() const
2187 return IsInWater() &&
2188 GetPositionZ() < (GetBaseMap()->GetWaterLevel(GetPositionX(),GetPositionY())-2);
2191 void Player::SetInWater(bool apply
)
2193 if(m_isInWater
==apply
)
2196 //define player in water by opcodes
2197 //move player's guid into HateOfflineList of those mobs
2198 //which can't swim and move guid back into ThreatList when
2200 //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
2201 m_isInWater
= apply
;
2203 // remove auras that need water/land
2204 RemoveAurasWithInterruptFlags(apply
? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER
: AURA_INTERRUPT_FLAG_NOT_UNDERWATER
);
2206 getHostileRefManager().updateThreatTables();
2209 void Player::SetGameMaster(bool on
)
2213 m_ExtraFlags
|= PLAYER_EXTRA_GM_ON
;
2215 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
2217 if (Pet
* pet
= GetPet())
2219 pet
->setFaction(35);
2220 pet
->getHostileRefManager().setOnlineOfflineState(false);
2223 for (int8 i
= 0; i
< MAX_TOTEM
; ++i
)
2225 if(Creature
*totem
= GetMap()->GetCreature(m_TotemSlot
[i
]))
2226 totem
->setFaction(35);
2228 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
2229 ResetContestedPvP();
2231 getHostileRefManager().setOnlineOfflineState(false);
2232 CombatStopWithPets();
2234 SetPhaseMask(PHASEMASK_ANYWHERE
,false); // see and visible in all phases
2239 AuraList
const& phases
= GetAurasByType(SPELL_AURA_PHASE
);
2240 SetPhaseMask(!phases
.empty() ? phases
.front()->GetMiscValue() : PHASEMASK_NORMAL
,false);
2242 m_ExtraFlags
&= ~ PLAYER_EXTRA_GM_ON
;
2243 setFactionForRace(getRace());
2244 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
2246 if (Pet
* pet
= GetPet())
2248 pet
->setFaction(getFaction());
2249 pet
->getHostileRefManager().setOnlineOfflineState(true);
2252 for (int8 i
= 0; i
< MAX_TOTEM
; ++i
)
2254 if(Creature
*totem
= GetMap()->GetCreature(m_TotemSlot
[i
]))
2255 totem
->setFaction(getFaction());
2257 // restore FFA PvP Server state
2258 if(sWorld
.IsFFAPvPRealm())
2259 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
2261 // restore FFA PvP area state, remove not allowed for GM mounts
2262 UpdateArea(m_areaUpdateId
);
2264 getHostileRefManager().setOnlineOfflineState(true);
2267 UpdateVisibilityForPlayer();
2270 void Player::SetGMVisible(bool on
)
2274 m_ExtraFlags
&= ~PLAYER_EXTRA_GM_INVISIBLE
; //remove flag
2276 // Reapply stealth/invisibility if active or show if not any
2277 if(HasAuraType(SPELL_AURA_MOD_STEALTH
))
2278 SetVisibility(VISIBILITY_GROUP_STEALTH
);
2279 else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY
))
2280 SetVisibility(VISIBILITY_GROUP_INVISIBILITY
);
2282 SetVisibility(VISIBILITY_ON
);
2286 m_ExtraFlags
|= PLAYER_EXTRA_GM_INVISIBLE
; //add flag
2288 SetAcceptWhispers(false);
2289 SetGameMaster(true);
2291 SetVisibility(VISIBILITY_OFF
);
2295 bool Player::IsGroupVisibleFor(Player
* p
) const
2297 switch(sWorld
.getConfig(CONFIG_GROUP_VISIBILITY
))
2299 default: return IsInSameGroupWith(p
);
2300 case 1: return IsInSameRaidWith(p
);
2301 case 2: return GetTeam()==p
->GetTeam();
2305 bool Player::IsInSameGroupWith(Player
const* p
) const
2307 return (p
==this || (GetGroup() != NULL
&&
2308 GetGroup()->SameSubGroup((Player
*)this, (Player
*)p
)));
2311 ///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
2312 /// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
2313 void Player::UninviteFromGroup()
2315 Group
* group
= GetGroupInvite();
2319 group
->RemoveInvite(this);
2321 if(group
->GetMembersCount() <= 1) // group has just 1 member => disband
2323 if(group
->IsCreated())
2325 group
->Disband(true);
2326 sObjectMgr
.RemoveGroup(group
);
2329 group
->RemoveAllInvites();
2335 void Player::RemoveFromGroup(Group
* group
, uint64 guid
)
2339 if (group
->RemoveMember(guid
, 0) <= 1)
2341 // group->Disband(); already disbanded in RemoveMember
2342 sObjectMgr
.RemoveGroup(group
);
2344 // removemember sets the player's group pointer to NULL
2349 void Player::SendLogXPGain(uint32 GivenXP
, Unit
* victim
, uint32 RestXP
)
2351 WorldPacket
data(SMSG_LOG_XPGAIN
, 21);
2352 data
<< uint64(victim
? victim
->GetGUID() : 0); // guid
2353 data
<< uint32(GivenXP
+RestXP
); // given experience
2354 data
<< uint8(victim
? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
2357 data
<< uint32(GivenXP
); // experience without rested bonus
2358 data
<< float(1); // 1 - none 0 - 100% group bonus output
2360 data
<< uint8(0); // new 2.4.0
2361 GetSession()->SendPacket(&data
);
2364 void Player::GiveXP(uint32 xp
, Unit
* victim
)
2372 uint32 level
= getLevel();
2374 // XP to money conversion processed in Player::RewardQuest
2375 if(level
>= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
2380 // handle SPELL_AURA_MOD_KILL_XP_PCT auras
2381 Unit::AuraList
const& ModXPPctAuras
= GetAurasByType(SPELL_AURA_MOD_KILL_XP_PCT
);
2382 for(Unit::AuraList::const_iterator i
= ModXPPctAuras
.begin();i
!= ModXPPctAuras
.end(); ++i
)
2383 xp
= uint32(xp
*(1.0f
+ (*i
)->GetModifier()->m_amount
/ 100.0f
));
2387 // handle SPELL_AURA_MOD_QUEST_XP_PCT auras
2388 Unit::AuraList
const& ModXPPctAuras
= GetAurasByType(SPELL_AURA_MOD_QUEST_XP_PCT
);
2389 for(Unit::AuraList::const_iterator i
= ModXPPctAuras
.begin();i
!= ModXPPctAuras
.end(); ++i
)
2390 xp
= uint32(xp
*(1.0f
+ (*i
)->GetModifier()->m_amount
/ 100.0f
));
2393 // XP resting bonus for kill
2394 uint32 rested_bonus_xp
= victim
? GetXPRestBonus(xp
) : 0;
2396 SendLogXPGain(xp
,victim
,rested_bonus_xp
);
2398 uint32 curXP
= GetUInt32Value(PLAYER_XP
);
2399 uint32 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2400 uint32 newXP
= curXP
+ xp
+ rested_bonus_xp
;
2402 while( newXP
>= nextLvlXP
&& level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2406 if ( level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2407 GiveLevel(level
+ 1);
2410 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2413 SetUInt32Value(PLAYER_XP
, newXP
);
2416 // Update player to next level
2417 // Current player experience not update (must be update by caller)
2418 void Player::GiveLevel(uint32 level
)
2420 if ( level
== getLevel() )
2423 PlayerLevelInfo info
;
2424 sObjectMgr
.GetPlayerLevelInfo(getRace(),getClass(),level
,&info
);
2426 PlayerClassLevelInfo classInfo
;
2427 sObjectMgr
.GetPlayerClassLevelInfo(getClass(),level
,&classInfo
);
2429 // send levelup info to client
2430 WorldPacket
data(SMSG_LEVELUP_INFO
, (4+4+MAX_POWERS
*4+MAX_STATS
*4));
2431 data
<< uint32(level
);
2432 data
<< uint32(int32(classInfo
.basehealth
) - int32(GetCreateHealth()));
2433 // for(int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6)
2434 data
<< uint32(int32(classInfo
.basemana
) - int32(GetCreateMana()));
2442 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
) // Stats loop (0-4)
2443 data
<< uint32(int32(info
.stats
[i
]) - GetCreateStat(Stats(i
)));
2445 GetSession()->SendPacket(&data
);
2447 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, sObjectMgr
.GetXPForLevel(level
));
2449 //update level, max level of skills
2450 m_Played_time
[PLAYED_TIME_LEVEL
] = 0; // Level Played Time reset
2452 _ApplyAllLevelScaleItemMods(false);
2456 UpdateSkillsForLevel ();
2458 // save base values (bonuses already included in stored stats
2459 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2460 SetCreateStat(Stats(i
), info
.stats
[i
]);
2462 SetCreateHealth(classInfo
.basehealth
);
2463 SetCreateMana(classInfo
.basemana
);
2465 InitTalentForLevel();
2466 InitTaxiNodesForLevel();
2467 InitGlyphsForLevel();
2471 // set current level health and mana/energy to maximum after applying all mods.
2472 SetHealth(GetMaxHealth());
2473 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2474 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2475 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2476 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2477 SetPower(POWER_FOCUS
, 0);
2478 SetPower(POWER_HAPPINESS
, 0);
2480 _ApplyAllLevelScaleItemMods(true);
2482 // update level to hunter/summon pet
2483 if (Pet
* pet
= GetPet())
2484 pet
->SynchronizeLevelWithOwner();
2486 if (MailLevelReward
const* mailReward
= sObjectMgr
.GetMailLevelReward(level
,getRaceMask()))
2487 MailDraft(mailReward
->mailTemplateId
).SendMailTo(this,MailSender(MAIL_CREATURE
,mailReward
->senderEntry
));
2489 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL
);
2492 void Player::InitTalentForLevel()
2494 uint32 level
= getLevel();
2495 // talents base at level diff ( talents = level - 9 but some can be used already)
2498 // Remove all talent points
2499 if(m_usedTalentCount
> 0) // Free any used talents
2502 SetFreeTalentPoints(0);
2507 uint32 talentPointsForLevel
= CalculateTalentsPoints();
2509 // if used more that have then reset
2510 if(m_usedTalentCount
> talentPointsForLevel
)
2512 if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR
)
2515 SetFreeTalentPoints(0);
2517 // else update amount of free points
2519 SetFreeTalentPoints(talentPointsForLevel
-m_usedTalentCount
);
2522 if(!GetSession()->PlayerLoading())
2523 SendTalentsInfoData(false); // update at client
2526 void Player::InitStatsForLevel(bool reapplyMods
)
2528 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2529 _RemoveAllStatBonuses();
2531 PlayerClassLevelInfo classInfo
;
2532 sObjectMgr
.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo
);
2534 PlayerLevelInfo info
;
2535 sObjectMgr
.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info
);
2537 SetUInt32Value(PLAYER_FIELD_MAX_LEVEL
, sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) );
2538 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, sObjectMgr
.GetXPForLevel(getLevel()));
2540 // reset before any aura state sources (health set/aura apply)
2541 SetUInt32Value(UNIT_FIELD_AURASTATE
, 0);
2543 UpdateSkillsForLevel ();
2545 // set default cast time multiplier
2546 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
);
2548 // reset size before reapply auras
2549 SetFloatValue(OBJECT_FIELD_SCALE_X
,1.0f
);
2551 // save base values (bonuses already included in stored stats
2552 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2553 SetCreateStat(Stats(i
), info
.stats
[i
]);
2555 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2556 SetStat(Stats(i
), info
.stats
[i
]);
2558 SetCreateHealth(classInfo
.basehealth
);
2561 SetCreateMana(classInfo
.basemana
);
2563 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2567 //reset rating fields values
2568 for(uint16 index
= PLAYER_FIELD_COMBAT_RATING_1
; index
< PLAYER_FIELD_COMBAT_RATING_1
+ MAX_COMBAT_RATING
; ++index
)
2569 SetUInt32Value(index
, 0);
2571 SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS
,0);
2572 for (int i
= 0; i
< 7; ++i
)
2574 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG
+i
, 0);
2575 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS
+i
, 0);
2576 SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT
+i
, 1.00f
);
2579 //reset attack power, damage and attack speed fields
2580 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
, 2000.0f
);
2581 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
+ 1, 2000.0f
); // offhand attack time
2582 SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME
, 2000.0f
);
2584 SetFloatValue(UNIT_FIELD_MINDAMAGE
, 0.0f
);
2585 SetFloatValue(UNIT_FIELD_MAXDAMAGE
, 0.0f
);
2586 SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
, 0.0f
);
2587 SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
, 0.0f
);
2588 SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
, 0.0f
);
2589 SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
, 0.0f
);
2591 SetInt32Value(UNIT_FIELD_ATTACK_POWER
, 0 );
2592 SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS
, 0 );
2593 SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER
,0.0f
);
2594 SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER
, 0 );
2595 SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS
,0 );
2596 SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER
,0.0f
);
2598 // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2599 SetFloatValue(PLAYER_CRIT_PERCENTAGE
,0.0f
);
2600 SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE
,0.0f
);
2601 SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE
,0.0f
);
2603 // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2604 for (uint8 i
= 0; i
< 7; ++i
)
2605 SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1
+i
, 0.0f
);
2607 SetFloatValue(PLAYER_PARRY_PERCENTAGE
, 0.0f
);
2608 SetFloatValue(PLAYER_BLOCK_PERCENTAGE
, 0.0f
);
2609 SetUInt32Value(PLAYER_SHIELD_BLOCK
, 0);
2612 SetFloatValue(PLAYER_DODGE_PERCENTAGE
, 0.0f
);
2614 // set armor (resistance 0) to original value (create_agility*2)
2615 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2616 SetResistanceBuffMods(SpellSchools(0), true, 0.0f
);
2617 SetResistanceBuffMods(SpellSchools(0), false, 0.0f
);
2618 // set other resistance to original value (0)
2619 for (int i
= 1; i
< MAX_SPELL_SCHOOL
; ++i
)
2621 SetResistance(SpellSchools(i
), 0);
2622 SetResistanceBuffMods(SpellSchools(i
), true, 0.0f
);
2623 SetResistanceBuffMods(SpellSchools(i
), false, 0.0f
);
2626 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE
,0);
2627 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE
,0);
2628 for(int i
= 0; i
< MAX_SPELL_SCHOOL
; ++i
)
2630 SetUInt32Value(UNIT_FIELD_POWER_COST_MODIFIER
+i
,0);
2631 SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER
+i
,0.0f
);
2633 // Reset no reagent cost field
2634 for(int i
= 0; i
< 3; ++i
)
2635 SetUInt32Value(PLAYER_NO_REAGENT_COST_1
+ i
, 0);
2636 // Init data for form but skip reapply item mods for form
2637 InitDataForForm(reapplyMods
);
2640 for (int i
= POWER_MANA
; i
< MAX_POWERS
; ++i
)
2641 SetMaxPower(Powers(i
), uint32(GetCreatePowers(Powers(i
))));
2643 SetMaxHealth(classInfo
.basehealth
); // stamina bonus will applied later
2645 // cleanup mounted state (it will set correctly at aura loading if player saved at mount.
2646 SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID
, 0);
2648 // cleanup unit flags (will be re-applied if need at aura load).
2649 RemoveFlag( UNIT_FIELD_FLAGS
,
2650 UNIT_FLAG_NON_ATTACKABLE
| UNIT_FLAG_DISABLE_MOVE
| UNIT_FLAG_NOT_ATTACKABLE_1
|
2651 UNIT_FLAG_PET_IN_COMBAT
| UNIT_FLAG_SILENCED
| UNIT_FLAG_PACIFIED
|
2652 UNIT_FLAG_STUNNED
| UNIT_FLAG_IN_COMBAT
| UNIT_FLAG_DISARMED
|
2653 UNIT_FLAG_CONFUSED
| UNIT_FLAG_FLEEING
| UNIT_FLAG_NOT_SELECTABLE
|
2654 UNIT_FLAG_SKINNABLE
| UNIT_FLAG_MOUNT
| UNIT_FLAG_TAXI_FLIGHT
);
2655 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
); // must be set
2657 SetFlag(UNIT_FIELD_FLAGS_2
,UNIT_FLAG2_REGENERATE_POWER
);// must be set
2659 // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
2660 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
| PLAYER_FLAGS_DND
| PLAYER_FLAGS_GM
| PLAYER_FLAGS_GHOST
);
2662 RemoveStandFlags(UNIT_STAND_FLAGS_ALL
); // one form stealth modified bytes
2663 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
| UNIT_BYTE2_FLAG_SANCTUARY
);
2665 // restore if need some important flags
2666 SetUInt32Value(PLAYER_FIELD_BYTES2
, 0 ); // flags empty by default
2668 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2669 _ApplyAllStatBonuses();
2671 // set current level health and mana/energy to maximum after applying all mods.
2672 SetHealth(GetMaxHealth());
2673 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2674 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2675 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2676 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2677 SetPower(POWER_FOCUS
, 0);
2678 SetPower(POWER_HAPPINESS
, 0);
2679 SetPower(POWER_RUNIC_POWER
, 0);
2681 // update level to hunter/summon pet
2682 if (Pet
* pet
= GetPet())
2683 pet
->SynchronizeLevelWithOwner();
2686 void Player::SendInitialSpells()
2688 time_t curTime
= time(NULL
);
2689 time_t infTime
= curTime
+ infinityCooldownDelayCheck
;
2691 uint16 spellCount
= 0;
2693 WorldPacket
data(SMSG_INITIAL_SPELLS
, (1+2+4*m_spells
.size()+2+m_spellCooldowns
.size()*(2+2+2+4+4)));
2696 size_t countPos
= data
.wpos();
2697 data
<< uint16(spellCount
); // spell count placeholder
2699 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2701 if(itr
->second
->state
== PLAYERSPELL_REMOVED
)
2704 if(!itr
->second
->active
|| itr
->second
->disabled
)
2707 data
<< uint32(itr
->first
);
2708 data
<< uint16(0); // it's not slot id
2713 data
.put
<uint16
>(countPos
,spellCount
); // write real count value
2715 uint16 spellCooldowns
= m_spellCooldowns
.size();
2716 data
<< uint16(spellCooldowns
);
2717 for(SpellCooldowns::const_iterator itr
=m_spellCooldowns
.begin(); itr
!=m_spellCooldowns
.end(); ++itr
)
2719 SpellEntry
const *sEntry
= sSpellStore
.LookupEntry(itr
->first
);
2723 data
<< uint32(itr
->first
);
2725 data
<< uint16(itr
->second
.itemid
); // cast item id
2726 data
<< uint16(sEntry
->Category
); // spell category
2728 // send infinity cooldown in special format
2729 if(itr
->second
.end
>= infTime
)
2731 data
<< uint32(1); // cooldown
2732 data
<< uint32(0x80000000); // category cooldown
2736 time_t cooldown
= itr
->second
.end
> curTime
? (itr
->second
.end
-curTime
)*IN_MILISECONDS
: 0;
2738 if(sEntry
->Category
) // may be wrong, but anyway better than nothing...
2740 data
<< uint32(0); // cooldown
2741 data
<< uint32(cooldown
); // category cooldown
2745 data
<< uint32(cooldown
); // cooldown
2746 data
<< uint32(0); // category cooldown
2750 GetSession()->SendPacket(&data
);
2752 sLog
.outDetail( "CHARACTER: Sent Initial Spells" );
2755 void Player::RemoveMail(uint32 id
)
2757 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
2759 if ((*itr
)->messageID
== id
)
2761 //do not delete item, because Player::removeMail() is called when returning mail to sender.
2768 void Player::SendMailResult(uint32 mailId
, MailResponseType mailAction
, MailResponseResult mailError
, uint32 equipError
, uint32 item_guid
, uint32 item_count
)
2770 WorldPacket
data(SMSG_SEND_MAIL_RESULT
, (4+4+4+(mailError
== MAIL_ERR_EQUIP_ERROR
?4:(mailAction
== MAIL_ITEM_TAKEN
?4+4:0))));
2771 data
<< (uint32
) mailId
;
2772 data
<< (uint32
) mailAction
;
2773 data
<< (uint32
) mailError
;
2774 if ( mailError
== MAIL_ERR_EQUIP_ERROR
)
2775 data
<< (uint32
) equipError
;
2776 else if( mailAction
== MAIL_ITEM_TAKEN
)
2778 data
<< (uint32
) item_guid
; // item guid low?
2779 data
<< (uint32
) item_count
; // item count?
2781 GetSession()->SendPacket(&data
);
2784 void Player::SendNewMail()
2786 // deliver undelivered mail
2787 WorldPacket
data(SMSG_RECEIVED_MAIL
, 4);
2789 GetSession()->SendPacket(&data
);
2792 void Player::UpdateNextMailTimeAndUnreads()
2794 // calculate next delivery time (min. from non-delivered mails
2795 // and recalculate unReadMail
2796 time_t cTime
= time(NULL
);
2797 m_nextMailDelivereTime
= 0;
2799 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
2801 if((*itr
)->deliver_time
> cTime
)
2803 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> (*itr
)->deliver_time
)
2804 m_nextMailDelivereTime
= (*itr
)->deliver_time
;
2806 else if(((*itr
)->checked
& MAIL_CHECK_MASK_READ
) == 0)
2811 void Player::AddNewMailDeliverTime(time_t deliver_time
)
2813 if(deliver_time
<= time(NULL
)) // ready now
2818 else // not ready and no have ready mails
2820 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> deliver_time
)
2821 m_nextMailDelivereTime
= deliver_time
;
2825 bool Player::addSpell(uint32 spell_id
, bool active
, bool learning
, bool dependent
, bool disabled
)
2827 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
2830 // do character spell book cleanup (all characters)
2831 if(!IsInWorld() && !learning
) // spell load case
2833 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id
);
2834 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2837 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id
);
2842 if(!SpellMgr::IsSpellValid(spellInfo
,this,false))
2844 // do character spell book cleanup (all characters)
2845 if(!IsInWorld() && !learning
) // spell load case
2847 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id
);
2848 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2851 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id
);
2856 PlayerSpellState state
= learning
? PLAYERSPELL_NEW
: PLAYERSPELL_UNCHANGED
;
2858 bool dependent_set
= false;
2859 bool disabled_case
= false;
2860 bool superceded_old
= false;
2862 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2863 if (itr
!= m_spells
.end())
2865 uint32 next_active_spell_id
= 0;
2866 // fix activate state for non-stackable low rank (and find next spell for !active case)
2867 if(!SpellMgr::canStackSpellRanks(spellInfo
) && sSpellMgr
.GetSpellRank(spellInfo
->Id
) != 0)
2869 SpellChainMapNext
const& nextMap
= sSpellMgr
.GetSpellChainNext();
2870 for(SpellChainMapNext::const_iterator next_itr
= nextMap
.lower_bound(spell_id
); next_itr
!= nextMap
.upper_bound(spell_id
); ++next_itr
)
2872 if(HasSpell(next_itr
->second
))
2874 // high rank already known so this must !active
2876 next_active_spell_id
= next_itr
->second
;
2882 // not do anything if already known in expected state
2883 if(itr
->second
->state
!= PLAYERSPELL_REMOVED
&& itr
->second
->active
== active
&&
2884 itr
->second
->dependent
== dependent
&& itr
->second
->disabled
== disabled
)
2886 if(!IsInWorld() && !learning
) // explicitly load from DB and then exist in it already and set correctly
2887 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2892 // dependent spell known as not dependent, overwrite state
2893 if (itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->dependent
&& dependent
)
2895 itr
->second
->dependent
= dependent
;
2896 if (itr
->second
->state
!= PLAYERSPELL_NEW
)
2897 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2898 dependent_set
= true;
2901 // update active state for known spell
2902 if(itr
->second
->active
!= active
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->disabled
)
2904 itr
->second
->active
= active
;
2906 if(!IsInWorld() && !learning
&& !dependent_set
) // explicitly load from DB and then exist in it already and set correctly
2907 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2908 else if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2909 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2913 if (IsPassiveSpell(spell_id
) && IsNeedCastPassiveSpellAtLearn(spellInfo
))
2914 CastSpell (this,spell_id
,true);
2916 else if(IsInWorld())
2918 if(next_active_spell_id
)
2920 // update spell ranks in spellbook and action bar
2921 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, 4 + 4);
2922 data
<< uint32(spell_id
);
2923 data
<< uint32(next_active_spell_id
);
2924 GetSession()->SendPacket( &data
);
2928 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
2929 data
<< uint32(spell_id
);
2930 GetSession()->SendPacket(&data
);
2934 return active
; // learn (show in spell book if active now)
2937 if(itr
->second
->disabled
!= disabled
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
)
2939 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2940 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2941 itr
->second
->disabled
= disabled
;
2946 disabled_case
= true;
2948 else switch(itr
->second
->state
)
2950 case PLAYERSPELL_UNCHANGED
: // known saved spell
2952 case PLAYERSPELL_REMOVED
: // re-learning removed not saved spell
2955 m_spells
.erase(itr
);
2956 state
= PLAYERSPELL_CHANGED
;
2957 break; // need re-add
2959 default: // known not saved yet spell (new or modified)
2961 // can be in case spell loading but learned at some previous spell loading
2962 if(!IsInWorld() && !learning
&& !dependent_set
)
2963 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2970 if(!disabled_case
) // skip new spell adding if spell already known (disabled spells case)
2972 // talent: unlearn all other talent ranks (high and low)
2973 if(TalentSpellPos
const* talentPos
= GetTalentSpellPos(spell_id
))
2975 if(TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry( talentPos
->talent_id
))
2977 for(int i
=0; i
< MAX_TALENT_RANK
; ++i
)
2979 // skip learning spell and no rank spell case
2980 uint32 rankSpellId
= talentInfo
->RankID
[i
];
2981 if(!rankSpellId
|| rankSpellId
==spell_id
)
2984 removeSpell(rankSpellId
,false,false);
2988 // non talent spell: learn low ranks (recursive call)
2989 else if(uint32 prev_spell
= sSpellMgr
.GetPrevSpellInChain(spell_id
))
2991 if(!IsInWorld() || disabled
) // at spells loading, no output, but allow save
2992 addSpell(prev_spell
,active
,true,true,disabled
);
2993 else // at normal learning
2994 learnSpell(prev_spell
,true);
2997 PlayerSpell
*newspell
= new PlayerSpell
;
2998 newspell
->state
= state
;
2999 newspell
->active
= active
;
3000 newspell
->dependent
= dependent
;
3001 newspell
->disabled
= disabled
;
3003 // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
3004 if(newspell
->active
&& !newspell
->disabled
&& !SpellMgr::canStackSpellRanks(spellInfo
) && sSpellMgr
.GetSpellRank(spellInfo
->Id
) != 0)
3006 for( PlayerSpellMap::iterator itr2
= m_spells
.begin(); itr2
!= m_spells
.end(); ++itr2
)
3008 if(itr2
->second
->state
== PLAYERSPELL_REMOVED
) continue;
3009 SpellEntry
const *i_spellInfo
= sSpellStore
.LookupEntry(itr2
->first
);
3010 if(!i_spellInfo
) continue;
3012 if( sSpellMgr
.IsRankSpellDueToSpell(spellInfo
,itr2
->first
) )
3014 if(itr2
->second
->active
)
3016 if(sSpellMgr
.IsHighRankOfSpell(spell_id
,itr2
->first
))
3018 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
3020 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, 4 + 4);
3021 data
<< uint32(itr2
->first
);
3022 data
<< uint32(spell_id
);
3023 GetSession()->SendPacket( &data
);
3026 // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
3027 itr2
->second
->active
= false;
3028 if(itr2
->second
->state
!= PLAYERSPELL_NEW
)
3029 itr2
->second
->state
= PLAYERSPELL_CHANGED
;
3030 superceded_old
= true; // new spell replace old in action bars and spell book.
3032 else if(sSpellMgr
.IsHighRankOfSpell(itr2
->first
,spell_id
))
3034 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
3036 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, 4 + 4);
3037 data
<< uint32(spell_id
);
3038 data
<< uint32(itr2
->first
);
3039 GetSession()->SendPacket( &data
);
3042 // mark new spell as disable (not learned yet for client and will not learned)
3043 newspell
->active
= false;
3044 if(newspell
->state
!= PLAYERSPELL_NEW
)
3045 newspell
->state
= PLAYERSPELL_CHANGED
;
3052 m_spells
[spell_id
] = newspell
;
3054 // return false if spell disabled
3055 if (newspell
->disabled
)
3059 uint32 talentCost
= GetTalentSpellCost(spell_id
);
3061 // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
3062 // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
3063 if (talentCost
> 0 && IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_LEARN_SPELL
))
3065 // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
3066 CastSpell(this, spell_id
, true);
3068 // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
3069 else if (IsPassiveSpell(spell_id
))
3071 if (IsNeedCastPassiveSpellAtLearn(spellInfo
))
3072 CastSpell(this, spell_id
, true);
3074 else if (IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_SKILL_STEP
))
3076 CastSpell(this, spell_id
, true);
3080 // update used talent points count
3081 m_usedTalentCount
+= talentCost
;
3083 // update free primary prof.points (if any, can be none in case GM .learn prof. learning)
3084 if (uint32 freeProfs
= GetFreePrimaryProfessionPoints())
3086 if(sSpellMgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
3087 SetFreePrimaryProfessions(freeProfs
-1);
3090 // add dependent skills
3091 uint16 maxskill
= GetMaxSkillValueForLevel();
3093 SpellLearnSkillNode
const* spellLearnSkill
= sSpellMgr
.GetSpellLearnSkill(spell_id
);
3095 SkillLineAbilityMapBounds skill_bounds
= sSpellMgr
.GetSkillLineAbilityMapBounds(spell_id
);
3097 if (spellLearnSkill
)
3099 uint32 skill_value
= GetPureSkillValue(spellLearnSkill
->skill
);
3100 uint32 skill_max_value
= GetPureMaxSkillValue(spellLearnSkill
->skill
);
3102 if (skill_value
< spellLearnSkill
->value
)
3103 skill_value
= spellLearnSkill
->value
;
3105 uint32 new_skill_max_value
= spellLearnSkill
->maxvalue
== 0 ? maxskill
: spellLearnSkill
->maxvalue
;
3107 if (skill_max_value
< new_skill_max_value
)
3108 skill_max_value
= new_skill_max_value
;
3110 SetSkill(spellLearnSkill
->skill
,skill_value
,skill_max_value
);
3114 // not ranked skills
3115 for(SkillLineAbilityMap::const_iterator _spell_idx
= skill_bounds
.first
; _spell_idx
!= skill_bounds
.second
; ++_spell_idx
)
3117 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
3121 if (HasSkill(pSkill
->id
))
3124 if (_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
||
3125 // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
3126 ((pSkill
->id
==SKILL_LOCKPICKING
|| pSkill
->id
==SKILL_RUNEFORGING
) && _spell_idx
->second
->max_value
==0))
3128 switch(GetSkillRangeType(pSkill
,_spell_idx
->second
->racemask
!=0))
3130 case SKILL_RANGE_LANGUAGE
:
3131 SetSkill(pSkill
->id
, 300, 300 );
3133 case SKILL_RANGE_LEVEL
:
3134 SetSkill(pSkill
->id
, 1, GetMaxSkillValueForLevel() );
3136 case SKILL_RANGE_MONO
:
3137 SetSkill(pSkill
->id
, 1, 1 );
3146 // learn dependent spells
3147 SpellLearnSpellMapBounds spell_bounds
= sSpellMgr
.GetSpellLearnSpellMapBounds(spell_id
);
3149 for(SpellLearnSpellMap::const_iterator itr2
= spell_bounds
.first
; itr2
!= spell_bounds
.second
; ++itr2
)
3151 if (!itr2
->second
.autoLearned
)
3153 if (!IsInWorld() || !itr2
->second
.active
) // at spells loading, no output, but allow save
3154 addSpell(itr2
->second
.spell
,itr2
->second
.active
,true,true,false);
3155 else // at normal learning
3156 learnSpell(itr2
->second
.spell
,true);
3160 if (!GetSession()->PlayerLoading())
3162 // not ranked skills
3163 for(SkillLineAbilityMap::const_iterator _spell_idx
= skill_bounds
.first
; _spell_idx
!= skill_bounds
.second
; ++_spell_idx
)
3165 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE
,_spell_idx
->second
->skillId
);
3166 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS
,_spell_idx
->second
->skillId
);
3169 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL
,spell_id
);
3172 // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
3173 return active
&& !disabled
&& !superceded_old
;
3176 bool Player::IsNeedCastPassiveSpellAtLearn(SpellEntry
const* spellInfo
) const
3178 // note: form passives activated with shapeshift spells be implemented by HandleShapeshiftBoosts instead of spell_learn_spell
3179 // talent dependent passives activated at form apply have proper stance data
3180 bool need_cast
= (!spellInfo
->Stances
|| (m_form
!= 0 && (spellInfo
->Stances
& (1<<(m_form
-1)))));
3182 //Check CasterAuraStates
3183 return need_cast
&& (!spellInfo
->CasterAuraState
|| HasAuraState(AuraState(spellInfo
->CasterAuraState
)));
3186 void Player::learnSpell(uint32 spell_id
, bool dependent
)
3188 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
3190 bool disabled
= (itr
!= m_spells
.end()) ? itr
->second
->disabled
: false;
3191 bool active
= disabled
? itr
->second
->active
: true;
3193 bool learning
= addSpell(spell_id
,active
,true,dependent
,false);
3195 // learn all disabled higher ranks (recursive)
3198 SpellChainMapNext
const& nextMap
= sSpellMgr
.GetSpellChainNext();
3199 for(SpellChainMapNext::const_iterator i
= nextMap
.lower_bound(spell_id
); i
!= nextMap
.upper_bound(spell_id
); ++i
)
3201 PlayerSpellMap::iterator iter
= m_spells
.find(i
->second
);
3202 if (iter
!= m_spells
.end() && iter
->second
->disabled
)
3203 learnSpell(i
->second
,false);
3207 // prevent duplicated entires in spell book, also not send if not in world (loading)
3208 if(!learning
|| !IsInWorld ())
3211 WorldPacket
data(SMSG_LEARNED_SPELL
, 4);
3212 data
<< uint32(spell_id
);
3213 GetSession()->SendPacket(&data
);
3216 void Player::removeSpell(uint32 spell_id
, bool disabled
, bool learn_low_rank
, bool sendUpdate
)
3218 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
3219 if (itr
== m_spells
.end())
3222 if (itr
->second
->state
== PLAYERSPELL_REMOVED
|| (disabled
&& itr
->second
->disabled
))
3225 // unlearn non talent higher ranks (recursive)
3226 SpellChainMapNext
const& nextMap
= sSpellMgr
.GetSpellChainNext();
3227 for(SpellChainMapNext::const_iterator itr2
= nextMap
.lower_bound(spell_id
); itr2
!= nextMap
.upper_bound(spell_id
); ++itr2
)
3228 if(HasSpell(itr2
->second
) && !GetTalentSpellPos(itr2
->second
))
3229 removeSpell(itr2
->second
,disabled
,false);
3231 // re-search, it can be corrupted in prev loop
3232 itr
= m_spells
.find(spell_id
);
3233 if (itr
== m_spells
.end())
3234 return; // already unleared
3236 bool cur_active
= itr
->second
->active
;
3237 bool cur_dependent
= itr
->second
->dependent
;
3241 itr
->second
->disabled
= disabled
;
3242 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
3243 itr
->second
->state
= PLAYERSPELL_CHANGED
;
3247 if(itr
->second
->state
== PLAYERSPELL_NEW
)
3250 m_spells
.erase(itr
);
3253 itr
->second
->state
= PLAYERSPELL_REMOVED
;
3256 RemoveAurasDueToSpell(spell_id
);
3259 for(int i
= 0; i
< 3; ++i
)
3260 if(PetAura
const* petSpell
= sSpellMgr
.GetPetAura(spell_id
, i
))
3261 RemovePetAura(petSpell
);
3263 // free talent points
3264 uint32 talentCosts
= GetTalentSpellCost(spell_id
);
3267 if(talentCosts
< m_usedTalentCount
)
3268 m_usedTalentCount
-= talentCosts
;
3270 m_usedTalentCount
= 0;
3273 // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
3274 if(sSpellMgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
3276 uint32 freeProfs
= GetFreePrimaryProfessionPoints()+1;
3277 if(freeProfs
<= sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
))
3278 SetFreePrimaryProfessions(freeProfs
);
3281 // remove dependent skill
3282 SpellLearnSkillNode
const* spellLearnSkill
= sSpellMgr
.GetSpellLearnSkill(spell_id
);
3285 uint32 prev_spell
= sSpellMgr
.GetPrevSpellInChain(spell_id
);
3286 if(!prev_spell
) // first rank, remove skill
3287 SetSkill(spellLearnSkill
->skill
,0,0);
3290 // search prev. skill setting by spell ranks chain
3291 SpellLearnSkillNode
const* prevSkill
= sSpellMgr
.GetSpellLearnSkill(prev_spell
);
3292 while(!prevSkill
&& prev_spell
)
3294 prev_spell
= sSpellMgr
.GetPrevSpellInChain(prev_spell
);
3295 prevSkill
= sSpellMgr
.GetSpellLearnSkill(sSpellMgr
.GetFirstSpellInChain(prev_spell
));
3298 if (!prevSkill
) // not found prev skill setting, remove skill
3299 SetSkill(spellLearnSkill
->skill
,0,0);
3300 else // set to prev. skill setting values
3302 uint32 skill_value
= GetPureSkillValue(prevSkill
->skill
);
3303 uint32 skill_max_value
= GetPureMaxSkillValue(prevSkill
->skill
);
3305 if (skill_value
> prevSkill
->value
)
3306 skill_value
= prevSkill
->value
;
3308 uint32 new_skill_max_value
= prevSkill
->maxvalue
== 0 ? GetMaxSkillValueForLevel() : prevSkill
->maxvalue
;
3310 if (skill_max_value
> new_skill_max_value
)
3311 skill_max_value
= new_skill_max_value
;
3313 SetSkill(prevSkill
->skill
,skill_value
,skill_max_value
);
3320 // not ranked skills
3321 SkillLineAbilityMapBounds bounds
= sSpellMgr
.GetSkillLineAbilityMapBounds(spell_id
);
3323 for(SkillLineAbilityMap::const_iterator _spell_idx
= bounds
.first
; _spell_idx
!= bounds
.second
; ++_spell_idx
)
3325 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
3329 if(_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
&&
3330 pSkill
->categoryId
!= SKILL_CATEGORY_CLASS
||// not unlearn class skills (spellbook/talent pages)
3331 // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
3332 ((pSkill
->id
==SKILL_LOCKPICKING
|| pSkill
->id
==SKILL_RUNEFORGING
) && _spell_idx
->second
->max_value
==0))
3334 // not reset skills for professions and racial abilities
3335 if ((pSkill
->categoryId
==SKILL_CATEGORY_SECONDARY
|| pSkill
->categoryId
==SKILL_CATEGORY_PROFESSION
) &&
3336 (IsProfessionSkill(pSkill
->id
) || _spell_idx
->second
->racemask
!=0))
3339 SetSkill(pSkill
->id
, 0, 0 );
3344 // remove dependent spells
3345 SpellLearnSpellMapBounds spell_bounds
= sSpellMgr
.GetSpellLearnSpellMapBounds(spell_id
);
3347 for(SpellLearnSpellMap::const_iterator itr2
= spell_bounds
.first
; itr2
!= spell_bounds
.second
; ++itr2
)
3348 removeSpell(itr2
->second
.spell
, disabled
);
3350 // activate lesser rank in spellbook/action bar, and cast it if need
3351 bool prev_activate
= false;
3353 if (uint32 prev_id
= sSpellMgr
.GetPrevSpellInChain (spell_id
))
3355 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
3357 // if talent then lesser rank also talent and need learn
3361 learnSpell (prev_id
,false);
3363 // if ranked non-stackable spell: need activate lesser rank and update dendence state
3364 else if (cur_active
&& !SpellMgr::canStackSpellRanks(spellInfo
) && sSpellMgr
.GetSpellRank(spellInfo
->Id
) != 0)
3366 // need manually update dependence state (learn spell ignore like attempts)
3367 PlayerSpellMap::iterator prev_itr
= m_spells
.find(prev_id
);
3368 if (prev_itr
!= m_spells
.end())
3370 if (prev_itr
->second
->dependent
!= cur_dependent
)
3372 prev_itr
->second
->dependent
= cur_dependent
;
3373 if (prev_itr
->second
->state
!= PLAYERSPELL_NEW
)
3374 prev_itr
->second
->state
= PLAYERSPELL_CHANGED
;
3377 // now re-learn if need re-activate
3378 if (cur_active
&& !prev_itr
->second
->active
&& learn_low_rank
)
3380 if (addSpell(prev_id
,true,false,prev_itr
->second
->dependent
,prev_itr
->second
->disabled
))
3382 // downgrade spell ranks in spellbook and action bar
3383 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, 4 + 4);
3384 data
<< uint32(spell_id
);
3385 data
<< uint32(prev_id
);
3386 GetSession()->SendPacket( &data
);
3387 prev_activate
= true;
3394 // remove from spell book if not replaced by lesser rank
3395 if (!prev_activate
&& sendUpdate
)
3397 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
3398 data
<< uint32(spell_id
);
3399 GetSession()->SendPacket(&data
);
3403 void Player::RemoveSpellCooldown( uint32 spell_id
, bool update
/* = false */ )
3405 m_spellCooldowns
.erase(spell_id
);
3408 SendClearCooldown(spell_id
, this);
3411 void Player::RemoveSpellCategoryCooldown(uint32 cat
, bool update
/* = false */)
3413 SpellCategoryStore::const_iterator ct
= sSpellCategoryStore
.find(cat
);
3414 if (ct
== sSpellCategoryStore
.end())
3417 const SpellCategorySet
& ct_set
= ct
->second
;
3418 for (SpellCooldowns::const_iterator i
= m_spellCooldowns
.begin(); i
!= m_spellCooldowns
.end();)
3420 if (ct_set
.find(i
->first
) != ct_set
.end())
3421 RemoveSpellCooldown((i
++)->first
, update
);
3427 void Player::RemoveArenaSpellCooldowns()
3429 // remove cooldowns on spells that has < 15 min CD
3430 SpellCooldowns::iterator itr
, next
;
3431 // iterate spell cooldowns
3432 for(itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); itr
= next
)
3436 SpellEntry
const * entry
= sSpellStore
.LookupEntry(itr
->first
);
3437 // check if spellentry is present and if the cooldown is less than 15 mins
3439 entry
->RecoveryTime
<= 15 * MINUTE
* IN_MILISECONDS
&&
3440 entry
->CategoryRecoveryTime
<= 15 * MINUTE
* IN_MILISECONDS
)
3443 RemoveSpellCooldown(itr
->first
, true);
3448 void Player::RemoveAllSpellCooldown()
3450 if(!m_spellCooldowns
.empty())
3452 for(SpellCooldowns::const_iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); ++itr
)
3453 SendClearCooldown(itr
->first
, this);
3455 m_spellCooldowns
.clear();
3459 void Player::_LoadSpellCooldowns(QueryResult
*result
)
3461 // some cooldowns can be already set at aura loading...
3463 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
3467 time_t curTime
= time(NULL
);
3471 Field
*fields
= result
->Fetch();
3473 uint32 spell_id
= fields
[0].GetUInt32();
3474 uint32 item_id
= fields
[1].GetUInt32();
3475 time_t db_time
= (time_t)fields
[2].GetUInt64();
3477 if(!sSpellStore
.LookupEntry(spell_id
))
3479 sLog
.outError("Player %u has unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id
);
3483 // skip outdated cooldown
3484 if(db_time
<= curTime
)
3487 AddSpellCooldown(spell_id
, item_id
, db_time
);
3489 sLog
.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id
, item_id
, uint32(db_time
-curTime
));
3491 while( result
->NextRow() );
3497 void Player::_SaveSpellCooldowns()
3499 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
3501 time_t curTime
= time(NULL
);
3502 time_t infTime
= curTime
+ infinityCooldownDelayCheck
;
3504 /* copied following sql-code partly from achievementmgr */
3505 bool first_round
= true;
3506 std::ostringstream ss
;
3508 // remove outdated and save active
3509 for(SpellCooldowns::iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end();)
3511 if(itr
->second
.end
<= curTime
)
3512 m_spellCooldowns
.erase(itr
++);
3513 else if(itr
->second
.end
<= infTime
) // not save locked cooldowns, it will be reset or set at reload
3517 ss
<< "INSERT INTO character_spell_cooldown (guid,spell,item,time) VALUES ";
3518 first_round
= false;
3520 // next new/changed record prefix
3523 ss
<< "(" << GetGUIDLow() << "," << itr
->first
<< "," << itr
->second
.itemid
<< "," << uint64(itr
->second
.end
) << ")";
3530 // if something changed execute
3532 CharacterDatabase
.Execute( ss
.str().c_str() );
3535 uint32
Player::resetTalentsCost() const
3537 // The first time reset costs 1 gold
3538 if(m_resetTalentsCost
< 1*GOLD
)
3541 else if(m_resetTalentsCost
< 5*GOLD
)
3543 // After that it increases in increments of 5 gold
3544 else if(m_resetTalentsCost
< 10*GOLD
)
3548 uint32 months
= (sWorld
.GetGameTime() - m_resetTalentsTime
)/MONTH
;
3551 // This cost will be reduced by a rate of 5 gold per month
3552 int32 new_cost
= int32(m_resetTalentsCost
) - 5*GOLD
*months
;
3553 // to a minimum of 10 gold.
3554 return (new_cost
< 10*GOLD
? 10*GOLD
: new_cost
);
3558 // After that it increases in increments of 5 gold
3559 int32 new_cost
= m_resetTalentsCost
+ 5*GOLD
;
3560 // until it hits a cap of 50 gold.
3561 if(new_cost
> 50*GOLD
)
3568 bool Player::resetTalents(bool no_cost
)
3570 // not need after this call
3571 if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS
))
3572 RemoveAtLoginFlag(AT_LOGIN_RESET_TALENTS
,true);
3574 uint32 talentPointsForLevel
= CalculateTalentsPoints();
3576 if (m_usedTalentCount
== 0)
3578 SetFreeTalentPoints(talentPointsForLevel
);
3586 cost
= resetTalentsCost();
3588 if (GetMoney() < cost
)
3590 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, 0, 0, 0);
3595 for (unsigned int i
= 0; i
< sTalentStore
.GetNumRows(); ++i
)
3597 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry(i
);
3599 if (!talentInfo
) continue;
3601 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentInfo
->TalentTab
);
3606 // unlearn only talents for character class
3607 // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
3608 // to prevent unexpected lost normal learned spell skip another class talents
3609 if( (getClassMask() & talentTabInfo
->ClassMask
) == 0 )
3612 for (int j
= 0; j
< MAX_TALENT_RANK
; ++j
)
3614 for(PlayerSpellMap::iterator itr
= GetSpellMap().begin(); itr
!= GetSpellMap().end();)
3616 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->disabled
)
3622 // remove learned spells (all ranks)
3623 uint32 itrFirstId
= sSpellMgr
.GetFirstSpellInChain(itr
->first
);
3625 // unlearn if first rank is talent or learned by talent
3626 if (itrFirstId
== talentInfo
->RankID
[j
])
3628 removeSpell(itr
->first
,!IsPassiveSpell(itr
->first
),false);
3629 itr
= GetSpellMap().begin();
3632 else if (sSpellMgr
.IsSpellLearnToSpell(talentInfo
->RankID
[j
],itrFirstId
))
3634 removeSpell(itr
->first
,!IsPassiveSpell(itr
->first
));
3635 itr
= GetSpellMap().begin();
3644 SetFreeTalentPoints(talentPointsForLevel
);
3648 ModifyMoney(-(int32
)cost
);
3649 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS
, cost
);
3650 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS
, 1);
3652 m_resetTalentsCost
= cost
;
3653 m_resetTalentsTime
= time(NULL
);
3656 //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
3657 RemovePet(NULL
,PET_SAVE_NOT_IN_SLOT
, true);
3658 /* when prev line will dropped use next line
3659 if(Pet* pet = GetPet())
3661 if(pet->getPetType()==HUNTER_PET && !pet->GetCreatureInfo()->isTameable(CanTameExoticPets()))
3662 RemovePet(NULL,PET_SAVE_NOT_IN_SLOT, true);
3669 m_canTitanGrip
= false;
3670 if(sWorld
.getConfig(CONFIG_OFFHAND_CHECK_AT_TALENTS_RESET
))
3671 AutoUnequipOffhandIfNeed();
3677 Mail
* Player::GetMail(uint32 id
)
3679 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
3681 if ((*itr
)->messageID
== id
)
3689 void Player::_SetCreateBits(UpdateMask
*updateMask
, Player
*target
) const
3693 Object::_SetCreateBits(updateMask
, target
);
3697 for(uint16 index
= 0; index
< m_valuesCount
; index
++)
3699 if(GetUInt32Value(index
) != 0 && updateVisualBits
.GetBit(index
))
3700 updateMask
->SetBit(index
);
3705 void Player::_SetUpdateBits(UpdateMask
*updateMask
, Player
*target
) const
3709 Object::_SetUpdateBits(updateMask
, target
);
3713 Object::_SetUpdateBits(updateMask
, target
);
3714 *updateMask
&= updateVisualBits
;
3718 void Player::InitVisibleBits()
3720 updateVisualBits
.SetCount(PLAYER_END
);
3722 updateVisualBits
.SetBit(OBJECT_FIELD_GUID
);
3723 updateVisualBits
.SetBit(OBJECT_FIELD_TYPE
);
3724 updateVisualBits
.SetBit(OBJECT_FIELD_ENTRY
);
3725 updateVisualBits
.SetBit(OBJECT_FIELD_SCALE_X
);
3726 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
+ 0);
3727 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
+ 1);
3728 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
+ 0);
3729 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
+ 1);
3730 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
+ 0);
3731 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
+ 1);
3732 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
+ 0);
3733 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
+ 1);
3734 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
+ 0);
3735 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
+ 1);
3736 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_0
);
3737 updateVisualBits
.SetBit(UNIT_FIELD_HEALTH
);
3738 updateVisualBits
.SetBit(UNIT_FIELD_POWER1
);
3739 updateVisualBits
.SetBit(UNIT_FIELD_POWER2
);
3740 updateVisualBits
.SetBit(UNIT_FIELD_POWER3
);
3741 updateVisualBits
.SetBit(UNIT_FIELD_POWER4
);
3742 updateVisualBits
.SetBit(UNIT_FIELD_POWER5
);
3743 updateVisualBits
.SetBit(UNIT_FIELD_POWER6
);
3744 updateVisualBits
.SetBit(UNIT_FIELD_POWER7
);
3745 updateVisualBits
.SetBit(UNIT_FIELD_MAXHEALTH
);
3746 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER1
);
3747 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER2
);
3748 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER3
);
3749 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER4
);
3750 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER5
);
3751 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER6
);
3752 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER7
);
3753 updateVisualBits
.SetBit(UNIT_FIELD_LEVEL
);
3754 updateVisualBits
.SetBit(UNIT_FIELD_FACTIONTEMPLATE
);
3755 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 0);
3756 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 1);
3757 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 2);
3758 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS
);
3759 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS_2
);
3760 updateVisualBits
.SetBit(UNIT_FIELD_AURASTATE
);
3761 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
+ 0);
3762 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
+ 1);
3763 updateVisualBits
.SetBit(UNIT_FIELD_BOUNDINGRADIUS
);
3764 updateVisualBits
.SetBit(UNIT_FIELD_COMBATREACH
);
3765 updateVisualBits
.SetBit(UNIT_FIELD_DISPLAYID
);
3766 updateVisualBits
.SetBit(UNIT_FIELD_NATIVEDISPLAYID
);
3767 updateVisualBits
.SetBit(UNIT_FIELD_MOUNTDISPLAYID
);
3768 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_1
);
3769 updateVisualBits
.SetBit(UNIT_FIELD_PETNUMBER
);
3770 updateVisualBits
.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP
);
3771 updateVisualBits
.SetBit(UNIT_DYNAMIC_FLAGS
);
3772 updateVisualBits
.SetBit(UNIT_CHANNEL_SPELL
);
3773 updateVisualBits
.SetBit(UNIT_MOD_CAST_SPEED
);
3774 updateVisualBits
.SetBit(UNIT_FIELD_BASE_MANA
);
3775 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_2
);
3776 updateVisualBits
.SetBit(UNIT_FIELD_HOVERHEIGHT
);
3778 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
+ 0);
3779 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
+ 1);
3780 updateVisualBits
.SetBit(PLAYER_FLAGS
);
3781 updateVisualBits
.SetBit(PLAYER_GUILDID
);
3782 updateVisualBits
.SetBit(PLAYER_GUILDRANK
);
3783 updateVisualBits
.SetBit(PLAYER_BYTES
);
3784 updateVisualBits
.SetBit(PLAYER_BYTES_2
);
3785 updateVisualBits
.SetBit(PLAYER_BYTES_3
);
3786 updateVisualBits
.SetBit(PLAYER_DUEL_TEAM
);
3787 updateVisualBits
.SetBit(PLAYER_GUILD_TIMESTAMP
);
3789 // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
3790 for(uint16 i
= PLAYER_QUEST_LOG_1_1
; i
< PLAYER_QUEST_LOG_25_2
; i
+= MAX_QUEST_OFFSET
)
3791 updateVisualBits
.SetBit(i
);
3793 // Players visible items are not inventory stuff
3794 for(uint16 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
3796 uint32 offset
= i
* 2;
3799 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_ENTRYID
+ offset
);
3801 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ offset
);
3804 updateVisualBits
.SetBit(PLAYER_CHOSEN_TITLE
);
3807 void Player::BuildCreateUpdateBlockForPlayer( UpdateData
*data
, Player
*target
) const
3809 for(int i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
3811 if(m_items
[i
] == NULL
)
3814 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3819 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
3821 if(m_items
[i
] == NULL
)
3824 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3826 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
3828 if(m_items
[i
] == NULL
)
3831 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3835 Unit::BuildCreateUpdateBlockForPlayer( data
, target
);
3838 void Player::DestroyForPlayer( Player
*target
, bool anim
) const
3840 Unit::DestroyForPlayer( target
, anim
);
3842 for(int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
3844 if(m_items
[i
] == NULL
)
3847 m_items
[i
]->DestroyForPlayer( target
);
3852 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
3854 if(m_items
[i
] == NULL
)
3857 m_items
[i
]->DestroyForPlayer( target
);
3859 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
3861 if(m_items
[i
] == NULL
)
3864 m_items
[i
]->DestroyForPlayer( target
);
3869 bool Player::HasSpell(uint32 spell
) const
3871 PlayerSpellMap::const_iterator itr
= m_spells
.find(spell
);
3872 return (itr
!= m_spells
.end() && itr
->second
->state
!= PLAYERSPELL_REMOVED
&&
3873 !itr
->second
->disabled
);
3876 bool Player::HasActiveSpell(uint32 spell
) const
3878 PlayerSpellMap::const_iterator itr
= m_spells
.find(spell
);
3879 return (itr
!= m_spells
.end() && itr
->second
->state
!= PLAYERSPELL_REMOVED
&&
3880 itr
->second
->active
&& !itr
->second
->disabled
);
3883 TrainerSpellState
Player::GetTrainerSpellState(TrainerSpell
const* trainer_spell
) const
3886 return TRAINER_SPELL_RED
;
3888 if (!trainer_spell
->learnedSpell
)
3889 return TRAINER_SPELL_RED
;
3892 if(HasSpell(trainer_spell
->learnedSpell
))
3893 return TRAINER_SPELL_GRAY
;
3895 // check race/class requirement
3896 if(!IsSpellFitByClassAndRace(trainer_spell
->learnedSpell
))
3897 return TRAINER_SPELL_RED
;
3899 // check level requirement
3900 if(getLevel() < trainer_spell
->reqLevel
)
3901 return TRAINER_SPELL_RED
;
3903 if(SpellChainNode
const* spell_chain
= sSpellMgr
.GetSpellChainNode(trainer_spell
->learnedSpell
))
3905 // check prev.rank requirement
3906 if(spell_chain
->prev
&& !HasSpell(spell_chain
->prev
))
3907 return TRAINER_SPELL_RED
;
3909 // check additional spell requirement
3910 if(spell_chain
->req
&& !HasSpell(spell_chain
->req
))
3911 return TRAINER_SPELL_RED
;
3914 // check skill requirement
3915 if(trainer_spell
->reqSkill
&& GetBaseSkillValue(trainer_spell
->reqSkill
) < trainer_spell
->reqSkillValue
)
3916 return TRAINER_SPELL_RED
;
3918 // exist, already checked at loading
3919 SpellEntry
const* spell
= sSpellStore
.LookupEntry(trainer_spell
->learnedSpell
);
3921 // secondary prof. or not prof. spell
3922 uint32 skill
= spell
->EffectMiscValue
[1];
3924 if(spell
->Effect
[1] != SPELL_EFFECT_SKILL
|| !IsPrimaryProfessionSkill(skill
))
3925 return TRAINER_SPELL_GREEN
;
3927 // check primary prof. limit
3928 if(sSpellMgr
.IsPrimaryProfessionFirstRankSpell(spell
->Id
) && GetFreePrimaryProfessionPoints() == 0)
3929 return TRAINER_SPELL_GREEN_DISABLED
;
3931 return TRAINER_SPELL_GREEN
;
3934 void Player::DeleteFromDB(uint64 playerguid
, uint32 accountId
, bool updateRealmChars
)
3936 uint32 guid
= GUID_LOPART(playerguid
);
3938 // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
3939 // bones will be deleted by corpse/bones deleting thread shortly
3940 sObjectAccessor
.ConvertCorpseForPlayer(playerguid
);
3942 // remove from guild
3943 uint32 guildId
= GetGuildIdFromDB(playerguid
);
3946 Guild
* guild
= sObjectMgr
.GetGuildById(guildId
);
3948 guild
->DelMember(guid
);
3951 // remove from arena teams
3952 LeaveAllArenaTeams(playerguid
);
3954 // the player was uninvited already on logout so just remove from group
3955 QueryResult
*resultGroup
= CharacterDatabase
.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid
);
3958 uint64 leaderGuid
= MAKE_NEW_GUID((*resultGroup
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
3960 Group
* group
= sObjectMgr
.GetGroupByLeader(leaderGuid
);
3963 RemoveFromGroup(group
, playerguid
);
3967 // remove signs from petitions (also remove petitions if owner);
3968 RemovePetitionsAndSigns(playerguid
, 10);
3970 // return back all mails with COD and Item 0 1 2 3 4 5 6 7
3971 QueryResult
*resultMail
= CharacterDatabase
.PQuery("SELECT id,messageType,mailTemplateId,sender,subject,itemTextId,money,has_items FROM mail WHERE receiver='%u' AND has_items<>0 AND cod<>0", guid
);
3976 Field
*fields
= resultMail
->Fetch();
3978 uint32 mail_id
= fields
[0].GetUInt32();
3979 uint16 mailType
= fields
[1].GetUInt16();
3980 uint16 mailTemplateId
= fields
[2].GetUInt16();
3981 uint32 sender
= fields
[3].GetUInt32();
3982 std::string subject
= fields
[4].GetCppString();
3983 uint32 itemTextId
= fields
[5].GetUInt32();
3984 uint32 money
= fields
[6].GetUInt32();
3985 bool has_items
= fields
[7].GetBool();
3987 //we can return mail now
3988 //so firstly delete the old one
3989 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id
);
3991 // mail not from player
3992 if (mailType
!= MAIL_NORMAL
)
3995 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id
);
3999 MailDraft
draft(subject
, itemTextId
);
4001 draft
= MailDraft(mailTemplateId
,false); // itesm already included
4005 // data needs to be at first place for Item::LoadFromDB
4006 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
);
4011 Field
*fields2
= resultItems
->Fetch();
4013 uint32 item_guidlow
= fields2
[1].GetUInt32();
4014 uint32 item_template
= fields2
[2].GetUInt32();
4016 ItemPrototype
const* itemProto
= ObjectMgr::GetItemPrototype(item_template
);
4019 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow
);
4023 Item
*pItem
= NewItemOrBag(itemProto
);
4024 if(!pItem
->LoadFromDB(item_guidlow
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
),resultItems
))
4026 pItem
->FSetState(ITEM_REMOVED
);
4027 pItem
->SaveToDB(); // it also deletes item object !
4031 draft
.AddItem(pItem
);
4033 while (resultItems
->NextRow());
4039 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id
);
4041 uint32 pl_account
= sObjectMgr
.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
4043 draft
.AddMoney(money
).SendReturnToSender(pl_account
, guid
, sender
);
4045 while (resultMail
->NextRow());
4050 // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
4051 // Get guids of character's pets, will deleted in transaction
4052 QueryResult
*resultPets
= CharacterDatabase
.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid
);
4054 // NOW we can finally clear other DB data related to character
4055 CharacterDatabase
.BeginTransaction();
4060 Field
*fields3
= resultPets
->Fetch();
4061 uint32 petguidlow
= fields3
[0].GetUInt32();
4062 Pet::DeleteFromDB(petguidlow
);
4063 } while (resultPets
->NextRow());
4067 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",guid
);
4068 CharacterDatabase
.PExecute("DELETE FROM character_account_data WHERE guid = '%u'",guid
);
4069 CharacterDatabase
.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid
);
4070 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid
);
4071 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid
);
4072 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid
);
4073 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid
);
4074 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid
);
4075 CharacterDatabase
.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid
);
4076 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid
);
4077 CharacterDatabase
.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid
);
4078 CharacterDatabase
.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid
);
4079 CharacterDatabase
.PExecute("DELETE FROM character_skills WHERE guid = '%u'",guid
);
4080 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid
);
4081 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid
);
4082 CharacterDatabase
.PExecute("DELETE FROM character_ticket WHERE guid = '%u'",guid
);
4083 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid
);
4084 CharacterDatabase
.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid
,guid
);
4085 CharacterDatabase
.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid
);
4086 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid
);
4087 CharacterDatabase
.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid
);
4088 CharacterDatabase
.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid
);
4089 CharacterDatabase
.PExecute("DELETE FROM character_achievement WHERE guid = '%u'",guid
);
4090 CharacterDatabase
.PExecute("DELETE FROM character_achievement_progress WHERE guid = '%u'",guid
);
4091 CharacterDatabase
.PExecute("DELETE FROM character_equipmentsets WHERE guid = '%u'",guid
);
4092 CharacterDatabase
.PExecute("DELETE FROM guild_eventlog WHERE PlayerGuid1 = '%u'",guid
);
4093 CharacterDatabase
.PExecute("DELETE FROM guild_eventlog WHERE PlayerGuid2 = '%u'",guid
);
4094 CharacterDatabase
.PExecute("DELETE FROM guild_bank_eventlog WHERE PlayerGuid = '%u'",guid
);
4095 CharacterDatabase
.CommitTransaction();
4097 //loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID);
4098 if(updateRealmChars
) sWorld
.UpdateRealmCharCount(accountId
);
4101 void Player::SetMovement(PlayerMovementType pType
)
4106 case MOVE_ROOT
: data
.Initialize(SMSG_FORCE_MOVE_ROOT
, GetPackGUID().size()+4); break;
4107 case MOVE_UNROOT
: data
.Initialize(SMSG_FORCE_MOVE_UNROOT
, GetPackGUID().size()+4); break;
4108 case MOVE_WATER_WALK
: data
.Initialize(SMSG_MOVE_WATER_WALK
, GetPackGUID().size()+4); break;
4109 case MOVE_LAND_WALK
: data
.Initialize(SMSG_MOVE_LAND_WALK
, GetPackGUID().size()+4); break;
4111 sLog
.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType
);
4114 data
.append(GetPackGUID());
4116 GetSession()->SendPacket( &data
);
4120 - a resurrectable corpse must not be loaded for the player (only bones)
4121 - the player must be in world
4123 void Player::BuildPlayerRepop()
4125 WorldPacket
data(SMSG_PRE_RESURRECT
, GetPackGUID().size());
4126 data
.append(GetPackGUID());
4127 GetSession()->SendPacket(&data
);
4129 if(getRace() == RACE_NIGHTELF
)
4130 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)
4131 CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)
4133 // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
4134 // there must be SMSG.STOP_MIRROR_TIMER
4135 // there we must send 888 opcode
4137 // the player cannot have a corpse already, only bones which are not returned by GetCorpse
4140 sLog
.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
4144 // create a corpse and place it at the player's location
4146 Corpse
*corpse
= GetCorpse();
4149 sLog
.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
4152 GetMap()->Add(corpse
);
4154 // convert player body to ghost
4157 SetMovement(MOVE_WATER_WALK
);
4158 if(!GetSession()->isLogingOut())
4159 SetMovement(MOVE_UNROOT
);
4161 // BG - remove insignia related
4162 RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_SKINNABLE
);
4164 SendCorpseReclaimDelay();
4166 // to prevent cheating
4167 corpse
->ResetGhostTime();
4169 StopMirrorTimers(); //disable timers(bars)
4171 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, (float)1.0); //see radius of death player?
4173 // set and clear other
4174 SetByteValue(UNIT_FIELD_BYTES_1
, 3, UNIT_BYTE1_FLAG_ALWAYS_STAND
);
4177 void Player::ResurrectPlayer(float restore_percent
, bool applySickness
)
4179 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // remove spirit healer position
4184 GetSession()->SendPacket(&data
);
4186 // speed change, land walk
4188 // remove death flag + set aura
4189 SetByteValue(UNIT_FIELD_BYTES_1
, 3, 0x00);
4190 if(getRace() == RACE_NIGHTELF
)
4191 RemoveAurasDueToSpell(20584); // speed bonuses
4192 RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
4194 setDeathState(ALIVE
);
4196 SetMovement(MOVE_LAND_WALK
);
4197 SetMovement(MOVE_UNROOT
);
4201 // set health/powers (0- will be set in caller)
4202 if(restore_percent
>0.0f
)
4204 SetHealth(uint32(GetMaxHealth()*restore_percent
));
4205 SetPower(POWER_MANA
, uint32(GetMaxPower(POWER_MANA
)*restore_percent
));
4206 SetPower(POWER_RAGE
, 0);
4207 SetPower(POWER_ENERGY
, uint32(GetMaxPower(POWER_ENERGY
)*restore_percent
));
4210 // trigger update zone for alive state zone updates
4211 uint32 newzone
, newarea
;
4212 GetZoneAndAreaId(newzone
,newarea
);
4213 UpdateZone(newzone
,newarea
);
4215 // update visibility
4216 UpdateVisibilityForPlayer();
4221 //Characters from level 1-10 are not affected by resurrection sickness.
4222 //Characters from level 11-19 will suffer from one minute of sickness
4223 //for each level they are above 10.
4224 //Characters level 20 and up suffer from ten minutes of sickness.
4225 int32 startLevel
= sWorld
.getConfig(CONFIG_DEATH_SICKNESS_LEVEL
);
4227 if(int32(getLevel()) >= startLevel
)
4229 // set resurrection sickness
4230 CastSpell(this,SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,true);
4232 // not full duration
4233 if(int32(getLevel()) < startLevel
+9)
4235 int32 delta
= (int32(getLevel()) - startLevel
+ 1)*MINUTE
;
4237 for(int i
=0; i
< 3; ++i
)
4239 if(Aura
* Aur
= GetAura(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,i
))
4241 Aur
->SetAuraDuration(delta
*IN_MILISECONDS
);
4242 Aur
->SendAuraUpdate(false);
4249 void Player::KillPlayer()
4251 SetMovement(MOVE_ROOT
);
4253 StopMirrorTimers(); //disable timers(bars)
4255 setDeathState(CORPSE
);
4256 //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
4258 SetFlag(UNIT_DYNAMIC_FLAGS
, 0x00);
4259 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, !sMapStore
.LookupEntry(GetMapId())->Instanceable());
4261 // 6 minutes until repop at graveyard
4262 m_deathTimer
= 6*MINUTE
*IN_MILISECONDS
;
4264 UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
4266 // don't create corpse at this moment, player might be falling
4268 // update visibility
4269 UpdateObjectVisibility();
4272 void Player::CreateCorpse()
4274 // prevent existence 2 corpse for player
4277 uint32 _uf
, _pb
, _pb2
, _cfb1
, _cfb2
;
4279 Corpse
*corpse
= new Corpse( (m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
) ? CORPSE_RESURRECTABLE_PVP
: CORPSE_RESURRECTABLE_PVE
);
4282 if(!corpse
->Create(sObjectMgr
.GenerateLowGuid(HIGHGUID_CORPSE
), this))
4288 _uf
= GetUInt32Value(UNIT_FIELD_BYTES_0
);
4289 _pb
= GetUInt32Value(PLAYER_BYTES
);
4290 _pb2
= GetUInt32Value(PLAYER_BYTES_2
);
4292 uint8 race
= (uint8
)(_uf
);
4293 uint8 skin
= (uint8
)(_pb
);
4294 uint8 face
= (uint8
)(_pb
>> 8);
4295 uint8 hairstyle
= (uint8
)(_pb
>> 16);
4296 uint8 haircolor
= (uint8
)(_pb
>> 24);
4297 uint8 facialhair
= (uint8
)(_pb2
);
4299 _cfb1
= ((0x00) | (race
<< 8) | (getGender() << 16) | (skin
<< 24));
4300 _cfb2
= ((face
) | (hairstyle
<< 8) | (haircolor
<< 16) | (facialhair
<< 24));
4302 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_1
, _cfb1
);
4303 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_2
, _cfb2
);
4305 uint32 flags
= CORPSE_FLAG_UNK2
;
4306 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_HELM
))
4307 flags
|= CORPSE_FLAG_HIDE_HELM
;
4308 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_CLOAK
))
4309 flags
|= CORPSE_FLAG_HIDE_CLOAK
;
4310 if(InBattleGround() && !InArena())
4311 flags
|= CORPSE_FLAG_LOOTABLE
; // to be able to remove insignia
4312 corpse
->SetUInt32Value( CORPSE_FIELD_FLAGS
, flags
);
4314 corpse
->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID
, GetNativeDisplayId() );
4316 corpse
->SetUInt32Value( CORPSE_FIELD_GUILD
, GetGuildId() );
4319 uint32 iIventoryType
;
4321 for (int i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
4325 iDisplayID
= m_items
[i
]->GetProto()->DisplayInfoID
;
4326 iIventoryType
= m_items
[i
]->GetProto()->InventoryType
;
4328 _cfi
= iDisplayID
| (iIventoryType
<< 24);
4329 corpse
->SetUInt32Value(CORPSE_FIELD_ITEM
+ i
, _cfi
);
4333 // we don't SaveToDB for players in battlegrounds so don't do it for corpses either
4334 const MapEntry
*entry
= sMapStore
.LookupEntry(corpse
->GetMapId());
4336 if(entry
->map_type
!= MAP_BATTLEGROUND
)
4339 // register for player, but not show
4340 sObjectAccessor
.AddCorpse(corpse
);
4343 void Player::SpawnCorpseBones()
4345 if(sObjectAccessor
.ConvertCorpseForPlayer(GetGUID()))
4346 if (!GetSession()->PlayerLogoutWithSave()) // at logout we will already store the player
4347 SaveToDB(); // prevent loading as ghost without corpse
4350 Corpse
* Player::GetCorpse() const
4352 return sObjectAccessor
.GetCorpseForPlayerGUID(GetGUID());
4355 void Player::DurabilityLossAll(double percent
, bool inventory
)
4357 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
4358 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4359 DurabilityLoss(pItem
,percent
);
4363 // bags not have durability
4364 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
4366 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
4367 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4368 DurabilityLoss(pItem
,percent
);
4370 // keys not have durability
4371 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i)
4373 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
4374 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4375 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
4376 if(Item
* pItem
= GetItemByPos( i
, j
))
4377 DurabilityLoss(pItem
,percent
);
4381 void Player::DurabilityLoss(Item
* item
, double percent
)
4386 uint32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4391 uint32 pDurabilityLoss
= uint32(pMaxDurability
*percent
);
4393 if(pDurabilityLoss
< 1 )
4394 pDurabilityLoss
= 1;
4396 DurabilityPointsLoss(item
,pDurabilityLoss
);
4399 void Player::DurabilityPointsLossAll(int32 points
, bool inventory
)
4401 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
4402 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4403 DurabilityPointsLoss(pItem
,points
);
4407 // bags not have durability
4408 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
4410 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
4411 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4412 DurabilityPointsLoss(pItem
,points
);
4414 // keys not have durability
4415 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i)
4417 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
4418 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4419 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
4420 if(Item
* pItem
= GetItemByPos( i
, j
))
4421 DurabilityPointsLoss(pItem
,points
);
4425 void Player::DurabilityPointsLoss(Item
* item
, int32 points
)
4427 int32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4428 int32 pOldDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
4429 int32 pNewDurability
= pOldDurability
- points
;
4431 if (pNewDurability
< 0)
4433 else if (pNewDurability
> pMaxDurability
)
4434 pNewDurability
= pMaxDurability
;
4436 if (pOldDurability
!= pNewDurability
)
4438 // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
4439 if ( pNewDurability
== 0 && pOldDurability
> 0 && item
->IsEquipped())
4440 _ApplyItemMods(item
,item
->GetSlot(), false);
4442 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, pNewDurability
);
4444 // modify item stats _after_ restore durability to pass _ApplyItemMods internal check
4445 if ( pNewDurability
> 0 && pOldDurability
== 0 && item
->IsEquipped())
4446 _ApplyItemMods(item
,item
->GetSlot(), true);
4448 item
->SetState(ITEM_CHANGED
, this);
4452 void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot
)
4454 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
))
4455 DurabilityPointsLoss(pItem
,1);
4458 uint32
Player::DurabilityRepairAll(bool cost
, float discountMod
, bool guildBank
)
4460 uint32 TotalCost
= 0;
4461 // equipped, backpack, bags itself
4462 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
4463 TotalCost
+= DurabilityRepair(( (INVENTORY_SLOT_BAG_0
<< 8) | i
),cost
,discountMod
, guildBank
);
4465 // bank, buyback and keys not repaired
4467 // items in inventory bags
4468 for(int j
= INVENTORY_SLOT_BAG_START
; j
< INVENTORY_SLOT_BAG_END
; ++j
)
4469 for(int i
= 0; i
< MAX_BAG_SIZE
; ++i
)
4470 TotalCost
+= DurabilityRepair(( (j
<< 8) | i
),cost
,discountMod
, guildBank
);
4474 uint32
Player::DurabilityRepair(uint16 pos
, bool cost
, float discountMod
, bool guildBank
)
4476 Item
* item
= GetItemByPos(pos
);
4478 uint32 TotalCost
= 0;
4482 uint32 maxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4486 uint32 curDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
4490 uint32 LostDurability
= maxDurability
- curDurability
;
4491 if(LostDurability
>0)
4493 ItemPrototype
const *ditemProto
= item
->GetProto();
4495 DurabilityCostsEntry
const *dcost
= sDurabilityCostsStore
.LookupEntry(ditemProto
->ItemLevel
);
4498 sLog
.outError("RepairDurability: Wrong item lvl %u", ditemProto
->ItemLevel
);
4502 uint32 dQualitymodEntryId
= (ditemProto
->Quality
+1)*2;
4503 DurabilityQualityEntry
const *dQualitymodEntry
= sDurabilityQualityStore
.LookupEntry(dQualitymodEntryId
);
4504 if(!dQualitymodEntry
)
4506 sLog
.outError("RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId
);
4510 uint32 dmultiplier
= dcost
->multiplier
[ItemSubClassToDurabilityMultiplierId(ditemProto
->Class
,ditemProto
->SubClass
)];
4511 uint32 costs
= uint32(LostDurability
*dmultiplier
*double(dQualitymodEntry
->quality_mod
));
4513 costs
= uint32(costs
* discountMod
);
4515 if (costs
==0) //fix for ITEM_QUALITY_ARTIFACT
4520 if (GetGuildId()==0)
4522 DEBUG_LOG("You are not member of a guild");
4526 Guild
*pGuild
= sObjectMgr
.GetGuildById(GetGuildId());
4530 if (!pGuild
->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR
))
4532 DEBUG_LOG("You do not have rights to withdraw for repairs");
4536 if (pGuild
->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs
)
4538 DEBUG_LOG("You do not have enough money withdraw amount remaining");
4542 if (pGuild
->GetGuildBankMoney() < costs
)
4544 DEBUG_LOG("There is not enough money in bank");
4548 pGuild
->MemberMoneyWithdraw(costs
, GetGUIDLow());
4551 else if (GetMoney() < costs
)
4553 DEBUG_LOG("You do not have enough money");
4557 ModifyMoney( -int32(costs
) );
4561 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, maxDurability
);
4562 item
->SetState(ITEM_CHANGED
, this);
4564 // reapply mods for total broken and repaired item if equipped
4565 if(IsEquipmentPos(pos
) && !curDurability
)
4566 _ApplyItemMods(item
,pos
& 255, true);
4570 void Player::RepopAtGraveyard()
4572 // note: this can be called also when the player is alive
4573 // for example from WorldSession::HandleMovementOpcodes
4575 AreaTableEntry
const *zone
= GetAreaEntryByAreaID(GetAreaId());
4577 // Such zones are considered unreachable as a ghost and the player must be automatically revived
4578 if ((!isAlive() && zone
&& zone
->flags
& AREA_FLAG_NEED_FLY
) || GetTransport())
4580 ResurrectPlayer(0.5f
);
4584 WorldSafeLocsEntry
const *ClosestGrave
= NULL
;
4586 // Special handle for battleground maps
4587 if( BattleGround
*bg
= GetBattleGround() )
4588 ClosestGrave
= bg
->GetClosestGraveYard(this);
4590 ClosestGrave
= sObjectMgr
.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() );
4592 // stop countdown until repop
4595 // if no grave found, stay at the current location
4596 // and don't show spirit healer location
4599 TeleportTo(ClosestGrave
->map_id
, ClosestGrave
->x
, ClosestGrave
->y
, ClosestGrave
->z
, GetOrientation());
4600 if(isDead()) // not send if alive, because it used in TeleportTo()
4602 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // show spirit healer position on minimap
4603 data
<< ClosestGrave
->map_id
;
4604 data
<< ClosestGrave
->x
;
4605 data
<< ClosestGrave
->y
;
4606 data
<< ClosestGrave
->z
;
4607 GetSession()->SendPacket(&data
);
4612 void Player::JoinedChannel(Channel
*c
)
4614 m_channels
.push_back(c
);
4617 void Player::LeftChannel(Channel
*c
)
4619 m_channels
.remove(c
);
4622 void Player::CleanupChannels()
4624 while(!m_channels
.empty())
4626 Channel
* ch
= *m_channels
.begin();
4627 m_channels
.erase(m_channels
.begin()); // remove from player's channel list
4628 ch
->Leave(GetGUID(), false); // not send to client, not remove from player's channel list
4629 if (ChannelMgr
* cMgr
= channelMgr(GetTeam()))
4630 cMgr
->LeftChannel(ch
->GetName()); // deleted channel if empty
4633 sLog
.outDebug("Player: channels cleaned up!");
4636 void Player::UpdateLocalChannels(uint32 newZone
)
4638 if(m_channels
.empty())
4641 AreaTableEntry
const* current_zone
= GetAreaEntryByAreaID(newZone
);
4645 ChannelMgr
* cMgr
= channelMgr(GetTeam());
4649 std::string current_zone_name
= current_zone
->area_name
[GetSession()->GetSessionDbcLocale()];
4651 for(JoinedChannelsList::iterator i
= m_channels
.begin(), next
; i
!= m_channels
.end(); i
= next
)
4655 // skip non built-in channels
4656 if(!(*i
)->IsConstant())
4659 ChatChannelsEntry
const* ch
= GetChannelEntryFor((*i
)->GetChannelId());
4663 if((ch
->flags
& 4) == 4) // global channel without zone name in pattern
4667 char new_channel_name_buf
[100];
4668 snprintf(new_channel_name_buf
,100,ch
->pattern
[m_session
->GetSessionDbcLocale()],current_zone_name
.c_str());
4669 Channel
* new_channel
= cMgr
->GetJoinChannel(new_channel_name_buf
,ch
->ChannelID
);
4671 if((*i
)!=new_channel
)
4673 new_channel
->Join(GetGUID(),""); // will output Changed Channel: N. Name
4675 // leave old channel
4676 (*i
)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client
4677 std::string name
= (*i
)->GetName(); // store name, (*i)erase in LeftChannel
4678 LeftChannel(*i
); // remove from player's channel list
4679 cMgr
->LeftChannel(name
); // delete if empty
4682 sLog
.outDebug("Player: channels cleaned up!");
4685 void Player::LeaveLFGChannel()
4687 for(JoinedChannelsList::iterator i
= m_channels
.begin(); i
!= m_channels
.end(); ++i
)
4691 (*i
)->Leave(GetGUID());
4697 void Player::UpdateDefense()
4699 uint32 defense_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_DEFENSE
);
4701 if(UpdateSkill(SKILL_DEFENSE
,defense_skill_gain
))
4703 // update dependent from defense skill part
4704 UpdateDefenseBonusesMod();
4708 void Player::HandleBaseModValue(BaseModGroup modGroup
, BaseModType modType
, float amount
, bool apply
)
4710 if(modGroup
>= BASEMOD_END
|| modType
>= MOD_END
)
4712 sLog
.outError("ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!");
4721 m_auraBaseMod
[modGroup
][modType
] += apply
? amount
: -amount
;
4724 if(amount
<= -100.0f
)
4727 val
= (100.0f
+ amount
) / 100.0f
;
4728 m_auraBaseMod
[modGroup
][modType
] *= apply
? val
: (1.0f
/val
);
4732 if(!CanModifyStats())
4737 case CRIT_PERCENTAGE
: UpdateCritPercentage(BASE_ATTACK
); break;
4738 case RANGED_CRIT_PERCENTAGE
: UpdateCritPercentage(RANGED_ATTACK
); break;
4739 case OFFHAND_CRIT_PERCENTAGE
: UpdateCritPercentage(OFF_ATTACK
); break;
4740 case SHIELD_BLOCK_VALUE
: UpdateShieldBlockValue(); break;
4745 float Player::GetBaseModValue(BaseModGroup modGroup
, BaseModType modType
) const
4747 if(modGroup
>= BASEMOD_END
|| modType
> MOD_END
)
4749 sLog
.outError("trial to access non existed BaseModGroup or wrong BaseModType!");
4753 if(modType
== PCT_MOD
&& m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4756 return m_auraBaseMod
[modGroup
][modType
];
4759 float Player::GetTotalBaseModValue(BaseModGroup modGroup
) const
4761 if(modGroup
>= BASEMOD_END
)
4763 sLog
.outError("wrong BaseModGroup in GetTotalBaseModValue()!");
4767 if(m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4770 return m_auraBaseMod
[modGroup
][FLAT_MOD
] * m_auraBaseMod
[modGroup
][PCT_MOD
];
4773 uint32
Player::GetShieldBlockValue() const
4775 float value
= (m_auraBaseMod
[SHIELD_BLOCK_VALUE
][FLAT_MOD
] + GetStat(STAT_STRENGTH
) * 0.5f
- 10)*m_auraBaseMod
[SHIELD_BLOCK_VALUE
][PCT_MOD
];
4777 value
= (value
< 0) ? 0 : value
;
4779 return uint32(value
);
4782 float Player::GetMeleeCritFromAgility()
4784 uint32 level
= getLevel();
4785 uint32 pclass
= getClass();
4787 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4789 GtChanceToMeleeCritBaseEntry
const *critBase
= sGtChanceToMeleeCritBaseStore
.LookupEntry(pclass
-1);
4790 GtChanceToMeleeCritEntry
const *critRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4791 if (critBase
==NULL
|| critRatio
==NULL
)
4794 float crit
=critBase
->base
+ GetStat(STAT_AGILITY
)*critRatio
->ratio
;
4798 float Player::GetDodgeFromAgility()
4800 // Table for base dodge values
4801 float dodge_base
[MAX_CLASSES
] = {
4803 0.00652f
, // Paladin
4810 0.02011f
, // Warlock
4814 // Crit/agility to dodge/agility coefficient multipliers
4815 float crit_to_dodge
[MAX_CLASSES
] = {
4829 uint32 level
= getLevel();
4830 uint32 pclass
= getClass();
4832 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4834 // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
4835 GtChanceToMeleeCritEntry
const *dodgeRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4836 if (dodgeRatio
==NULL
|| pclass
> MAX_CLASSES
)
4839 float dodge
=dodge_base
[pclass
-1] + GetStat(STAT_AGILITY
) * dodgeRatio
->ratio
* crit_to_dodge
[pclass
-1];
4840 return dodge
*100.0f
;
4843 float Player::GetSpellCritFromIntellect()
4845 uint32 level
= getLevel();
4846 uint32 pclass
= getClass();
4848 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4850 GtChanceToSpellCritBaseEntry
const *critBase
= sGtChanceToSpellCritBaseStore
.LookupEntry(pclass
-1);
4851 GtChanceToSpellCritEntry
const *critRatio
= sGtChanceToSpellCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4852 if (critBase
==NULL
|| critRatio
==NULL
)
4855 float crit
=critBase
->base
+ GetStat(STAT_INTELLECT
)*critRatio
->ratio
;
4859 float Player::GetRatingCoefficient(CombatRating cr
) const
4861 uint32 level
= getLevel();
4863 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4865 GtCombatRatingsEntry
const *Rating
= sGtCombatRatingsStore
.LookupEntry(cr
*GT_MAX_LEVEL
+level
-1);
4867 return 1.0f
; // By default use minimum coefficient (not must be called)
4869 return Rating
->ratio
;
4872 float Player::GetRatingBonusValue(CombatRating cr
) const
4874 return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
)) / GetRatingCoefficient(cr
);
4877 float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType
) const
4882 return GetUInt32Value(PLAYER_EXPERTISE
) / 4.0f
;
4884 return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE
) / 4.0f
;
4891 float Player::OCTRegenHPPerSpirit()
4893 uint32 level
= getLevel();
4894 uint32 pclass
= getClass();
4896 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4898 GtOCTRegenHPEntry
const *baseRatio
= sGtOCTRegenHPStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4899 GtRegenHPPerSptEntry
const *moreRatio
= sGtRegenHPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4900 if (baseRatio
==NULL
|| moreRatio
==NULL
)
4903 // Formula from PaperDollFrame script
4904 float spirit
= GetStat(STAT_SPIRIT
);
4905 float baseSpirit
= spirit
;
4906 if (baseSpirit
>50) baseSpirit
= 50;
4907 float moreSpirit
= spirit
- baseSpirit
;
4908 float regen
= baseSpirit
* baseRatio
->ratio
+ moreSpirit
* moreRatio
->ratio
;
4912 float Player::OCTRegenMPPerSpirit()
4914 uint32 level
= getLevel();
4915 uint32 pclass
= getClass();
4917 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4919 // GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4920 GtRegenMPPerSptEntry
const *moreRatio
= sGtRegenMPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4921 if (moreRatio
==NULL
)
4924 // Formula get from PaperDollFrame script
4925 float spirit
= GetStat(STAT_SPIRIT
);
4926 float regen
= spirit
* moreRatio
->ratio
;
4930 void Player::ApplyRatingMod(CombatRating cr
, int32 value
, bool apply
)
4932 m_baseRatingValue
[cr
]+=(apply
? value
: -value
);
4934 int32 amount
= uint32(m_baseRatingValue
[cr
]);
4935 // Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT
4936 // stat used stored in miscValueB for this aura
4937 AuraList
const& modRatingFromStat
= GetAurasByType(SPELL_AURA_MOD_RATING_FROM_STAT
);
4938 for(AuraList::const_iterator i
= modRatingFromStat
.begin();i
!= modRatingFromStat
.end(); ++i
)
4939 if ((*i
)->GetMiscValue() & (1<<cr
))
4940 amount
+= int32(GetStat(Stats((*i
)->GetMiscBValue())) * (*i
)->GetModifier()->m_amount
/ 100.0f
);
4943 SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
, uint32(amount
));
4945 float RatingCoeffecient
= GetRatingCoefficient(cr
);
4946 float RatingChange
= 0.0f
;
4948 bool affectStats
= CanModifyStats();
4952 case CR_WEAPON_SKILL
: // Implemented in Unit::RollMeleeOutcomeAgainst
4953 case CR_DEFENSE_SKILL
:
4954 UpdateDefenseBonusesMod();
4957 UpdateDodgePercentage();
4960 UpdateParryPercentage();
4963 UpdateBlockPercentage();
4966 UpdateMeleeHitChances();
4969 UpdateRangedHitChances();
4972 UpdateSpellHitChances();
4977 UpdateCritPercentage(BASE_ATTACK
);
4978 UpdateCritPercentage(OFF_ATTACK
);
4981 case CR_CRIT_RANGED
:
4983 UpdateCritPercentage(RANGED_ATTACK
);
4987 UpdateAllSpellCritChances();
4989 case CR_HIT_TAKEN_MELEE
: // Implemented in Unit::MeleeMissChanceCalc
4990 case CR_HIT_TAKEN_RANGED
:
4992 case CR_HIT_TAKEN_SPELL
: // Implemented in Unit::MagicSpellHitResult
4994 case CR_CRIT_TAKEN_MELEE
: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
4995 case CR_CRIT_TAKEN_RANGED
:
4997 case CR_CRIT_TAKEN_SPELL
: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
4999 case CR_HASTE_MELEE
:
5000 RatingChange
= value
/ RatingCoeffecient
;
5001 ApplyAttackTimePercentMod(BASE_ATTACK
,RatingChange
,apply
);
5002 ApplyAttackTimePercentMod(OFF_ATTACK
,RatingChange
,apply
);
5004 case CR_HASTE_RANGED
:
5005 RatingChange
= value
/ RatingCoeffecient
;
5006 ApplyAttackTimePercentMod(RANGED_ATTACK
, RatingChange
, apply
);
5008 case CR_HASTE_SPELL
:
5009 RatingChange
= value
/ RatingCoeffecient
;
5010 ApplyCastTimePercentMod(RatingChange
,apply
);
5012 case CR_WEAPON_SKILL_MAINHAND
: // Implemented in Unit::RollMeleeOutcomeAgainst
5013 case CR_WEAPON_SKILL_OFFHAND
:
5014 case CR_WEAPON_SKILL_RANGED
:
5019 UpdateExpertise(BASE_ATTACK
);
5020 UpdateExpertise(OFF_ATTACK
);
5023 case CR_ARMOR_PENETRATION
:
5025 UpdateArmorPenetration();
5030 void Player::SetRegularAttackTime()
5032 for(int i
= 0; i
< MAX_ATTACK
; ++i
)
5034 Item
*tmpitem
= GetWeaponForAttack(WeaponAttackType(i
),true,false);
5037 ItemPrototype
const *proto
= tmpitem
->GetProto();
5039 SetAttackTime(WeaponAttackType(i
), proto
->Delay
);
5041 SetAttackTime(WeaponAttackType(i
), BASE_ATTACK_TIME
);
5046 //skill+step, checking for max value
5047 bool Player::UpdateSkill(uint32 skill_id
, uint32 step
)
5052 SkillStatusMap::iterator itr
= mSkillStatus
.find(skill_id
);
5053 if(itr
== mSkillStatus
.end() || itr
->second
.uState
== SKILL_DELETED
)
5056 uint32 valueIndex
= PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
);
5057 uint32 data
= GetUInt32Value(valueIndex
);
5058 uint32 value
= SKILL_VALUE(data
);
5059 uint32 max
= SKILL_MAX(data
);
5061 if ((!max
) || (!value
) || (value
>= max
))
5064 if (value
*512 < max
*urand(0,512))
5066 uint32 new_value
= value
+step
;
5070 SetUInt32Value(valueIndex
,MAKE_SKILL_VALUE(new_value
,max
));
5071 if(itr
->second
.uState
!= SKILL_NEW
)
5072 itr
->second
.uState
= SKILL_CHANGED
;
5073 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,skill_id
);
5080 inline int SkillGainChance(uint32 SkillValue
, uint32 GrayLevel
, uint32 GreenLevel
, uint32 YellowLevel
)
5082 if ( SkillValue
>= GrayLevel
)
5083 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREY
)*10;
5084 if ( SkillValue
>= GreenLevel
)
5085 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREEN
)*10;
5086 if ( SkillValue
>= YellowLevel
)
5087 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_YELLOW
)*10;
5088 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_ORANGE
)*10;
5091 bool Player::UpdateCraftSkill(uint32 spellid
)
5093 sLog
.outDebug("UpdateCraftSkill spellid %d", spellid
);
5095 SkillLineAbilityMapBounds bounds
= sSpellMgr
.GetSkillLineAbilityMapBounds(spellid
);
5097 for(SkillLineAbilityMap::const_iterator _spell_idx
= bounds
.first
; _spell_idx
!= bounds
.second
; ++_spell_idx
)
5099 if (_spell_idx
->second
->skillId
)
5101 uint32 SkillValue
= GetPureSkillValue(_spell_idx
->second
->skillId
);
5103 // Alchemy Discoveries here
5104 SpellEntry
const* spellEntry
= sSpellStore
.LookupEntry(spellid
);
5105 if (spellEntry
&& spellEntry
->Mechanic
==MECHANIC_DISCOVERY
)
5107 if (uint32 discoveredSpell
= GetSkillDiscoverySpell(_spell_idx
->second
->skillId
, spellid
, this))
5108 learnSpell(discoveredSpell
,false);
5111 uint32 craft_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_CRAFTING
);
5113 return UpdateSkillPro(_spell_idx
->second
->skillId
, SkillGainChance(SkillValue
,
5114 _spell_idx
->second
->max_value
,
5115 (_spell_idx
->second
->max_value
+ _spell_idx
->second
->min_value
)/2,
5116 _spell_idx
->second
->min_value
),
5123 bool Player::UpdateGatherSkill(uint32 SkillId
, uint32 SkillValue
, uint32 RedLevel
, uint32 Multiplicator
)
5125 sLog
.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId
, SkillValue
, RedLevel
);
5127 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
5129 // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
5132 case SKILL_HERBALISM
:
5133 case SKILL_LOCKPICKING
:
5134 case SKILL_JEWELCRAFTING
:
5135 case SKILL_INSCRIPTION
:
5136 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
5137 case SKILL_SKINNING
:
5138 if( sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)==0)
5139 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
5141 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)), gathering_skill_gain
);
5143 if (sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)==0)
5144 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
5146 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)),gathering_skill_gain
);
5151 bool Player::UpdateFishingSkill()
5153 sLog
.outDebug("UpdateFishingSkill");
5155 uint32 SkillValue
= GetPureSkillValue(SKILL_FISHING
);
5157 int32 chance
= SkillValue
< 75 ? 100 : 2500/(SkillValue
-50);
5159 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
5161 return UpdateSkillPro(SKILL_FISHING
,chance
*10,gathering_skill_gain
);
5164 // levels sync. with spell requirement for skill levels to learn
5165 // bonus abilities in sSkillLineAbilityStore
5166 // Used only to avoid scan DBC at each skill grow
5167 static uint32 bonusSkillLevels
[] = {75,150,225,300,375,450};
5169 bool Player::UpdateSkillPro(uint16 SkillId
, int32 Chance
, uint32 step
)
5171 sLog
.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId
, Chance
/10.0);
5175 if(Chance
<= 0) // speedup in 0 chance case
5177 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
5181 SkillStatusMap::iterator itr
= mSkillStatus
.find(SkillId
);
5182 if(itr
== mSkillStatus
.end() || itr
->second
.uState
== SKILL_DELETED
)
5185 uint32 valueIndex
= PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
);
5187 uint32 data
= GetUInt32Value(valueIndex
);
5188 uint16 SkillValue
= SKILL_VALUE(data
);
5189 uint16 MaxValue
= SKILL_MAX(data
);
5191 if ( !MaxValue
|| !SkillValue
|| SkillValue
>= MaxValue
)
5194 int32 Roll
= irand(1,1000);
5196 if ( Roll
<= Chance
)
5198 uint32 new_value
= SkillValue
+step
;
5199 if(new_value
> MaxValue
)
5200 new_value
= MaxValue
;
5202 SetUInt32Value(valueIndex
,MAKE_SKILL_VALUE(new_value
,MaxValue
));
5203 if(itr
->second
.uState
!= SKILL_NEW
)
5204 itr
->second
.uState
= SKILL_CHANGED
;
5205 for(uint32
* bsl
= &bonusSkillLevels
[0]; *bsl
; ++bsl
)
5207 if((SkillValue
< *bsl
&& new_value
>= *bsl
))
5209 learnSkillRewardedSpells( SkillId
, new_value
);
5213 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,SkillId
);
5214 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance
/10.0);
5218 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
5222 void Player::UpdateWeaponSkill (WeaponAttackType attType
)
5224 // no skill gain in pvp
5225 Unit
*pVictim
= getVictim();
5226 if(pVictim
&& pVictim
->GetTypeId() == TYPEID_PLAYER
)
5230 return; // always maximized SKILL_FERAL_COMBAT in fact
5232 if(m_form
== FORM_TREE
)
5233 return; // use weapon but not skill up
5235 uint32 weapon_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_WEAPON
);
5241 Item
*tmpitem
= GetWeaponForAttack(attType
,true,true);
5244 UpdateSkill(SKILL_UNARMED
,weapon_skill_gain
);
5245 else if(tmpitem
->GetProto()->SubClass
!= ITEM_SUBCLASS_WEAPON_FISHING_POLE
)
5246 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
5252 Item
*tmpitem
= GetWeaponForAttack(attType
,true,true);
5254 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
5258 UpdateAllCritPercentages();
5261 void Player::UpdateCombatSkills(Unit
*pVictim
, WeaponAttackType attType
, bool defence
)
5263 uint32 plevel
= getLevel(); // if defense than pVictim == attacker
5264 uint32 greylevel
= MaNGOS::XP::GetGrayLevel(plevel
);
5265 uint32 moblevel
= pVictim
->getLevelForTarget(this);
5266 if(moblevel
< greylevel
)
5269 if (moblevel
> plevel
+ 5)
5270 moblevel
= plevel
+ 5;
5272 uint32 lvldif
= moblevel
- greylevel
;
5276 uint32 skilldif
= 5 * plevel
- (defence
? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType
));
5280 float chance
= float(3 * lvldif
* skilldif
) / plevel
;
5283 if(getClass() == CLASS_WARRIOR
|| getClass() == CLASS_ROGUE
)
5284 chance
*= 0.1f
* GetStat(STAT_INTELLECT
);
5287 chance
= chance
< 1.0f
? 1.0f
: chance
; //minimum chance to increase skill is 1%
5289 if(roll_chance_f(chance
))
5294 UpdateWeaponSkill(attType
);
5300 void Player::ModifySkillBonus(uint32 skillid
,int32 val
, bool talent
)
5302 SkillStatusMap::const_iterator itr
= mSkillStatus
.find(skillid
);
5303 if(itr
== mSkillStatus
.end() || itr
->second
.uState
== SKILL_DELETED
)
5306 uint32 bonusIndex
= PLAYER_SKILL_BONUS_INDEX(itr
->second
.pos
);
5308 uint32 bonus_val
= GetUInt32Value(bonusIndex
);
5309 int16 temp_bonus
= SKILL_TEMP_BONUS(bonus_val
);
5310 int16 perm_bonus
= SKILL_PERM_BONUS(bonus_val
);
5312 if(talent
) // permanent bonus stored in high part
5313 SetUInt32Value(bonusIndex
,MAKE_SKILL_BONUS(temp_bonus
,perm_bonus
+val
));
5314 else // temporary/item bonus stored in low part
5315 SetUInt32Value(bonusIndex
,MAKE_SKILL_BONUS(temp_bonus
+val
,perm_bonus
));
5318 void Player::UpdateSkillsForLevel()
5320 uint16 maxconfskill
= sWorld
.GetConfigMaxSkillValue();
5321 uint32 maxSkill
= GetMaxSkillValueForLevel();
5323 bool alwaysMaxSkill
= sWorld
.getConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL
);
5325 for(SkillStatusMap::iterator itr
= mSkillStatus
.begin(); itr
!= mSkillStatus
.end(); ++itr
)
5327 if(itr
->second
.uState
== SKILL_DELETED
)
5330 uint32 pskill
= itr
->first
;
5332 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(pskill
);
5336 if(GetSkillRangeType(pSkill
,false) != SKILL_RANGE_LEVEL
)
5339 uint32 valueIndex
= PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
);
5340 uint32 data
= GetUInt32Value(valueIndex
);
5341 uint32 max
= SKILL_MAX(data
);
5342 uint32 val
= SKILL_VALUE(data
);
5344 /// update only level dependent max skill values
5347 /// maximize skill always
5350 SetUInt32Value(valueIndex
, MAKE_SKILL_VALUE(maxSkill
,maxSkill
));
5351 if(itr
->second
.uState
!= SKILL_NEW
)
5352 itr
->second
.uState
= SKILL_CHANGED
;
5354 else if(max
!= maxconfskill
) /// update max skill value if current max skill not maximized
5356 SetUInt32Value(valueIndex
, MAKE_SKILL_VALUE(val
,maxSkill
));
5357 if(itr
->second
.uState
!= SKILL_NEW
)
5358 itr
->second
.uState
= SKILL_CHANGED
;
5364 void Player::UpdateSkillsToMaxSkillsForLevel()
5366 for(SkillStatusMap::iterator itr
= mSkillStatus
.begin(); itr
!= mSkillStatus
.end(); ++itr
)
5368 if(itr
->second
.uState
== SKILL_DELETED
)
5371 uint32 pskill
= itr
->first
;
5372 if( IsProfessionOrRidingSkill(pskill
))
5374 uint32 valueIndex
= PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
);
5375 uint32 data
= GetUInt32Value(valueIndex
);
5377 uint32 max
= SKILL_MAX(data
);
5381 SetUInt32Value(valueIndex
,MAKE_SKILL_VALUE(max
,max
));
5382 if(itr
->second
.uState
!= SKILL_NEW
)
5383 itr
->second
.uState
= SKILL_CHANGED
;
5386 if(pskill
== SKILL_DEFENSE
)
5387 UpdateDefenseBonusesMod();
5391 // This functions sets a skill line value (and adds if doesn't exist yet)
5392 // To "remove" a skill line, set it's values to zero
5393 void Player::SetSkill(uint32 id
, uint16 currVal
, uint16 maxVal
)
5398 SkillStatusMap::iterator itr
= mSkillStatus
.find(id
);
5401 if(itr
!= mSkillStatus
.end() && itr
->second
.uState
!= SKILL_DELETED
)
5405 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
),MAKE_SKILL_VALUE(currVal
,maxVal
));
5406 if(itr
->second
.uState
!= SKILL_NEW
)
5407 itr
->second
.uState
= SKILL_CHANGED
;
5408 learnSkillRewardedSpells(id
, currVal
);
5409 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,id
);
5410 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL
,id
);
5414 // clear skill fields
5415 SetUInt32Value(PLAYER_SKILL_INDEX(itr
->second
.pos
),0);
5416 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
),0);
5417 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr
->second
.pos
),0);
5419 // mark as deleted or simply remove from map if not saved yet
5420 if(itr
->second
.uState
!= SKILL_NEW
)
5421 itr
->second
.uState
= SKILL_DELETED
;
5423 mSkillStatus
.erase(itr
);
5425 // remove all spells that related to this skill
5426 for (uint32 j
=0; j
<sSkillLineAbilityStore
.GetNumRows(); ++j
)
5427 if(SkillLineAbilityEntry
const *pAbility
= sSkillLineAbilityStore
.LookupEntry(j
))
5428 if (pAbility
->skillId
==id
)
5429 removeSpell(sSpellMgr
.GetFirstSpellInChain(pAbility
->spellId
));
5432 else if(currVal
) //add
5434 for (int i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5435 if (!GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
5437 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(id
);
5440 sLog
.outError("Skill not found in SkillLineStore: skill #%u", id
);
5443 // enable unlearn button for primary professions only
5444 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
5445 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,1));
5447 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
5448 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
5449 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,id
);
5450 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL
,id
);
5452 // insert new entry or update if not deleted old entry yet
5453 if(itr
!= mSkillStatus
.end())
5455 itr
->second
.pos
= i
;
5456 itr
->second
.uState
= SKILL_CHANGED
;
5459 mSkillStatus
.insert(SkillStatusMap::value_type(id
, SkillStatusData(i
, SKILL_NEW
)));
5461 // apply skill bonuses
5462 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
5464 // temporary bonuses
5465 AuraList
const& mModSkill
= GetAurasByType(SPELL_AURA_MOD_SKILL
);
5466 for(AuraList::const_iterator j
= mModSkill
.begin(); j
!= mModSkill
.end(); ++j
)
5467 if ((*j
)->GetModifier()->m_miscvalue
== int32(id
))
5468 (*j
)->ApplyModifier(true);
5470 // permanent bonuses
5471 AuraList
const& mModSkillTalent
= GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT
);
5472 for(AuraList::const_iterator j
= mModSkillTalent
.begin(); j
!= mModSkillTalent
.end(); ++j
)
5473 if ((*j
)->GetModifier()->m_miscvalue
== int32(id
))
5474 (*j
)->ApplyModifier(true);
5476 // Learn all spells for skill
5477 learnSkillRewardedSpells(id
, currVal
);
5483 bool Player::HasSkill(uint32 skill
) const
5488 SkillStatusMap::const_iterator itr
= mSkillStatus
.find(skill
);
5489 return (itr
!= mSkillStatus
.end() && itr
->second
.uState
!= SKILL_DELETED
);
5492 uint16
Player::GetSkillValue(uint32 skill
) const
5497 SkillStatusMap::const_iterator itr
= mSkillStatus
.find(skill
);
5498 if(itr
== mSkillStatus
.end() || itr
->second
.uState
== SKILL_DELETED
)
5501 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr
->second
.pos
));
5503 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
))));
5504 result
+= SKILL_TEMP_BONUS(bonus
);
5505 result
+= SKILL_PERM_BONUS(bonus
);
5506 return result
< 0 ? 0 : result
;
5509 uint16
Player::GetMaxSkillValue(uint32 skill
) const
5514 SkillStatusMap::const_iterator itr
= mSkillStatus
.find(skill
);
5515 if(itr
== mSkillStatus
.end() || itr
->second
.uState
== SKILL_DELETED
)
5518 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr
->second
.pos
));
5520 int32 result
= int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
))));
5521 result
+= SKILL_TEMP_BONUS(bonus
);
5522 result
+= SKILL_PERM_BONUS(bonus
);
5523 return result
< 0 ? 0 : result
;
5526 uint16
Player::GetPureMaxSkillValue(uint32 skill
) const
5531 SkillStatusMap::const_iterator itr
= mSkillStatus
.find(skill
);
5532 if(itr
== mSkillStatus
.end() || itr
->second
.uState
== SKILL_DELETED
)
5535 return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
)));
5538 uint16
Player::GetBaseSkillValue(uint32 skill
) const
5543 SkillStatusMap::const_iterator itr
= mSkillStatus
.find(skill
);
5544 if(itr
== mSkillStatus
.end() || itr
->second
.uState
== SKILL_DELETED
)
5547 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
))));
5548 result
+= SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr
->second
.pos
)));
5549 return result
< 0 ? 0 : result
;
5552 uint16
Player::GetPureSkillValue(uint32 skill
) const
5557 SkillStatusMap::const_iterator itr
= mSkillStatus
.find(skill
);
5558 if(itr
== mSkillStatus
.end() || itr
->second
.uState
== SKILL_DELETED
)
5561 return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
)));
5564 int16
Player::GetSkillPermBonusValue(uint32 skill
) const
5569 SkillStatusMap::const_iterator itr
= mSkillStatus
.find(skill
);
5570 if(itr
== mSkillStatus
.end() || itr
->second
.uState
== SKILL_DELETED
)
5573 return SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr
->second
.pos
)));
5576 int16
Player::GetSkillTempBonusValue(uint32 skill
) const
5581 SkillStatusMap::const_iterator itr
= mSkillStatus
.find(skill
);
5582 if(itr
== mSkillStatus
.end() || itr
->second
.uState
== SKILL_DELETED
)
5585 return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr
->second
.pos
)));
5588 void Player::SendInitialActionButtons() const
5590 sLog
.outDetail( "Initializing Action Buttons for '%u'", GetGUIDLow() );
5592 WorldPacket
data(SMSG_ACTION_BUTTONS
, 1+(MAX_ACTION_BUTTONS
*4));
5593 data
<< uint8(0); // can be 0, 1, 2 (talent spec)
5594 for(int button
= 0; button
< MAX_ACTION_BUTTONS
; ++button
)
5596 ActionButtonList::const_iterator itr
= m_actionButtons
.find(button
);
5597 if(itr
!= m_actionButtons
.end() && itr
->second
.uState
!= ACTIONBUTTON_DELETED
)
5598 data
<< uint32(itr
->second
.packedData
);
5603 GetSession()->SendPacket( &data
);
5604 sLog
.outDetail( "Action Buttons for '%u' Initialized", GetGUIDLow() );
5607 bool Player::IsActionButtonDataValid(uint8 button
, uint32 action
, uint8 type
, Player
* player
)
5609 if(button
>= MAX_ACTION_BUTTONS
)
5612 sLog
.outError( "Action %u not added into button %u for player %s: button must be < %u", action
, button
, player
->GetName(), MAX_ACTION_BUTTONS
);
5614 sLog
.outError( "Table `playercreateinfo_action` have action %u into button %u : button must be < %u", action
, button
, MAX_ACTION_BUTTONS
);
5618 if(action
>= MAX_ACTION_BUTTON_ACTION_VALUE
)
5621 sLog
.outError( "Action %u not added into button %u for player %s: action must be < %u", action
, button
, player
->GetName(), MAX_ACTION_BUTTON_ACTION_VALUE
);
5623 sLog
.outError( "Table `playercreateinfo_action` have action %u into button %u : action must be < %u", action
, button
, MAX_ACTION_BUTTON_ACTION_VALUE
);
5629 case ACTION_BUTTON_SPELL
:
5630 if(!sSpellStore
.LookupEntry(action
))
5633 sLog
.outError( "Spell action %u not added into button %u for player %s: spell not exist", action
, button
, player
->GetName() );
5635 sLog
.outError( "Table `playercreateinfo_action` have spell action %u into button %u: spell not exist", action
, button
);
5639 if(player
&& !player
->HasSpell(action
))
5641 sLog
.outError( "Spell action %u not added into button %u for player %s: player don't known this spell", action
, button
, player
->GetName() );
5645 case ACTION_BUTTON_ITEM
:
5646 if(!ObjectMgr::GetItemPrototype(action
))
5649 sLog
.outError( "Item action %u not added into button %u for player %s: item not exist", action
, button
, player
->GetName() );
5651 sLog
.outError( "Table `playercreateinfo_action` have item action %u into button %u: item not exist", action
, button
);
5656 break; // other cases not checked at this moment
5662 ActionButton
* Player::addActionButton(uint8 button
, uint32 action
, uint8 type
)
5665 if (!IsActionButtonDataValid(button
,action
,type
,this))
5668 // it create new button (NEW state) if need or return existed
5669 ActionButton
& ab
= m_actionButtons
[button
];
5671 // set data and update to CHANGED if not NEW
5672 ab
.SetActionAndType(action
,ActionButtonType(type
));
5674 sLog
.outDetail( "Player '%u' Added Action '%u' (type %u) to Button '%u'", GetGUIDLow(), action
, uint32(type
), button
);
5678 void Player::removeActionButton(uint8 button
)
5680 ActionButtonList::iterator buttonItr
= m_actionButtons
.find(button
);
5681 if (buttonItr
==m_actionButtons
.end())
5684 if(buttonItr
->second
.uState
==ACTIONBUTTON_NEW
)
5685 m_actionButtons
.erase(buttonItr
); // new and not saved
5687 buttonItr
->second
.uState
= ACTIONBUTTON_DELETED
; // saved, will deleted at next save
5689 sLog
.outDetail( "Action Button '%u' Removed from Player '%u'", button
, GetGUIDLow() );
5692 bool Player::SetPosition(float x
, float y
, float z
, float orientation
, bool teleport
)
5694 // prevent crash when a bad coord is sent by the client
5695 if(!MaNGOS::IsValidMapCoord(x
,y
,z
,orientation
))
5697 sLog
.outDebug("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x
,y
,z
,orientation
,teleport
,GetGUIDLow());
5703 const float old_x
= GetPositionX();
5704 const float old_y
= GetPositionY();
5705 const float old_z
= GetPositionZ();
5706 const float old_r
= GetOrientation();
5708 if( teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
|| old_r
!= orientation
)
5710 if (teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
)
5711 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE
| AURA_INTERRUPT_FLAG_TURNING
);
5713 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING
);
5715 // move and update visible state if need
5716 m
->PlayerRelocation(this, x
, y
, z
, orientation
);
5718 // reread after Map::Relocation
5725 if(GetGroup() && (old_x
!= x
|| old_y
!= y
))
5726 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION
);
5729 // code block for underwater state update
5730 UpdateUnderwaterState(m
, x
, y
, z
);
5732 CheckExploreSystem();
5737 void Player::SaveRecallPosition()
5739 m_recallMap
= GetMapId();
5740 m_recallX
= GetPositionX();
5741 m_recallY
= GetPositionY();
5742 m_recallZ
= GetPositionZ();
5743 m_recallO
= GetOrientation();
5746 void Player::SendMessageToSet(WorldPacket
*data
, bool self
)
5748 Map
* _map
= IsInWorld() ? GetMap() : sMapMgr
.FindMap(GetMapId(), GetInstanceId());
5751 _map
->MessageBroadcast(this, data
, self
);
5755 //if player is not in world and map in not created/already destroyed
5756 //no need to create one, just send packet for itself!
5758 GetSession()->SendPacket(data
);
5761 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
)
5763 Map
* _map
= IsInWorld() ? GetMap() : sMapMgr
.FindMap(GetMapId(), GetInstanceId());
5766 _map
->MessageDistBroadcast(this, data
, dist
, self
);
5771 GetSession()->SendPacket(data
);
5774 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
, bool own_team_only
)
5776 Map
* _map
= IsInWorld() ? GetMap() : sMapMgr
.FindMap(GetMapId(), GetInstanceId());
5779 _map
->MessageDistBroadcast(this, data
, dist
, self
, own_team_only
);
5784 GetSession()->SendPacket(data
);
5787 void Player::SendDirectMessage(WorldPacket
*data
)
5789 GetSession()->SendPacket(data
);
5792 void Player::SendCinematicStart(uint32 CinematicSequenceId
)
5794 WorldPacket
data(SMSG_TRIGGER_CINEMATIC
, 4);
5795 data
<< uint32(CinematicSequenceId
);
5796 SendDirectMessage(&data
);
5799 void Player::SendMovieStart(uint32 MovieId
)
5801 WorldPacket
data(SMSG_TRIGGER_MOVIE
, 4);
5802 data
<< uint32(MovieId
);
5803 SendDirectMessage(&data
);
5806 void Player::CheckExploreSystem()
5814 uint16 areaFlag
= GetBaseMap()->GetAreaFlag(GetPositionX(),GetPositionY(),GetPositionZ());
5815 if(areaFlag
==0xffff)
5817 int offset
= areaFlag
/ 32;
5821 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
);
5825 uint32 val
= (uint32
)(1 << (areaFlag
% 32));
5826 uint32 currFields
= GetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
);
5828 if( !(currFields
& val
) )
5830 SetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
, (uint32
)(currFields
| val
));
5832 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA
);
5834 AreaTableEntry
const *p
= GetAreaEntryByAreaFlagAndMap(areaFlag
,GetMapId());
5837 sLog
.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId());
5839 else if(p
->area_level
> 0)
5841 uint32 area
= p
->ID
;
5842 if (getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
5844 SendExplorationExperience(area
,0);
5848 int32 diff
= int32(getLevel()) - p
->area_level
;
5852 XP
= uint32(sObjectMgr
.GetBaseXP(getLevel()+5)*sWorld
.getRate(RATE_XP_EXPLORE
));
5856 int32 exploration_percent
= (100-((diff
-5)*5));
5857 if (exploration_percent
> 100)
5858 exploration_percent
= 100;
5859 else if (exploration_percent
< 0)
5860 exploration_percent
= 0;
5862 XP
= uint32(sObjectMgr
.GetBaseXP(p
->area_level
)*exploration_percent
/100*sWorld
.getRate(RATE_XP_EXPLORE
));
5866 XP
= uint32(sObjectMgr
.GetBaseXP(p
->area_level
)*sWorld
.getRate(RATE_XP_EXPLORE
));
5870 SendExplorationExperience(area
,XP
);
5872 sLog
.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area
);
5877 uint32
Player::TeamForRace(uint8 race
)
5879 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5882 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5886 switch(rEntry
->TeamID
)
5888 case 7: return ALLIANCE
;
5889 case 1: return HORDE
;
5892 sLog
.outError("Race %u have wrong teamid %u in DBC: wrong DBC files?",uint32(race
),rEntry
->TeamID
);
5896 uint32
Player::getFactionForRace(uint8 race
)
5898 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5901 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5905 return rEntry
->FactionID
;
5908 void Player::setFactionForRace(uint8 race
)
5910 m_team
= TeamForRace(race
);
5911 setFaction( getFactionForRace(race
) );
5914 ReputationRank
Player::GetReputationRank(uint32 faction
) const
5916 FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(faction
);
5917 return GetReputationMgr().GetRank(factionEntry
);
5920 //Calculate total reputation percent player gain with quest/creature level
5921 int32
Player::CalculateReputationGain(uint32 creatureOrQuestLevel
, int32 rep
, int32 faction
, bool for_quest
)
5923 float percent
= 100.0f
;
5925 float rate
= for_quest
? sWorld
.getRate(RATE_REPUTATION_LOWLEVEL_QUEST
) : sWorld
.getRate(RATE_REPUTATION_LOWLEVEL_KILL
);
5927 if (rate
!= 1.0f
&& creatureOrQuestLevel
<= MaNGOS::XP::GetGrayLevel(getLevel()))
5930 float repMod
= GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN
);
5933 repMod
+= GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_FACTION_REPUTATION_GAIN
, faction
);
5935 percent
+= rep
> 0 ? repMod
: -repMod
;
5937 if (percent
<= 0.0f
)
5940 return int32(sWorld
.getRate(RATE_REPUTATION_GAIN
)*rep
*percent
/100.0f
);
5943 //Calculates how many reputation points player gains in victim's enemy factions
5944 void Player::RewardReputation(Unit
*pVictim
, float rate
)
5946 if(!pVictim
|| pVictim
->GetTypeId() == TYPEID_PLAYER
)
5949 ReputationOnKillEntry
const* Rep
= sObjectMgr
.GetReputationOnKilEntry(((Creature
*)pVictim
)->GetCreatureInfo()->Entry
);
5954 if(Rep
->repfaction1
&& (!Rep
->team_dependent
|| GetTeam()==ALLIANCE
))
5956 int32 donerep1
= CalculateReputationGain(pVictim
->getLevel(), Rep
->repvalue1
, Rep
->repfaction1
, false);
5957 donerep1
= int32(donerep1
*rate
);
5958 FactionEntry
const *factionEntry1
= sFactionStore
.LookupEntry(Rep
->repfaction1
);
5959 uint32 current_reputation_rank1
= GetReputationMgr().GetRank(factionEntry1
);
5960 if (factionEntry1
&& current_reputation_rank1
<= Rep
->reputation_max_cap1
)
5961 GetReputationMgr().ModifyReputation(factionEntry1
, donerep1
);
5963 // Wiki: Team factions value divided by 2
5964 if (factionEntry1
&& Rep
->is_teamaward1
)
5966 FactionEntry
const *team1_factionEntry
= sFactionStore
.LookupEntry(factionEntry1
->team
);
5967 if(team1_factionEntry
)
5968 GetReputationMgr().ModifyReputation(team1_factionEntry
, donerep1
/ 2);
5972 if(Rep
->repfaction2
&& (!Rep
->team_dependent
|| GetTeam()==HORDE
))
5974 int32 donerep2
= CalculateReputationGain(pVictim
->getLevel(), Rep
->repvalue2
, Rep
->repfaction2
, false);
5975 donerep2
= int32(donerep2
*rate
);
5976 FactionEntry
const *factionEntry2
= sFactionStore
.LookupEntry(Rep
->repfaction2
);
5977 uint32 current_reputation_rank2
= GetReputationMgr().GetRank(factionEntry2
);
5978 if (factionEntry2
&& current_reputation_rank2
<= Rep
->reputation_max_cap2
)
5979 GetReputationMgr().ModifyReputation(factionEntry2
, donerep2
);
5981 // Wiki: Team factions value divided by 2
5982 if (factionEntry2
&& Rep
->is_teamaward2
)
5984 FactionEntry
const *team2_factionEntry
= sFactionStore
.LookupEntry(factionEntry2
->team
);
5985 if(team2_factionEntry
)
5986 GetReputationMgr().ModifyReputation(team2_factionEntry
, donerep2
/ 2);
5991 //Calculate how many reputation points player gain with the quest
5992 void Player::RewardReputation(Quest
const *pQuest
)
5994 // quest reputation reward/loss
5995 for(int i
= 0; i
< QUEST_REPUTATIONS_COUNT
; ++i
)
5997 if(pQuest
->RewRepFaction
[i
] && pQuest
->RewRepValue
[i
] )
5999 int32 rep
= CalculateReputationGain(GetQuestLevelForPlayer(pQuest
), pQuest
->RewRepValue
[i
], pQuest
->RewRepFaction
[i
], true);
6000 FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(pQuest
->RewRepFaction
[i
]);
6002 GetReputationMgr().ModifyReputation(factionEntry
, rep
);
6006 // TODO: implement reputation spillover
6009 void Player::UpdateArenaFields(void)
6011 /* arena calcs go here */
6014 void Player::UpdateHonorFields()
6016 /// called when rewarding honor and at each save
6017 uint64 now
= time(NULL
);
6018 uint64 today
= uint64(time(NULL
) / DAY
) * DAY
;
6020 if(m_lastHonorUpdateTime
< today
)
6022 uint64 yesterday
= today
- DAY
;
6024 uint16 kills_today
= PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS
));
6026 // update yesterday's contribution
6027 if(m_lastHonorUpdateTime
>= yesterday
)
6029 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
));
6031 // this is the first update today, reset today's contribution
6032 SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, 0);
6033 SetUInt32Value(PLAYER_FIELD_KILLS
, MAKE_PAIR32(0,kills_today
));
6037 // no honor/kills yesterday or today, reset
6038 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0);
6039 SetUInt32Value(PLAYER_FIELD_KILLS
, 0);
6043 m_lastHonorUpdateTime
= now
;
6046 ///Calculate the amount of honor gained based on the victim
6047 ///and the size of the group for which the honor is divided
6048 ///An exact honor value can also be given (overriding the calcs)
6049 bool Player::RewardHonor(Unit
*uVictim
, uint32 groupsize
, float honor
)
6051 // do not reward honor in arenas, but enable onkill spellproc
6054 if(!uVictim
|| uVictim
== this || uVictim
->GetTypeId() != TYPEID_PLAYER
)
6057 if( GetBGTeam() == ((Player
*)uVictim
)->GetBGTeam() )
6063 // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
6064 if(GetDummyAura(SPELL_AURA_PLAYER_INACTIVE
))
6067 uint64 victim_guid
= 0;
6068 uint32 victim_rank
= 0;
6070 // need call before fields update to have chance move yesterday data to appropriate fields before today data change.
6071 UpdateHonorFields();
6075 if(!uVictim
|| uVictim
== this || uVictim
->HasAuraType(SPELL_AURA_NO_PVP_CREDIT
))
6078 victim_guid
= uVictim
->GetGUID();
6080 if( uVictim
->GetTypeId() == TYPEID_PLAYER
)
6082 Player
*pVictim
= (Player
*)uVictim
;
6084 if( GetTeam() == pVictim
->GetTeam() && !sWorld
.IsFFAPvPRealm() )
6087 float f
= 1; //need for total kills (?? need more info)
6089 uint32 k_level
= getLevel();
6090 uint32 v_level
= pVictim
->getLevel();
6093 // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
6095 // [1..14] Alliance honor titles and player name
6096 // [15..28] Horde honor titles and player name
6097 // [29..38] Other title and player name
6099 uint32 victim_title
= pVictim
->GetUInt32Value(PLAYER_CHOSEN_TITLE
);
6100 // Get Killer titles, CharTitlesEntry::bit_index
6102 // title[1..14] -> rank[5..18]
6103 // title[15..28] -> rank[5..18]
6104 // title[other] -> 0
6105 if (victim_title
== 0)
6106 victim_guid
= 0; // Don't show HK: <rank> message, only log.
6107 else if (victim_title
< 15)
6108 victim_rank
= victim_title
+ 4;
6109 else if (victim_title
< 29)
6110 victim_rank
= victim_title
- 14 + 4;
6112 victim_guid
= 0; // Don't show HK: <rank> message, only log.
6115 k_grey
= MaNGOS::XP::GetGrayLevel(k_level
);
6120 float diff_level
= (k_level
== k_grey
) ? 1 : ((float(v_level
) - float(k_grey
)) / (float(k_level
) - float(k_grey
)));
6122 int32 v_rank
=1; //need more info
6124 honor
= ((f
* diff_level
* (190 + v_rank
*10))/6);
6125 honor
*= ((float)k_level
) / 70.0f
; //factor of dependence on levels of the killer
6127 // count the number of playerkills in one day
6128 ApplyModUInt32Value(PLAYER_FIELD_KILLS
, 1, true);
6129 // and those in a lifetime
6130 ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 1, true);
6131 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL
);
6132 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS
, pVictim
->getClass());
6133 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_RACE
, pVictim
->getRace());
6137 Creature
*cVictim
= (Creature
*)uVictim
;
6139 if (!cVictim
->isRacialLeader())
6142 honor
= 100; // ??? need more info
6143 victim_rank
= 19; // HK: Leader
6147 if (uVictim
!= NULL
)
6149 honor
*= sWorld
.getRate(RATE_HONOR
);
6150 honor
*= (GetMaxPositiveAuraModifier(SPELL_AURA_MOD_HONOR_GAIN
) + 100.0f
)/100.0f
;
6155 honor
*= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor
6158 // honor - for show honor points in log
6159 // victim_guid - for show victim name in log
6160 // victim_rank [1..4] HK: <dishonored rank>
6161 // victim_rank [5..19] HK: <alliance\horde rank>
6162 // victim_rank [0,20+] HK: <>
6163 WorldPacket
data(SMSG_PVP_CREDIT
,4+8+4);
6164 data
<< (uint32
) honor
;
6165 data
<< (uint64
) victim_guid
;
6166 data
<< (uint32
) victim_rank
;
6168 GetSession()->SendPacket(&data
);
6171 ModifyHonorPoints(int32(honor
));
6173 ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, uint32(honor
), true);
6177 void Player::ModifyHonorPoints( int32 value
)
6181 if (GetHonorPoints() > sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
))
6182 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) + value
);
6184 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() > uint32(-value
) ? GetHonorPoints() + value
: 0);
6187 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() < sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) - value
? GetHonorPoints() + value
: sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
));
6190 void Player::ModifyArenaPoints( int32 value
)
6194 if (GetArenaPoints() > sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
))
6195 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) + value
);
6197 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() > uint32(-value
) ? GetArenaPoints() + value
: 0);
6200 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() < sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) - value
? GetArenaPoints() + value
: sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
));
6203 uint32
Player::GetGuildIdFromDB(uint64 guid
)
6205 QueryResult
* result
= CharacterDatabase
.PQuery("SELECT guildid FROM guild_member WHERE guid='%u'", GUID_LOPART(guid
));
6209 uint32 id
= result
->Fetch()[0].GetUInt32();
6214 uint32
Player::GetRankFromDB(uint64 guid
)
6216 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT rank FROM guild_member WHERE guid='%u'", GUID_LOPART(guid
) );
6219 uint32 v
= result
->Fetch()[0].GetUInt32();
6227 uint32
Player::GetArenaTeamIdFromDB(uint64 guid
, uint8 type
)
6229 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
);
6233 uint32 id
= (*result
)[0].GetUInt32();
6238 uint32
Player::GetZoneIdFromDB(uint64 guid
)
6240 uint32 guidLow
= GUID_LOPART(guid
);
6241 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT zone FROM characters WHERE guid='%u'", guidLow
);
6244 Field
* fields
= result
->Fetch();
6245 uint32 zone
= fields
[0].GetUInt32();
6250 // stored zone is zero, use generic and slow zone detection
6251 result
= CharacterDatabase
.PQuery("SELECT map,position_x,position_y,position_z FROM characters WHERE guid='%u'", guidLow
);
6254 fields
= result
->Fetch();
6255 uint32 map
= fields
[0].GetUInt32();
6256 float posx
= fields
[1].GetFloat();
6257 float posy
= fields
[2].GetFloat();
6258 float posz
= fields
[3].GetFloat();
6261 zone
= sMapMgr
.GetZoneId(map
,posx
,posy
,posz
);
6264 CharacterDatabase
.PExecute("UPDATE characters SET zone='%u' WHERE guid='%u'", zone
, guidLow
);
6270 uint32
Player::GetLevelFromDB(uint64 guid
)
6272 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT level FROM characters WHERE guid='%u'", GUID_LOPART(guid
) );
6276 Field
* fields
= result
->Fetch();
6277 uint32 level
= fields
[0].GetUInt32();
6283 void Player::UpdateArea(uint32 newArea
)
6285 // FFA_PVP flags are area and not zone id dependent
6286 // so apply them accordingly
6287 m_areaUpdateId
= newArea
;
6289 AreaTableEntry
const* area
= GetAreaEntryByAreaID(newArea
);
6291 if(area
&& (area
->flags
& AREA_FLAG_ARENA
))
6294 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6298 // remove ffa flag only if not ffapvp realm
6299 // removal in sanctuaries and capitals is handled in zone update
6300 if(HasByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
) && !sWorld
.IsFFAPvPRealm())
6301 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6304 UpdateAreaDependentAuras(newArea
);
6307 void Player::UpdateZone(uint32 newZone
, uint32 newArea
)
6309 AreaTableEntry
const* zone
= GetAreaEntryByAreaID(newZone
);
6313 if(m_zoneUpdateId
!= newZone
)
6315 SendInitWorldStates(newZone
, newArea
); // only if really enters to new zone, not just area change, works strange...
6317 if (sWorld
.getConfig(CONFIG_WEATHER
))
6319 if(Weather
*wth
= sWorld
.FindWeather(zone
->ID
))
6320 wth
->SendWeatherUpdateToPlayer(this);
6321 else if(!sWorld
.AddWeather(zone
->ID
))
6323 // send fine weather packet to remove old zone's weather
6324 Weather::SendFineWeatherUpdateToPlayer(this);
6329 m_zoneUpdateId
= newZone
;
6330 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
6332 // zone changed, so area changed as well, update it
6333 UpdateArea(newArea
);
6335 // in PvP, any not controlled zone (except zone->team == 6, default case)
6336 // in PvE, only opposition team capital
6340 pvpInfo
.inHostileArea
= GetTeam() != ALLIANCE
&& (sWorld
.IsPvPRealm() || zone
->flags
& AREA_FLAG_CAPITAL
);
6342 case AREATEAM_HORDE
:
6343 pvpInfo
.inHostileArea
= GetTeam() != HORDE
&& (sWorld
.IsPvPRealm() || zone
->flags
& AREA_FLAG_CAPITAL
);
6346 // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
6347 pvpInfo
.inHostileArea
= sWorld
.IsPvPRealm() || InBattleGround();
6349 default: // 6 in fact
6350 pvpInfo
.inHostileArea
= false;
6354 if(pvpInfo
.inHostileArea
) // in hostile area
6356 if(!IsPvP() || pvpInfo
.endTimer
!= 0)
6357 UpdatePvP(true, true);
6359 else // in friendly area
6361 if(IsPvP() && !HasFlag(PLAYER_FLAGS
,PLAYER_FLAGS_IN_PVP
) && pvpInfo
.endTimer
== 0)
6362 pvpInfo
.endTimer
= time(0); // start toggle-off
6365 if(zone
->flags
& AREA_FLAG_SANCTUARY
) // in sanctuary
6367 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_SANCTUARY
);
6368 if(sWorld
.IsFFAPvPRealm())
6369 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6373 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_SANCTUARY
);
6376 if(zone
->flags
& AREA_FLAG_CAPITAL
) // in capital city
6378 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6379 SetRestType(REST_TYPE_IN_CITY
);
6380 InnEnter(time(0),GetMapId(),0,0,0);
6382 if(sWorld
.IsFFAPvPRealm())
6383 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6385 else // anywhere else
6387 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
)) // but resting (walk from city or maybe in tavern or leave tavern recently)
6389 if(GetRestType()==REST_TYPE_IN_TAVERN
) // has been in tavern. Is still in?
6391 if(GetMapId()!=GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40)
6393 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6394 SetRestType(REST_TYPE_NO
);
6396 if(sWorld
.IsFFAPvPRealm())
6397 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6400 else // not in tavern (leave city then)
6402 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6403 SetRestType(REST_TYPE_NO
);
6405 // Set player to FFA PVP when not in rested environment.
6406 if(sWorld
.IsFFAPvPRealm())
6407 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6412 // remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
6413 // if player resurrected at teleport this will be applied in resurrect code
6415 DestroyZoneLimitedItem( true, newZone
);
6417 // check some item equip limitations (in result lost CanTitanGrip at talent reset, for example)
6418 AutoUnequipOffhandIfNeed();
6420 // recent client version not send leave/join channel packets for built-in local channels
6421 UpdateLocalChannels( newZone
);
6425 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE
);
6427 UpdateZoneDependentAuras(newZone
);
6430 //If players are too far way of duel flag... then player loose the duel
6431 void Player::CheckDuelDistance(time_t currTime
)
6436 uint64 duelFlagGUID
= GetUInt64Value(PLAYER_DUEL_ARBITER
);
6437 GameObject
* obj
= GetMap()->GetGameObject(duelFlagGUID
);
6441 if(duel
->outOfBound
== 0)
6443 if(!IsWithinDistInMap(obj
, 50))
6445 duel
->outOfBound
= currTime
;
6447 WorldPacket
data(SMSG_DUEL_OUTOFBOUNDS
, 0);
6448 GetSession()->SendPacket(&data
);
6453 if(IsWithinDistInMap(obj
, 40))
6455 duel
->outOfBound
= 0;
6457 WorldPacket
data(SMSG_DUEL_INBOUNDS
, 0);
6458 GetSession()->SendPacket(&data
);
6460 else if(currTime
>= (duel
->outOfBound
+10))
6462 DuelComplete(DUEL_FLED
);
6467 void Player::DuelComplete(DuelCompleteType type
)
6469 // duel not requested
6473 WorldPacket
data(SMSG_DUEL_COMPLETE
, (1));
6474 data
<< (uint8
)((type
!= DUEL_INTERUPTED
) ? 1 : 0);
6475 GetSession()->SendPacket(&data
);
6476 duel
->opponent
->GetSession()->SendPacket(&data
);
6478 if(type
!= DUEL_INTERUPTED
)
6480 data
.Initialize(SMSG_DUEL_WINNER
, (1+20)); // we guess size
6481 data
<< (uint8
)((type
==DUEL_WON
) ? 0 : 1); // 0 = just won; 1 = fled
6482 data
<< duel
->opponent
->GetName();
6484 SendMessageToSet(&data
,true);
6487 if (type
== DUEL_WON
)
6489 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOSE_DUEL
, 1);
6491 duel
->opponent
->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL
, 1);
6494 //Remove Duel Flag object
6495 GameObject
* obj
= GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER
));
6497 duel
->initiator
->RemoveGameObject(obj
,true);
6500 std::vector
<uint32
> auras2remove
;
6501 AuraMap
const& vAuras
= duel
->opponent
->GetAuras();
6502 for (AuraMap::const_iterator i
= vAuras
.begin(); i
!= vAuras
.end(); ++i
)
6504 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6505 auras2remove
.push_back(i
->second
->GetId());
6508 for(size_t i
=0; i
<auras2remove
.size(); ++i
)
6509 duel
->opponent
->RemoveAurasDueToSpell(auras2remove
[i
]);
6511 auras2remove
.clear();
6512 AuraMap
const& auras
= GetAuras();
6513 for (AuraMap::const_iterator i
= auras
.begin(); i
!= auras
.end(); ++i
)
6515 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == duel
->opponent
->GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6516 auras2remove
.push_back(i
->second
->GetId());
6518 for(size_t i
=0; i
<auras2remove
.size(); ++i
)
6519 RemoveAurasDueToSpell(auras2remove
[i
]);
6521 // cleanup combo points
6522 if(GetComboTarget()==duel
->opponent
->GetGUID())
6524 else if(GetComboTarget()==duel
->opponent
->GetPetGUID())
6527 if(duel
->opponent
->GetComboTarget()==GetGUID())
6528 duel
->opponent
->ClearComboPoints();
6529 else if(duel
->opponent
->GetComboTarget()==GetPetGUID())
6530 duel
->opponent
->ClearComboPoints();
6533 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6534 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6535 duel
->opponent
->SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6536 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6538 delete duel
->opponent
->duel
;
6539 duel
->opponent
->duel
= NULL
;
6544 //---------------------------------------------------------//
6546 void Player::_ApplyItemMods(Item
*item
, uint8 slot
,bool apply
)
6548 if(slot
>= INVENTORY_SLOT_BAG_END
|| !item
)
6551 // not apply/remove mods for broken item
6552 if(item
->IsBroken())
6555 ItemPrototype
const *proto
= item
->GetProto();
6560 sLog
.outDetail("applying mods for item %u ",item
->GetGUIDLow());
6562 uint32 attacktype
= Player::GetAttackBySlot(slot
);
6563 if(attacktype
< MAX_ATTACK
)
6564 _ApplyWeaponDependentAuraMods(item
,WeaponAttackType(attacktype
),apply
);
6566 _ApplyItemBonuses(proto
,slot
,apply
);
6568 if( slot
==EQUIPMENT_SLOT_RANGED
)
6569 _ApplyAmmoBonuses();
6571 ApplyItemEquipSpell(item
,apply
);
6572 ApplyEnchantment(item
, apply
);
6574 if(proto
->Socket
[0].Color
) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
6575 CorrectMetaGemEnchants(slot
, apply
);
6577 sLog
.outDebug("_ApplyItemMods complete.");
6580 void Player::_ApplyItemBonuses(ItemPrototype
const *proto
, uint8 slot
, bool apply
, bool only_level_scale
/*= false*/)
6582 if (slot
>= INVENTORY_SLOT_BAG_END
|| !proto
)
6585 ScalingStatDistributionEntry
const *ssd
= proto
->ScalingStatDistribution
? sScalingStatDistributionStore
.LookupEntry(proto
->ScalingStatDistribution
) : NULL
;
6586 if (only_level_scale
&& !ssd
)
6589 // req. check at equip, but allow use for extended range if range limit max level, set proper level
6590 uint32 ssd_level
= getLevel();
6591 if (ssd
&& ssd_level
> ssd
->MaxLevel
)
6592 ssd_level
= ssd
->MaxLevel
;
6594 ScalingStatValuesEntry
const *ssv
= proto
->ScalingStatValue
? sScalingStatValuesStore
.LookupEntry(ssd_level
) : NULL
;
6595 if (only_level_scale
&& !ssv
)
6598 for (int i
= 0; i
< MAX_ITEM_PROTO_STATS
; ++i
)
6600 uint32 statType
= 0;
6602 // If set ScalingStatDistribution need get stats and values from it
6605 if (ssd
->StatMod
[i
] < 0)
6607 statType
= ssd
->StatMod
[i
];
6608 val
= (ssv
->getssdMultiplier(proto
->ScalingStatValue
) * ssd
->Modifier
[i
]) / 10000;
6612 if (i
>= proto
->StatsCount
)
6614 statType
= proto
->ItemStat
[i
].ItemStatType
;
6615 val
= proto
->ItemStat
[i
].ItemStatValue
;
6624 HandleStatModifier(UNIT_MOD_MANA
, BASE_VALUE
, float(val
), apply
);
6626 case ITEM_MOD_HEALTH
: // modify HP
6627 HandleStatModifier(UNIT_MOD_HEALTH
, BASE_VALUE
, float(val
), apply
);
6629 case ITEM_MOD_AGILITY
: // modify agility
6630 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, BASE_VALUE
, float(val
), apply
);
6631 ApplyStatBuffMod(STAT_AGILITY
, float(val
), apply
);
6633 case ITEM_MOD_STRENGTH
: //modify strength
6634 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, BASE_VALUE
, float(val
), apply
);
6635 ApplyStatBuffMod(STAT_STRENGTH
, float(val
), apply
);
6637 case ITEM_MOD_INTELLECT
: //modify intellect
6638 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, BASE_VALUE
, float(val
), apply
);
6639 ApplyStatBuffMod(STAT_INTELLECT
, float(val
), apply
);
6641 case ITEM_MOD_SPIRIT
: //modify spirit
6642 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, BASE_VALUE
, float(val
), apply
);
6643 ApplyStatBuffMod(STAT_SPIRIT
, float(val
), apply
);
6645 case ITEM_MOD_STAMINA
: //modify stamina
6646 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, BASE_VALUE
, float(val
), apply
);
6647 ApplyStatBuffMod(STAT_STAMINA
, float(val
), apply
);
6649 case ITEM_MOD_DEFENSE_SKILL_RATING
:
6650 ApplyRatingMod(CR_DEFENSE_SKILL
, int32(val
), apply
);
6652 case ITEM_MOD_DODGE_RATING
:
6653 ApplyRatingMod(CR_DODGE
, int32(val
), apply
);
6655 case ITEM_MOD_PARRY_RATING
:
6656 ApplyRatingMod(CR_PARRY
, int32(val
), apply
);
6658 case ITEM_MOD_BLOCK_RATING
:
6659 ApplyRatingMod(CR_BLOCK
, int32(val
), apply
);
6661 case ITEM_MOD_HIT_MELEE_RATING
:
6662 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6664 case ITEM_MOD_HIT_RANGED_RATING
:
6665 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6667 case ITEM_MOD_HIT_SPELL_RATING
:
6668 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6670 case ITEM_MOD_CRIT_MELEE_RATING
:
6671 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6673 case ITEM_MOD_CRIT_RANGED_RATING
:
6674 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6676 case ITEM_MOD_CRIT_SPELL_RATING
:
6677 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6679 case ITEM_MOD_HIT_TAKEN_MELEE_RATING
:
6680 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6682 case ITEM_MOD_HIT_TAKEN_RANGED_RATING
:
6683 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6685 case ITEM_MOD_HIT_TAKEN_SPELL_RATING
:
6686 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6688 case ITEM_MOD_CRIT_TAKEN_MELEE_RATING
:
6689 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6691 case ITEM_MOD_CRIT_TAKEN_RANGED_RATING
:
6692 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6694 case ITEM_MOD_CRIT_TAKEN_SPELL_RATING
:
6695 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6697 case ITEM_MOD_HASTE_MELEE_RATING
:
6698 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6700 case ITEM_MOD_HASTE_RANGED_RATING
:
6701 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6703 case ITEM_MOD_HASTE_SPELL_RATING
:
6704 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6706 case ITEM_MOD_HIT_RATING
:
6707 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6708 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6709 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6711 case ITEM_MOD_CRIT_RATING
:
6712 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6713 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6714 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6716 case ITEM_MOD_HIT_TAKEN_RATING
:
6717 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6718 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6719 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6721 case ITEM_MOD_CRIT_TAKEN_RATING
:
6722 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6723 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6724 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6726 case ITEM_MOD_RESILIENCE_RATING
:
6727 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6728 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6729 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6731 case ITEM_MOD_HASTE_RATING
:
6732 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6733 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6734 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6736 case ITEM_MOD_EXPERTISE_RATING
:
6737 ApplyRatingMod(CR_EXPERTISE
, int32(val
), apply
);
6739 case ITEM_MOD_ATTACK_POWER
:
6740 HandleStatModifier(UNIT_MOD_ATTACK_POWER
, TOTAL_VALUE
, float(val
), apply
);
6741 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(val
), apply
);
6743 case ITEM_MOD_RANGED_ATTACK_POWER
:
6744 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(val
), apply
);
6746 case ITEM_MOD_FERAL_ATTACK_POWER
:
6747 ApplyFeralAPBonus(int32(val
), apply
);
6749 case ITEM_MOD_MANA_REGENERATION
:
6750 ApplyManaRegenBonus(int32(val
), apply
);
6752 case ITEM_MOD_ARMOR_PENETRATION_RATING
:
6753 ApplyRatingMod(CR_ARMOR_PENETRATION
, int32(val
), apply
);
6755 case ITEM_MOD_SPELL_POWER
:
6756 ApplySpellPowerBonus(int32(val
), apply
);
6758 // depricated item mods
6759 case ITEM_MOD_SPELL_HEALING_DONE
:
6760 case ITEM_MOD_SPELL_DAMAGE_DONE
:
6765 // Apply Spell Power from ScalingStatValue if set
6768 if (int32 spellbonus
= ssv
->getSpellBonus(proto
->ScalingStatValue
))
6769 ApplySpellPowerBonus(spellbonus
, apply
);
6772 // If set ScalingStatValue armor get it or use item armor
6773 uint32 armor
= proto
->Armor
;
6776 if (uint32 ssvarmor
= ssv
->getArmorMod(proto
->ScalingStatValue
))
6779 // Add armor bonus from ArmorDamageModifier if > 0
6780 if (proto
->ArmorDamageModifier
> 0)
6781 armor
+= uint32(proto
->ArmorDamageModifier
);
6784 HandleStatModifier(UNIT_MOD_ARMOR
, BASE_VALUE
, float(armor
), apply
);
6787 HandleBaseModValue(SHIELD_BLOCK_VALUE
, FLAT_MOD
, float(proto
->Block
), apply
);
6790 HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY
, BASE_VALUE
, float(proto
->HolyRes
), apply
);
6793 HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE
, BASE_VALUE
, float(proto
->FireRes
), apply
);
6795 if (proto
->NatureRes
)
6796 HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE
, BASE_VALUE
, float(proto
->NatureRes
), apply
);
6798 if (proto
->FrostRes
)
6799 HandleStatModifier(UNIT_MOD_RESISTANCE_FROST
, BASE_VALUE
, float(proto
->FrostRes
), apply
);
6801 if (proto
->ShadowRes
)
6802 HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW
, BASE_VALUE
, float(proto
->ShadowRes
), apply
);
6804 if (proto
->ArcaneRes
)
6805 HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE
, BASE_VALUE
, float(proto
->ArcaneRes
), apply
);
6807 WeaponAttackType attType
= BASE_ATTACK
;
6808 float damage
= 0.0f
;
6810 if( slot
== EQUIPMENT_SLOT_RANGED
&& (
6811 proto
->InventoryType
== INVTYPE_RANGED
|| proto
->InventoryType
== INVTYPE_THROWN
||
6812 proto
->InventoryType
== INVTYPE_RANGEDRIGHT
))
6814 attType
= RANGED_ATTACK
;
6816 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6818 attType
= OFF_ATTACK
;
6821 float minDamage
= proto
->Damage
[0].DamageMin
;
6822 float maxDamage
= proto
->Damage
[0].DamageMax
;
6824 // If set dpsMod in ScalingStatValue use it for min (70% from average), max (130% from average) damage
6827 if ((extraDPS
= ssv
->getDPSMod(proto
->ScalingStatValue
)))
6829 float average
= extraDPS
* proto
->Delay
/ 1000.0f
;
6830 minDamage
= 0.7f
* average
;
6831 maxDamage
= 1.3f
* average
;
6836 damage
= apply
? minDamage
: BASE_MINDAMAGE
;
6837 SetBaseWeaponDamage(attType
, MINDAMAGE
, damage
);
6838 //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
6843 damage
= apply
? maxDamage
: BASE_MAXDAMAGE
;
6844 SetBaseWeaponDamage(attType
, MAXDAMAGE
, damage
);
6847 // Apply feral bonus from ScalingStatValue if set
6850 if (int32 feral_bonus
= ssv
->getFeralBonus(proto
->ScalingStatValue
))
6851 ApplyFeralAPBonus(feral_bonus
, apply
);
6853 // Druids get feral AP bonus from weapon dps (lso use DPS from ScalingStatValue)
6854 if(getClass() == CLASS_DRUID
)
6856 int32 feral_bonus
= proto
->getFeralBonus(extraDPS
);
6857 if (feral_bonus
> 0)
6858 ApplyFeralAPBonus(feral_bonus
, apply
);
6861 if(!IsUseEquipedWeapon(slot
==EQUIPMENT_SLOT_MAINHAND
))
6866 if(slot
== EQUIPMENT_SLOT_RANGED
)
6867 SetAttackTime(RANGED_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6868 else if(slot
==EQUIPMENT_SLOT_MAINHAND
)
6869 SetAttackTime(BASE_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6870 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6871 SetAttackTime(OFF_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6874 if(CanModifyStats() && (damage
|| proto
->Delay
))
6875 UpdateDamagePhysical(attType
);
6878 void Player::_ApplyWeaponDependentAuraMods(Item
*item
,WeaponAttackType attackType
,bool apply
)
6880 AuraList
const& auraCritList
= GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT
);
6881 for(AuraList::const_iterator itr
= auraCritList
.begin(); itr
!=auraCritList
.end();++itr
)
6882 _ApplyWeaponDependentAuraCritMod(item
,attackType
,*itr
,apply
);
6884 AuraList
const& auraDamageFlatList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE
);
6885 for(AuraList::const_iterator itr
= auraDamageFlatList
.begin(); itr
!=auraDamageFlatList
.end();++itr
)
6886 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6888 AuraList
const& auraDamagePCTList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
);
6889 for(AuraList::const_iterator itr
= auraDamagePCTList
.begin(); itr
!=auraDamagePCTList
.end();++itr
)
6890 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6893 void Player::_ApplyWeaponDependentAuraCritMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6895 // generic not weapon specific case processes in aura code
6896 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6899 BaseModGroup mod
= BASEMOD_END
;
6902 case BASE_ATTACK
: mod
= CRIT_PERCENTAGE
; break;
6903 case OFF_ATTACK
: mod
= OFFHAND_CRIT_PERCENTAGE
;break;
6904 case RANGED_ATTACK
: mod
= RANGED_CRIT_PERCENTAGE
; break;
6908 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6910 HandleBaseModValue(mod
, FLAT_MOD
, float (aura
->GetModifier()->m_amount
), apply
);
6914 void Player::_ApplyWeaponDependentAuraDamageMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6916 // ignore spell mods for not wands
6917 Modifier
const* modifier
= aura
->GetModifier();
6918 if((modifier
->m_miscvalue
& SPELL_SCHOOL_MASK_NORMAL
)==0 && (getClassMask() & CLASSMASK_WAND_USERS
)==0)
6921 // generic not weapon specific case processes in aura code
6922 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6925 UnitMods unitMod
= UNIT_MOD_END
;
6928 case BASE_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_MAINHAND
; break;
6929 case OFF_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_OFFHAND
; break;
6930 case RANGED_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_RANGED
; break;
6934 UnitModifierType unitModType
= TOTAL_VALUE
;
6935 switch(modifier
->m_auraname
)
6937 case SPELL_AURA_MOD_DAMAGE_DONE
: unitModType
= TOTAL_VALUE
; break;
6938 case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
: unitModType
= TOTAL_PCT
; break;
6942 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6944 HandleStatModifier(unitMod
, unitModType
, float(modifier
->m_amount
),apply
);
6948 void Player::ApplyItemEquipSpell(Item
*item
, bool apply
, bool form_change
)
6953 ItemPrototype
const *proto
= item
->GetProto();
6957 for (int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
6959 _Spell
const& spellData
= proto
->Spells
[i
];
6962 if(!spellData
.SpellId
)
6965 // wrong triggering type
6966 if(apply
&& spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_EQUIP
)
6969 // check if it is valid spell
6970 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6974 ApplyEquipSpell(spellproto
,item
,apply
,form_change
);
6978 void Player::ApplyEquipSpell(SpellEntry
const* spellInfo
, Item
* item
, bool apply
, bool form_change
)
6982 // Cannot be used in this stance/form
6983 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
) != SPELL_CAST_OK
)
6986 if(form_change
) // check aura active state from other form
6989 for (int k
=0; k
< 3; ++k
)
6991 spellEffectPair spair
= spellEffectPair(spellInfo
->Id
, k
);
6992 for (AuraMap::const_iterator iter
= m_Auras
.lower_bound(spair
); iter
!= m_Auras
.upper_bound(spair
); ++iter
)
6994 if(!item
|| iter
->second
->GetCastItemGUID() == item
->GetGUID())
7004 if(found
) // and skip re-cast already active aura at form change
7008 DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item
? "item" : "itemset"), spellInfo
->Id
);
7010 CastSpell(this,spellInfo
,true,item
);
7014 if(form_change
) // check aura compatibility
7016 // Cannot be used in this stance/form
7017 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
)==SPELL_CAST_OK
)
7018 return; // and remove only not compatible at form change
7022 RemoveAurasDueToItemSpell(item
,spellInfo
->Id
); // un-apply all spells , not only at-equipped
7024 RemoveAurasDueToSpell(spellInfo
->Id
); // un-apply spell (item set case)
7028 void Player::UpdateEquipSpellsAtFormChange()
7030 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7032 if(m_items
[i
] && !m_items
[i
]->IsBroken())
7034 ApplyItemEquipSpell(m_items
[i
],false,true); // remove spells that not fit to form
7035 ApplyItemEquipSpell(m_items
[i
],true,true); // add spells that fit form but not active
7039 // item set bonuses not dependent from item broken state
7040 for(size_t setindex
= 0; setindex
< ItemSetEff
.size(); ++setindex
)
7042 ItemSetEffect
* eff
= ItemSetEff
[setindex
];
7046 for(uint32 y
=0;y
<8; ++y
)
7048 SpellEntry
const* spellInfo
= eff
->spells
[y
];
7052 ApplyEquipSpell(spellInfo
,NULL
,false,true); // remove spells that not fit to form
7053 ApplyEquipSpell(spellInfo
,NULL
,true,true); // add spells that fit form but not active
7058 void Player::CastItemCombatSpell(Unit
* Target
, WeaponAttackType attType
)
7060 Item
*item
= GetWeaponForAttack(attType
, true, false);
7064 ItemPrototype
const *proto
= item
->GetProto();
7068 if (!Target
|| Target
== this )
7071 for (int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
7073 _Spell
const& spellData
= proto
->Spells
[i
];
7076 if(!spellData
.SpellId
)
7079 // wrong triggering type
7080 if(spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_CHANCE_ON_HIT
)
7083 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellData
.SpellId
);
7086 sLog
.outError("WORLD: unknown Item spellid %i", spellData
.SpellId
);
7090 // not allow proc extra attack spell at extra attack
7091 if( m_extraAttacks
&& IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_ADD_EXTRA_ATTACKS
) )
7094 float chance
= spellInfo
->procChance
;
7096 if(spellData
.SpellPPMRate
)
7098 uint32 WeaponSpeed
= proto
->Delay
;
7099 chance
= GetPPMProcChance(WeaponSpeed
, spellData
.SpellPPMRate
);
7101 else if(chance
> 100.0f
)
7103 chance
= GetWeaponProcChance();
7106 if (roll_chance_f(chance
))
7107 CastSpell(Target
, spellInfo
->Id
, true, item
);
7110 // item combat enchantments
7111 for(int e_slot
= 0; e_slot
< MAX_ENCHANTMENT_SLOT
; ++e_slot
)
7113 uint32 enchant_id
= item
->GetEnchantmentId(EnchantmentSlot(e_slot
));
7114 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
7115 if(!pEnchant
) continue;
7116 for (int s
=0;s
<3;s
++)
7118 if(pEnchant
->type
[s
]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
)
7121 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(pEnchant
->spellid
[s
]);
7124 sLog
.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant
->ID
, pEnchant
->spellid
[s
]);
7128 // Use first rank to access spell item enchant procs
7129 float ppmRate
= sSpellMgr
.GetItemEnchantProcChance(spellInfo
->Id
);
7131 float chance
= ppmRate
7132 ? GetPPMProcChance(proto
->Delay
, ppmRate
)
7133 : pEnchant
->amount
[s
] != 0 ? float(pEnchant
->amount
[s
]) : GetWeaponProcChance();
7136 ApplySpellMod(spellInfo
->Id
,SPELLMOD_CHANCE_OF_SUCCESS
,chance
);
7137 ApplySpellMod(spellInfo
->Id
,SPELLMOD_FREQUENCY_OF_SUCCESS
,chance
);
7139 if (roll_chance_f(chance
))
7141 if(IsPositiveSpell(pEnchant
->spellid
[s
]))
7142 CastSpell(this, pEnchant
->spellid
[s
], true, item
);
7144 CastSpell(Target
, pEnchant
->spellid
[s
], true, item
);
7150 void Player::CastItemUseSpell(Item
*item
,SpellCastTargets
const& targets
,uint8 cast_count
, uint32 glyphIndex
)
7152 ItemPrototype
const* proto
= item
->GetProto();
7153 // special learning case
7154 if(proto
->Spells
[0].SpellId
==SPELL_ID_GENERIC_LEARN
|| proto
->Spells
[0].SpellId
==SPELL_ID_GENERIC_LEARN_PET
)
7156 uint32 learn_spell_id
= proto
->Spells
[0].SpellId
;
7157 uint32 learning_spell_id
= proto
->Spells
[1].SpellId
;
7159 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(learn_spell_id
);
7162 sLog
.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring ",proto
->ItemId
, learn_spell_id
);
7163 SendEquipError(EQUIP_ERR_NONE
,item
,NULL
);
7167 Spell
*spell
= new Spell(this, spellInfo
, false);
7168 spell
->m_CastItem
= item
;
7169 spell
->m_cast_count
= cast_count
; //set count of casts
7170 spell
->m_currentBasePoints
[0] = learning_spell_id
;
7171 spell
->prepare(&targets
);
7175 // use triggered flag only for items with many spell casts and for not first cast
7178 // item spells casted at use
7179 for(int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
7181 _Spell
const& spellData
= proto
->Spells
[i
];
7184 if(!spellData
.SpellId
)
7187 // wrong triggering type
7188 if( spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_USE
&& spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_NO_DELAY_USE
)
7191 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellData
.SpellId
);
7194 sLog
.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring",proto
->ItemId
, spellData
.SpellId
);
7198 Spell
*spell
= new Spell(this, spellInfo
, (count
> 0));
7199 spell
->m_CastItem
= item
;
7200 spell
->m_cast_count
= cast_count
; // set count of casts
7201 spell
->m_glyphIndex
= glyphIndex
; // glyph index
7202 spell
->prepare(&targets
);
7207 // Item enchantments spells casted at use
7208 for(int e_slot
= 0; e_slot
< MAX_ENCHANTMENT_SLOT
; ++e_slot
)
7210 uint32 enchant_id
= item
->GetEnchantmentId(EnchantmentSlot(e_slot
));
7211 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
7212 if(!pEnchant
) continue;
7213 for (int s
=0;s
<3;s
++)
7215 if(pEnchant
->type
[s
]!=ITEM_ENCHANTMENT_TYPE_USE_SPELL
)
7218 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(pEnchant
->spellid
[s
]);
7221 sLog
.outError("Player::CastItemUseSpell Enchant %i, cast unknown spell %i", pEnchant
->ID
, pEnchant
->spellid
[s
]);
7225 Spell
*spell
= new Spell(this, spellInfo
, (count
> 0));
7226 spell
->m_CastItem
= item
;
7227 spell
->m_cast_count
= cast_count
; // set count of casts
7228 spell
->m_glyphIndex
= glyphIndex
; // glyph index
7229 spell
->prepare(&targets
);
7236 void Player::_RemoveAllItemMods()
7238 sLog
.outDebug("_RemoveAllItemMods start.");
7240 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7244 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7248 // item set bonuses not dependent from item broken state
7250 RemoveItemsSetItem(this,proto
);
7252 if(m_items
[i
]->IsBroken())
7255 ApplyItemEquipSpell(m_items
[i
],false);
7256 ApplyEnchantment(m_items
[i
], false);
7260 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7264 if(m_items
[i
]->IsBroken())
7266 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7270 uint32 attacktype
= Player::GetAttackBySlot(i
);
7271 if(attacktype
< MAX_ATTACK
)
7272 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),false);
7274 _ApplyItemBonuses(proto
,i
, false);
7276 if( i
== EQUIPMENT_SLOT_RANGED
)
7277 _ApplyAmmoBonuses();
7281 sLog
.outDebug("_RemoveAllItemMods complete.");
7284 void Player::_ApplyAllItemMods()
7286 sLog
.outDebug("_ApplyAllItemMods start.");
7288 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7292 if(m_items
[i
]->IsBroken())
7295 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7299 uint32 attacktype
= Player::GetAttackBySlot(i
);
7300 if(attacktype
< MAX_ATTACK
)
7301 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),true);
7303 _ApplyItemBonuses(proto
,i
, true);
7305 if( i
== EQUIPMENT_SLOT_RANGED
)
7306 _ApplyAmmoBonuses();
7310 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7314 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7318 // item set bonuses not dependent from item broken state
7320 AddItemsSetItem(this,m_items
[i
]);
7322 if(m_items
[i
]->IsBroken())
7325 ApplyItemEquipSpell(m_items
[i
],true);
7326 ApplyEnchantment(m_items
[i
], true);
7330 sLog
.outDebug("_ApplyAllItemMods complete.");
7333 void Player::_ApplyAllLevelScaleItemMods(bool apply
)
7335 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7339 if(m_items
[i
]->IsBroken())
7342 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7346 _ApplyItemBonuses(proto
,i
, apply
, true);
7351 void Player::_ApplyAmmoBonuses()
7354 uint32 ammo_id
= GetUInt32Value(PLAYER_AMMO_ID
);
7358 float currentAmmoDPS
;
7360 ItemPrototype
const *ammo_proto
= ObjectMgr::GetItemPrototype( ammo_id
);
7361 if( !ammo_proto
|| ammo_proto
->Class
!=ITEM_CLASS_PROJECTILE
|| !CheckAmmoCompatibility(ammo_proto
))
7362 currentAmmoDPS
= 0.0f
;
7364 currentAmmoDPS
= ammo_proto
->Damage
[0].DamageMin
;
7366 if(currentAmmoDPS
== GetAmmoDPS())
7369 m_ammoDPS
= currentAmmoDPS
;
7371 if(CanModifyStats())
7372 UpdateDamagePhysical(RANGED_ATTACK
);
7375 bool Player::CheckAmmoCompatibility(const ItemPrototype
*ammo_proto
) const
7380 // check ranged weapon
7381 Item
*weapon
= GetWeaponForAttack( RANGED_ATTACK
, true, false );
7385 ItemPrototype
const* weapon_proto
= weapon
->GetProto();
7386 if(!weapon_proto
|| weapon_proto
->Class
!=ITEM_CLASS_WEAPON
)
7389 // check ammo ws. weapon compatibility
7390 switch(weapon_proto
->SubClass
)
7392 case ITEM_SUBCLASS_WEAPON_BOW
:
7393 case ITEM_SUBCLASS_WEAPON_CROSSBOW
:
7394 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_ARROW
)
7397 case ITEM_SUBCLASS_WEAPON_GUN
:
7398 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_BULLET
)
7408 /* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
7409 Called by remove insignia spell effect */
7410 void Player::RemovedInsignia(Player
* looterPlr
)
7412 if (!GetBattleGroundId())
7415 // If not released spirit, do it !
7416 if(m_deathTimer
> 0)
7423 Corpse
*corpse
= GetCorpse();
7427 // We have to convert player corpse to bones, not to be able to resurrect there
7428 // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
7429 Corpse
*bones
= sObjectAccessor
.ConvertCorpseForPlayer(GetGUID(),true);
7433 // Now we must make bones lootable, and send player loot
7434 bones
->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS
, CORPSE_DYNFLAG_LOOTABLE
);
7436 // We store the level of our player in the gold field
7437 // We retrieve this information at Player::SendLoot()
7438 bones
->loot
.gold
= getLevel();
7439 bones
->lootRecipient
= looterPlr
;
7440 looterPlr
->SendLoot(bones
->GetGUID(), LOOT_INSIGNIA
);
7443 void Player::SendLootRelease( uint64 guid
)
7445 WorldPacket
data( SMSG_LOOT_RELEASE_RESPONSE
, (8+1) );
7446 data
<< uint64(guid
) << uint8(1);
7447 SendDirectMessage( &data
);
7450 void Player::SendLoot(uint64 guid
, LootType loot_type
)
7452 if (uint64 lguid
= GetLootGUID())
7453 m_session
->DoLootRelease(lguid
);
7456 PermissionTypes permission
= ALL_PERMISSION
;
7458 sLog
.outDebug("Player::SendLoot");
7459 if (IS_GAMEOBJECT_GUID(guid
))
7461 sLog
.outDebug(" IS_GAMEOBJECT_GUID(guid)");
7462 GameObject
*go
= GetMap()->GetGameObject(guid
);
7464 // not check distance for GO in case owned GO (fishing bobber case, for example)
7465 // And permit out of range GO with no owner in case fishing hole
7466 if (!go
|| (loot_type
!= LOOT_FISHINGHOLE
&& (loot_type
!= LOOT_FISHING
|| go
->GetOwnerGUID() != GetGUID()) && !go
->IsWithinDistInMap(this,INTERACTION_DISTANCE
)))
7468 SendLootRelease(guid
);
7474 if (go
->getLootState() == GO_READY
)
7476 uint32 lootid
= go
->GetGOInfo()->GetLootId();
7477 if ((go
->GetEntry() == BG_AV_OBJECTID_MINE_N
|| go
->GetEntry() == BG_AV_OBJECTID_MINE_S
))
7478 if (BattleGround
*bg
= GetBattleGround())
7479 if (bg
->GetTypeID() == BATTLEGROUND_AV
)
7480 if (!(((BattleGroundAV
*)bg
)->PlayerCanDoMineQuest(go
->GetEntry(), GetTeam())))
7482 SendLootRelease(guid
);
7488 sLog
.outDebug(" if(lootid)");
7490 loot
->FillLoot(lootid
, LootTemplates_Gameobject
, this, false);
7493 if (loot_type
== LOOT_FISHING
)
7494 go
->getFishLoot(loot
,this);
7496 go
->SetLootState(GO_ACTIVATED
);
7499 else if (IS_ITEM_GUID(guid
))
7501 Item
*item
= GetItemByGuid( guid
);
7505 SendLootRelease(guid
);
7511 if (!item
->m_lootGenerated
)
7513 item
->m_lootGenerated
= true;
7518 case LOOT_DISENCHANTING
:
7519 loot
->FillLoot(item
->GetProto()->DisenchantID
, LootTemplates_Disenchant
, this,true);
7521 case LOOT_PROSPECTING
:
7522 loot
->FillLoot(item
->GetEntry(), LootTemplates_Prospecting
, this,true);
7525 loot
->FillLoot(item
->GetEntry(), LootTemplates_Milling
, this,true);
7528 loot
->FillLoot(item
->GetEntry(), LootTemplates_Item
, this,true);
7529 loot
->generateMoneyLoot(item
->GetProto()->MinMoneyLoot
,item
->GetProto()->MaxMoneyLoot
);
7534 else if (IS_CORPSE_GUID(guid
)) // remove insignia
7536 Corpse
*bones
= GetMap()->GetCorpse(guid
);
7538 if (!bones
|| !((loot_type
== LOOT_CORPSE
) || (loot_type
== LOOT_INSIGNIA
)) || (bones
->GetType() != CORPSE_BONES
) )
7540 SendLootRelease(guid
);
7544 loot
= &bones
->loot
;
7546 if (!bones
->lootForBody
)
7548 bones
->lootForBody
= true;
7549 uint32 pLevel
= bones
->loot
.gold
;
7550 bones
->loot
.clear();
7551 if (GetBattleGround()->GetTypeID() == BATTLEGROUND_AV
)
7552 loot
->FillLoot(0, LootTemplates_Creature
, this, false);
7553 // It may need a better formula
7554 // Now it works like this: lvl10: ~6copper, lvl70: ~9silver
7555 bones
->loot
.gold
= (uint32
)( urand(50, 150) * 0.016f
* pow( ((float)pLevel
)/5.76f
, 2.5f
) * sWorld
.getRate(RATE_DROP_MONEY
) );
7558 if (bones
->lootRecipient
!= this)
7559 permission
= NONE_PERMISSION
;
7563 Creature
*creature
= GetMap()->GetCreature(guid
);
7565 // must be in range and creature must be alive for pickpocket and must be dead for another loot
7566 if (!creature
|| creature
->isAlive()!=(loot_type
== LOOT_PICKPOCKETING
) || !creature
->IsWithinDistInMap(this,INTERACTION_DISTANCE
))
7568 SendLootRelease(guid
);
7572 if (loot_type
== LOOT_PICKPOCKETING
&& IsFriendlyTo(creature
))
7574 SendLootRelease(guid
);
7578 loot
= &creature
->loot
;
7580 if (loot_type
== LOOT_PICKPOCKETING
)
7582 if (!creature
->lootForPickPocketed
)
7584 creature
->lootForPickPocketed
= true;
7587 if (uint32 lootid
= creature
->GetCreatureInfo()->pickpocketLootId
)
7588 loot
->FillLoot(lootid
, LootTemplates_Pickpocketing
, this, false);
7590 // Generate extra money for pick pocket loot
7591 const uint32 a
= urand(0, creature
->getLevel()/2);
7592 const uint32 b
= urand(0, getLevel()/2);
7593 loot
->gold
= uint32(10 * (a
+ b
) * sWorld
.getRate(RATE_DROP_MONEY
));
7598 // the player whose group may loot the corpse
7599 Player
*recipient
= creature
->GetLootRecipient();
7602 creature
->SetLootRecipient(this);
7606 if (creature
->lootForPickPocketed
)
7608 creature
->lootForPickPocketed
= false;
7612 if (!creature
->lootForBody
)
7614 creature
->lootForBody
= true;
7617 if (uint32 lootid
= creature
->GetCreatureInfo()->lootid
)
7618 loot
->FillLoot(lootid
, LootTemplates_Creature
, recipient
, false);
7620 loot
->generateMoneyLoot(creature
->GetCreatureInfo()->mingold
,creature
->GetCreatureInfo()->maxgold
);
7622 if (Group
* group
= recipient
->GetGroup())
7624 group
->UpdateLooterGuid(creature
,true);
7626 switch (group
->GetLootMethod())
7629 // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin
7630 group
->GroupLoot(recipient
->GetGUID(), loot
, creature
);
7632 case NEED_BEFORE_GREED
:
7633 group
->NeedBeforeGreed(recipient
->GetGUID(), loot
, creature
);
7636 group
->MasterLoot(recipient
->GetGUID(), loot
, creature
);
7644 // possible only if creature->lootForBody && loot->empty() at spell cast check
7645 if (loot_type
== LOOT_SKINNING
)
7648 loot
->FillLoot(creature
->GetCreatureInfo()->SkinLootId
, LootTemplates_Skinning
, this, false);
7650 // set group rights only for loot_type != LOOT_SKINNING
7653 if(Group
* group
= GetGroup())
7655 if (group
== recipient
->GetGroup())
7657 if (group
->GetLootMethod() == FREE_FOR_ALL
)
7658 permission
= ALL_PERMISSION
;
7659 else if (group
->GetLooterGuid() == GetGUID())
7661 if (group
->GetLootMethod() == MASTER_LOOT
)
7662 permission
= MASTER_PERMISSION
;
7664 permission
= ALL_PERMISSION
;
7667 permission
= GROUP_PERMISSION
;
7670 permission
= NONE_PERMISSION
;
7672 else if (recipient
== this)
7673 permission
= ALL_PERMISSION
;
7675 permission
= NONE_PERMISSION
;
7682 // LOOT_INSIGNIA and LOOT_FISHINGHOLE unsupported by client
7685 case LOOT_INSIGNIA
: loot_type
= LOOT_SKINNING
; break;
7686 case LOOT_FISHINGHOLE
: loot_type
= LOOT_FISHING
; break;
7690 // need know merged fishing/corpse loot type for achievements
7691 loot
->loot_type
= loot_type
;
7693 WorldPacket
data(SMSG_LOOT_RESPONSE
, (9+50)); // we guess size
7695 data
<< uint64(guid
);
7696 data
<< uint8(loot_type
);
7697 data
<< LootView(*loot
, this, permission
);
7699 SendDirectMessage(&data
);
7701 // add 'this' player as one of the players that are looting 'loot'
7702 if (permission
!= NONE_PERMISSION
)
7703 loot
->AddLooter(GetGUID());
7705 if (loot_type
== LOOT_CORPSE
&& !IS_ITEM_GUID(guid
))
7706 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_LOOTING
);
7709 void Player::SendNotifyLootMoneyRemoved()
7711 WorldPacket
data(SMSG_LOOT_CLEAR_MONEY
, 0);
7712 GetSession()->SendPacket( &data
);
7715 void Player::SendNotifyLootItemRemoved(uint8 lootSlot
)
7717 WorldPacket
data(SMSG_LOOT_REMOVED
, 1);
7718 data
<< uint8(lootSlot
);
7719 GetSession()->SendPacket( &data
);
7722 void Player::SendUpdateWorldState(uint32 Field
, uint32 Value
)
7724 WorldPacket
data(SMSG_UPDATE_WORLD_STATE
, 8);
7727 GetSession()->SendPacket(&data
);
7730 void Player::SendInitWorldStates(uint32 zoneid
, uint32 areaid
)
7732 // data depends on zoneid/mapid...
7733 BattleGround
* bg
= GetBattleGround();
7734 uint16 NumberOfFields
= 0;
7735 uint32 mapid
= GetMapId();
7737 sLog
.outDebug("Sending SMSG_INIT_WORLD_STATES to Map:%u, Zone: %u", mapid
, zoneid
);
7739 // may be exist better way to do this...
7762 NumberOfFields
= 41;
7765 NumberOfFields
= 15;
7768 NumberOfFields
= 83;
7771 NumberOfFields
= 16;
7775 NumberOfFields
= 40;
7778 NumberOfFields
= 27;
7781 NumberOfFields
= 39;
7784 NumberOfFields
= 38;
7787 NumberOfFields
= 37;
7792 NumberOfFields
= 11;
7795 NumberOfFields
= 11;
7798 NumberOfFields
= 12;
7802 WorldPacket
data(SMSG_INIT_WORLD_STATES
, (4+4+4+2+(NumberOfFields
*8)));
7803 data
<< uint32(mapid
); // mapid
7804 data
<< uint32(zoneid
); // zone id
7805 data
<< uint32(areaid
); // area id, new 2.1.0
7806 data
<< uint16(NumberOfFields
); // count of uint64 blocks
7807 data
<< uint32(0x8d8) << uint32(0x0); // 1
7808 data
<< uint32(0x8d7) << uint32(0x0); // 2
7809 data
<< uint32(0x8d6) << uint32(0x0); // 3
7810 data
<< uint32(0x8d5) << uint32(0x0); // 4
7811 data
<< uint32(0x8d4) << uint32(0x0); // 5
7812 data
<< uint32(0x8d3) << uint32(0x0); // 6
7813 // 7 1 - Arena season in progress, 0 - end of season
7814 data
<< uint32(0xC77) << uint32(sWorld
.getConfig(CONFIG_ARENA_SEASON_IN_PROGRESS
));
7815 // 8 Arena season id
7816 data
<< uint32(0xF3D) << uint32(sWorld
.getConfig(CONFIG_ARENA_SEASON_ID
));
7817 if(mapid
== 530) // Outland
7819 data
<< uint32(0x9bf) << uint32(0x0); // 7
7820 data
<< uint32(0x9bd) << uint32(0xF); // 8
7821 data
<< uint32(0x9bb) << uint32(0xF); // 9
7836 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_AV
)
7837 bg
->FillInitialWorldStates(data
);
7840 data
<< uint32(0x7ae) << uint32(0x1); // 7 snowfall n
7841 data
<< uint32(0x532) << uint32(0x1); // 8 frostwolfhut hc
7842 data
<< uint32(0x531) << uint32(0x0); // 9 frostwolfhut ac
7843 data
<< uint32(0x52e) << uint32(0x0); // 10 stormpike firstaid a_a
7844 data
<< uint32(0x571) << uint32(0x0); // 11 east frostwolf tower horde assaulted -unused
7845 data
<< uint32(0x570) << uint32(0x0); // 12 west frostwolf tower horde assaulted - unused
7846 data
<< uint32(0x567) << uint32(0x1); // 13 frostwolfe c
7847 data
<< uint32(0x566) << uint32(0x1); // 14 frostwolfw c
7848 data
<< uint32(0x550) << uint32(0x1); // 15 irondeep (N) ally
7849 data
<< uint32(0x544) << uint32(0x0); // 16 ice grave a_a
7850 data
<< uint32(0x536) << uint32(0x0); // 17 stormpike grave h_c
7851 data
<< uint32(0x535) << uint32(0x1); // 18 stormpike grave a_c
7852 data
<< uint32(0x518) << uint32(0x0); // 19 stoneheart grave a_a
7853 data
<< uint32(0x517) << uint32(0x0); // 20 stoneheart grave h_a
7854 data
<< uint32(0x574) << uint32(0x0); // 21 1396 unk
7855 data
<< uint32(0x573) << uint32(0x0); // 22 iceblood tower horde assaulted -unused
7856 data
<< uint32(0x572) << uint32(0x0); // 23 towerpoint horde assaulted - unused
7857 data
<< uint32(0x56f) << uint32(0x0); // 24 1391 unk
7858 data
<< uint32(0x56e) << uint32(0x0); // 25 iceblood a
7859 data
<< uint32(0x56d) << uint32(0x0); // 26 towerp a
7860 data
<< uint32(0x56c) << uint32(0x0); // 27 frostwolfe a
7861 data
<< uint32(0x56b) << uint32(0x0); // 28 froswolfw a
7862 data
<< uint32(0x56a) << uint32(0x1); // 29 1386 unk
7863 data
<< uint32(0x569) << uint32(0x1); // 30 iceblood c
7864 data
<< uint32(0x568) << uint32(0x1); // 31 towerp c
7865 data
<< uint32(0x565) << uint32(0x0); // 32 stoneh tower a
7866 data
<< uint32(0x564) << uint32(0x0); // 33 icewing tower a
7867 data
<< uint32(0x563) << uint32(0x0); // 34 dunn a
7868 data
<< uint32(0x562) << uint32(0x0); // 35 duns a
7869 data
<< uint32(0x561) << uint32(0x0); // 36 stoneheart bunker alliance assaulted - unused
7870 data
<< uint32(0x560) << uint32(0x0); // 37 icewing bunker alliance assaulted - unused
7871 data
<< uint32(0x55f) << uint32(0x0); // 38 dunbaldar south alliance assaulted - unused
7872 data
<< uint32(0x55e) << uint32(0x0); // 39 dunbaldar north alliance assaulted - unused
7873 data
<< uint32(0x55d) << uint32(0x0); // 40 stone tower d
7874 data
<< uint32(0x3c6) << uint32(0x0); // 41 966 unk
7875 data
<< uint32(0x3c4) << uint32(0x0); // 42 964 unk
7876 data
<< uint32(0x3c2) << uint32(0x0); // 43 962 unk
7877 data
<< uint32(0x516) << uint32(0x1); // 44 stoneheart grave a_c
7878 data
<< uint32(0x515) << uint32(0x0); // 45 stonheart grave h_c
7879 data
<< uint32(0x3b6) << uint32(0x0); // 46 950 unk
7880 data
<< uint32(0x55c) << uint32(0x0); // 47 icewing tower d
7881 data
<< uint32(0x55b) << uint32(0x0); // 48 dunn d
7882 data
<< uint32(0x55a) << uint32(0x0); // 49 duns d
7883 data
<< uint32(0x559) << uint32(0x0); // 50 1369 unk
7884 data
<< uint32(0x558) << uint32(0x0); // 51 iceblood d
7885 data
<< uint32(0x557) << uint32(0x0); // 52 towerp d
7886 data
<< uint32(0x556) << uint32(0x0); // 53 frostwolfe d
7887 data
<< uint32(0x555) << uint32(0x0); // 54 frostwolfw d
7888 data
<< uint32(0x554) << uint32(0x1); // 55 stoneh tower c
7889 data
<< uint32(0x553) << uint32(0x1); // 56 icewing tower c
7890 data
<< uint32(0x552) << uint32(0x1); // 57 dunn c
7891 data
<< uint32(0x551) << uint32(0x1); // 58 duns c
7892 data
<< uint32(0x54f) << uint32(0x0); // 59 irondeep (N) horde
7893 data
<< uint32(0x54e) << uint32(0x0); // 60 irondeep (N) ally
7894 data
<< uint32(0x54d) << uint32(0x1); // 61 mine (S) neutral
7895 data
<< uint32(0x54c) << uint32(0x0); // 62 mine (S) horde
7896 data
<< uint32(0x54b) << uint32(0x0); // 63 mine (S) ally
7897 data
<< uint32(0x545) << uint32(0x0); // 64 iceblood h_a
7898 data
<< uint32(0x543) << uint32(0x1); // 65 iceblod h_c
7899 data
<< uint32(0x542) << uint32(0x0); // 66 iceblood a_c
7900 data
<< uint32(0x540) << uint32(0x0); // 67 snowfall h_a
7901 data
<< uint32(0x53f) << uint32(0x0); // 68 snowfall a_a
7902 data
<< uint32(0x53e) << uint32(0x0); // 69 snowfall h_c
7903 data
<< uint32(0x53d) << uint32(0x0); // 70 snowfall a_c
7904 data
<< uint32(0x53c) << uint32(0x0); // 71 frostwolf g h_a
7905 data
<< uint32(0x53b) << uint32(0x0); // 72 frostwolf g a_a
7906 data
<< uint32(0x53a) << uint32(0x1); // 73 frostwolf g h_c
7907 data
<< uint32(0x539) << uint32(0x0); // 74 frostwolf g a_c
7908 data
<< uint32(0x538) << uint32(0x0); // 75 stormpike grave h_a
7909 data
<< uint32(0x537) << uint32(0x0); // 76 stormpike grave a_a
7910 data
<< uint32(0x534) << uint32(0x0); // 77 frostwolf hut h_a
7911 data
<< uint32(0x533) << uint32(0x0); // 78 frostwolf hut a_a
7912 data
<< uint32(0x530) << uint32(0x0); // 79 stormpike first aid h_a
7913 data
<< uint32(0x52f) << uint32(0x0); // 80 stormpike first aid h_c
7914 data
<< uint32(0x52d) << uint32(0x1); // 81 stormpike first aid a_c
7918 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_WS
)
7919 bg
->FillInitialWorldStates(data
);
7922 data
<< uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures
7923 data
<< uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures
7924 data
<< uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
7925 data
<< uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
7926 data
<< uint32(0x60b) << uint32(0x2); // 11 1547 unk
7927 data
<< uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?)
7928 data
<< uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7929 data
<< uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7933 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_AB
)
7934 bg
->FillInitialWorldStates(data
);
7937 data
<< uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance
7938 data
<< uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde
7939 data
<< uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST?
7940 data
<< uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide)
7941 data
<< uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
7942 data
<< uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide)
7943 data
<< uint32(0x6ee) << uint32(0x0); // 13 1774 farm color
7944 data
<< uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM?
7945 data
<< uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources
7946 data
<< uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources
7947 data
<< uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases
7948 data
<< uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases
7949 data
<< uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000)
7950 data
<< uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color
7951 data
<< uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide)
7952 data
<< uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs?
7953 data
<< uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs?
7954 data
<< uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
7955 data
<< uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
7956 data
<< uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide)
7957 data
<< uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color
7958 data
<< uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM?
7959 data
<< uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
7960 data
<< uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide)
7961 data
<< uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color
7962 data
<< uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled)
7963 data
<< uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled)
7964 data
<< uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled)
7965 data
<< uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled)
7966 data
<< uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled)
7967 data
<< uint32(0x745) << uint32(0x2); // 37 1861 unk
7968 data
<< uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800)
7972 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_EY
)
7973 bg
->FillInitialWorldStates(data
);
7976 data
<< uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases
7977 data
<< uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases
7978 data
<< uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict
7979 data
<< uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict
7980 data
<< uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict
7981 data
<< uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict
7982 data
<< uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict
7983 data
<< uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict
7984 data
<< uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start
7985 data
<< uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start
7986 data
<< uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control
7987 data
<< uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control
7988 data
<< uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
7989 data
<< uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control
7990 data
<< uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control
7991 data
<< uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
7992 data
<< uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control
7993 data
<< uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control
7994 data
<< uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no)
7995 data
<< uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control
7996 data
<< uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control
7997 data
<< uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
7998 data
<< uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
7999 data
<< uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
8000 data
<< uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
8001 data
<< uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources
8002 data
<< uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources
8003 data
<< uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant?
8004 data
<< uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
8005 data
<< uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
8006 data
<< uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
8007 data
<< uint32(0xc0d) << uint32(0x17b); // 38 3085 unk
8008 // and some more ... unknown
8011 case 3483: // Hellfire Peninsula
8012 data
<< uint32(0x9ba) << uint32(0x1); // 10
8013 data
<< uint32(0x9b9) << uint32(0x1); // 11
8014 data
<< uint32(0x9b5) << uint32(0x0); // 12
8015 data
<< uint32(0x9b4) << uint32(0x1); // 13
8016 data
<< uint32(0x9b3) << uint32(0x0); // 14
8017 data
<< uint32(0x9b2) << uint32(0x0); // 15
8018 data
<< uint32(0x9b1) << uint32(0x1); // 16
8019 data
<< uint32(0x9b0) << uint32(0x0); // 17
8020 data
<< uint32(0x9ae) << uint32(0x0); // 18 horde pvp objectives captured
8021 data
<< uint32(0x9ac) << uint32(0x0); // 19
8022 data
<< uint32(0x9a8) << uint32(0x0); // 20
8023 data
<< uint32(0x9a7) << uint32(0x0); // 21
8024 data
<< uint32(0x9a6) << uint32(0x1); // 22
8026 case 3519: // Terokkar Forest
8027 data
<< uint32(0xa41) << uint32(0x0); // 10
8028 data
<< uint32(0xa40) << uint32(0x14); // 11
8029 data
<< uint32(0xa3f) << uint32(0x0); // 12
8030 data
<< uint32(0xa3e) << uint32(0x0); // 13
8031 data
<< uint32(0xa3d) << uint32(0x5); // 14
8032 data
<< uint32(0xa3c) << uint32(0x0); // 15
8033 data
<< uint32(0xa87) << uint32(0x0); // 16
8034 data
<< uint32(0xa86) << uint32(0x0); // 17
8035 data
<< uint32(0xa85) << uint32(0x0); // 18
8036 data
<< uint32(0xa84) << uint32(0x0); // 19
8037 data
<< uint32(0xa83) << uint32(0x0); // 20
8038 data
<< uint32(0xa82) << uint32(0x0); // 21
8039 data
<< uint32(0xa81) << uint32(0x0); // 22
8040 data
<< uint32(0xa80) << uint32(0x0); // 23
8041 data
<< uint32(0xa7e) << uint32(0x0); // 24
8042 data
<< uint32(0xa7d) << uint32(0x0); // 25
8043 data
<< uint32(0xa7c) << uint32(0x0); // 26
8044 data
<< uint32(0xa7b) << uint32(0x0); // 27
8045 data
<< uint32(0xa7a) << uint32(0x0); // 28
8046 data
<< uint32(0xa79) << uint32(0x0); // 29
8047 data
<< uint32(0x9d0) << uint32(0x5); // 30
8048 data
<< uint32(0x9ce) << uint32(0x0); // 31
8049 data
<< uint32(0x9cd) << uint32(0x0); // 32
8050 data
<< uint32(0x9cc) << uint32(0x0); // 33
8051 data
<< uint32(0xa88) << uint32(0x0); // 34
8052 data
<< uint32(0xad0) << uint32(0x0); // 35
8053 data
<< uint32(0xacf) << uint32(0x1); // 36
8055 case 3521: // Zangarmarsh
8056 data
<< uint32(0x9e1) << uint32(0x0); // 10
8057 data
<< uint32(0x9e0) << uint32(0x0); // 11
8058 data
<< uint32(0x9df) << uint32(0x0); // 12
8059 data
<< uint32(0xa5d) << uint32(0x1); // 13
8060 data
<< uint32(0xa5c) << uint32(0x0); // 14
8061 data
<< uint32(0xa5b) << uint32(0x1); // 15
8062 data
<< uint32(0xa5a) << uint32(0x0); // 16
8063 data
<< uint32(0xa59) << uint32(0x1); // 17
8064 data
<< uint32(0xa58) << uint32(0x0); // 18
8065 data
<< uint32(0xa57) << uint32(0x0); // 19
8066 data
<< uint32(0xa56) << uint32(0x0); // 20
8067 data
<< uint32(0xa55) << uint32(0x1); // 21
8068 data
<< uint32(0xa54) << uint32(0x0); // 22
8069 data
<< uint32(0x9e7) << uint32(0x0); // 23
8070 data
<< uint32(0x9e6) << uint32(0x0); // 24
8071 data
<< uint32(0x9e5) << uint32(0x0); // 25
8072 data
<< uint32(0xa00) << uint32(0x0); // 26
8073 data
<< uint32(0x9ff) << uint32(0x1); // 27
8074 data
<< uint32(0x9fe) << uint32(0x0); // 28
8075 data
<< uint32(0x9fd) << uint32(0x0); // 29
8076 data
<< uint32(0x9fc) << uint32(0x1); // 30
8077 data
<< uint32(0x9fb) << uint32(0x0); // 31
8078 data
<< uint32(0xa62) << uint32(0x0); // 32
8079 data
<< uint32(0xa61) << uint32(0x1); // 33
8080 data
<< uint32(0xa60) << uint32(0x1); // 34
8081 data
<< uint32(0xa5f) << uint32(0x0); // 35
8083 case 3698: // Nagrand Arena
8084 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_NA
)
8085 bg
->FillInitialWorldStates(data
);
8088 data
<< uint32(0xa0f) << uint32(0x0); // 7
8089 data
<< uint32(0xa10) << uint32(0x0); // 8
8090 data
<< uint32(0xa11) << uint32(0x0); // 9 show
8093 case 3702: // Blade's Edge Arena
8094 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_BE
)
8095 bg
->FillInitialWorldStates(data
);
8098 data
<< uint32(0x9f0) << uint32(0x0); // 7 gold
8099 data
<< uint32(0x9f1) << uint32(0x0); // 8 green
8100 data
<< uint32(0x9f3) << uint32(0x0); // 9 show
8103 case 3968: // Ruins of Lordaeron
8104 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_RL
)
8105 bg
->FillInitialWorldStates(data
);
8108 data
<< uint32(0xbb8) << uint32(0x0); // 7 gold
8109 data
<< uint32(0xbb9) << uint32(0x0); // 8 green
8110 data
<< uint32(0xbba) << uint32(0x0); // 9 show
8113 case 3703: // Shattrath City
8116 data
<< uint32(0x914) << uint32(0x0); // 7
8117 data
<< uint32(0x913) << uint32(0x0); // 8
8118 data
<< uint32(0x912) << uint32(0x0); // 9
8119 data
<< uint32(0x915) << uint32(0x0); // 10
8122 GetSession()->SendPacket(&data
);
8125 uint32
Player::GetXPRestBonus(uint32 xp
)
8127 uint32 rested_bonus
= (uint32
)GetRestBonus(); // xp for each rested bonus
8129 if(rested_bonus
> xp
) // max rested_bonus == xp or (r+x) = 200% xp
8132 SetRestBonus( GetRestBonus() - rested_bonus
);
8134 sLog
.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp
+rested_bonus
,rested_bonus
,GetRestBonus());
8135 return rested_bonus
;
8138 void Player::SetBindPoint(uint64 guid
)
8140 WorldPacket
data(SMSG_BINDER_CONFIRM
, 8);
8141 data
<< uint64(guid
);
8142 GetSession()->SendPacket( &data
);
8145 void Player::SendTalentWipeConfirm(uint64 guid
)
8147 WorldPacket
data(MSG_TALENT_WIPE_CONFIRM
, (8+4));
8148 data
<< uint64(guid
);
8149 data
<< uint32(resetTalentsCost());
8150 GetSession()->SendPacket( &data
);
8153 void Player::SendPetSkillWipeConfirm()
8155 Pet
* pet
= GetPet();
8158 WorldPacket
data(SMSG_PET_UNLEARN_CONFIRM
, (8+4));
8159 data
<< pet
->GetGUID();
8160 data
<< uint32(pet
->resetTalentsCost());
8161 GetSession()->SendPacket( &data
);
8164 /*********************************************************/
8165 /*** STORAGE SYSTEM ***/
8166 /*********************************************************/
8168 void Player::SetVirtualItemSlot( uint8 i
, Item
* item
)
8173 if(!item
->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT
))
8175 uint32 charges
= item
->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
);
8179 item
->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
,charges
-1);
8180 else if(charges
<= 1)
8182 ApplyEnchantment(item
,TEMP_ENCHANTMENT_SLOT
,false);
8183 item
->ClearEnchantment(TEMP_ENCHANTMENT_SLOT
);
8188 void Player::SetSheath( SheathState sheathed
)
8192 case SHEATH_STATE_UNARMED
: // no prepared weapon
8193 SetVirtualItemSlot(0,NULL
);
8194 SetVirtualItemSlot(1,NULL
);
8195 SetVirtualItemSlot(2,NULL
);
8197 case SHEATH_STATE_MELEE
: // prepared melee weapon
8199 SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK
,true,true));
8200 SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK
,true,true));
8201 SetVirtualItemSlot(2,NULL
);
8203 case SHEATH_STATE_RANGED
: // prepared ranged weapon
8204 SetVirtualItemSlot(0,NULL
);
8205 SetVirtualItemSlot(1,NULL
);
8206 SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK
,true,true));
8209 SetVirtualItemSlot(0,NULL
);
8210 SetVirtualItemSlot(1,NULL
);
8211 SetVirtualItemSlot(2,NULL
);
8214 Unit::SetSheath(sheathed
); // this must visualize Sheath changing for other players...
8217 uint8
Player::FindEquipSlot( ItemPrototype
const* proto
, uint32 slot
, bool swap
) const
8219 uint8 pClass
= getClass();
8222 slots
[0] = NULL_SLOT
;
8223 slots
[1] = NULL_SLOT
;
8224 slots
[2] = NULL_SLOT
;
8225 slots
[3] = NULL_SLOT
;
8226 switch( proto
->InventoryType
)
8229 slots
[0] = EQUIPMENT_SLOT_HEAD
;
8232 slots
[0] = EQUIPMENT_SLOT_NECK
;
8234 case INVTYPE_SHOULDERS
:
8235 slots
[0] = EQUIPMENT_SLOT_SHOULDERS
;
8238 slots
[0] = EQUIPMENT_SLOT_BODY
;
8241 slots
[0] = EQUIPMENT_SLOT_CHEST
;
8244 slots
[0] = EQUIPMENT_SLOT_CHEST
;
8247 slots
[0] = EQUIPMENT_SLOT_WAIST
;
8250 slots
[0] = EQUIPMENT_SLOT_LEGS
;
8253 slots
[0] = EQUIPMENT_SLOT_FEET
;
8255 case INVTYPE_WRISTS
:
8256 slots
[0] = EQUIPMENT_SLOT_WRISTS
;
8259 slots
[0] = EQUIPMENT_SLOT_HANDS
;
8261 case INVTYPE_FINGER
:
8262 slots
[0] = EQUIPMENT_SLOT_FINGER1
;
8263 slots
[1] = EQUIPMENT_SLOT_FINGER2
;
8265 case INVTYPE_TRINKET
:
8266 slots
[0] = EQUIPMENT_SLOT_TRINKET1
;
8267 slots
[1] = EQUIPMENT_SLOT_TRINKET2
;
8270 slots
[0] = EQUIPMENT_SLOT_BACK
;
8272 case INVTYPE_WEAPON
:
8274 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8276 // suggest offhand slot only if know dual wielding
8277 // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
8279 slots
[1] = EQUIPMENT_SLOT_OFFHAND
;
8282 case INVTYPE_SHIELD
:
8283 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8285 case INVTYPE_RANGED
:
8286 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8288 case INVTYPE_2HWEAPON
:
8289 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8290 if (CanDualWield() && CanTitanGrip())
8291 slots
[1] = EQUIPMENT_SLOT_OFFHAND
;
8293 case INVTYPE_TABARD
:
8294 slots
[0] = EQUIPMENT_SLOT_TABARD
;
8296 case INVTYPE_WEAPONMAINHAND
:
8297 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8299 case INVTYPE_WEAPONOFFHAND
:
8300 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8302 case INVTYPE_HOLDABLE
:
8303 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8305 case INVTYPE_THROWN
:
8306 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8308 case INVTYPE_RANGEDRIGHT
:
8309 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8312 slots
[0] = INVENTORY_SLOT_BAG_START
+ 0;
8313 slots
[1] = INVENTORY_SLOT_BAG_START
+ 1;
8314 slots
[2] = INVENTORY_SLOT_BAG_START
+ 2;
8315 slots
[3] = INVENTORY_SLOT_BAG_START
+ 3;
8319 switch(proto
->SubClass
)
8321 case ITEM_SUBCLASS_ARMOR_LIBRAM
:
8322 if (pClass
== CLASS_PALADIN
)
8323 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8325 case ITEM_SUBCLASS_ARMOR_IDOL
:
8326 if (pClass
== CLASS_DRUID
)
8327 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8329 case ITEM_SUBCLASS_ARMOR_TOTEM
:
8330 if (pClass
== CLASS_SHAMAN
)
8331 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8333 case ITEM_SUBCLASS_ARMOR_MISC
:
8334 if (pClass
== CLASS_WARLOCK
)
8335 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8337 case ITEM_SUBCLASS_ARMOR_SIGIL
:
8338 if (pClass
== CLASS_DEATH_KNIGHT
)
8339 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8348 if( slot
!= NULL_SLOT
)
8350 if( swap
|| !GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
) )
8352 for (int i
= 0; i
< 4; ++i
)
8354 if ( slots
[i
] == slot
)
8361 // search free slot at first
8362 for (int i
= 0; i
< 4; ++i
)
8364 if ( slots
[i
] != NULL_SLOT
&& !GetItemByPos( INVENTORY_SLOT_BAG_0
, slots
[i
] ) )
8366 // in case 2hand equipped weapon (without titan grip) offhand slot empty but not free
8367 if(slots
[i
]!=EQUIPMENT_SLOT_OFFHAND
|| !IsTwoHandUsed())
8372 // if not found free and can swap return first appropriate from used
8373 for (int i
= 0; i
< 4; ++i
)
8375 if ( slots
[i
] != NULL_SLOT
&& swap
)
8384 uint8
Player::CanUnequipItems( uint32 item
, uint32 count
) const
8387 uint32 tempcount
= 0;
8389 uint8 res
= EQUIP_ERR_OK
;
8391 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8393 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8394 if( pItem
&& pItem
->GetEntry() == item
)
8396 uint8 ires
= CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
, false);
8397 if(ires
==EQUIP_ERR_OK
)
8399 tempcount
+= pItem
->GetCount();
8400 if( tempcount
>= count
)
8401 return EQUIP_ERR_OK
;
8407 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8409 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8410 if( pItem
&& pItem
->GetEntry() == item
)
8412 tempcount
+= pItem
->GetCount();
8413 if( tempcount
>= count
)
8414 return EQUIP_ERR_OK
;
8417 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8419 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8420 if( pItem
&& pItem
->GetEntry() == item
)
8422 tempcount
+= pItem
->GetCount();
8423 if( tempcount
>= count
)
8424 return EQUIP_ERR_OK
;
8428 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8430 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8433 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8435 pItem
= GetItemByPos( i
, j
);
8436 if( pItem
&& pItem
->GetEntry() == item
)
8438 tempcount
+= pItem
->GetCount();
8439 if( tempcount
>= count
)
8440 return EQUIP_ERR_OK
;
8446 // not found req. item count and have unequippable items
8450 uint32
Player::GetItemCount( uint32 item
, bool inBankAlso
, Item
* skipItem
) const
8453 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8455 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8456 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8457 count
+= pItem
->GetCount();
8459 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8461 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8462 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8463 count
+= pItem
->GetCount();
8465 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8467 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8469 count
+= pBag
->GetItemCount(item
,skipItem
);
8472 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8474 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8476 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8477 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8478 count
+= pItem
->GetGemCountWithID(item
);
8484 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; ++i
)
8486 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8487 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8488 count
+= pItem
->GetCount();
8490 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
8492 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8494 count
+= pBag
->GetItemCount(item
,skipItem
);
8497 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8499 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; ++i
)
8501 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8502 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8503 count
+= pItem
->GetGemCountWithID(item
);
8511 Item
* Player::GetItemByGuid( uint64 guid
) const
8513 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8515 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8516 if( pItem
&& pItem
->GetGUID() == guid
)
8519 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8521 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8522 if( pItem
&& pItem
->GetGUID() == guid
)
8526 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8528 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8531 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8533 Item
* pItem
= pBag
->GetItemByPos( j
);
8534 if( pItem
&& pItem
->GetGUID() == guid
)
8539 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
8541 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8544 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8546 Item
* pItem
= pBag
->GetItemByPos( j
);
8547 if( pItem
&& pItem
->GetGUID() == guid
)
8556 Item
* Player::GetItemByPos( uint16 pos
) const
8558 uint8 bag
= pos
>> 8;
8559 uint8 slot
= pos
& 255;
8560 return GetItemByPos( bag
, slot
);
8563 Item
* Player::GetItemByPos( uint8 bag
, uint8 slot
) const
8565 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< BANK_SLOT_BAG_END
|| (slot
>= KEYRING_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)) )
8566 return m_items
[slot
];
8567 else if ((bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8568 || (bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
) )
8570 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8572 return pBag
->GetItemByPos(slot
);
8577 Item
* Player::GetWeaponForAttack(WeaponAttackType attackType
, bool nonbroken
, bool useable
) const
8582 case BASE_ATTACK
: slot
= EQUIPMENT_SLOT_MAINHAND
; break;
8583 case OFF_ATTACK
: slot
= EQUIPMENT_SLOT_OFFHAND
; break;
8584 case RANGED_ATTACK
: slot
= EQUIPMENT_SLOT_RANGED
; break;
8585 default: return NULL
;
8588 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, slot
);
8589 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_WEAPON
)
8592 if (useable
&& !IsUseEquipedWeapon(attackType
==BASE_ATTACK
))
8595 if (nonbroken
&& item
->IsBroken())
8601 Item
* Player::GetShield(bool useable
) const
8603 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
8604 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_ARMOR
)
8610 if( item
->IsBroken())
8616 uint32
Player::GetAttackBySlot( uint8 slot
)
8620 case EQUIPMENT_SLOT_MAINHAND
: return BASE_ATTACK
;
8621 case EQUIPMENT_SLOT_OFFHAND
: return OFF_ATTACK
;
8622 case EQUIPMENT_SLOT_RANGED
: return RANGED_ATTACK
;
8623 default: return MAX_ATTACK
;
8627 bool Player::IsInventoryPos( uint8 bag
, uint8 slot
)
8629 if( bag
== INVENTORY_SLOT_BAG_0
&& slot
== NULL_SLOT
)
8631 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
) )
8633 if( bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8635 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= KEYRING_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
) )
8640 bool Player::IsEquipmentPos( uint8 bag
, uint8 slot
)
8642 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< EQUIPMENT_SLOT_END
) )
8644 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8649 bool Player::IsBankPos( uint8 bag
, uint8 slot
)
8651 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
) )
8653 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8655 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8660 bool Player::IsBagPos( uint16 pos
)
8662 uint8 bag
= pos
>> 8;
8663 uint8 slot
= pos
& 255;
8664 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8666 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8671 bool Player::IsValidPos( uint8 bag
, uint8 slot
, bool explicit_pos
)
8674 if(bag
== NULL_BAG
&& !explicit_pos
)
8677 if (bag
== INVENTORY_SLOT_BAG_0
)
8679 // any post selected
8680 if (slot
== NULL_SLOT
&& !explicit_pos
)
8684 if (slot
< EQUIPMENT_SLOT_END
)
8688 if (slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
)
8692 if (slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
)
8696 if (slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_END
)
8700 if (slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
)
8704 if (slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
8710 // bag content slots
8711 if (bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8713 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8717 // any post selected
8718 if (slot
== NULL_SLOT
&& !explicit_pos
)
8721 return slot
< pBag
->GetBagSize();
8724 // bank bag content slots
8725 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8727 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8731 // any post selected
8732 if (slot
== NULL_SLOT
&& !explicit_pos
)
8735 return slot
< pBag
->GetBagSize();
8743 bool Player::HasItemCount( uint32 item
, uint32 count
, bool inBankAlso
) const
8745 uint32 tempcount
= 0;
8746 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8748 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8749 if( pItem
&& pItem
->GetEntry() == item
)
8751 tempcount
+= pItem
->GetCount();
8752 if( tempcount
>= count
)
8756 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8758 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8759 if( pItem
&& pItem
->GetEntry() == item
)
8761 tempcount
+= pItem
->GetCount();
8762 if( tempcount
>= count
)
8766 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8768 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8770 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8772 Item
* pItem
= GetItemByPos( i
, j
);
8773 if( pItem
&& pItem
->GetEntry() == item
)
8775 tempcount
+= pItem
->GetCount();
8776 if( tempcount
>= count
)
8785 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; ++i
)
8787 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8788 if( pItem
&& pItem
->GetEntry() == item
)
8790 tempcount
+= pItem
->GetCount();
8791 if( tempcount
>= count
)
8795 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
8797 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8799 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8801 Item
* pItem
= GetItemByPos( i
, j
);
8802 if( pItem
&& pItem
->GetEntry() == item
)
8804 tempcount
+= pItem
->GetCount();
8805 if( tempcount
>= count
)
8816 bool Player::HasItemOrGemWithIdEquipped( uint32 item
, uint32 count
, uint8 except_slot
) const
8818 uint32 tempcount
= 0;
8819 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8821 if(i
==int(except_slot
))
8824 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8825 if( pItem
&& pItem
->GetEntry() == item
)
8827 tempcount
+= pItem
->GetCount();
8828 if( tempcount
>= count
)
8833 ItemPrototype
const *pProto
= ObjectMgr::GetItemPrototype(item
);
8834 if (pProto
&& pProto
->GemProperties
)
8836 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8838 if(i
==int(except_slot
))
8841 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8842 if( pItem
&& pItem
->GetProto()->Socket
[0].Color
)
8844 tempcount
+= pItem
->GetGemCountWithID(item
);
8845 if( tempcount
>= count
)
8854 bool Player::HasItemOrGemWithLimitCategoryEquipped( uint32 limitCategory
, uint32 count
, uint8 except_slot
) const
8856 uint32 tempcount
= 0;
8857 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8859 if(i
==int(except_slot
))
8862 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8866 ItemPrototype
const *pProto
= pItem
->GetProto();
8870 if (pProto
->ItemLimitCategory
== limitCategory
)
8872 tempcount
+= pItem
->GetCount();
8873 if( tempcount
>= count
)
8877 if( pProto
->Socket
[0].Color
)
8879 tempcount
+= pItem
->GetGemCountWithLimitCategory(limitCategory
);
8880 if( tempcount
>= count
)
8888 uint8
Player::_CanTakeMoreSimilarItems(uint32 entry
, uint32 count
, Item
* pItem
, uint32
* no_space_count
) const
8890 ItemPrototype
const *pProto
= ObjectMgr::GetItemPrototype(entry
);
8894 *no_space_count
= count
;
8895 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8899 if(pProto
->MaxCount
<= 0)
8900 return EQUIP_ERR_OK
;
8902 uint32 curcount
= GetItemCount(pProto
->ItemId
,true,pItem
);
8904 if (curcount
+ count
> uint32(pProto
->MaxCount
))
8907 *no_space_count
= count
+curcount
- pProto
->MaxCount
;
8908 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8911 return EQUIP_ERR_OK
;
8914 bool Player::HasItemTotemCategory( uint32 TotemCategory
) const
8917 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8919 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8920 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8923 for(uint8 i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8925 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8926 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8929 for(uint8 i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8931 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8933 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8935 pItem
= GetItemByPos( i
, j
);
8936 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8944 uint8
Player::_CanStoreItem_InSpecificSlot( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, ItemPrototype
const *pProto
, uint32
& count
, bool swap
, Item
* pSrcItem
) const
8946 Item
* pItem2
= GetItemByPos( bag
, slot
);
8948 // ignore move item (this slot will be empty at move)
8949 if (pItem2
==pSrcItem
)
8954 // empty specific slot - check item fit to slot
8955 if (!pItem2
|| swap
)
8957 if (bag
== INVENTORY_SLOT_BAG_0
)
8960 if (slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_START
+GetMaxKeyringSize() && !(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
))
8961 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8963 // currencytoken case
8964 if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
&& !(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
))
8965 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8968 if (slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
|| slot
>= PLAYER_SLOT_END
)
8969 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8973 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8975 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8977 ItemPrototype
const* pBagProto
= pBag
->GetProto();
8979 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8981 if (slot
>= pBagProto
->ContainerSlots
)
8982 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8984 if (!ItemCanGoIntoBag(pProto
,pBagProto
))
8985 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8988 // non empty stack with space
8989 need_space
= pProto
->GetMaxStackSize();
8991 // non empty slot, check item type
8995 if (pItem2
->GetEntry() != pProto
->ItemId
)
8996 return EQUIP_ERR_ITEM_CANT_STACK
;
8999 if (pItem2
->GetCount() >= pProto
->GetMaxStackSize())
9000 return EQUIP_ERR_ITEM_CANT_STACK
;
9002 // free stack space or infinity
9003 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
9006 if (need_space
> count
)
9009 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | slot
, need_space
);
9010 if (!newPosition
.isContainedIn(dest
))
9012 dest
.push_back(newPosition
);
9013 count
-= need_space
;
9015 return EQUIP_ERR_OK
;
9018 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
9020 // skip specific bag already processed in first called _CanStoreItem_InBag
9022 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
9024 // skip not existed bag or self targeted bag
9025 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
9026 if (!pBag
|| pBag
==pSrcItem
)
9027 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
9029 ItemPrototype
const* pBagProto
= pBag
->GetProto();
9031 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
9033 // specialized bag mode or non-specilized
9034 if (non_specialized
!= (pBagProto
->Class
== ITEM_CLASS_CONTAINER
&& pBagProto
->SubClass
== ITEM_SUBCLASS_CONTAINER
))
9035 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
9037 if (!ItemCanGoIntoBag(pProto
,pBagProto
))
9038 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
9040 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9042 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
9046 Item
* pItem2
= GetItemByPos( bag
, j
);
9048 // ignore move item (this slot will be empty at move)
9049 if (pItem2
== pSrcItem
)
9052 // if merge skip empty, if !merge skip non-empty
9053 if ((pItem2
!= NULL
) != merge
)
9058 if (pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->GetMaxStackSize())
9060 uint32 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
9061 if(need_space
> count
)
9064 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
9065 if (!newPosition
.isContainedIn(dest
))
9067 dest
.push_back(newPosition
);
9068 count
-= need_space
;
9071 return EQUIP_ERR_OK
;
9077 uint32 need_space
= pProto
->GetMaxStackSize();
9078 if (need_space
> count
)
9081 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
9082 if (!newPosition
.isContainedIn(dest
))
9084 dest
.push_back(newPosition
);
9085 count
-= need_space
;
9088 return EQUIP_ERR_OK
;
9092 return EQUIP_ERR_OK
;
9095 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
9097 for(uint32 j
= slot_begin
; j
< slot_end
; ++j
)
9099 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
9100 if (INVENTORY_SLOT_BAG_0
==skip_bag
&& j
==skip_slot
)
9103 Item
* pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, j
);
9105 // ignore move item (this slot will be empty at move)
9106 if (pItem2
==pSrcItem
)
9109 // if merge skip empty, if !merge skip non-empty
9110 if ((pItem2
!= NULL
) != merge
)
9115 if (pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->GetMaxStackSize())
9117 uint32 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
9118 if (need_space
> count
)
9120 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
9121 if (!newPosition
.isContainedIn(dest
))
9123 dest
.push_back(newPosition
);
9124 count
-= need_space
;
9127 return EQUIP_ERR_OK
;
9133 uint32 need_space
= pProto
->GetMaxStackSize();
9134 if (need_space
> count
)
9137 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
9138 if (!newPosition
.isContainedIn(dest
))
9140 dest
.push_back(newPosition
);
9141 count
-= need_space
;
9144 return EQUIP_ERR_OK
;
9148 return EQUIP_ERR_OK
;
9151 uint8
Player::_CanStoreItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, uint32 entry
, uint32 count
, Item
*pItem
, bool swap
, uint32
* no_space_count
) const
9153 sLog
.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, entry
, count
);
9155 ItemPrototype
const *pProto
= ObjectMgr::GetItemPrototype(entry
);
9159 *no_space_count
= count
;
9160 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
:EQUIP_ERR_ITEM_NOT_FOUND
;
9163 if (pItem
&& pItem
->IsBindedNotWith(this))
9166 *no_space_count
= count
;
9167 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9170 // check count of items (skip for auto move for same player from bank)
9171 uint32 no_similar_count
= 0; // can't store this amount similar items
9172 uint8 res
= _CanTakeMoreSimilarItems(entry
,count
,pItem
,&no_similar_count
);
9173 if (res
!=EQUIP_ERR_OK
)
9175 if (count
==no_similar_count
)
9178 *no_space_count
= no_similar_count
;
9181 count
-= no_similar_count
;
9185 if (bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
9187 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
9188 if (res
!=EQUIP_ERR_OK
)
9191 *no_space_count
= count
+ no_similar_count
;
9197 if (no_similar_count
==0)
9198 return EQUIP_ERR_OK
;
9201 *no_space_count
= count
+ no_similar_count
;
9202 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9206 // not specific slot or have space for partly store only in specific slot
9209 if (bag
!= NULL_BAG
)
9211 // search stack in bag for merge to
9212 if (pProto
->Stackable
!= 1)
9214 if (bag
== INVENTORY_SLOT_BAG_0
) // inventory
9216 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9217 if (res
!=EQUIP_ERR_OK
)
9220 *no_space_count
= count
+ no_similar_count
;
9226 if (no_similar_count
==0)
9227 return EQUIP_ERR_OK
;
9230 *no_space_count
= count
+ no_similar_count
;
9231 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9234 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,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
;
9252 else // equipped bag
9254 // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag
9255 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
9256 if (res
!=EQUIP_ERR_OK
)
9257 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
9259 if (res
!=EQUIP_ERR_OK
)
9262 *no_space_count
= count
+ no_similar_count
;
9268 if (no_similar_count
==0)
9269 return EQUIP_ERR_OK
;
9272 *no_space_count
= count
+ no_similar_count
;
9273 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9278 // search free slot in bag for place to
9279 if(bag
== INVENTORY_SLOT_BAG_0
) // inventory
9281 // search free slot - keyring case
9282 if (pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9284 uint32 keyringSize
= GetMaxKeyringSize();
9285 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9286 if (res
!=EQUIP_ERR_OK
)
9289 *no_space_count
= count
+ no_similar_count
;
9295 if (no_similar_count
==0)
9296 return EQUIP_ERR_OK
;
9299 *no_space_count
= count
+ no_similar_count
;
9300 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9303 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9304 if (res
!=EQUIP_ERR_OK
)
9307 *no_space_count
= count
+ no_similar_count
;
9313 if (no_similar_count
==0)
9314 return EQUIP_ERR_OK
;
9317 *no_space_count
= count
+ no_similar_count
;
9318 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9321 else if (pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
9323 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9324 if (res
!=EQUIP_ERR_OK
)
9327 *no_space_count
= count
+ no_similar_count
;
9333 if (no_similar_count
==0)
9334 return EQUIP_ERR_OK
;
9337 *no_space_count
= count
+ no_similar_count
;
9338 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9342 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9343 if (res
!=EQUIP_ERR_OK
)
9346 *no_space_count
= count
+ no_similar_count
;
9352 if (no_similar_count
==0)
9353 return EQUIP_ERR_OK
;
9356 *no_space_count
= count
+ no_similar_count
;
9357 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9360 else // equipped bag
9362 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,false,pItem
,NULL_BAG
,slot
);
9363 if (res
!=EQUIP_ERR_OK
)
9364 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,true,pItem
,NULL_BAG
,slot
);
9366 if (res
!=EQUIP_ERR_OK
)
9369 *no_space_count
= count
+ no_similar_count
;
9375 if (no_similar_count
==0)
9376 return EQUIP_ERR_OK
;
9379 *no_space_count
= count
+ no_similar_count
;
9380 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9385 // not specific bag or have space for partly store only in specific bag
9387 // search stack for merge to
9388 if (pProto
->Stackable
!= 1)
9390 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9391 if (res
!=EQUIP_ERR_OK
)
9394 *no_space_count
= count
+ no_similar_count
;
9400 if (no_similar_count
==0)
9401 return EQUIP_ERR_OK
;
9404 *no_space_count
= count
+ no_similar_count
;
9405 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9408 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9409 if (res
!=EQUIP_ERR_OK
)
9412 *no_space_count
= count
+ no_similar_count
;
9418 if (no_similar_count
==0)
9419 return EQUIP_ERR_OK
;
9422 *no_space_count
= count
+ no_similar_count
;
9423 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9426 if (pProto
->BagFamily
)
9428 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9430 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
9431 if (res
!=EQUIP_ERR_OK
)
9436 if (no_similar_count
==0)
9437 return EQUIP_ERR_OK
;
9440 *no_space_count
= count
+ no_similar_count
;
9441 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9446 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9448 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
9449 if (res
!=EQUIP_ERR_OK
)
9454 if (no_similar_count
==0)
9455 return EQUIP_ERR_OK
;
9458 *no_space_count
= count
+ no_similar_count
;
9459 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9464 // search free slot - special bag case
9465 if (pProto
->BagFamily
)
9467 if (pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9469 uint32 keyringSize
= GetMaxKeyringSize();
9470 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9471 if (res
!=EQUIP_ERR_OK
)
9474 *no_space_count
= count
+ no_similar_count
;
9480 if (no_similar_count
==0)
9481 return EQUIP_ERR_OK
;
9484 *no_space_count
= count
+ no_similar_count
;
9485 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9488 else if (pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
9490 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9491 if (res
!=EQUIP_ERR_OK
)
9494 *no_space_count
= count
+ no_similar_count
;
9500 if (no_similar_count
==0)
9501 return EQUIP_ERR_OK
;
9504 *no_space_count
= count
+ no_similar_count
;
9505 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9509 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9511 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
9512 if (res
!=EQUIP_ERR_OK
)
9517 if (no_similar_count
==0)
9518 return EQUIP_ERR_OK
;
9521 *no_space_count
= count
+ no_similar_count
;
9522 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9528 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9529 if (res
!=EQUIP_ERR_OK
)
9532 *no_space_count
= count
+ no_similar_count
;
9538 if (no_similar_count
==0)
9539 return EQUIP_ERR_OK
;
9542 *no_space_count
= count
+ no_similar_count
;
9543 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9546 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9548 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
9549 if (res
!=EQUIP_ERR_OK
)
9554 if (no_similar_count
==0)
9555 return EQUIP_ERR_OK
;
9558 *no_space_count
= count
+ no_similar_count
;
9559 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9564 *no_space_count
= count
+ no_similar_count
;
9566 return EQUIP_ERR_INVENTORY_FULL
;
9569 //////////////////////////////////////////////////////////////////////////
9570 uint8
Player::CanStoreItems( Item
**pItems
,int count
) const
9575 int inv_slot_items
[INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
];
9576 int inv_bags
[INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
][MAX_BAG_SIZE
];
9577 int inv_keys
[KEYRING_SLOT_END
-KEYRING_SLOT_START
];
9578 int inv_tokens
[CURRENCYTOKEN_SLOT_END
-CURRENCYTOKEN_SLOT_START
];
9580 memset(inv_slot_items
,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
));
9581 memset(inv_bags
,0,sizeof(int)*(INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
)*MAX_BAG_SIZE
);
9582 memset(inv_keys
,0,sizeof(int)*(KEYRING_SLOT_END
-KEYRING_SLOT_START
));
9583 memset(inv_tokens
,0,sizeof(int)*(CURRENCYTOKEN_SLOT_END
-CURRENCYTOKEN_SLOT_START
));
9585 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
9587 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9589 if (pItem2
&& !pItem2
->IsInTrade())
9591 inv_slot_items
[i
-INVENTORY_SLOT_ITEM_START
] = pItem2
->GetCount();
9595 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; ++i
)
9597 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9599 if (pItem2
&& !pItem2
->IsInTrade())
9601 inv_keys
[i
-KEYRING_SLOT_START
] = pItem2
->GetCount();
9605 for(int i
= CURRENCYTOKEN_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
9607 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9609 if (pItem2
&& !pItem2
->IsInTrade())
9611 inv_tokens
[i
-CURRENCYTOKEN_SLOT_START
] = pItem2
->GetCount();
9615 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9617 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
9619 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9621 pItem2
= GetItemByPos( i
, j
);
9622 if (pItem2
&& !pItem2
->IsInTrade())
9624 inv_bags
[i
-INVENTORY_SLOT_BAG_START
][j
] = pItem2
->GetCount();
9630 // check free space for all items
9631 for (int k
= 0; k
< count
; ++k
)
9633 Item
*pItem
= pItems
[k
];
9636 if (!pItem
) continue;
9638 sLog
.outDebug( "STORAGE: CanStoreItems %i. item = %u, count = %u", k
+1, pItem
->GetEntry(), pItem
->GetCount());
9639 ItemPrototype
const *pProto
= pItem
->GetProto();
9643 return EQUIP_ERR_ITEM_NOT_FOUND
;
9646 if(pItem
->IsBindedNotWith(this))
9647 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9650 ItemPrototype
const *pBagProto
;
9652 // item is 'one item only'
9653 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9654 if(res
!= EQUIP_ERR_OK
)
9657 // search stack for merge to
9658 if( pProto
->Stackable
!= 1 )
9660 bool b_found
= false;
9662 for(int t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_END
; ++t
)
9664 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9665 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_keys
[t
-KEYRING_SLOT_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9667 inv_keys
[t
-KEYRING_SLOT_START
] += pItem
->GetCount();
9672 if (b_found
) continue;
9674 for(int t
= CURRENCYTOKEN_SLOT_START
; t
< CURRENCYTOKEN_SLOT_END
; ++t
)
9676 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9677 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9679 inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] += pItem
->GetCount();
9684 if (b_found
) continue;
9686 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; ++t
)
9688 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9689 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9691 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] += pItem
->GetCount();
9696 if (b_found
) continue;
9698 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; ++t
)
9700 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9703 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9705 pItem2
= GetItemByPos( t
, j
);
9706 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9708 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] += pItem
->GetCount();
9715 if (b_found
) continue;
9719 if( pProto
->BagFamily
)
9721 bool b_found
= false;
9722 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9724 uint32 keyringSize
= GetMaxKeyringSize();
9725 for(uint32 t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_START
+keyringSize
; ++t
)
9727 if( inv_keys
[t
-KEYRING_SLOT_START
] == 0 )
9729 inv_keys
[t
-KEYRING_SLOT_START
] = 1;
9736 if (b_found
) continue;
9738 if(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
9740 for(uint32 t
= CURRENCYTOKEN_SLOT_START
; t
< CURRENCYTOKEN_SLOT_END
; ++t
)
9742 if( inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] == 0 )
9744 inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] = 1;
9751 if (b_found
) continue;
9753 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; ++t
)
9755 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9758 pBagProto
= pBag
->GetProto();
9760 // not plain container check
9761 if( pBagProto
&& (pBagProto
->Class
!= ITEM_CLASS_CONTAINER
|| pBagProto
->SubClass
!= ITEM_SUBCLASS_CONTAINER
) &&
9762 ItemCanGoIntoBag(pProto
,pBagProto
) )
9764 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9766 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9768 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9776 if (b_found
) continue;
9780 bool b_found
= false;
9781 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; ++t
)
9783 if( inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] == 0 )
9785 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] = 1;
9790 if (b_found
) continue;
9792 // search free slot in bags
9793 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; ++t
)
9795 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9798 pBagProto
= pBag
->GetProto();
9800 // special bag already checked
9801 if( pBagProto
&& (pBagProto
->Class
!= ITEM_CLASS_CONTAINER
|| pBagProto
->SubClass
!= ITEM_SUBCLASS_CONTAINER
))
9804 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9806 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9808 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9816 // no free slot found?
9818 return EQUIP_ERR_INVENTORY_FULL
;
9821 return EQUIP_ERR_OK
;
9824 //////////////////////////////////////////////////////////////////////////
9825 uint8
Player::CanEquipNewItem( uint8 slot
, uint16
&dest
, uint32 item
, bool swap
) const
9828 Item
*pItem
= Item::CreateItem( item
, 1, this );
9831 uint8 result
= CanEquipItem(slot
, dest
, pItem
, swap
);
9836 return EQUIP_ERR_ITEM_NOT_FOUND
;
9839 uint8
Player::CanEquipItem( uint8 slot
, uint16
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
9844 sLog
.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot
, pItem
->GetEntry(), pItem
->GetCount());
9845 ItemPrototype
const *pProto
= pItem
->GetProto();
9848 if(pItem
->IsBindedNotWith(this))
9849 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9851 // check count of items (skip for auto move for same player from bank)
9852 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9853 if(res
!= EQUIP_ERR_OK
)
9856 // check this only in game
9859 // May be here should be more stronger checks; STUNNED checked
9860 // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
9861 if (hasUnitState(UNIT_STAT_STUNNED
))
9862 return EQUIP_ERR_YOU_ARE_STUNNED
;
9864 // do not allow equipping gear except weapons, offhands, projectiles, relics in
9866 // - in-progress arenas
9867 if( !pProto
->CanChangeEquipStateInCombat() )
9870 return EQUIP_ERR_NOT_IN_COMBAT
;
9872 if(BattleGround
* bg
= GetBattleGround())
9873 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
9874 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
9877 if(isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
!= 0)
9878 return EQUIP_ERR_CANT_DO_RIGHT_NOW
; // maybe exist better err
9880 if(IsNonMeleeSpellCasted(false))
9881 return EQUIP_ERR_CANT_DO_RIGHT_NOW
;
9884 ScalingStatDistributionEntry
const *ssd
= pProto
->ScalingStatDistribution
? sScalingStatDistributionStore
.LookupEntry(pProto
->ScalingStatDistribution
) : 0;
9885 // 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)
9886 if (ssd
&& ssd
->MaxLevel
< DEFAULT_MAX_LEVEL
&& ssd
->MaxLevel
< getLevel())
9887 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9889 uint8 eslot
= FindEquipSlot( pProto
, slot
, swap
);
9890 if (eslot
== NULL_SLOT
)
9891 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9893 uint8 msg
= CanUseItem(pItem
, not_loading
);
9894 if (msg
!= EQUIP_ERR_OK
)
9896 if (!swap
&& GetItemByPos(INVENTORY_SLOT_BAG_0
, eslot
))
9897 return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE
;
9899 // if swap ignore item (equipped also)
9900 if (uint8 res2
= CanEquipUniqueItem(pItem
, swap
? eslot
: NULL_SLOT
))
9903 // check unique-equipped special item classes
9904 if (pProto
->Class
== ITEM_CLASS_QUIVER
)
9906 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9908 if (Item
* pBag
= GetItemByPos(INVENTORY_SLOT_BAG_0
, i
))
9912 if (ItemPrototype
const* pBagProto
= pBag
->GetProto())
9914 if (pBagProto
->Class
==pProto
->Class
&& (!swap
|| pBag
->GetSlot() != eslot
))
9915 return (pBagProto
->SubClass
== ITEM_SUBCLASS_AMMO_POUCH
)
9916 ? EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH
9917 : EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER
;
9924 uint32 type
= pProto
->InventoryType
;
9926 if (eslot
== EQUIPMENT_SLOT_OFFHAND
)
9928 if (type
== INVTYPE_WEAPON
|| type
== INVTYPE_WEAPONOFFHAND
)
9930 if (!CanDualWield())
9931 return EQUIP_ERR_CANT_DUAL_WIELD
;
9933 else if (type
== INVTYPE_2HWEAPON
)
9935 if (!CanDualWield() || !CanTitanGrip())
9936 return EQUIP_ERR_CANT_DUAL_WIELD
;
9939 if (IsTwoHandUsed())
9940 return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED
;
9943 // equip two-hand weapon case (with possible unequip 2 items)
9944 if (type
== INVTYPE_2HWEAPON
)
9946 if (eslot
== EQUIPMENT_SLOT_OFFHAND
)
9948 if (!CanTitanGrip())
9949 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9951 else if (eslot
!= EQUIPMENT_SLOT_MAINHAND
)
9952 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9954 if (!CanTitanGrip())
9956 // offhand item must can be stored in inventory for offhand item and it also must be unequipped
9957 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
9958 ItemPosCountVec off_dest
;
9959 if (offItem
&& (!not_loading
||
9960 CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0
) << 8 | EQUIPMENT_SLOT_OFFHAND
,false) != EQUIP_ERR_OK
||
9961 CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false ) != EQUIP_ERR_OK
))
9962 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_INVENTORY_FULL
;
9965 dest
= ((INVENTORY_SLOT_BAG_0
<< 8) | eslot
);
9966 return EQUIP_ERR_OK
;
9970 return !swap
? EQUIP_ERR_ITEM_NOT_FOUND
: EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
;
9973 uint8
Player::CanUnequipItem( uint16 pos
, bool swap
) const
9975 // Applied only to equipped items and bank bags
9976 if(!IsEquipmentPos(pos
) && !IsBagPos(pos
))
9977 return EQUIP_ERR_OK
;
9979 Item
* pItem
= GetItemByPos(pos
);
9981 // Applied only to existed equipped item
9983 return EQUIP_ERR_OK
;
9985 sLog
.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos
, pItem
->GetEntry(), pItem
->GetCount());
9987 ItemPrototype
const *pProto
= pItem
->GetProto();
9989 return EQUIP_ERR_ITEM_NOT_FOUND
;
9991 // do not allow unequipping gear except weapons, offhands, projectiles, relics in
9993 // - in-progress arenas
9994 if( !pProto
->CanChangeEquipStateInCombat() )
9997 return EQUIP_ERR_NOT_IN_COMBAT
;
9999 if(BattleGround
* bg
= GetBattleGround())
10000 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
10001 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
10004 if(!swap
&& pItem
->IsBag() && !((Bag
*)pItem
)->IsEmpty())
10005 return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS
;
10007 return EQUIP_ERR_OK
;
10010 uint8
Player::CanBankItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
10013 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
10015 if (pItem
->m_lootGenerated
)
10016 return EQUIP_ERR_ITEM_LOCKED
;
10018 uint32 count
= pItem
->GetCount();
10020 sLog
.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), pItem
->GetCount());
10021 ItemPrototype
const *pProto
= pItem
->GetProto();
10023 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
10025 if (pItem
->IsBindedNotWith(this))
10026 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
10028 // check count of items (skip for auto move for same player from bank)
10029 uint8 res
= CanTakeMoreSimilarItems(pItem
);
10030 if (res
!= EQUIP_ERR_OK
)
10033 // in specific slot
10034 if (bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
10036 if (slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
10038 if (!pItem
->IsBag())
10039 return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
;
10041 if (slot
- BANK_SLOT_BAG_START
>= GetBankBagSlotCount())
10042 return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT
;
10044 if (uint8 cantuse
= CanUseItem( pItem
, not_loading
) != EQUIP_ERR_OK
)
10048 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
10049 if (res
!=EQUIP_ERR_OK
)
10053 return EQUIP_ERR_OK
;
10056 // not specific slot or have space for partly store only in specific slot
10059 if( bag
!= NULL_BAG
)
10061 if( pProto
->InventoryType
== INVTYPE_BAG
)
10063 Bag
*pBag
= (Bag
*)pItem
;
10064 if( pBag
&& !pBag
->IsEmpty() )
10065 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
;
10068 // search stack in bag for merge to
10069 if( pProto
->Stackable
!= 1 )
10071 if( bag
== INVENTORY_SLOT_BAG_0
)
10073 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
10074 if(res
!=EQUIP_ERR_OK
)
10078 return EQUIP_ERR_OK
;
10082 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
10083 if(res
!=EQUIP_ERR_OK
)
10084 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
10086 if(res
!=EQUIP_ERR_OK
)
10090 return EQUIP_ERR_OK
;
10094 // search free slot in bag
10095 if( bag
== INVENTORY_SLOT_BAG_0
)
10097 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
10098 if(res
!=EQUIP_ERR_OK
)
10102 return EQUIP_ERR_OK
;
10106 res
= _CanStoreItem_InBag(bag
, dest
, pProto
, count
, false, false, pItem
, NULL_BAG
, slot
);
10107 if(res
!= EQUIP_ERR_OK
)
10108 res
= _CanStoreItem_InBag(bag
, dest
, pProto
, count
, false, true, pItem
, NULL_BAG
, slot
);
10110 if(res
!= EQUIP_ERR_OK
)
10114 return EQUIP_ERR_OK
;
10118 // not specific bag or have space for partly store only in specific bag
10120 // search stack for merge to
10121 if( pProto
->Stackable
!= 1 )
10124 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
10125 if(res
!= EQUIP_ERR_OK
)
10129 return EQUIP_ERR_OK
;
10132 if( pProto
->BagFamily
)
10134 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
10136 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
10137 if(res
!=EQUIP_ERR_OK
)
10141 return EQUIP_ERR_OK
;
10145 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
10147 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
10148 if(res
!=EQUIP_ERR_OK
)
10152 return EQUIP_ERR_OK
;
10156 // search free place in special bag
10157 if( pProto
->BagFamily
)
10159 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
10161 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
10162 if(res
!=EQUIP_ERR_OK
)
10166 return EQUIP_ERR_OK
;
10170 // search free space
10171 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
10172 if(res
!=EQUIP_ERR_OK
)
10176 return EQUIP_ERR_OK
;
10178 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
10180 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
10181 if(res
!=EQUIP_ERR_OK
)
10185 return EQUIP_ERR_OK
;
10187 return EQUIP_ERR_BANK_FULL
;
10190 uint8
Player::CanUseItem( Item
*pItem
, bool not_loading
) const
10194 sLog
.outDebug( "STORAGE: CanUseItem item = %u", pItem
->GetEntry());
10196 if (!isAlive() && not_loading
)
10197 return EQUIP_ERR_YOU_ARE_DEAD
;
10200 // return EQUIP_ERR_YOU_ARE_STUNNED;
10202 ItemPrototype
const *pProto
= pItem
->GetProto();
10205 if (pItem
->IsBindedNotWith(this))
10206 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
10208 if ((pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0)
10209 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
10211 if (uint32 item_use_skill
= pItem
->GetSkill())
10213 if (GetSkillValue(item_use_skill
) == 0)
10215 // armor items with scaling stats can downgrade armor skill reqs if related class can learn armor use at some level
10216 if (pProto
->Class
!= ITEM_CLASS_ARMOR
)
10217 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10219 ScalingStatDistributionEntry
const *ssd
= pProto
->ScalingStatDistribution
? sScalingStatDistributionStore
.LookupEntry(pProto
->ScalingStatDistribution
) : NULL
;
10221 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10223 bool allowScaleSkill
= false;
10224 for (uint32 i
= 0; i
< sSkillLineAbilityStore
.GetNumRows(); ++i
)
10226 SkillLineAbilityEntry
const *skillInfo
= sSkillLineAbilityStore
.LookupEntry(i
);
10230 if (skillInfo
->skillId
!= item_use_skill
)
10234 if (skillInfo
->classmask
&& (skillInfo
->classmask
& getClassMask()) == 0)
10237 if (skillInfo
->racemask
&& (skillInfo
->racemask
& getRaceMask()) == 0)
10240 allowScaleSkill
= true;
10244 if (!allowScaleSkill
)
10245 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10249 if (pProto
->RequiredSkill
!= 0)
10251 if (GetSkillValue( pProto
->RequiredSkill
) == 0)
10252 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10254 if (GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
10255 return EQUIP_ERR_CANT_EQUIP_SKILL
;
10258 if (pProto
->RequiredSpell
!= 0 && !HasSpell(pProto
->RequiredSpell
))
10259 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10261 if (pProto
->RequiredReputationFaction
&& uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
10262 return EQUIP_ERR_CANT_EQUIP_REPUTATION
;
10264 if (getLevel() < pProto
->RequiredLevel
)
10265 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
10267 return EQUIP_ERR_OK
;
10270 return EQUIP_ERR_ITEM_NOT_FOUND
;
10273 bool Player::CanUseItem( ItemPrototype
const *pProto
)
10275 // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
10279 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
10281 if( pProto
->RequiredSkill
!= 0 )
10283 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
10285 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
10288 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
10290 if( getLevel() < pProto
->RequiredLevel
)
10297 uint8
Player::CanUseAmmo( uint32 item
) const
10299 sLog
.outDebug( "STORAGE: CanUseAmmo item = %u", item
);
10301 return EQUIP_ERR_YOU_ARE_DEAD
;
10302 //if( isStunned() )
10303 // return EQUIP_ERR_YOU_ARE_STUNNED;
10304 ItemPrototype
const *pProto
= ObjectMgr::GetItemPrototype( item
);
10307 if( pProto
->InventoryType
!= INVTYPE_AMMO
)
10308 return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE
;
10309 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
10310 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
10311 if( pProto
->RequiredSkill
!= 0 )
10313 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
10314 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10315 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
10316 return EQUIP_ERR_CANT_EQUIP_SKILL
;
10318 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
10319 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10320 /*if( GetReputationMgr().GetReputation() < pProto->RequiredReputation )
10321 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
10323 if( getLevel() < pProto
->RequiredLevel
)
10324 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
10326 // Requires No Ammo
10327 if(GetDummyAura(46699))
10328 return EQUIP_ERR_BAG_FULL6
;
10330 return EQUIP_ERR_OK
;
10332 return EQUIP_ERR_ITEM_NOT_FOUND
;
10335 void Player::SetAmmo( uint32 item
)
10341 if( GetUInt32Value(PLAYER_AMMO_ID
) == item
)
10347 uint8 msg
= CanUseAmmo( item
);
10348 if( msg
!= EQUIP_ERR_OK
)
10350 SendEquipError( msg
, NULL
, NULL
);
10355 SetUInt32Value(PLAYER_AMMO_ID
, item
);
10357 _ApplyAmmoBonuses();
10360 void Player::RemoveAmmo()
10362 SetUInt32Value(PLAYER_AMMO_ID
, 0);
10366 if(CanModifyStats())
10367 UpdateDamagePhysical(RANGED_ATTACK
);
10370 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10371 Item
* Player::StoreNewItem( ItemPosCountVec
const& dest
, uint32 item
, bool update
,int32 randomPropertyId
)
10374 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); ++itr
)
10375 count
+= itr
->count
;
10377 Item
*pItem
= Item::CreateItem( item
, count
, this );
10380 ItemAddedQuestCheck( item
, count
);
10381 if(randomPropertyId
)
10382 pItem
->SetItemRandomProperties(randomPropertyId
);
10383 pItem
= StoreItem( dest
, pItem
, update
);
10388 Item
* Player::StoreItem( ItemPosCountVec
const& dest
, Item
* pItem
, bool update
)
10393 Item
* lastItem
= pItem
;
10394 uint32 entry
= pItem
->GetEntry();
10395 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); )
10397 uint16 pos
= itr
->pos
;
10398 uint32 count
= itr
->count
;
10402 if(itr
== dest
.end())
10404 lastItem
= _StoreItem(pos
,pItem
,count
,false,update
);
10408 lastItem
= _StoreItem(pos
,pItem
,count
,true,update
);
10410 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM
, entry
);
10414 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10415 Item
* Player::_StoreItem( uint16 pos
, Item
*pItem
, uint32 count
, bool clone
, bool update
)
10420 uint8 bag
= pos
>> 8;
10421 uint8 slot
= pos
& 255;
10423 sLog
.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), count
);
10425 Item
*pItem2
= GetItemByPos( bag
, slot
);
10430 pItem
= pItem
->CloneItem(count
, this);
10432 pItem
->SetCount(count
);
10437 if (pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
10438 pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
10439 (pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
)))
10440 pItem
->SetBinding( true );
10442 if (bag
== INVENTORY_SLOT_BAG_0
)
10444 m_items
[slot
] = pItem
;
10445 SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), pItem
->GetGUID() );
10446 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
10447 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
10449 pItem
->SetSlot( slot
);
10450 pItem
->SetContainer( NULL
);
10452 // need update known currency
10453 if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)
10454 UpdateKnownCurrencies(pItem
->GetEntry(), true);
10456 if (IsInWorld() && update
)
10458 pItem
->AddToWorld();
10459 pItem
->SendCreateUpdateToPlayer( this );
10462 pItem
->SetState(ITEM_CHANGED
, this);
10464 else if (Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
))
10466 pBag
->StoreItem( slot
, pItem
, update
);
10467 if( IsInWorld() && update
)
10469 pItem
->AddToWorld();
10470 pItem
->SendCreateUpdateToPlayer( this );
10472 pItem
->SetState(ITEM_CHANGED
, this);
10473 pBag
->SetState(ITEM_CHANGED
, this);
10476 AddEnchantmentDurations(pItem
);
10477 AddItemDurations(pItem
);
10483 if (pItem2
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
10484 pItem2
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
10485 (pItem2
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
)))
10486 pItem2
->SetBinding( true );
10488 pItem2
->SetCount( pItem2
->GetCount() + count
);
10489 if (IsInWorld() && update
)
10490 pItem2
->SendCreateUpdateToPlayer( this );
10494 // delete item (it not in any slot currently)
10495 if (IsInWorld() && update
)
10497 pItem
->RemoveFromWorld();
10498 pItem
->DestroyForPlayer( this );
10501 RemoveEnchantmentDurations(pItem
);
10502 RemoveItemDurations(pItem
);
10504 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10505 pItem
->SetState(ITEM_REMOVED
, this);
10508 // AddItemDurations(pItem2); - pItem2 already have duration listed for player
10509 AddEnchantmentDurations(pItem2
);
10511 pItem2
->SetState(ITEM_CHANGED
, this);
10517 Item
* Player::EquipNewItem( uint16 pos
, uint32 item
, bool update
)
10519 if (Item
*pItem
= Item::CreateItem( item
, 1, this ))
10521 ItemAddedQuestCheck( item
, 1 );
10522 return EquipItem( pos
, pItem
, update
);
10528 Item
* Player::EquipItem( uint16 pos
, Item
*pItem
, bool update
)
10530 AddEnchantmentDurations(pItem
);
10531 AddItemDurations(pItem
);
10533 uint8 bag
= pos
>> 8;
10534 uint8 slot
= pos
& 255;
10536 Item
*pItem2
= GetItemByPos( bag
, slot
);
10540 VisualizeItem( slot
, pItem
);
10544 ItemPrototype
const *pProto
= pItem
->GetProto();
10546 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10547 if(pProto
&& pProto
->ItemSet
)
10548 AddItemsSetItem(this, pItem
);
10550 _ApplyItemMods(pItem
, slot
, true);
10552 if(pProto
&& isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
== 0)
10554 uint32 cooldownSpell
= SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s
;
10556 if (getClass() == CLASS_ROGUE
)
10557 cooldownSpell
= SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_0s
;
10559 SpellEntry
const* spellProto
= sSpellStore
.LookupEntry(cooldownSpell
);
10562 sLog
.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell
);
10565 m_weaponChangeTimer
= spellProto
->StartRecoveryTime
;
10567 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+4);
10568 data
<< uint64(GetGUID());
10570 data
<< uint32(cooldownSpell
);
10572 GetSession()->SendPacket(&data
);
10577 if( IsInWorld() && update
)
10579 pItem
->AddToWorld();
10580 pItem
->SendCreateUpdateToPlayer( this );
10583 ApplyEquipCooldown(pItem
);
10585 if( slot
== EQUIPMENT_SLOT_MAINHAND
)
10587 UpdateExpertise(BASE_ATTACK
);
10588 UpdateArmorPenetration();
10590 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10592 UpdateExpertise(OFF_ATTACK
);
10593 UpdateArmorPenetration();
10598 pItem2
->SetCount( pItem2
->GetCount() + pItem
->GetCount() );
10599 if( IsInWorld() && update
)
10600 pItem2
->SendCreateUpdateToPlayer( this );
10602 // delete item (it not in any slot currently)
10603 //pItem->DeleteFromDB();
10604 if( IsInWorld() && update
)
10606 pItem
->RemoveFromWorld();
10607 pItem
->DestroyForPlayer( this );
10610 RemoveEnchantmentDurations(pItem
);
10611 RemoveItemDurations(pItem
);
10613 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10614 pItem
->SetState(ITEM_REMOVED
, this);
10615 pItem2
->SetState(ITEM_CHANGED
, this);
10617 ApplyEquipCooldown(pItem2
);
10622 // only for full equip instead adding to stack
10623 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM
, pItem
->GetEntry());
10628 void Player::QuickEquipItem( uint16 pos
, Item
*pItem
)
10632 AddEnchantmentDurations(pItem
);
10633 AddItemDurations(pItem
);
10635 uint8 slot
= pos
& 255;
10636 VisualizeItem( slot
, pItem
);
10640 pItem
->AddToWorld();
10641 pItem
->SendCreateUpdateToPlayer( this );
10644 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM
, pItem
->GetEntry());
10648 void Player::SetVisibleItemSlot(uint8 slot
, Item
*pItem
)
10652 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID
+ (slot
* 2), pItem
->GetEntry());
10653 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (slot
* 2), 0, pItem
->GetEnchantmentId(PERM_ENCHANTMENT_SLOT
));
10654 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (slot
* 2), 1, pItem
->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT
));
10658 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID
+ (slot
* 2), 0);
10659 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (slot
* 2), 0);
10663 void Player::VisualizeItem( uint8 slot
, Item
*pItem
)
10668 // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
10669 if( pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
|| pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
|| pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
)
10670 pItem
->SetBinding( true );
10672 sLog
.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot
, pItem
->GetEntry());
10674 m_items
[slot
] = pItem
;
10675 SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), pItem
->GetGUID() );
10676 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
10677 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
10678 pItem
->SetSlot( slot
);
10679 pItem
->SetContainer( NULL
);
10681 if( slot
< EQUIPMENT_SLOT_END
)
10682 SetVisibleItemSlot(slot
, pItem
);
10684 pItem
->SetState(ITEM_CHANGED
, this);
10687 void Player::RemoveItem( uint8 bag
, uint8 slot
, bool update
)
10689 // note: removeitem does not actually change the item
10690 // it only takes the item out of storage temporarily
10691 // note2: if removeitem is to be used for delinking
10692 // the item must be removed from the player's updatequeue
10694 Item
*pItem
= GetItemByPos( bag
, slot
);
10697 sLog
.outDebug( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10699 RemoveEnchantmentDurations(pItem
);
10700 RemoveItemDurations(pItem
);
10702 if( bag
== INVENTORY_SLOT_BAG_0
)
10704 if ( slot
< INVENTORY_SLOT_BAG_END
)
10706 ItemPrototype
const *pProto
= pItem
->GetProto();
10707 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10709 if(pProto
&& pProto
->ItemSet
)
10710 RemoveItemsSetItem(this, pProto
);
10712 _ApplyItemMods(pItem
, slot
, false);
10714 // remove item dependent auras and casts (only weapon and armor slots)
10715 if(slot
< EQUIPMENT_SLOT_END
)
10717 RemoveItemDependentAurasAndCasts(pItem
);
10719 // remove held enchantments, update expertise
10720 if ( slot
== EQUIPMENT_SLOT_MAINHAND
)
10722 if (pItem
->GetItemSuffixFactor())
10724 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3
);
10725 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4
);
10729 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0
);
10730 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1
);
10733 UpdateExpertise(BASE_ATTACK
);
10734 UpdateArmorPenetration();
10736 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10738 UpdateExpertise(OFF_ATTACK
);
10739 UpdateArmorPenetration();
10743 // need update known currency
10744 else if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)
10745 UpdateKnownCurrencies(pItem
->GetEntry(), false);
10747 m_items
[slot
] = NULL
;
10748 SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), 0);
10750 if ( slot
< EQUIPMENT_SLOT_END
)
10751 SetVisibleItemSlot(slot
, NULL
);
10755 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
10757 pBag
->RemoveItem(slot
, update
);
10759 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10760 // pItem->SetUInt64Value( ITEM_FIELD_OWNER, 0 ); not clear owner at remove (it will be set at store). This used in mail and auction code
10761 pItem
->SetSlot( NULL_SLOT
);
10762 if( IsInWorld() && update
)
10763 pItem
->SendCreateUpdateToPlayer( this );
10767 // Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
10768 void Player::MoveItemFromInventory(uint8 bag
, uint8 slot
, bool update
)
10770 if(Item
* it
= GetItemByPos(bag
,slot
))
10772 ItemRemovedQuestCheck(it
->GetEntry(), it
->GetCount());
10773 RemoveItem(bag
, slot
, update
);
10774 it
->RemoveFromUpdateQueueOf(this);
10775 if(it
->IsInWorld())
10777 it
->RemoveFromWorld();
10778 it
->DestroyForPlayer( this );
10783 // Common operation need to add item from inventory without delete in trade, guild bank, mail....
10784 void Player::MoveItemToInventory(ItemPosCountVec
const& dest
, Item
* pItem
, bool update
, bool in_characterInventoryDB
)
10786 // update quest counters
10787 ItemAddedQuestCheck(pItem
->GetEntry(), pItem
->GetCount());
10790 Item
* pLastItem
= StoreItem(dest
, pItem
, update
);
10792 // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way)
10793 if(pLastItem
== pItem
)
10795 // update owner for last item (this can be original item with wrong owner
10796 if(pLastItem
->GetOwnerGUID() != GetGUID())
10797 pLastItem
->SetOwnerGUID(GetGUID());
10799 // if this original item then it need create record in inventory
10800 // in case trade we already have item in other player inventory
10801 pLastItem
->SetState(in_characterInventoryDB
? ITEM_CHANGED
: ITEM_NEW
, this);
10805 void Player::DestroyItem( uint8 bag
, uint8 slot
, bool update
)
10807 Item
*pItem
= GetItemByPos( bag
, slot
);
10810 sLog
.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10812 // start from destroy contained items (only equipped bag can have its)
10813 if (pItem
->IsBag() && pItem
->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot
10815 for (int i
= 0; i
< MAX_BAG_SIZE
; ++i
)
10816 DestroyItem(slot
, i
, update
);
10819 if(pItem
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_WRAPPED
))
10820 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem
->GetGUIDLow());
10822 RemoveEnchantmentDurations(pItem
);
10823 RemoveItemDurations(pItem
);
10825 ItemRemovedQuestCheck( pItem
->GetEntry(), pItem
->GetCount() );
10827 if( bag
== INVENTORY_SLOT_BAG_0
)
10829 SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), 0);
10831 // equipment and equipped bags can have applied bonuses
10832 if ( slot
< INVENTORY_SLOT_BAG_END
)
10834 ItemPrototype
const *pProto
= pItem
->GetProto();
10836 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10837 if(pProto
&& pProto
->ItemSet
)
10838 RemoveItemsSetItem(this, pProto
);
10840 _ApplyItemMods(pItem
, slot
, false);
10843 if ( slot
< EQUIPMENT_SLOT_END
)
10845 // remove item dependent auras and casts (only weapon and armor slots)
10846 RemoveItemDependentAurasAndCasts(pItem
);
10848 // update expertise
10849 if( slot
== EQUIPMENT_SLOT_MAINHAND
)
10851 UpdateExpertise(BASE_ATTACK
);
10852 UpdateArmorPenetration();
10854 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10856 UpdateExpertise(OFF_ATTACK
);
10857 UpdateArmorPenetration();
10860 // equipment visual show
10861 SetVisibleItemSlot(slot
, NULL
);
10863 // need update known currency
10864 else if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)
10865 UpdateKnownCurrencies(pItem
->GetEntry(), false);
10867 m_items
[slot
] = NULL
;
10869 else if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
))
10870 pBag
->RemoveItem(slot
, update
);
10872 if( IsInWorld() && update
)
10874 pItem
->RemoveFromWorld();
10875 pItem
->DestroyForPlayer(this);
10878 //pItem->SetOwnerGUID(0);
10879 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10880 pItem
->SetSlot( NULL_SLOT
);
10881 pItem
->SetState(ITEM_REMOVED
, this);
10885 void Player::DestroyItemCount( uint32 item
, uint32 count
, bool update
, bool unequip_check
)
10887 sLog
.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item
, count
);
10888 uint32 remcount
= 0;
10891 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
10893 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10895 if (pItem
->GetEntry() == item
)
10897 if (pItem
->GetCount() + remcount
<= count
)
10899 // all items in inventory can unequipped
10900 remcount
+= pItem
->GetCount();
10901 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10903 if (remcount
>= count
)
10908 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10909 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10910 if (IsInWorld() & update
)
10911 pItem
->SendCreateUpdateToPlayer( this );
10912 pItem
->SetState(ITEM_CHANGED
, this);
10919 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
10921 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10923 if (pItem
->GetEntry() == item
)
10925 if (pItem
->GetCount() + remcount
<= count
)
10927 // all keys can be unequipped
10928 remcount
+= pItem
->GetCount();
10929 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10931 if (remcount
>= count
)
10936 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10937 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10938 if (IsInWorld() & update
)
10939 pItem
->SendCreateUpdateToPlayer( this );
10940 pItem
->SetState(ITEM_CHANGED
, this);
10947 // in inventory bags
10948 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10950 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10952 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
10954 if(Item
* pItem
= pBag
->GetItemByPos(j
))
10956 if (pItem
->GetEntry() == item
)
10958 // all items in bags can be unequipped
10959 if (pItem
->GetCount() + remcount
<= count
)
10961 remcount
+= pItem
->GetCount();
10962 DestroyItem( i
, j
, update
);
10964 if (remcount
>= count
)
10969 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10970 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10971 if (IsInWorld() && update
)
10972 pItem
->SendCreateUpdateToPlayer( this );
10973 pItem
->SetState(ITEM_CHANGED
, this);
10982 // in equipment and bag list
10983 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10985 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10987 if (pItem
&& pItem
->GetEntry() == item
)
10989 if (pItem
->GetCount() + remcount
<= count
)
10991 if (!unequip_check
|| CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
, false) == EQUIP_ERR_OK
)
10993 remcount
+= pItem
->GetCount();
10994 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10996 if (remcount
>= count
)
11002 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
11003 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
11004 if (IsInWorld() & update
)
11005 pItem
->SendCreateUpdateToPlayer( this );
11006 pItem
->SetState(ITEM_CHANGED
, this);
11014 void Player::DestroyZoneLimitedItem( bool update
, uint32 new_zone
)
11016 sLog
.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone
);
11019 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
11020 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
11021 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
11022 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
11024 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
11025 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
11026 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
11027 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
11029 // in inventory bags
11030 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
11031 if (Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
11032 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
11033 if (Item
* pItem
= pBag
->GetItemByPos(j
))
11034 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
11035 DestroyItem(i
, j
, update
);
11037 // in equipment and bag list
11038 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
11039 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
11040 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
11041 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
11044 void Player::DestroyConjuredItems( bool update
)
11046 // used when entering arena
11047 // destroys all conjured items
11048 sLog
.outDebug( "STORAGE: DestroyConjuredItems" );
11051 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
11052 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
11053 if (pItem
->IsConjuredConsumable())
11054 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
11056 // in inventory bags
11057 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
11058 if (Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
11059 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
11060 if (Item
* pItem
= pBag
->GetItemByPos(j
))
11061 if (pItem
->IsConjuredConsumable())
11062 DestroyItem( i
, j
, update
);
11064 // in equipment and bag list
11065 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
11066 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
11067 if (pItem
->IsConjuredConsumable())
11068 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
11071 void Player::DestroyItemCount( Item
* pItem
, uint32
&count
, bool update
)
11076 sLog
.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem
->GetGUIDLow(),pItem
->GetEntry(), count
);
11078 if( pItem
->GetCount() <= count
)
11080 count
-= pItem
->GetCount();
11082 DestroyItem( pItem
->GetBagSlot(),pItem
->GetSlot(), update
);
11086 ItemRemovedQuestCheck( pItem
->GetEntry(), count
);
11087 pItem
->SetCount( pItem
->GetCount() - count
);
11089 if( IsInWorld() & update
)
11090 pItem
->SendCreateUpdateToPlayer( this );
11091 pItem
->SetState(ITEM_CHANGED
, this);
11095 void Player::SplitItem( uint16 src
, uint16 dst
, uint32 count
)
11097 uint8 srcbag
= src
>> 8;
11098 uint8 srcslot
= src
& 255;
11100 uint8 dstbag
= dst
>> 8;
11101 uint8 dstslot
= dst
& 255;
11103 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
11106 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
11110 // not let split all items (can be only at cheating)
11111 if(pSrcItem
->GetCount() == count
)
11113 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
11117 // not let split more existed items (can be only at cheating)
11118 if(pSrcItem
->GetCount() < count
)
11120 SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT
, pSrcItem
, NULL
);
11124 if(pSrcItem
->m_lootGenerated
) // prevent split looting item (item
11126 //best error message found for attempting to split while looting
11127 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
11131 sLog
.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag
, dstslot
, pSrcItem
->GetEntry(), count
);
11132 Item
*pNewItem
= pSrcItem
->CloneItem( count
, this );
11135 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
11139 if( IsInventoryPos( dst
) )
11141 // change item amount before check (for unique max count check)
11142 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
11144 ItemPosCountVec dest
;
11145 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pNewItem
, false );
11146 if( msg
!= EQUIP_ERR_OK
)
11149 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
11150 SendEquipError( msg
, pSrcItem
, NULL
);
11155 pSrcItem
->SendCreateUpdateToPlayer( this );
11156 pSrcItem
->SetState(ITEM_CHANGED
, this);
11157 StoreItem( dest
, pNewItem
, true);
11159 else if( IsBankPos ( dst
) )
11161 // change item amount before check (for unique max count check)
11162 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
11164 ItemPosCountVec dest
;
11165 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pNewItem
, false );
11166 if( msg
!= EQUIP_ERR_OK
)
11169 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
11170 SendEquipError( msg
, pSrcItem
, NULL
);
11175 pSrcItem
->SendCreateUpdateToPlayer( this );
11176 pSrcItem
->SetState(ITEM_CHANGED
, this);
11177 BankItem( dest
, pNewItem
, true);
11179 else if( IsEquipmentPos ( dst
) )
11181 // change item amount before check (for unique max count check), provide space for splitted items
11182 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
11185 uint8 msg
= CanEquipItem( dstslot
, dest
, pNewItem
, false );
11186 if( msg
!= EQUIP_ERR_OK
)
11189 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
11190 SendEquipError( msg
, pSrcItem
, NULL
);
11195 pSrcItem
->SendCreateUpdateToPlayer( this );
11196 pSrcItem
->SetState(ITEM_CHANGED
, this);
11197 EquipItem( dest
, pNewItem
, true);
11198 AutoUnequipOffhandIfNeed();
11202 void Player::SwapItem( uint16 src
, uint16 dst
)
11204 uint8 srcbag
= src
>> 8;
11205 uint8 srcslot
= src
& 255;
11207 uint8 dstbag
= dst
>> 8;
11208 uint8 dstslot
= dst
& 255;
11210 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
11211 Item
*pDstItem
= GetItemByPos( dstbag
, dstslot
);
11216 sLog
.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag
, dstslot
, pSrcItem
->GetEntry());
11220 SendEquipError( EQUIP_ERR_YOU_ARE_DEAD
, pSrcItem
, pDstItem
);
11226 if (pSrcItem
->m_lootGenerated
) // prevent swap looting item
11228 //best error message found for attempting to swap while looting
11229 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW
, pSrcItem
, NULL
);
11233 // check unequip potability for equipped items and bank bags
11234 if (IsEquipmentPos(src
) || IsBagPos(src
))
11236 // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
11237 uint8 msg
= CanUnequipItem( src
, !IsBagPos ( src
) || IsBagPos ( dst
) || (pDstItem
&& pDstItem
->IsBag() && ((Bag
*)pDstItem
)->IsEmpty()));
11238 if (msg
!= EQUIP_ERR_OK
)
11240 SendEquipError( msg
, pSrcItem
, pDstItem
);
11245 // prevent put equipped/bank bag in self
11246 if (IsBagPos(src
) && srcslot
== dstbag
)
11248 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
, pSrcItem
, pDstItem
);
11252 // prevent put equipped/bank bag in self
11253 if (IsBagPos(dst
) && dstslot
== srcbag
)
11255 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
, pDstItem
, pSrcItem
);
11263 if(pDstItem
->m_lootGenerated
) // prevent swap looting item
11265 //best error message found for attempting to swap while looting
11266 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW
, pDstItem
, NULL
);
11270 // check unequip potability for equipped items and bank bags
11271 if(IsEquipmentPos ( dst
) || IsBagPos ( dst
))
11273 // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
11274 uint8 msg
= CanUnequipItem( dst
, !IsBagPos ( dst
) || IsBagPos ( src
) || (pSrcItem
->IsBag() && ((Bag
*)pSrcItem
)->IsEmpty()));
11275 if(msg
!= EQUIP_ERR_OK
)
11277 SendEquipError( msg
, pSrcItem
, pDstItem
);
11283 // NOW this is or item move (swap with empty), or swap with another item (including bags in bag possitions)
11284 // or swap empty bag with another empty or not empty bag (with items exchange)
11289 if( IsInventoryPos( dst
) )
11291 ItemPosCountVec dest
;
11292 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pSrcItem
, false );
11293 if( msg
!= EQUIP_ERR_OK
)
11295 SendEquipError( msg
, pSrcItem
, NULL
);
11299 RemoveItem(srcbag
, srcslot
, true);
11300 StoreItem( dest
, pSrcItem
, true);
11302 else if( IsBankPos ( dst
) )
11304 ItemPosCountVec dest
;
11305 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pSrcItem
, false);
11306 if( msg
!= EQUIP_ERR_OK
)
11308 SendEquipError( msg
, pSrcItem
, NULL
);
11312 RemoveItem(srcbag
, srcslot
, true);
11313 BankItem( dest
, pSrcItem
, true);
11315 else if( IsEquipmentPos ( dst
) )
11318 uint8 msg
= CanEquipItem( dstslot
, dest
, pSrcItem
, false );
11319 if( msg
!= EQUIP_ERR_OK
)
11321 SendEquipError( msg
, pSrcItem
, NULL
);
11325 RemoveItem(srcbag
, srcslot
, true);
11326 EquipItem(dest
, pSrcItem
, true);
11327 AutoUnequipOffhandIfNeed();
11333 // attempt merge to / fill target item
11334 if(!pSrcItem
->IsBag() && !pDstItem
->IsBag())
11337 ItemPosCountVec sDest
;
11339 if( IsInventoryPos( dst
) )
11340 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
11341 else if( IsBankPos ( dst
) )
11342 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
11343 else if( IsEquipmentPos ( dst
) )
11344 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, false );
11348 // can be merge/fill
11349 if(msg
== EQUIP_ERR_OK
)
11351 if( pSrcItem
->GetCount() + pDstItem
->GetCount() <= pSrcItem
->GetProto()->GetMaxStackSize())
11353 RemoveItem(srcbag
, srcslot
, true);
11355 if( IsInventoryPos( dst
) )
11356 StoreItem( sDest
, pSrcItem
, true);
11357 else if( IsBankPos ( dst
) )
11358 BankItem( sDest
, pSrcItem
, true);
11359 else if( IsEquipmentPos ( dst
) )
11361 EquipItem( eDest
, pSrcItem
, true);
11362 AutoUnequipOffhandIfNeed();
11367 pSrcItem
->SetCount( pSrcItem
->GetCount() + pDstItem
->GetCount() - pSrcItem
->GetProto()->GetMaxStackSize());
11368 pDstItem
->SetCount( pSrcItem
->GetProto()->GetMaxStackSize());
11369 pSrcItem
->SetState(ITEM_CHANGED
, this);
11370 pDstItem
->SetState(ITEM_CHANGED
, this);
11373 pSrcItem
->SendCreateUpdateToPlayer( this );
11374 pDstItem
->SendCreateUpdateToPlayer( this );
11381 // impossible merge/fill, do real swap
11384 // check src->dest move possibility
11385 ItemPosCountVec sDest
;
11387 if( IsInventoryPos( dst
) )
11388 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
11389 else if( IsBankPos( dst
) )
11390 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
11391 else if( IsEquipmentPos( dst
) )
11393 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, true );
11394 if( msg
== EQUIP_ERR_OK
)
11395 msg
= CanUnequipItem( eDest
, true );
11398 if( msg
!= EQUIP_ERR_OK
)
11400 SendEquipError( msg
, pSrcItem
, pDstItem
);
11404 // check dest->src move possibility
11405 ItemPosCountVec sDest2
;
11407 if( IsInventoryPos( src
) )
11408 msg
= CanStoreItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
11409 else if( IsBankPos( src
) )
11410 msg
= CanBankItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
11411 else if( IsEquipmentPos( src
) )
11413 msg
= CanEquipItem( srcslot
, eDest2
, pDstItem
, true);
11414 if( msg
== EQUIP_ERR_OK
)
11415 msg
= CanUnequipItem( eDest2
, true);
11418 if( msg
!= EQUIP_ERR_OK
)
11420 SendEquipError( msg
, pDstItem
, pSrcItem
);
11424 // Check bag swap with item exchange (one from empty in not bag possition (equipped (not possible in fact) or store)
11425 if(pSrcItem
->IsBag() && pDstItem
->IsBag())
11427 Bag
* emptyBag
= NULL
;
11428 Bag
* fullBag
= NULL
;
11429 if(((Bag
*)pSrcItem
)->IsEmpty() && !IsBagPos(src
))
11431 emptyBag
= (Bag
*)pSrcItem
;
11432 fullBag
= (Bag
*)pDstItem
;
11434 else if(((Bag
*)pDstItem
)->IsEmpty() && !IsBagPos(dst
))
11436 emptyBag
= (Bag
*)pDstItem
;
11437 fullBag
= (Bag
*)pSrcItem
;
11440 // bag swap (with items exchange) case
11441 if(emptyBag
&& fullBag
)
11443 ItemPrototype
const* emotyProto
= emptyBag
->GetProto();
11447 for(int i
=0; i
< fullBag
->GetBagSize(); ++i
)
11449 Item
*bagItem
= fullBag
->GetItemByPos(i
);
11453 ItemPrototype
const* bagItemProto
= bagItem
->GetProto();
11454 if (!bagItemProto
|| !ItemCanGoIntoBag(bagItemProto
, emotyProto
))
11456 // one from items not go to empty target bag
11457 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
, pSrcItem
, pDstItem
);
11465 if (count
> emptyBag
->GetBagSize())
11467 // too small targeted bag
11468 SendEquipError( EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
, pSrcItem
, pDstItem
);
11473 count
= 0; // will pos in new bag
11474 for(int i
= 0; i
< fullBag
->GetBagSize(); ++i
)
11476 Item
*bagItem
= fullBag
->GetItemByPos(i
);
11480 fullBag
->RemoveItem(i
, true);
11481 emptyBag
->StoreItem(count
, bagItem
, true);
11482 bagItem
->SetState(ITEM_CHANGED
, this);
11489 // now do moves, remove...
11490 RemoveItem(dstbag
, dstslot
, false);
11491 RemoveItem(srcbag
, srcslot
, false);
11494 if (IsInventoryPos(dst
))
11495 StoreItem(sDest
, pSrcItem
, true);
11496 else if (IsBankPos(dst
))
11497 BankItem(sDest
, pSrcItem
, true);
11498 else if (IsEquipmentPos(dst
))
11499 EquipItem(eDest
, pSrcItem
, true);
11502 if (IsInventoryPos(src
))
11503 StoreItem(sDest2
, pDstItem
, true);
11504 else if (IsBankPos(src
))
11505 BankItem(sDest2
, pDstItem
, true);
11506 else if (IsEquipmentPos(src
))
11507 EquipItem(eDest2
, pDstItem
, true);
11509 AutoUnequipOffhandIfNeed();
11512 void Player::AddItemToBuyBackSlot( Item
*pItem
)
11516 uint32 slot
= m_currentBuybackSlot
;
11517 // if current back slot non-empty search oldest or free
11520 uint32 oldest_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
);
11521 uint32 oldest_slot
= BUYBACK_SLOT_START
;
11523 for(uint32 i
= BUYBACK_SLOT_START
+1; i
< BUYBACK_SLOT_END
; ++i
)
11532 uint32 i_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ i
- BUYBACK_SLOT_START
);
11534 if (oldest_time
> i_time
)
11536 oldest_time
= i_time
;
11542 slot
= oldest_slot
;
11545 RemoveItemFromBuyBackSlot( slot
, true );
11546 sLog
.outDebug( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem
->GetEntry(), slot
);
11548 m_items
[slot
] = pItem
;
11549 time_t base
= time(NULL
);
11550 uint32 etime
= uint32(base
- m_logintime
+ (30 * 3600));
11551 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
11553 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ (eslot
* 2), pItem
->GetGUID() );
11554 if (ItemPrototype
const *pProto
= pItem
->GetProto())
11555 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, pProto
->SellPrice
* pItem
->GetCount() );
11557 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
11558 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, (uint32
)etime
);
11560 // move to next (for non filled list is move most optimized choice)
11561 if (m_currentBuybackSlot
< BUYBACK_SLOT_END
- 1)
11562 ++m_currentBuybackSlot
;
11566 Item
* Player::GetItemFromBuyBackSlot( uint32 slot
)
11568 sLog
.outDebug( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot
);
11569 if (slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
11570 return m_items
[slot
];
11574 void Player::RemoveItemFromBuyBackSlot( uint32 slot
, bool del
)
11576 sLog
.outDebug( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot
);
11577 if (slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
11579 Item
*pItem
= m_items
[slot
];
11582 pItem
->RemoveFromWorld();
11583 if(del
) pItem
->SetState(ITEM_REMOVED
, this);
11586 m_items
[slot
] = NULL
;
11588 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
11589 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ (eslot
* 2), 0 );
11590 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
11591 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, 0 );
11593 // if current backslot is filled set to now free slot
11594 if (m_items
[m_currentBuybackSlot
])
11595 m_currentBuybackSlot
= slot
;
11599 void Player::SendEquipError( uint8 msg
, Item
* pItem
, Item
*pItem2
)
11601 sLog
.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)", msg
);
11602 WorldPacket
data(SMSG_INVENTORY_CHANGE_FAILURE
, 1+8+8+1);
11603 data
<< uint8(msg
);
11605 if (msg
!= EQUIP_ERR_OK
)
11607 data
<< uint64(pItem
? pItem
->GetGUID() : 0);
11608 data
<< uint64(pItem2
? pItem2
->GetGUID() : 0);
11609 data
<< uint8(0); // bag type subclass, used with EQUIP_ERR_EVENT_AUTOEQUIP_BIND_CONFIRM and EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG2
11613 case EQUIP_ERR_CANT_EQUIP_LEVEL_I
:
11614 case EQUIP_ERR_PURCHASE_LEVEL_TOO_LOW
:
11616 ItemPrototype
const* proto
= pItem
? pItem
->GetProto() : NULL
;
11617 data
<< uint32(proto
? proto
->RequiredLevel
: 0);
11619 case EQUIP_ERR_EVENT_AUTOEQUIP_BIND_CONFIRM
: // no idea about this one...
11625 case EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_COUNT_EXCEEDED_IS
:
11626 case EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_SOCKETED_EXCEEDED_IS
:
11627 case EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_EQUIPPED_EXCEEDED_IS
:
11629 ItemPrototype
const* proto
= pItem
? pItem
->GetProto() : NULL
;
11630 data
<< uint32(proto
? proto
->ItemLimitCategory
: 0);
11636 GetSession()->SendPacket(&data
);
11639 void Player::SendBuyError( uint8 msg
, Creature
* pCreature
, uint32 item
, uint32 param
)
11641 sLog
.outDebug( "WORLD: Sent SMSG_BUY_FAILED" );
11642 WorldPacket
data( SMSG_BUY_FAILED
, (8+4+4+1) );
11643 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
11644 data
<< uint32(item
);
11646 data
<< uint32(param
);
11647 data
<< uint8(msg
);
11648 GetSession()->SendPacket(&data
);
11651 void Player::SendSellError( uint8 msg
, Creature
* pCreature
, uint64 guid
, uint32 param
)
11653 sLog
.outDebug( "WORLD: Sent SMSG_SELL_ITEM" );
11654 WorldPacket
data( SMSG_SELL_ITEM
,(8+8+(param
?4:0)+1)); // last check 2.0.10
11655 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
11656 data
<< uint64(guid
);
11658 data
<< uint32(param
);
11659 data
<< uint8(msg
);
11660 GetSession()->SendPacket(&data
);
11663 void Player::ClearTrade()
11666 acceptTrade
= false;
11667 for(int i
= 0; i
< TRADE_SLOT_COUNT
; ++i
)
11668 tradeItems
[i
] = NULL_SLOT
;
11671 void Player::TradeCancel(bool sendback
)
11675 // send yellow "Trade canceled" message to both traders
11679 ws
->SendCancelTrade();
11680 ws
= pTrader
->GetSession();
11681 if (!ws
->PlayerLogout())
11682 ws
->SendCancelTrade();
11686 pTrader
->ClearTrade();
11687 // prevent loss of reference
11688 pTrader
->pTrader
= NULL
;
11693 void Player::UpdateItemDuration(uint32 time
, bool realtimeonly
)
11695 if (m_itemDuration
.empty())
11698 sLog
.outDebug("Player::UpdateItemDuration(%u,%u)", time
, realtimeonly
);
11700 for(ItemDurationList::const_iterator itr
= m_itemDuration
.begin(); itr
!= m_itemDuration
.end(); )
11703 ++itr
; // current element can be erased in UpdateDuration
11705 if ((realtimeonly
&& item
->GetProto()->Duration
< 0) || !realtimeonly
)
11706 item
->UpdateDuration(this,time
);
11710 void Player::UpdateEnchantTime(uint32 time
)
11712 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(),next
;itr
!= m_enchantDuration
.end();itr
=next
)
11716 if (!itr
->item
->GetEnchantmentId(itr
->slot
))
11718 next
= m_enchantDuration
.erase(itr
);
11720 else if (itr
->leftduration
<= time
)
11722 ApplyEnchantment(itr
->item
, itr
->slot
, false, false);
11723 itr
->item
->ClearEnchantment(itr
->slot
);
11724 next
= m_enchantDuration
.erase(itr
);
11726 else if (itr
->leftduration
> time
)
11728 itr
->leftduration
-= time
;
11734 void Player::AddEnchantmentDurations(Item
*item
)
11736 for(int x
= 0; x
< MAX_ENCHANTMENT_SLOT
; ++x
)
11738 if (!item
->GetEnchantmentId(EnchantmentSlot(x
)))
11741 uint32 duration
= item
->GetEnchantmentDuration(EnchantmentSlot(x
));
11743 AddEnchantmentDuration(item
, EnchantmentSlot(x
), duration
);
11747 void Player::RemoveEnchantmentDurations(Item
*item
)
11749 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(); itr
!= m_enchantDuration
.end();)
11751 if (itr
->item
== item
)
11753 // save duration in item
11754 item
->SetEnchantmentDuration(EnchantmentSlot(itr
->slot
), itr
->leftduration
);
11755 itr
= m_enchantDuration
.erase(itr
);
11762 void Player::RemoveAllEnchantments(EnchantmentSlot slot
)
11764 // remove enchantments from equipped items first to clean up the m_enchantDuration list
11765 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(), next
; itr
!= m_enchantDuration
.end(); itr
= next
)
11768 if (itr
->slot
== slot
)
11770 if (itr
->item
&& itr
->item
->GetEnchantmentId(slot
))
11772 // remove from stats
11773 ApplyEnchantment(itr
->item
, slot
, false, false);
11775 itr
->item
->ClearEnchantment(slot
);
11777 // remove from update list
11778 next
= m_enchantDuration
.erase(itr
);
11784 // remove enchants from inventory items
11785 // NOTE: no need to remove these from stats, since these aren't equipped
11787 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
11788 if (Item
* pItem
= GetItemByPos(INVENTORY_SLOT_BAG_0
, i
))
11789 if (pItem
->GetEnchantmentId(slot
))
11790 pItem
->ClearEnchantment(slot
);
11792 // in inventory bags
11793 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
11794 if (Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
11795 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
11796 if (Item
* pItem
= pBag
->GetItemByPos(j
))
11797 if (pItem
->GetEnchantmentId(slot
))
11798 pItem
->ClearEnchantment(slot
);
11801 // duration == 0 will remove item enchant
11802 void Player::AddEnchantmentDuration(Item
*item
,EnchantmentSlot slot
,uint32 duration
)
11807 if (slot
>= MAX_ENCHANTMENT_SLOT
)
11810 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(); itr
!= m_enchantDuration
.end(); ++itr
)
11812 if (itr
->item
== item
&& itr
->slot
== slot
)
11814 itr
->item
->SetEnchantmentDuration(itr
->slot
, itr
->leftduration
);
11815 m_enchantDuration
.erase(itr
);
11819 if (item
&& duration
> 0 )
11821 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item
->GetGUID(), slot
, uint32(duration
/1000));
11822 m_enchantDuration
.push_back(EnchantDuration(item
, slot
, duration
));
11826 void Player::ApplyEnchantment(Item
*item
,bool apply
)
11828 for(uint32 slot
= 0; slot
< MAX_ENCHANTMENT_SLOT
; ++slot
)
11829 ApplyEnchantment(item
, EnchantmentSlot(slot
), apply
);
11832 void Player::ApplyEnchantment(Item
*item
, EnchantmentSlot slot
, bool apply
, bool apply_dur
, bool ignore_condition
)
11837 if (!item
->IsEquipped())
11840 if (slot
>= MAX_ENCHANTMENT_SLOT
)
11843 uint32 enchant_id
= item
->GetEnchantmentId(slot
);
11847 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
11851 if (!ignore_condition
&& pEnchant
->EnchantmentCondition
&& !((Player
*)this)->EnchantmentFitsRequirements(pEnchant
->EnchantmentCondition
, -1))
11854 if (!item
->IsBroken())
11856 for (int s
= 0; s
< 3; ++s
)
11858 uint32 enchant_display_type
= pEnchant
->type
[s
];
11859 uint32 enchant_amount
= pEnchant
->amount
[s
];
11860 uint32 enchant_spell_id
= pEnchant
->spellid
[s
];
11862 switch(enchant_display_type
)
11864 case ITEM_ENCHANTMENT_TYPE_NONE
:
11866 case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
:
11867 // processed in Player::CastItemCombatSpell
11869 case ITEM_ENCHANTMENT_TYPE_DAMAGE
:
11870 if (item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
11871 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11872 else if (item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
11873 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11874 else if (item
->GetSlot() == EQUIPMENT_SLOT_RANGED
)
11875 HandleStatModifier(UNIT_MOD_DAMAGE_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11877 case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL
:
11878 if (enchant_spell_id
)
11882 int32 basepoints
= 0;
11883 // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
11884 if (item
->GetItemRandomPropertyId())
11886 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11889 // Search enchant_amount
11890 for (int k
= 0; k
< 3; ++k
)
11892 if(item_rand
->enchant_id
[k
] == enchant_id
)
11894 basepoints
= int32((item_rand
->prefix
[k
] * item
->GetItemSuffixFactor()) / 10000 );
11900 // Cast custom spell vs all equal basepoints getted from enchant_amount
11902 CastCustomSpell(this, enchant_spell_id
, &basepoints
, &basepoints
, &basepoints
, true, item
);
11904 CastSpell(this, enchant_spell_id
, true, item
);
11907 RemoveAurasDueToItemSpell(item
, enchant_spell_id
);
11910 case ITEM_ENCHANTMENT_TYPE_RESISTANCE
:
11911 if (!enchant_amount
)
11913 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11916 for (int k
= 0; k
< 3; ++k
)
11918 if(item_rand
->enchant_id
[k
] == enchant_id
)
11920 enchant_amount
= uint32((item_rand
->prefix
[k
] * item
->GetItemSuffixFactor()) / 10000 );
11927 HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START
+ enchant_spell_id
), TOTAL_VALUE
, float(enchant_amount
), apply
);
11929 case ITEM_ENCHANTMENT_TYPE_STAT
:
11931 if (!enchant_amount
)
11933 ItemRandomSuffixEntry
const *item_rand_suffix
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11934 if(item_rand_suffix
)
11936 for (int k
= 0; k
< 3; ++k
)
11938 if(item_rand_suffix
->enchant_id
[k
] == enchant_id
)
11940 enchant_amount
= uint32((item_rand_suffix
->prefix
[k
] * item
->GetItemSuffixFactor()) / 10000 );
11947 sLog
.outDebug("Adding %u to stat nb %u",enchant_amount
,enchant_spell_id
);
11948 switch (enchant_spell_id
)
11950 case ITEM_MOD_MANA
:
11951 sLog
.outDebug("+ %u MANA",enchant_amount
);
11952 HandleStatModifier(UNIT_MOD_MANA
, BASE_VALUE
, float(enchant_amount
), apply
);
11954 case ITEM_MOD_HEALTH
:
11955 sLog
.outDebug("+ %u HEALTH",enchant_amount
);
11956 HandleStatModifier(UNIT_MOD_HEALTH
, BASE_VALUE
, float(enchant_amount
), apply
);
11958 case ITEM_MOD_AGILITY
:
11959 sLog
.outDebug("+ %u AGILITY",enchant_amount
);
11960 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11961 ApplyStatBuffMod(STAT_AGILITY
, enchant_amount
, apply
);
11963 case ITEM_MOD_STRENGTH
:
11964 sLog
.outDebug("+ %u STRENGTH",enchant_amount
);
11965 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11966 ApplyStatBuffMod(STAT_STRENGTH
, enchant_amount
, apply
);
11968 case ITEM_MOD_INTELLECT
:
11969 sLog
.outDebug("+ %u INTELLECT",enchant_amount
);
11970 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11971 ApplyStatBuffMod(STAT_INTELLECT
, enchant_amount
, apply
);
11973 case ITEM_MOD_SPIRIT
:
11974 sLog
.outDebug("+ %u SPIRIT",enchant_amount
);
11975 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11976 ApplyStatBuffMod(STAT_SPIRIT
, enchant_amount
, apply
);
11978 case ITEM_MOD_STAMINA
:
11979 sLog
.outDebug("+ %u STAMINA",enchant_amount
);
11980 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11981 ApplyStatBuffMod(STAT_STAMINA
, enchant_amount
, apply
);
11983 case ITEM_MOD_DEFENSE_SKILL_RATING
:
11984 ((Player
*)this)->ApplyRatingMod(CR_DEFENSE_SKILL
, enchant_amount
, apply
);
11985 sLog
.outDebug("+ %u DEFENCE", enchant_amount
);
11987 case ITEM_MOD_DODGE_RATING
:
11988 ((Player
*)this)->ApplyRatingMod(CR_DODGE
, enchant_amount
, apply
);
11989 sLog
.outDebug("+ %u DODGE", enchant_amount
);
11991 case ITEM_MOD_PARRY_RATING
:
11992 ((Player
*)this)->ApplyRatingMod(CR_PARRY
, enchant_amount
, apply
);
11993 sLog
.outDebug("+ %u PARRY", enchant_amount
);
11995 case ITEM_MOD_BLOCK_RATING
:
11996 ((Player
*)this)->ApplyRatingMod(CR_BLOCK
, enchant_amount
, apply
);
11997 sLog
.outDebug("+ %u SHIELD_BLOCK", enchant_amount
);
11999 case ITEM_MOD_HIT_MELEE_RATING
:
12000 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
12001 sLog
.outDebug("+ %u MELEE_HIT", enchant_amount
);
12003 case ITEM_MOD_HIT_RANGED_RATING
:
12004 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
12005 sLog
.outDebug("+ %u RANGED_HIT", enchant_amount
);
12007 case ITEM_MOD_HIT_SPELL_RATING
:
12008 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
12009 sLog
.outDebug("+ %u SPELL_HIT", enchant_amount
);
12011 case ITEM_MOD_CRIT_MELEE_RATING
:
12012 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
12013 sLog
.outDebug("+ %u MELEE_CRIT", enchant_amount
);
12015 case ITEM_MOD_CRIT_RANGED_RATING
:
12016 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
12017 sLog
.outDebug("+ %u RANGED_CRIT", enchant_amount
);
12019 case ITEM_MOD_CRIT_SPELL_RATING
:
12020 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
12021 sLog
.outDebug("+ %u SPELL_CRIT", enchant_amount
);
12023 // Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
12025 // case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
12026 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
12028 // case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
12029 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
12031 // case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
12032 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
12034 // case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
12035 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
12037 // case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
12038 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
12040 // case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
12041 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
12043 // case ITEM_MOD_HASTE_MELEE_RATING:
12044 // ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
12046 // case ITEM_MOD_HASTE_RANGED_RATING:
12047 // ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
12049 case ITEM_MOD_HASTE_SPELL_RATING
:
12050 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
12052 case ITEM_MOD_HIT_RATING
:
12053 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
12054 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
12055 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
12056 sLog
.outDebug("+ %u HIT", enchant_amount
);
12058 case ITEM_MOD_CRIT_RATING
:
12059 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
12060 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
12061 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
12062 sLog
.outDebug("+ %u CRITICAL", enchant_amount
);
12064 // Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
12065 // case ITEM_MOD_HIT_TAKEN_RATING:
12066 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
12067 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
12068 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
12070 // case ITEM_MOD_CRIT_TAKEN_RATING:
12071 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
12072 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
12073 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
12075 case ITEM_MOD_RESILIENCE_RATING
:
12076 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, enchant_amount
, apply
);
12077 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, enchant_amount
, apply
);
12078 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, enchant_amount
, apply
);
12079 sLog
.outDebug("+ %u RESILIENCE", enchant_amount
);
12081 case ITEM_MOD_HASTE_RATING
:
12082 ((Player
*)this)->ApplyRatingMod(CR_HASTE_MELEE
, enchant_amount
, apply
);
12083 ((Player
*)this)->ApplyRatingMod(CR_HASTE_RANGED
, enchant_amount
, apply
);
12084 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
12085 sLog
.outDebug("+ %u HASTE", enchant_amount
);
12087 case ITEM_MOD_EXPERTISE_RATING
:
12088 ((Player
*)this)->ApplyRatingMod(CR_EXPERTISE
, enchant_amount
, apply
);
12089 sLog
.outDebug("+ %u EXPERTISE", enchant_amount
);
12091 case ITEM_MOD_ATTACK_POWER
:
12092 HandleStatModifier(UNIT_MOD_ATTACK_POWER
, TOTAL_VALUE
, float(enchant_amount
), apply
);
12093 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
12094 sLog
.outDebug("+ %u ATTACK_POWER", enchant_amount
);
12096 case ITEM_MOD_RANGED_ATTACK_POWER
:
12097 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
12098 sLog
.outDebug("+ %u RANGED_ATTACK_POWER", enchant_amount
);
12100 case ITEM_MOD_FERAL_ATTACK_POWER
:
12101 ((Player
*)this)->ApplyFeralAPBonus(enchant_amount
, apply
);
12102 sLog
.outDebug("+ %u FERAL_ATTACK_POWER", enchant_amount
);
12104 case ITEM_MOD_MANA_REGENERATION
:
12105 ((Player
*)this)->ApplyManaRegenBonus(enchant_amount
, apply
);
12106 sLog
.outDebug("+ %u MANA_REGENERATION", enchant_amount
);
12108 case ITEM_MOD_ARMOR_PENETRATION_RATING
:
12109 ((Player
*)this)->ApplyRatingMod(CR_ARMOR_PENETRATION
, enchant_amount
, apply
);
12110 sLog
.outDebug("+ %u ARMOR PENETRATION", enchant_amount
);
12112 case ITEM_MOD_SPELL_POWER
:
12113 ((Player
*)this)->ApplySpellPowerBonus(enchant_amount
, apply
);
12114 sLog
.outDebug("+ %u SPELL_POWER", enchant_amount
);
12116 case ITEM_MOD_SPELL_HEALING_DONE
: // deprecated
12117 case ITEM_MOD_SPELL_DAMAGE_DONE
: // deprecated
12123 case ITEM_ENCHANTMENT_TYPE_TOTEM
: // Shaman Rockbiter Weapon
12125 if(getClass() == CLASS_SHAMAN
)
12127 float addValue
= 0.0f
;
12128 if(item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
12130 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/ 1000.0f
);
12131 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, addValue
, apply
);
12133 else if(item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
12135 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/ 1000.0f
);
12136 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, addValue
, apply
);
12141 case ITEM_ENCHANTMENT_TYPE_USE_SPELL
:
12142 // processed in Player::CastItemUseSpell
12144 case ITEM_ENCHANTMENT_TYPE_PRISMATIC_SOCKET
:
12148 sLog
.outError("Unknown item enchantment (id = %d) display type: %d", enchant_id
, enchant_display_type
);
12150 } /*switch(enchant_display_type)*/
12154 // visualize enchantment at player and equipped items
12155 if(slot
== PERM_ENCHANTMENT_SLOT
)
12156 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (item
->GetSlot() * 2), 0, apply
? item
->GetEnchantmentId(slot
) : 0);
12158 if(slot
== TEMP_ENCHANTMENT_SLOT
)
12159 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (item
->GetSlot() * 2), 1, apply
? item
->GetEnchantmentId(slot
) : 0);
12167 uint32 duration
= item
->GetEnchantmentDuration(slot
);
12169 AddEnchantmentDuration(item
, slot
, duration
);
12173 // duration == 0 will remove EnchantDuration
12174 AddEnchantmentDuration(item
, slot
, 0);
12179 void Player::SendEnchantmentDurations()
12181 for(EnchantDurationList::const_iterator itr
= m_enchantDuration
.begin(); itr
!= m_enchantDuration
.end(); ++itr
)
12183 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr
->item
->GetGUID(), itr
->slot
, uint32(itr
->leftduration
) / 1000);
12187 void Player::SendItemDurations()
12189 for(ItemDurationList::const_iterator itr
= m_itemDuration
.begin(); itr
!= m_itemDuration
.end(); ++itr
)
12191 (*itr
)->SendTimeUpdate(this);
12195 void Player::SendNewItem(Item
*item
, uint32 count
, bool received
, bool created
, bool broadcast
)
12197 if(!item
) // prevent crash
12200 // last check 2.0.10
12201 WorldPacket
data( SMSG_ITEM_PUSH_RESULT
, (8+4+4+4+1+4+4+4+4+4) );
12202 data
<< uint64(GetGUID()); // player GUID
12203 data
<< uint32(received
); // 0=looted, 1=from npc
12204 data
<< uint32(created
); // 0=received, 1=created
12205 data
<< uint32(1); // always 0x01 (probably meant to be count of listed items)
12206 data
<< uint8(item
->GetBagSlot()); // bagslot
12207 // item slot, but when added to stack: 0xFFFFFFFF
12208 data
<< uint32((item
->GetCount() == count
) ? item
->GetSlot() : -1);
12209 data
<< uint32(item
->GetEntry()); // item id
12210 data
<< uint32(item
->GetItemSuffixFactor()); // SuffixFactor
12211 data
<< uint32(item
->GetItemRandomPropertyId()); // random item property id
12212 data
<< uint32(count
); // count of items
12213 data
<< uint32(GetItemCount(item
->GetEntry())); // count of items in inventory
12215 if (broadcast
&& GetGroup())
12216 GetGroup()->BroadcastPacket(&data
, true);
12218 GetSession()->SendPacket(&data
);
12221 /*********************************************************/
12222 /*** GOSSIP SYSTEM ***/
12223 /*********************************************************/
12225 void Player::PrepareGossipMenu(WorldObject
*pSource
, uint32 menuId
)
12227 PlayerMenu
* pMenu
= PlayerTalkClass
;
12228 pMenu
->ClearMenus();
12230 pMenu
->GetGossipMenu().SetMenuId(menuId
);
12232 GossipMenuItemsMapBounds pMenuItemBounds
= sObjectMgr
.GetGossipMenuItemsMapBounds(menuId
);
12234 // if default menuId and no menu options exist for this, use options from default options
12235 if (pMenuItemBounds
.first
== pMenuItemBounds
.second
&& menuId
== GetDefaultGossipMenuForSource(pSource
))
12236 pMenuItemBounds
= sObjectMgr
.GetGossipMenuItemsMapBounds(0);
12238 for(GossipMenuItemsMap::const_iterator itr
= pMenuItemBounds
.first
; itr
!= pMenuItemBounds
.second
; ++itr
)
12240 bool bCanTalk
= true;
12242 if (itr
->second
.cond_1
&& !sObjectMgr
.IsPlayerMeetToCondition(this, itr
->second
.cond_1
))
12245 if (itr
->second
.cond_2
&& !sObjectMgr
.IsPlayerMeetToCondition(this, itr
->second
.cond_2
))
12248 if (itr
->second
.cond_3
&& !sObjectMgr
.IsPlayerMeetToCondition(this, itr
->second
.cond_3
))
12251 if (pSource
->GetTypeId() == TYPEID_UNIT
)
12253 Creature
*pCreature
= (Creature
*)pSource
;
12255 uint32 npcflags
= pCreature
->GetUInt32Value(UNIT_NPC_FLAGS
);
12257 if (!(itr
->second
.npc_option_npcflag
& npcflags
))
12260 switch(itr
->second
.option_id
)
12262 case GOSSIP_OPTION_QUESTGIVER
:
12263 PrepareQuestMenu(pSource
->GetGUID());
12266 case GOSSIP_OPTION_ARMORER
:
12267 bCanTalk
= false; // added in special mode
12269 case GOSSIP_OPTION_SPIRITHEALER
:
12273 case GOSSIP_OPTION_VENDOR
:
12275 VendorItemData
const* vItems
= pCreature
->GetVendorItems();
12276 if (!vItems
|| vItems
->Empty())
12278 sLog
.outErrorDb("Creature %u (Entry: %u) have UNIT_NPC_FLAG_VENDOR but have empty trading item list.", pCreature
->GetGUIDLow(), pCreature
->GetEntry());
12283 case GOSSIP_OPTION_TRAINER
:
12284 if (!pCreature
->isCanTrainingOf(this, false))
12287 case GOSSIP_OPTION_UNLEARNTALENTS
:
12288 if (!pCreature
->isCanTrainingAndResetTalentsOf(this))
12291 case GOSSIP_OPTION_UNLEARNPETSKILLS
:
12292 if (!GetPet() || GetPet()->getPetType() != HUNTER_PET
|| GetPet()->m_spells
.size() <= 1 || pCreature
->GetCreatureInfo()->trainer_type
!= TRAINER_TYPE_PETS
|| pCreature
->GetCreatureInfo()->trainer_class
!= CLASS_HUNTER
)
12295 case GOSSIP_OPTION_TAXIVENDOR
:
12296 if (GetSession()->SendLearnNewTaxiNode(pCreature
))
12299 case GOSSIP_OPTION_BATTLEFIELD
:
12300 if (!pCreature
->isCanInteractWithBattleMaster(this, false))
12303 case GOSSIP_OPTION_STABLEPET
:
12304 if (getClass() != CLASS_HUNTER
)
12307 case GOSSIP_OPTION_GOSSIP
:
12308 case GOSSIP_OPTION_SPIRITGUIDE
:
12309 case GOSSIP_OPTION_INNKEEPER
:
12310 case GOSSIP_OPTION_BANKER
:
12311 case GOSSIP_OPTION_PETITIONER
:
12312 case GOSSIP_OPTION_TABARDDESIGNER
:
12313 case GOSSIP_OPTION_AUCTIONEER
:
12314 break; // no checks
12316 sLog
.outErrorDb("Creature entry %u have unknown gossip option %u for menu %u", pCreature
->GetEntry(), itr
->second
.option_id
, itr
->second
.menu_id
);
12321 else if (pSource
->GetTypeId() == TYPEID_GAMEOBJECT
)
12323 GameObject
*pGo
= (GameObject
*)pSource
;
12325 switch(itr
->second
.option_id
)
12327 case GOSSIP_OPTION_QUESTGIVER
:
12328 if (pGo
->GetGoType() == GAMEOBJECT_TYPE_QUESTGIVER
)
12329 PrepareQuestMenu(pSource
->GetGUID());
12332 case GOSSIP_OPTION_GOSSIP
:
12333 if (pGo
->GetGoType() != GAMEOBJECT_TYPE_QUESTGIVER
&& pGo
->GetGoType() != GAMEOBJECT_TYPE_GOOBER
)
12344 std::string strOptionText
= itr
->second
.option_text
;
12345 std::string strBoxText
= itr
->second
.box_text
;
12347 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
12351 uint32 idxEntry
= MAKE_PAIR32(menuId
, itr
->second
.id
);
12353 if (GossipMenuItemsLocale
const *no
= sObjectMgr
.GetGossipMenuItemsLocale(idxEntry
))
12355 if (no
->OptionText
.size() > (size_t)loc_idx
&& !no
->OptionText
[loc_idx
].empty())
12356 strOptionText
= no
->OptionText
[loc_idx
];
12358 if (no
->BoxText
.size() > (size_t)loc_idx
&& !no
->BoxText
[loc_idx
].empty())
12359 strBoxText
= no
->BoxText
[loc_idx
];
12363 pMenu
->GetGossipMenu().AddMenuItem(itr
->second
.option_icon
, strOptionText
, 0, itr
->second
.option_id
, strBoxText
, itr
->second
.box_money
, itr
->second
.box_coded
);
12364 pMenu
->GetGossipMenu().AddGossipMenuItemData(itr
->second
.action_menu_id
, itr
->second
.action_poi_id
, itr
->second
.action_script_id
);
12368 // some gossips aren't handled in normal way ... so we need to do it this way .. TODO: handle it in normal way ;-)
12369 /*if (pMenu->Empty())
12371 if (pCreature->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_TRAINER))
12373 // output error message if need
12374 pCreature->isCanTrainingOf(this, true);
12377 if (pCreature->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_BATTLEMASTER))
12379 // output error message if need
12380 pCreature->isCanInteractWithBattleMaster(this, true);
12385 void Player::SendPreparedGossip(WorldObject
*pSource
)
12390 if (pSource
->GetTypeId() == TYPEID_UNIT
)
12392 // in case no gossip flag and quest menu not empty, open quest menu (client expect gossip menu with this flag)
12393 if (!((Creature
*)pSource
)->HasFlag(UNIT_NPC_FLAGS
,UNIT_NPC_FLAG_GOSSIP
) && !PlayerTalkClass
->GetQuestMenu().Empty())
12395 SendPreparedQuest(pSource
->GetGUID());
12399 else if (pSource
->GetTypeId() == TYPEID_GAMEOBJECT
)
12401 // probably need to find a better way here
12402 if (!PlayerTalkClass
->GetGossipMenu().GetMenuId() && !PlayerTalkClass
->GetQuestMenu().Empty())
12404 SendPreparedQuest(pSource
->GetGUID());
12409 // in case non empty gossip menu (that not included quests list size) show it
12410 // (quest entries from quest menu will be included in list)
12412 uint32 textId
= GetGossipTextId(pSource
);
12414 if (uint32 menuId
= PlayerTalkClass
->GetGossipMenu().GetMenuId())
12415 textId
= GetGossipTextId(menuId
);
12417 PlayerTalkClass
->SendGossipMenu(textId
, pSource
->GetGUID());
12420 void Player::OnGossipSelect(WorldObject
* pSource
, uint32 gossipListId
, uint32 menuId
)
12422 GossipMenu
& gossipmenu
= PlayerTalkClass
->GetGossipMenu();
12424 if (gossipListId
>= gossipmenu
.MenuItemCount())
12427 // if not same, then something funky is going on
12428 if (menuId
!= gossipmenu
.GetMenuId())
12431 uint32 gossipOptionId
= gossipmenu
.GetItem(gossipListId
).m_gOptionId
;
12432 uint64 guid
= pSource
->GetGUID();
12434 if (pSource
->GetTypeId() == TYPEID_GAMEOBJECT
)
12436 if (gossipOptionId
> GOSSIP_OPTION_QUESTGIVER
)
12438 sLog
.outError("Player guid %u request invalid gossip option for GameObject entry %u", GetGUIDLow(), pSource
->GetEntry());
12443 GossipMenuItemData pMenuData
= gossipmenu
.GetItemData(gossipListId
);
12445 switch(gossipOptionId
)
12447 case GOSSIP_OPTION_GOSSIP
:
12449 if (pMenuData
.m_gAction_menu
)
12451 PrepareGossipMenu(pSource
, pMenuData
.m_gAction_menu
);
12452 SendPreparedGossip(pSource
);
12455 if (pMenuData
.m_gAction_poi
)
12456 PlayerTalkClass
->SendPointOfInterest(pMenuData
.m_gAction_poi
);
12458 if (pMenuData
.m_gAction_script
)
12460 if (pSource
->GetTypeId() == TYPEID_UNIT
)
12461 GetMap()->ScriptsStart(sGossipScripts
, pMenuData
.m_gAction_script
, this, pSource
);
12462 else if (pSource
->GetTypeId() == TYPEID_GAMEOBJECT
)
12463 GetMap()->ScriptsStart(sGossipScripts
, pMenuData
.m_gAction_script
, pSource
, this);
12468 case GOSSIP_OPTION_SPIRITHEALER
:
12470 ((Creature
*)pSource
)->CastSpell(((Creature
*)pSource
),17251,true,NULL
,NULL
,GetGUID());
12472 case GOSSIP_OPTION_QUESTGIVER
:
12473 PrepareQuestMenu(guid
);
12474 SendPreparedQuest(guid
);
12476 case GOSSIP_OPTION_VENDOR
:
12477 case GOSSIP_OPTION_ARMORER
:
12478 GetSession()->SendListInventory(guid
);
12480 case GOSSIP_OPTION_STABLEPET
:
12481 GetSession()->SendStablePet(guid
);
12483 case GOSSIP_OPTION_TRAINER
:
12484 GetSession()->SendTrainerList(guid
);
12486 case GOSSIP_OPTION_UNLEARNTALENTS
:
12487 PlayerTalkClass
->CloseGossip();
12488 SendTalentWipeConfirm(guid
);
12490 case GOSSIP_OPTION_UNLEARNPETSKILLS
:
12491 PlayerTalkClass
->CloseGossip();
12492 SendPetSkillWipeConfirm();
12494 case GOSSIP_OPTION_TAXIVENDOR
:
12495 GetSession()->SendTaxiMenu(((Creature
*)pSource
));
12497 case GOSSIP_OPTION_INNKEEPER
:
12498 PlayerTalkClass
->CloseGossip();
12499 SetBindPoint(guid
);
12501 case GOSSIP_OPTION_BANKER
:
12502 GetSession()->SendShowBank(guid
);
12504 case GOSSIP_OPTION_PETITIONER
:
12505 PlayerTalkClass
->CloseGossip();
12506 GetSession()->SendPetitionShowList(guid
);
12508 case GOSSIP_OPTION_TABARDDESIGNER
:
12509 PlayerTalkClass
->CloseGossip();
12510 GetSession()->SendTabardVendorActivate(guid
);
12512 case GOSSIP_OPTION_AUCTIONEER
:
12513 GetSession()->SendAuctionHello(guid
, ((Creature
*)pSource
));
12515 case GOSSIP_OPTION_SPIRITGUIDE
:
12516 PrepareGossipMenu(pSource
);
12517 SendPreparedGossip(pSource
);
12519 case GOSSIP_OPTION_BATTLEFIELD
:
12521 BattleGroundTypeId bgTypeId
= sBattleGroundMgr
.GetBattleMasterBG(pSource
->GetEntry());
12523 if (bgTypeId
== BATTLEGROUND_TYPE_NONE
)
12525 sLog
.outError("a user (guid %u) requested battlegroundlist from a npc who is no battlemaster", GetGUIDLow());
12529 GetSession()->SendBattlegGroundList(guid
, bgTypeId
);
12535 uint32
Player::GetGossipTextId(WorldObject
*pSource
)
12537 if (!pSource
|| pSource
->GetTypeId() != TYPEID_UNIT
|| !((Creature
*)pSource
)->GetDBTableGUIDLow())
12538 return DEFAULT_GOSSIP_MESSAGE
;
12540 if (uint32 pos
= sObjectMgr
.GetNpcGossip(((Creature
*)pSource
)->GetDBTableGUIDLow()))
12543 return DEFAULT_GOSSIP_MESSAGE
;
12546 uint32
Player::GetGossipTextId(uint32 menuId
)
12548 uint32 textId
= DEFAULT_GOSSIP_MESSAGE
;
12553 GossipMenusMapBounds pMenuBounds
= sObjectMgr
.GetGossipMenusMapBounds(menuId
);
12555 for(GossipMenusMap::const_iterator itr
= pMenuBounds
.first
; itr
!= pMenuBounds
.second
; ++itr
)
12557 if (sObjectMgr
.IsPlayerMeetToCondition(this, itr
->second
.cond_1
) && sObjectMgr
.IsPlayerMeetToCondition(this, itr
->second
.cond_2
))
12558 textId
= itr
->second
.text_id
;
12564 uint32
Player::GetDefaultGossipMenuForSource(WorldObject
*pSource
)
12566 if (pSource
->GetTypeId() == TYPEID_UNIT
)
12567 return ((Creature
*)pSource
)->GetCreatureInfo()->GossipMenuId
;
12568 else if (pSource
->GetTypeId() == TYPEID_GAMEOBJECT
)
12569 return((GameObject
*)pSource
)->GetGOInfo()->GetGossipMenuId();
12574 /*********************************************************/
12575 /*** QUEST SYSTEM ***/
12576 /*********************************************************/
12578 void Player::PrepareQuestMenu( uint64 guid
)
12581 QuestRelations
* pObjectQR
;
12582 QuestRelations
* pObjectQIR
;
12584 // pets also can have quests
12585 if (Creature
*pCreature
= GetMap()->GetCreatureOrPetOrVehicle(guid
))
12587 pObject
= (Object
*)pCreature
;
12588 pObjectQR
= &sObjectMgr
.mCreatureQuestRelations
;
12589 pObjectQIR
= &sObjectMgr
.mCreatureQuestInvolvedRelations
;
12593 //we should obtain map pointer from GetMap() in 99% of cases. Special case
12594 //only for quests which cast teleport spells on player
12595 Map
* _map
= IsInWorld() ? GetMap() : sMapMgr
.FindMap(GetMapId(), GetInstanceId());
12597 GameObject
*pGameObject
= _map
->GetGameObject(guid
);
12600 pObject
= (Object
*)pGameObject
;
12601 pObjectQR
= &sObjectMgr
.mGOQuestRelations
;
12602 pObjectQIR
= &sObjectMgr
.mGOQuestInvolvedRelations
;
12608 QuestMenu
&qm
= PlayerTalkClass
->GetQuestMenu();
12611 for(QuestRelations::const_iterator i
= pObjectQIR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQIR
->upper_bound(pObject
->GetEntry()); ++i
)
12613 uint32 quest_id
= i
->second
;
12614 QuestStatus status
= GetQuestStatus( quest_id
);
12615 if ( status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus( quest_id
) )
12616 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_UNK2
);
12617 else if ( status
== QUEST_STATUS_INCOMPLETE
)
12618 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_UNK2
);
12619 else if (status
== QUEST_STATUS_AVAILABLE
)
12620 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_CHAT
);
12623 for(QuestRelations::const_iterator i
= pObjectQR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++i
)
12625 uint32 quest_id
= i
->second
;
12626 Quest
const* pQuest
= sObjectMgr
.GetQuestTemplate(quest_id
);
12627 if(!pQuest
) continue;
12629 QuestStatus status
= GetQuestStatus( quest_id
);
12631 if (pQuest
->IsAutoComplete() && CanTakeQuest(pQuest
, false))
12632 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_UNK2
);
12633 else if ( status
== QUEST_STATUS_NONE
&& CanTakeQuest( pQuest
, false ) )
12634 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_CHAT
);
12638 void Player::SendPreparedQuest(uint64 guid
)
12640 QuestMenu
& questMenu
= PlayerTalkClass
->GetQuestMenu();
12642 if (questMenu
.Empty())
12645 QuestMenuItem
const& qmi0
= questMenu
.GetItem(0);
12647 uint32 status
= qmi0
.m_qIcon
;
12649 // single element case
12650 if (questMenu
.MenuItemCount() == 1)
12652 // Auto open -- maybe also should verify there is no greeting
12653 uint32 quest_id
= qmi0
.m_qId
;
12654 Quest
const* pQuest
= sObjectMgr
.GetQuestTemplate(quest_id
);
12658 if (status
== DIALOG_STATUS_UNK2
&& !GetQuestRewardStatus(quest_id
))
12659 PlayerTalkClass
->SendQuestGiverRequestItems(pQuest
, guid
, CanRewardQuest(pQuest
, false), true);
12660 else if (status
== DIALOG_STATUS_UNK2
)
12661 PlayerTalkClass
->SendQuestGiverRequestItems(pQuest
, guid
, CanRewardQuest(pQuest
, false), true);
12662 // Send completable on repeatable and autoCompletable quest if player don't have quest
12663 // TODO: verify if check for !pQuest->IsDaily() is really correct (possibly not)
12664 else if (pQuest
->IsAutoComplete() && pQuest
->IsRepeatable() && !pQuest
->IsDaily())
12665 PlayerTalkClass
->SendQuestGiverRequestItems(pQuest
, guid
, CanCompleteRepeatableQuest(pQuest
), true);
12667 PlayerTalkClass
->SendQuestGiverQuestDetails(pQuest
, guid
, true);
12670 // multiply entries
12676 std::string title
= "";
12678 // need pet case for some quests
12679 if (Creature
*pCreature
= GetMap()->GetCreatureOrPetOrVehicle(guid
))
12681 uint32 textid
= GetGossipTextId(pCreature
);
12683 GossipText
const* gossiptext
= sObjectMgr
.GetGossipText(textid
);
12686 qe
._Delay
= 0; //TEXTEMOTE_MESSAGE; //zyg: player emote
12687 qe
._Emote
= 0; //TEXTEMOTE_HELLO; //zyg: NPC emote
12692 qe
= gossiptext
->Options
[0].Emotes
[0];
12694 if(!gossiptext
->Options
[0].Text_0
.empty())
12696 title
= gossiptext
->Options
[0].Text_0
;
12698 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
12701 NpcTextLocale
const *nl
= sObjectMgr
.GetNpcTextLocale(textid
);
12704 if (nl
->Text_0
[0].size() > loc_idx
&& !nl
->Text_0
[0][loc_idx
].empty())
12705 title
= nl
->Text_0
[0][loc_idx
];
12711 title
= gossiptext
->Options
[0].Text_1
;
12713 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
12716 NpcTextLocale
const *nl
= sObjectMgr
.GetNpcTextLocale(textid
);
12719 if (nl
->Text_1
[0].size() > loc_idx
&& !nl
->Text_1
[0][loc_idx
].empty())
12720 title
= nl
->Text_1
[0][loc_idx
];
12726 PlayerTalkClass
->SendQuestGiverQuestList(qe
, title
, guid
);
12730 bool Player::IsActiveQuest( uint32 quest_id
) const
12732 QuestStatusMap::const_iterator itr
= mQuestStatus
.find(quest_id
);
12734 return itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
;
12737 Quest
const * Player::GetNextQuest( uint64 guid
, Quest
const *pQuest
)
12740 QuestRelations
* pObjectQR
;
12741 QuestRelations
* pObjectQIR
;
12743 if (Creature
*pCreature
= GetMap()->GetCreatureOrPetOrVehicle(guid
))
12745 pObject
= (Object
*)pCreature
;
12746 pObjectQR
= &sObjectMgr
.mCreatureQuestRelations
;
12747 pObjectQIR
= &sObjectMgr
.mCreatureQuestInvolvedRelations
;
12751 //we should obtain map pointer from GetMap() in 99% of cases. Special case
12752 //only for quests which cast teleport spells on player
12753 Map
* _map
= IsInWorld() ? GetMap() : sMapMgr
.FindMap(GetMapId(), GetInstanceId());
12755 GameObject
*pGameObject
= _map
->GetGameObject(guid
);
12758 pObject
= (Object
*)pGameObject
;
12759 pObjectQR
= &sObjectMgr
.mGOQuestRelations
;
12760 pObjectQIR
= &sObjectMgr
.mGOQuestInvolvedRelations
;
12766 uint32 nextQuestID
= pQuest
->GetNextQuestInChain();
12767 for(QuestRelations::const_iterator itr
= pObjectQR
->lower_bound(pObject
->GetEntry()); itr
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++itr
)
12769 if (itr
->second
== nextQuestID
)
12770 return sObjectMgr
.GetQuestTemplate(nextQuestID
);
12776 bool Player::CanSeeStartQuest( Quest
const *pQuest
)
12778 if( SatisfyQuestRace( pQuest
, false ) && SatisfyQuestSkillOrClass( pQuest
, false ) &&
12779 SatisfyQuestExclusiveGroup( pQuest
, false ) && SatisfyQuestReputation( pQuest
, false ) &&
12780 SatisfyQuestPreviousQuest( pQuest
, false ) && SatisfyQuestNextChain( pQuest
, false ) &&
12781 SatisfyQuestPrevChain( pQuest
, false ) && SatisfyQuestDay( pQuest
, false ) )
12783 return getLevel() + sWorld
.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF
) >= pQuest
->GetMinLevel();
12789 bool Player::CanTakeQuest( Quest
const *pQuest
, bool msg
)
12791 return SatisfyQuestStatus( pQuest
, msg
) && SatisfyQuestExclusiveGroup( pQuest
, msg
)
12792 && SatisfyQuestRace( pQuest
, msg
) && SatisfyQuestLevel( pQuest
, msg
)
12793 && SatisfyQuestSkillOrClass( pQuest
, msg
) && SatisfyQuestReputation( pQuest
, msg
)
12794 && SatisfyQuestPreviousQuest( pQuest
, msg
) && SatisfyQuestTimed( pQuest
, msg
)
12795 && SatisfyQuestNextChain( pQuest
, msg
) && SatisfyQuestPrevChain( pQuest
, msg
)
12796 && SatisfyQuestDay( pQuest
, msg
);
12799 bool Player::CanAddQuest( Quest
const *pQuest
, bool msg
)
12801 if( !SatisfyQuestLog( msg
) )
12804 uint32 srcitem
= pQuest
->GetSrcItemId();
12807 uint32 count
= pQuest
->GetSrcItemCount();
12808 ItemPosCountVec dest
;
12809 uint8 msg2
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
12811 // player already have max number (in most case 1) source item, no additional item needed and quest can be added.
12812 if( msg2
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
12814 else if( msg2
!= EQUIP_ERR_OK
)
12816 SendEquipError( msg2
, NULL
, NULL
);
12823 bool Player::CanCompleteQuest( uint32 quest_id
)
12827 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12828 if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
12829 return false; // not allow re-complete quest
12831 Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(quest_id
);
12836 // auto complete quest
12837 if (qInfo
->IsAutoComplete() && CanTakeQuest(qInfo
, false))
12840 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
12843 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12845 for(int i
= 0; i
< QUEST_ITEM_OBJECTIVES_COUNT
; ++i
)
12847 if( qInfo
->ReqItemCount
[i
] != 0 && q_status
.m_itemcount
[i
] < qInfo
->ReqItemCount
[i
] )
12852 if ( qInfo
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
12854 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12856 if( qInfo
->ReqCreatureOrGOId
[i
] == 0 )
12859 if( qInfo
->ReqCreatureOrGOCount
[i
] != 0 && q_status
.m_creatureOrGOcount
[i
] < qInfo
->ReqCreatureOrGOCount
[i
] )
12864 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_EXPLORATION_OR_EVENT
) && !q_status
.m_explored
)
12867 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && q_status
.m_timer
== 0 )
12870 if ( qInfo
->GetRewOrReqMoney() < 0 )
12872 if ( GetMoney() < uint32(-qInfo
->GetRewOrReqMoney()) )
12876 uint32 repFacId
= qInfo
->GetRepObjectiveFaction();
12877 if ( repFacId
&& GetReputationMgr().GetReputation(repFacId
) < qInfo
->GetRepObjectiveValue() )
12886 bool Player::CanCompleteRepeatableQuest( Quest
const *pQuest
)
12888 // Solve problem that player don't have the quest and try complete it.
12889 // if repeatable she must be able to complete event if player don't have it.
12890 // Seem that all repeatable quest are DELIVER Flag so, no need to add more.
12891 if( !CanTakeQuest(pQuest
, false) )
12894 if (pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12895 for(int i
= 0; i
< QUEST_ITEM_OBJECTIVES_COUNT
; ++i
)
12896 if( pQuest
->ReqItemId
[i
] && pQuest
->ReqItemCount
[i
] && !HasItemCount(pQuest
->ReqItemId
[i
], pQuest
->ReqItemCount
[i
]) )
12899 if( !CanRewardQuest(pQuest
, false) )
12905 bool Player::CanRewardQuest( Quest
const *pQuest
, bool msg
)
12907 // not auto complete quest and not completed quest (only cheating case, then ignore without message)
12908 if(!pQuest
->IsAutoComplete() && GetQuestStatus(pQuest
->GetQuestId()) != QUEST_STATUS_COMPLETE
)
12911 // daily quest can't be rewarded (25 daily quest already completed)
12912 if(!SatisfyQuestDay(pQuest
,true))
12915 // rewarded and not repeatable quest (only cheating case, then ignore without message)
12916 if(GetQuestRewardStatus(pQuest
->GetQuestId()))
12919 // prevent receive reward with quest items in bank
12920 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12922 for(int i
= 0; i
< QUEST_ITEM_OBJECTIVES_COUNT
; ++i
)
12924 if( pQuest
->ReqItemCount
[i
] != 0 &&
12925 GetItemCount(pQuest
->ReqItemId
[i
]) < pQuest
->ReqItemCount
[i
] )
12928 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, NULL
, NULL
);
12934 // prevent receive reward with low money and GetRewOrReqMoney() < 0
12935 if(pQuest
->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest
->GetRewOrReqMoney()) )
12941 bool Player::CanRewardQuest( Quest
const *pQuest
, uint32 reward
, bool msg
)
12943 // prevent receive reward with quest items in bank or for not completed quest
12944 if(!CanRewardQuest(pQuest
,msg
))
12947 if ( pQuest
->GetRewChoiceItemsCount() > 0 )
12949 if( pQuest
->RewChoiceItemId
[reward
] )
12951 ItemPosCountVec dest
;
12952 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewChoiceItemId
[reward
], pQuest
->RewChoiceItemCount
[reward
] );
12953 if( res
!= EQUIP_ERR_OK
)
12955 SendEquipError( res
, NULL
, NULL
);
12961 if ( pQuest
->GetRewItemsCount() > 0 )
12963 for (uint32 i
= 0; i
< pQuest
->GetRewItemsCount(); ++i
)
12965 if( pQuest
->RewItemId
[i
] )
12967 ItemPosCountVec dest
;
12968 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewItemId
[i
], pQuest
->RewItemCount
[i
] );
12969 if( res
!= EQUIP_ERR_OK
)
12971 SendEquipError( res
, NULL
, NULL
);
12981 void Player::SendPetTameFailure(PetTameFailureReason reason
)
12983 WorldPacket
data(SMSG_PET_TAME_FAILURE
, 1);
12984 data
<< uint8(reason
);
12985 GetSession()->SendPacket(&data
);
12988 void Player::AddQuest( Quest
const *pQuest
, Object
*questGiver
)
12990 uint16 log_slot
= FindQuestSlot( 0 );
12991 assert(log_slot
< MAX_QUEST_LOG_SIZE
);
12993 uint32 quest_id
= pQuest
->GetQuestId();
12995 // if not exist then created with set uState==NEW and rewarded=false
12996 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
12998 // check for repeatable quests status reset
12999 questStatusData
.m_status
= QUEST_STATUS_INCOMPLETE
;
13000 questStatusData
.m_explored
= false;
13002 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13004 for(int i
= 0; i
< QUEST_ITEM_OBJECTIVES_COUNT
; ++i
)
13005 questStatusData
.m_itemcount
[i
] = 0;
13008 if ( pQuest
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
13010 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
13011 questStatusData
.m_creatureOrGOcount
[i
] = 0;
13014 GiveQuestSourceItem( pQuest
);
13015 AdjustQuestReqItemCount( pQuest
, questStatusData
);
13017 if( pQuest
->GetRepObjectiveFaction() )
13018 if(FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(pQuest
->GetRepObjectiveFaction()))
13019 GetReputationMgr().SetVisible(factionEntry
);
13022 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) )
13024 uint32 limittime
= pQuest
->GetLimitTime();
13026 // shared timed quest
13027 if(questGiver
&& questGiver
->GetTypeId()==TYPEID_PLAYER
)
13028 limittime
= ((Player
*)questGiver
)->getQuestStatusMap()[quest_id
].m_timer
/ IN_MILISECONDS
;
13030 AddTimedQuest( quest_id
);
13031 questStatusData
.m_timer
= limittime
* IN_MILISECONDS
;
13032 qtime
= static_cast<uint32
>(time(NULL
)) + limittime
;
13035 questStatusData
.m_timer
= 0;
13037 SetQuestSlot(log_slot
, quest_id
, qtime
);
13039 if (questStatusData
.uState
!= QUEST_NEW
)
13040 questStatusData
.uState
= QUEST_CHANGED
;
13042 //starting initial quest script
13043 if(questGiver
&& pQuest
->GetQuestStartScript()!=0)
13044 GetMap()->ScriptsStart(sQuestStartScripts
, pQuest
->GetQuestStartScript(), questGiver
, this);
13046 // Some spells applied at quest activation
13047 SpellAreaForQuestMapBounds saBounds
= sSpellMgr
.GetSpellAreaForQuestMapBounds(quest_id
,true);
13048 if(saBounds
.first
!= saBounds
.second
)
13051 GetZoneAndAreaId(zone
,area
);
13053 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
13054 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,zone
,area
))
13055 if( !HasAura(itr
->second
->spellId
,0) )
13056 CastSpell(this,itr
->second
->spellId
,true);
13059 UpdateForQuestWorldObjects();
13062 void Player::CompleteQuest( uint32 quest_id
)
13066 SetQuestStatus( quest_id
, QUEST_STATUS_COMPLETE
);
13068 uint16 log_slot
= FindQuestSlot( quest_id
);
13069 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13070 SetQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
13072 if(Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(quest_id
))
13074 if( qInfo
->HasFlag(QUEST_FLAGS_AUTO_REWARDED
) )
13075 RewardQuest(qInfo
,0,this,false);
13077 SendQuestComplete( quest_id
);
13082 void Player::IncompleteQuest( uint32 quest_id
)
13086 SetQuestStatus( quest_id
, QUEST_STATUS_INCOMPLETE
);
13088 uint16 log_slot
= FindQuestSlot( quest_id
);
13089 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13090 RemoveQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
13094 void Player::RewardQuest( Quest
const *pQuest
, uint32 reward
, Object
* questGiver
, bool announce
)
13096 //this THING should be here to protect code from quest, which cast on player far teleport as a reward
13097 //should work fine, cause far teleport will be executed in Player::Update()
13098 SetCanDelayTeleport(true);
13100 uint32 quest_id
= pQuest
->GetQuestId();
13102 for (int i
= 0; i
< QUEST_ITEM_OBJECTIVES_COUNT
; ++i
)
13104 if (pQuest
->ReqItemId
[i
])
13105 DestroyItemCount( pQuest
->ReqItemId
[i
], pQuest
->ReqItemCount
[i
], true);
13108 RemoveTimedQuest(quest_id
);
13110 if (BattleGround
* bg
= GetBattleGround())
13111 if (bg
->GetTypeID() == BATTLEGROUND_AV
)
13112 ((BattleGroundAV
*)bg
)->HandleQuestComplete(pQuest
->GetQuestId(), this);
13114 if (pQuest
->GetRewChoiceItemsCount() > 0)
13116 if (uint32 itemId
= pQuest
->RewChoiceItemId
[reward
])
13118 ItemPosCountVec dest
;
13119 if (CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, itemId
, pQuest
->RewChoiceItemCount
[reward
] ) == EQUIP_ERR_OK
)
13121 Item
* item
= StoreNewItem( dest
, itemId
, true, Item::GenerateItemRandomPropertyId(itemId
));
13122 SendNewItem(item
, pQuest
->RewChoiceItemCount
[reward
], true, false);
13127 if (pQuest
->GetRewItemsCount() > 0)
13129 for (uint32 i
=0; i
< pQuest
->GetRewItemsCount(); ++i
)
13131 if (uint32 itemId
= pQuest
->RewItemId
[i
])
13133 ItemPosCountVec dest
;
13134 if (CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, itemId
, pQuest
->RewItemCount
[i
] ) == EQUIP_ERR_OK
)
13136 Item
* item
= StoreNewItem( dest
, itemId
, true, Item::GenerateItemRandomPropertyId(itemId
));
13137 SendNewItem(item
, pQuest
->RewItemCount
[i
], true, false);
13143 RewardReputation( pQuest
);
13145 uint16 log_slot
= FindQuestSlot( quest_id
);
13146 if (log_slot
< MAX_QUEST_LOG_SIZE
)
13147 SetQuestSlot(log_slot
,0);
13149 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
13151 // Not give XP in case already completed once repeatable quest
13152 uint32 XP
= q_status
.m_rewarded
? 0 : uint32(pQuest
->XPValue( this )*sWorld
.getRate(RATE_XP_QUEST
));
13154 if (getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
13155 GiveXP( XP
, NULL
);
13158 uint32 money
= uint32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
));
13159 ModifyMoney( money
);
13160 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD
, money
);
13163 // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
13164 if (pQuest
->GetRewOrReqMoney())
13166 ModifyMoney( pQuest
->GetRewOrReqMoney() );
13168 if (pQuest
->GetRewOrReqMoney() > 0)
13169 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD
, pQuest
->GetRewOrReqMoney());
13173 if (pQuest
->GetRewHonorableKills())
13174 RewardHonor(NULL
, 0, MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorableKills()));
13177 if (pQuest
->GetCharTitleId())
13179 if (CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
13180 SetTitle(titleEntry
);
13183 if (pQuest
->GetBonusTalents())
13185 m_questRewardTalentCount
+=pQuest
->GetBonusTalents();
13186 InitTalentForLevel();
13189 // Send reward mail
13190 if (uint32 mail_template_id
= pQuest
->GetRewMailTemplateId())
13191 MailDraft(mail_template_id
).SendMailTo(this, questGiver
, MAIL_CHECK_MASK_NONE
, pQuest
->GetRewMailDelaySecs());
13193 if (pQuest
->IsDaily())
13195 SetDailyQuestStatus(quest_id
);
13196 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST
, 1);
13199 if (!pQuest
->IsRepeatable())
13200 SetQuestStatus(quest_id
, QUEST_STATUS_COMPLETE
);
13202 SetQuestStatus(quest_id
, QUEST_STATUS_NONE
);
13204 q_status
.m_rewarded
= true;
13205 if (q_status
.uState
!= QUEST_NEW
)
13206 q_status
.uState
= QUEST_CHANGED
;
13209 SendQuestReward( pQuest
, XP
, questGiver
);
13211 // cast spells after mark quest complete (some spells have quest completed state reqyurements in spell_area data)
13212 if (pQuest
->GetRewSpellCast() > 0)
13213 CastSpell( this, pQuest
->GetRewSpellCast(), true);
13214 else if ( pQuest
->GetRewSpell() > 0)
13215 CastSpell( this, pQuest
->GetRewSpell(), true);
13217 if (pQuest
->GetZoneOrSort() > 0)
13218 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE
, pQuest
->GetZoneOrSort());
13219 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT
);
13220 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST
, pQuest
->GetQuestId());
13225 // remove auras from spells with quest reward state limitations
13226 SpellAreaForQuestMapBounds saEndBounds
= sSpellMgr
.GetSpellAreaForQuestEndMapBounds(quest_id
);
13227 if(saEndBounds
.first
!= saEndBounds
.second
)
13229 GetZoneAndAreaId(zone
,area
);
13231 for(SpellAreaForAreaMap::const_iterator itr
= saEndBounds
.first
; itr
!= saEndBounds
.second
; ++itr
)
13232 if(!itr
->second
->IsFitToRequirements(this,zone
,area
))
13233 RemoveAurasDueToSpell(itr
->second
->spellId
);
13236 // Some spells applied at quest reward
13237 SpellAreaForQuestMapBounds saBounds
= sSpellMgr
.GetSpellAreaForQuestMapBounds(quest_id
,false);
13238 if(saBounds
.first
!= saBounds
.second
)
13241 GetZoneAndAreaId(zone
,area
);
13243 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
13244 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,zone
,area
))
13245 if( !HasAura(itr
->second
->spellId
,0) )
13246 CastSpell(this,itr
->second
->spellId
,true);
13249 //lets remove flag for delayed teleports
13250 SetCanDelayTeleport(false);
13253 void Player::FailQuest(uint32 questId
)
13255 if (Quest
const* pQuest
= sObjectMgr
.GetQuestTemplate(questId
))
13257 SetQuestStatus(questId
, QUEST_STATUS_FAILED
);
13259 uint16 log_slot
= FindQuestSlot(questId
);
13261 if (log_slot
< MAX_QUEST_LOG_SIZE
)
13263 SetQuestSlotTimer(log_slot
, 1);
13264 SetQuestSlotState(log_slot
, QUEST_STATE_FAIL
);
13267 if (pQuest
->HasFlag(QUEST_MANGOS_FLAGS_TIMED
))
13269 QuestStatusData
& q_status
= mQuestStatus
[questId
];
13271 RemoveTimedQuest(questId
);
13272 q_status
.m_timer
= 0;
13274 SendQuestTimerFailed(questId
);
13277 SendQuestFailed(questId
);
13281 bool Player::SatisfyQuestSkillOrClass( Quest
const* qInfo
, bool msg
)
13283 int32 zoneOrSort
= qInfo
->GetZoneOrSort();
13284 int32 skillOrClass
= qInfo
->GetSkillOrClass();
13286 // skip zone zoneOrSort and 0 case skillOrClass
13287 if( zoneOrSort
>= 0 && skillOrClass
== 0 )
13290 int32 questSort
= -zoneOrSort
;
13291 uint8 reqSortClass
= ClassByQuestSort(questSort
);
13293 // check class sort cases in zoneOrSort
13294 if( reqSortClass
!= 0 && getClass() != reqSortClass
)
13297 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13302 if( skillOrClass
< 0 )
13304 uint8 reqClass
= -int32(skillOrClass
);
13305 if(getClass() != reqClass
)
13308 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13313 else if( skillOrClass
> 0 )
13315 uint32 reqSkill
= skillOrClass
;
13316 if( GetSkillValue( reqSkill
) < qInfo
->GetRequiredSkillValue() )
13319 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13327 bool Player::SatisfyQuestLevel( Quest
const* qInfo
, bool msg
)
13329 if( getLevel() < qInfo
->GetMinLevel() )
13332 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13338 bool Player::SatisfyQuestLog( bool msg
)
13341 if( FindQuestSlot(0) < MAX_QUEST_LOG_SIZE
)
13346 WorldPacket
data( SMSG_QUESTLOG_FULL
, 0 );
13347 GetSession()->SendPacket( &data
);
13348 sLog
.outDebug( "WORLD: Sent QUEST_LOG_FULL_MESSAGE" );
13353 bool Player::SatisfyQuestPreviousQuest( Quest
const* qInfo
, bool msg
)
13355 // No previous quest (might be first quest in a series)
13356 if( qInfo
->prevQuests
.empty())
13359 for(Quest::PrevQuests::const_iterator iter
= qInfo
->prevQuests
.begin(); iter
!= qInfo
->prevQuests
.end(); ++iter
)
13361 uint32 prevId
= abs(*iter
);
13363 QuestStatusMap::const_iterator i_prevstatus
= mQuestStatus
.find( prevId
);
13364 Quest
const* qPrevInfo
= sObjectMgr
.GetQuestTemplate(prevId
);
13366 if( qPrevInfo
&& i_prevstatus
!= mQuestStatus
.end() )
13368 // If any of the positive previous quests completed, return true
13369 if( *iter
> 0 && i_prevstatus
->second
.m_rewarded
)
13371 // skip one-from-all exclusive group
13372 if(qPrevInfo
->GetExclusiveGroup() >= 0)
13375 // each-from-all exclusive group ( < 0)
13376 // can be start if only all quests in prev quest exclusive group completed and rewarded
13377 ObjectMgr::ExclusiveQuestGroups::const_iterator iter2
= sObjectMgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
13378 ObjectMgr::ExclusiveQuestGroups::const_iterator end
= sObjectMgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
13380 assert(iter2
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
13382 for(; iter2
!= end
; ++iter2
)
13384 uint32 exclude_Id
= iter2
->second
;
13386 // skip checked quest id, only state of other quests in group is interesting
13387 if(exclude_Id
== prevId
)
13390 QuestStatusMap::const_iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
13392 // alternative quest from group also must be completed and rewarded(reported)
13393 if( i_exstatus
== mQuestStatus
.end() || !i_exstatus
->second
.m_rewarded
)
13396 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13402 // If any of the negative previous quests active, return true
13403 if( *iter
< 0 && (i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
13404 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
))))
13406 // skip one-from-all exclusive group
13407 if(qPrevInfo
->GetExclusiveGroup() >= 0)
13410 // each-from-all exclusive group ( < 0)
13411 // can be start if only all quests in prev quest exclusive group active
13412 ObjectMgr::ExclusiveQuestGroups::const_iterator iter2
= sObjectMgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
13413 ObjectMgr::ExclusiveQuestGroups::const_iterator end
= sObjectMgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
13415 assert(iter2
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
13417 for(; iter2
!= end
; ++iter2
)
13419 uint32 exclude_Id
= iter2
->second
;
13421 // skip checked quest id, only state of other quests in group is interesting
13422 if(exclude_Id
== prevId
)
13425 QuestStatusMap::const_iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
13427 // alternative quest from group also must be active
13428 if( i_exstatus
== mQuestStatus
.end() ||
13429 i_exstatus
->second
.m_status
!= QUEST_STATUS_INCOMPLETE
&&
13430 (i_prevstatus
->second
.m_status
!= QUEST_STATUS_COMPLETE
|| GetQuestRewardStatus(prevId
)) )
13433 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13442 // Has only positive prev. quests in non-rewarded state
13443 // and negative prev. quests in non-active state
13445 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13450 bool Player::SatisfyQuestRace( Quest
const* qInfo
, bool msg
)
13452 uint32 reqraces
= qInfo
->GetRequiredRaces();
13453 if ( reqraces
== 0 )
13455 if( (reqraces
& getRaceMask()) == 0 )
13458 SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE
);
13464 bool Player::SatisfyQuestReputation( Quest
const* qInfo
, bool msg
)
13466 uint32 fIdMin
= qInfo
->GetRequiredMinRepFaction(); //Min required rep
13467 if(fIdMin
&& GetReputationMgr().GetReputation(fIdMin
) < qInfo
->GetRequiredMinRepValue())
13470 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13474 uint32 fIdMax
= qInfo
->GetRequiredMaxRepFaction(); //Max required rep
13475 if(fIdMax
&& GetReputationMgr().GetReputation(fIdMax
) >= qInfo
->GetRequiredMaxRepValue())
13478 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13485 bool Player::SatisfyQuestStatus( Quest
const* qInfo
, bool msg
)
13487 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( qInfo
->GetQuestId() );
13488 if ( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
)
13491 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON
);
13497 bool Player::SatisfyQuestTimed(Quest
const* qInfo
, bool msg
)
13499 if (!m_timedquests
.empty() && qInfo
->HasFlag(QUEST_MANGOS_FLAGS_TIMED
))
13502 SendCanTakeQuestResponse(INVALIDREASON_QUEST_ONLY_ONE_TIMED
);
13509 bool Player::SatisfyQuestExclusiveGroup( Quest
const* qInfo
, bool msg
)
13511 // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
13512 if(qInfo
->GetExclusiveGroup() <= 0)
13515 ObjectMgr::ExclusiveQuestGroups::const_iterator iter
= sObjectMgr
.mExclusiveQuestGroups
.lower_bound(qInfo
->GetExclusiveGroup());
13516 ObjectMgr::ExclusiveQuestGroups::const_iterator end
= sObjectMgr
.mExclusiveQuestGroups
.upper_bound(qInfo
->GetExclusiveGroup());
13518 assert(iter
!=end
); // always must be found if qInfo->ExclusiveGroup != 0
13520 for(; iter
!= end
; ++iter
)
13522 uint32 exclude_Id
= iter
->second
;
13524 // skip checked quest id, only state of other quests in group is interesting
13525 if(exclude_Id
== qInfo
->GetQuestId())
13528 // not allow have daily quest if daily quest from exclusive group already recently completed
13529 Quest
const* Nquest
= sObjectMgr
.GetQuestTemplate(exclude_Id
);
13530 if( !SatisfyQuestDay(Nquest
, false) )
13533 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13537 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
13539 // alternative quest already started or completed
13540 if( i_exstatus
!= mQuestStatus
.end()
13541 && (i_exstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
|| i_exstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
13544 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13551 bool Player::SatisfyQuestNextChain( Quest
const* qInfo
, bool msg
)
13553 if(!qInfo
->GetNextQuestInChain())
13556 // next quest in chain already started or completed
13557 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( qInfo
->GetNextQuestInChain() );
13558 if( itr
!= mQuestStatus
.end()
13559 && (itr
->second
.m_status
== QUEST_STATUS_COMPLETE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
13562 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13566 // check for all quests further up the chain
13567 // only necessary if there are quest chains with more than one quest that can be skipped
13568 //return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg );
13572 bool Player::SatisfyQuestPrevChain( Quest
const* qInfo
, bool msg
)
13574 // No previous quest in chain
13575 if( qInfo
->prevChainQuests
.empty())
13578 for(Quest::PrevChainQuests::const_iterator iter
= qInfo
->prevChainQuests
.begin(); iter
!= qInfo
->prevChainQuests
.end(); ++iter
)
13580 uint32 prevId
= *iter
;
13582 QuestStatusMap::const_iterator i_prevstatus
= mQuestStatus
.find( prevId
);
13584 if( i_prevstatus
!= mQuestStatus
.end() )
13586 // If any of the previous quests in chain active, return false
13587 if( i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
13588 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
)))
13591 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13596 // check for all quests further down the chain
13597 // only necessary if there are quest chains with more than one quest that can be skipped
13598 //if( !SatisfyQuestPrevChain( prevId, msg ) )
13602 // No previous quest in chain active
13606 bool Player::SatisfyQuestDay( Quest
const* qInfo
, bool msg
)
13608 if(!qInfo
->IsDaily())
13611 bool have_slot
= false;
13612 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
13614 uint32 id
= GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
);
13615 if(qInfo
->GetQuestId()==id
)
13625 SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING
);
13632 bool Player::GiveQuestSourceItem( Quest
const *pQuest
)
13634 uint32 srcitem
= pQuest
->GetSrcItemId();
13637 uint32 count
= pQuest
->GetSrcItemCount();
13641 ItemPosCountVec dest
;
13642 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
13643 if( msg
== EQUIP_ERR_OK
)
13645 Item
* item
= StoreNewItem(dest
, srcitem
, true);
13646 SendNewItem(item
, count
, true, false);
13649 // player already have max amount required item, just report success
13650 else if( msg
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
13653 SendEquipError( msg
, NULL
, NULL
);
13660 bool Player::TakeQuestSourceItem( uint32 quest_id
, bool msg
)
13662 Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(quest_id
);
13665 uint32 srcitem
= qInfo
->GetSrcItemId();
13668 uint32 count
= qInfo
->GetSrcItemCount();
13672 // exist one case when destroy source quest item not possible:
13673 // non un-equippable item (equipped non-empty bag, for example)
13674 uint8 res
= CanUnequipItems(srcitem
,count
);
13675 if(res
!= EQUIP_ERR_OK
)
13678 SendEquipError( res
, NULL
, NULL
);
13682 DestroyItemCount(srcitem
, count
, true, true);
13688 bool Player::GetQuestRewardStatus( uint32 quest_id
) const
13690 Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(quest_id
);
13693 // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
13694 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13695 if( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
13696 && !qInfo
->IsRepeatable() )
13697 return itr
->second
.m_rewarded
;
13704 QuestStatus
Player::GetQuestStatus( uint32 quest_id
) const
13708 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13709 if( itr
!= mQuestStatus
.end() )
13710 return itr
->second
.m_status
;
13712 return QUEST_STATUS_NONE
;
13715 bool Player::CanShareQuest(uint32 quest_id
) const
13717 Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(quest_id
);
13718 if( qInfo
&& qInfo
->HasFlag(QUEST_FLAGS_SHARABLE
) )
13720 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13721 if( itr
!= mQuestStatus
.end() )
13722 return itr
->second
.m_status
== QUEST_STATUS_NONE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
;
13727 void Player::SetQuestStatus(uint32 quest_id
, QuestStatus status
)
13729 if (Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(quest_id
))
13731 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
13733 q_status
.m_status
= status
;
13735 if (q_status
.uState
!= QUEST_NEW
)
13736 q_status
.uState
= QUEST_CHANGED
;
13739 UpdateForQuestWorldObjects();
13742 // not used in MaNGOS, but used in scripting code
13743 uint32
Player::GetReqKillOrCastCurrentCount(uint32 quest_id
, int32 entry
)
13745 Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(quest_id
);
13749 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13750 if ( qInfo
->ReqCreatureOrGOId
[j
] == entry
)
13751 return mQuestStatus
[quest_id
].m_creatureOrGOcount
[j
];
13756 void Player::AdjustQuestReqItemCount( Quest
const* pQuest
, QuestStatusData
& questStatusData
)
13758 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13760 for(int i
= 0; i
< QUEST_ITEM_OBJECTIVES_COUNT
; ++i
)
13762 uint32 reqitemcount
= pQuest
->ReqItemCount
[i
];
13763 if( reqitemcount
!= 0 )
13765 uint32 curitemcount
= GetItemCount(pQuest
->ReqItemId
[i
], true);
13767 questStatusData
.m_itemcount
[i
] = std::min(curitemcount
, reqitemcount
);
13768 if (questStatusData
.uState
!= QUEST_NEW
) questStatusData
.uState
= QUEST_CHANGED
;
13774 uint16
Player::FindQuestSlot( uint32 quest_id
) const
13776 for ( uint16 i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13777 if ( GetQuestSlotQuestId(i
) == quest_id
)
13780 return MAX_QUEST_LOG_SIZE
;
13783 void Player::AreaExploredOrEventHappens( uint32 questId
)
13787 uint16 log_slot
= FindQuestSlot( questId
);
13788 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13790 QuestStatusData
& q_status
= mQuestStatus
[questId
];
13792 if(!q_status
.m_explored
)
13794 q_status
.m_explored
= true;
13795 if (q_status
.uState
!= QUEST_NEW
)
13796 q_status
.uState
= QUEST_CHANGED
;
13799 if( CanCompleteQuest( questId
) )
13800 CompleteQuest( questId
);
13804 //not used in mangosd, function for external script library
13805 void Player::GroupEventHappens( uint32 questId
, WorldObject
const* pEventObject
)
13807 if( Group
*pGroup
= GetGroup() )
13809 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
13811 Player
*pGroupGuy
= itr
->getSource();
13813 // for any leave or dead (with not released body) group member at appropriate distance
13814 if( pGroupGuy
&& pGroupGuy
->IsAtGroupRewardDistance(pEventObject
) && !pGroupGuy
->GetCorpse() )
13815 pGroupGuy
->AreaExploredOrEventHappens(questId
);
13819 AreaExploredOrEventHappens(questId
);
13822 void Player::ItemAddedQuestCheck( uint32 entry
, uint32 count
)
13824 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13826 uint32 questid
= GetQuestSlotQuestId(i
);
13827 if ( questid
== 0 )
13830 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13832 if ( q_status
.m_status
!= QUEST_STATUS_INCOMPLETE
)
13835 Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(questid
);
13836 if( !qInfo
|| !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13839 for (int j
= 0; j
< QUEST_ITEM_OBJECTIVES_COUNT
; ++j
)
13841 uint32 reqitem
= qInfo
->ReqItemId
[j
];
13842 if ( reqitem
== entry
)
13844 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
13845 uint32 curitemcount
= q_status
.m_itemcount
[j
];
13846 if ( curitemcount
< reqitemcount
)
13848 uint32 additemcount
= ( curitemcount
+ count
<= reqitemcount
? count
: reqitemcount
- curitemcount
);
13849 q_status
.m_itemcount
[j
] += additemcount
;
13850 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13852 SendQuestUpdateAddItem( qInfo
, j
, additemcount
);
13854 if ( CanCompleteQuest( questid
) )
13855 CompleteQuest( questid
);
13860 UpdateForQuestWorldObjects();
13863 void Player::ItemRemovedQuestCheck( uint32 entry
, uint32 count
)
13865 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13867 uint32 questid
= GetQuestSlotQuestId(i
);
13870 Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(questid
);
13873 if( !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13876 for (int j
= 0; j
< QUEST_ITEM_OBJECTIVES_COUNT
; ++j
)
13878 uint32 reqitem
= qInfo
->ReqItemId
[j
];
13879 if ( reqitem
== entry
)
13881 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13883 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
13884 uint32 curitemcount
;
13885 if( q_status
.m_status
!= QUEST_STATUS_COMPLETE
)
13886 curitemcount
= q_status
.m_itemcount
[j
];
13888 curitemcount
= GetItemCount(entry
, true);
13889 if ( curitemcount
< reqitemcount
+ count
)
13891 uint32 remitemcount
= ( curitemcount
<= reqitemcount
? count
: count
+ reqitemcount
- curitemcount
);
13892 q_status
.m_itemcount
[j
] = curitemcount
- remitemcount
;
13893 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13895 IncompleteQuest( questid
);
13901 UpdateForQuestWorldObjects();
13904 void Player::KilledMonster( CreatureInfo
const* cInfo
, uint64 guid
)
13907 KilledMonsterCredit(cInfo
->Entry
,guid
);
13909 for(int i
= 0; i
< MAX_KILL_CREDIT
; ++i
)
13910 if(cInfo
->KillCredit
[i
])
13911 KilledMonsterCredit(cInfo
->KillCredit
[i
],guid
);
13914 void Player::KilledMonsterCredit( uint32 entry
, uint64 guid
)
13916 uint32 addkillcount
= 1;
13917 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE
, entry
, addkillcount
);
13918 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13920 uint32 questid
= GetQuestSlotQuestId(i
);
13924 Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(questid
);
13927 // just if !ingroup || !noraidgroup || raidgroup
13928 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13929 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
&& (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo
->GetType() == QUEST_TYPE_RAID
))
13931 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
13933 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13935 // skip GO activate objective or none
13936 if(qInfo
->ReqCreatureOrGOId
[j
] <=0)
13939 // skip Cast at creature objective
13940 if(qInfo
->ReqSpell
[j
] !=0 )
13943 uint32 reqkill
= qInfo
->ReqCreatureOrGOId
[j
];
13945 if ( reqkill
== entry
)
13947 uint32 reqkillcount
= qInfo
->ReqCreatureOrGOCount
[j
];
13948 uint32 curkillcount
= q_status
.m_creatureOrGOcount
[j
];
13949 if ( curkillcount
< reqkillcount
)
13951 q_status
.m_creatureOrGOcount
[j
] = curkillcount
+ addkillcount
;
13952 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13954 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curkillcount
, addkillcount
);
13956 if ( CanCompleteQuest( questid
) )
13957 CompleteQuest( questid
);
13959 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13968 void Player::CastedCreatureOrGO( uint32 entry
, uint64 guid
, uint32 spell_id
)
13970 bool isCreature
= IS_CREATURE_GUID(guid
);
13972 uint32 addCastCount
= 1;
13973 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13975 uint32 questid
= GetQuestSlotQuestId(i
);
13979 Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(questid
);
13983 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13985 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13987 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
13989 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13991 // skip kill creature objective (0) or wrong spell casts
13992 if(qInfo
->ReqSpell
[j
] != spell_id
)
13995 uint32 reqTarget
= 0;
13999 // creature activate objectives
14000 if(qInfo
->ReqCreatureOrGOId
[j
] > 0)
14001 // checked at quest_template loading
14002 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
14006 // GO activate objective
14007 if(qInfo
->ReqCreatureOrGOId
[j
] < 0)
14008 // checked at quest_template loading
14009 reqTarget
= - qInfo
->ReqCreatureOrGOId
[j
];
14012 // other not this creature/GO related objectives
14013 if( reqTarget
!= entry
)
14016 uint32 reqCastCount
= qInfo
->ReqCreatureOrGOCount
[j
];
14017 uint32 curCastCount
= q_status
.m_creatureOrGOcount
[j
];
14018 if ( curCastCount
< reqCastCount
)
14020 q_status
.m_creatureOrGOcount
[j
] = curCastCount
+ addCastCount
;
14021 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
14023 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curCastCount
, addCastCount
);
14026 if ( CanCompleteQuest( questid
) )
14027 CompleteQuest( questid
);
14029 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
14037 void Player::TalkedToCreature( uint32 entry
, uint64 guid
)
14039 uint32 addTalkCount
= 1;
14040 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
14042 uint32 questid
= GetQuestSlotQuestId(i
);
14046 Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(questid
);
14050 QuestStatusData
& q_status
= mQuestStatus
[questid
];
14052 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
14054 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
14056 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
14058 // skip spell casts and Gameobject objectives
14059 if(qInfo
->ReqSpell
[j
] > 0 || qInfo
->ReqCreatureOrGOId
[j
] < 0)
14062 uint32 reqTarget
= 0;
14064 if(qInfo
->ReqCreatureOrGOId
[j
] > 0) // creature activate objectives
14065 // checked at quest_template loading
14066 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
14070 if ( reqTarget
== entry
)
14072 uint32 reqTalkCount
= qInfo
->ReqCreatureOrGOCount
[j
];
14073 uint32 curTalkCount
= q_status
.m_creatureOrGOcount
[j
];
14074 if ( curTalkCount
< reqTalkCount
)
14076 q_status
.m_creatureOrGOcount
[j
] = curTalkCount
+ addTalkCount
;
14077 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
14079 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curTalkCount
, addTalkCount
);
14081 if ( CanCompleteQuest( questid
) )
14082 CompleteQuest( questid
);
14084 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
14093 void Player::MoneyChanged( uint32 count
)
14095 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
14097 uint32 questid
= GetQuestSlotQuestId(i
);
14101 Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(questid
);
14102 if( qInfo
&& qInfo
->GetRewOrReqMoney() < 0 )
14104 QuestStatusData
& q_status
= mQuestStatus
[questid
];
14106 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
14108 if(int32(count
) >= -qInfo
->GetRewOrReqMoney())
14110 if ( CanCompleteQuest( questid
) )
14111 CompleteQuest( questid
);
14114 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
14116 if(int32(count
) < -qInfo
->GetRewOrReqMoney())
14117 IncompleteQuest( questid
);
14123 void Player::ReputationChanged(FactionEntry
const* factionEntry
)
14125 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
14127 if(uint32 questid
= GetQuestSlotQuestId(i
))
14129 if(Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(questid
))
14131 if(qInfo
->GetRepObjectiveFaction() == factionEntry
->ID
)
14133 QuestStatusData
& q_status
= mQuestStatus
[questid
];
14134 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
14136 if(GetReputationMgr().GetReputation(factionEntry
) >= qInfo
->GetRepObjectiveValue())
14137 if ( CanCompleteQuest( questid
) )
14138 CompleteQuest( questid
);
14140 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
14142 if(GetReputationMgr().GetReputation(factionEntry
) < qInfo
->GetRepObjectiveValue())
14143 IncompleteQuest( questid
);
14151 bool Player::HasQuestForItem( uint32 itemid
) const
14153 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
14155 uint32 questid
= GetQuestSlotQuestId(i
);
14156 if ( questid
== 0 )
14159 QuestStatusMap::const_iterator qs_itr
= mQuestStatus
.find(questid
);
14160 if(qs_itr
== mQuestStatus
.end())
14163 QuestStatusData
const& q_status
= qs_itr
->second
;
14165 if (q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
14167 Quest
const* qinfo
= sObjectMgr
.GetQuestTemplate(questid
);
14171 // hide quest if player is in raid-group and quest is no raid quest
14172 if (GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
14173 && !InBattleGround())
14176 // There should be no mixed ReqItem/ReqSource drop
14177 // This part for ReqItem drop
14178 for (int j
= 0; j
< QUEST_ITEM_OBJECTIVES_COUNT
; ++j
)
14180 if(itemid
== qinfo
->ReqItemId
[j
] && q_status
.m_itemcount
[j
] < qinfo
->ReqItemCount
[j
] )
14183 // This part - for ReqSource
14184 for (int j
= 0; j
< QUEST_SOURCE_ITEM_IDS_COUNT
; ++j
)
14186 // examined item is a source item
14187 if (qinfo
->ReqSourceId
[j
] == itemid
)
14189 ItemPrototype
const *pProto
= ObjectMgr::GetItemPrototype(itemid
);
14192 if (pProto
->MaxCount
&& GetItemCount(itemid
,true) < pProto
->MaxCount
)
14195 // allows custom amount drop when not 0
14196 if (qinfo
->ReqSourceCount
[j
])
14198 if (GetItemCount(itemid
,true) < qinfo
->ReqSourceCount
[j
])
14200 } else if (GetItemCount(itemid
,true) < pProto
->Stackable
)
14209 void Player::SendQuestComplete( uint32 quest_id
)
14213 WorldPacket
data( SMSG_QUESTUPDATE_COMPLETE
, 4 );
14214 data
<< uint32(quest_id
);
14215 GetSession()->SendPacket( &data
);
14216 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id
);
14220 void Player::SendQuestReward( Quest
const *pQuest
, uint32 XP
, Object
* questGiver
)
14222 uint32 questid
= pQuest
->GetQuestId();
14223 sLog
.outDebug( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid
);
14224 WorldPacket
data( SMSG_QUESTGIVER_QUEST_COMPLETE
, (4+4+4+4+4) );
14225 data
<< uint32(questid
);
14227 if ( getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
14229 data
<< uint32(XP
);
14230 data
<< uint32(pQuest
->GetRewOrReqMoney());
14235 data
<< uint32(pQuest
->GetRewOrReqMoney() + int32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
)));
14238 data
<< uint32(10*MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorableKills()));
14239 data
<< uint32(pQuest
->GetBonusTalents()); // bonus talents
14241 GetSession()->SendPacket( &data
);
14243 if (pQuest
->GetQuestCompleteScript() != 0)
14244 GetMap()->ScriptsStart(sQuestEndScripts
, pQuest
->GetQuestCompleteScript(), questGiver
, this);
14247 void Player::SendQuestFailed( uint32 quest_id
)
14251 WorldPacket
data( SMSG_QUESTGIVER_QUEST_FAILED
, 4+4 );
14252 data
<< uint32(quest_id
);
14253 data
<< uint32(0); // failed reason (4 for inventory is full)
14254 GetSession()->SendPacket( &data
);
14255 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
14259 void Player::SendQuestTimerFailed( uint32 quest_id
)
14263 WorldPacket
data( SMSG_QUESTUPDATE_FAILEDTIMER
, 4 );
14264 data
<< uint32(quest_id
);
14265 GetSession()->SendPacket( &data
);
14266 sLog
.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
14270 void Player::SendCanTakeQuestResponse( uint32 msg
)
14272 WorldPacket
data( SMSG_QUESTGIVER_QUEST_INVALID
, 4 );
14273 data
<< uint32(msg
);
14274 GetSession()->SendPacket( &data
);
14275 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
14278 void Player::SendQuestConfirmAccept(const Quest
* pQuest
, Player
* pReceiver
)
14282 std::string strTitle
= pQuest
->GetTitle();
14284 int loc_idx
= pReceiver
->GetSession()->GetSessionDbLocaleIndex();
14288 if (const QuestLocale
* pLocale
= sObjectMgr
.GetQuestLocale(pQuest
->GetQuestId()))
14290 if (pLocale
->Title
.size() > loc_idx
&& !pLocale
->Title
[loc_idx
].empty())
14291 strTitle
= pLocale
->Title
[loc_idx
];
14295 WorldPacket
data(SMSG_QUEST_CONFIRM_ACCEPT
, (4 + strTitle
.size() + 8));
14296 data
<< uint32(pQuest
->GetQuestId());
14298 data
<< uint64(GetGUID());
14299 pReceiver
->GetSession()->SendPacket(&data
);
14301 sLog
.outDebug("WORLD: Sent SMSG_QUEST_CONFIRM_ACCEPT");
14305 void Player::SendPushToPartyResponse( Player
*pPlayer
, uint32 msg
)
14309 WorldPacket
data( MSG_QUEST_PUSH_RESULT
, (8+1) );
14310 data
<< uint64(pPlayer
->GetGUID());
14311 data
<< uint8(msg
); // valid values: 0-8
14312 GetSession()->SendPacket( &data
);
14313 sLog
.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT");
14317 void Player::SendQuestUpdateAddItem( Quest
const* pQuest
, uint32 item_idx
, uint32 count
)
14319 WorldPacket
data( SMSG_QUESTUPDATE_ADD_ITEM
, 0 );
14320 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" );
14321 //data << pQuest->ReqItemId[item_idx];
14323 GetSession()->SendPacket( &data
);
14326 void Player::SendQuestUpdateAddCreatureOrGo( Quest
const* pQuest
, uint64 guid
, uint32 creatureOrGO_idx
, uint32 old_count
, uint32 add_count
)
14328 assert(old_count
+ add_count
< 65536 && "mob/GO count store in 16 bits 2^16 = 65536 (0..65536)");
14330 int32 entry
= pQuest
->ReqCreatureOrGOId
[ creatureOrGO_idx
];
14332 // client expected gameobject template id in form (id|0x80000000)
14333 entry
= (-entry
) | 0x80000000;
14335 WorldPacket
data( SMSG_QUESTUPDATE_ADD_KILL
, (4*4+8) );
14336 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" );
14337 data
<< uint32(pQuest
->GetQuestId());
14338 data
<< uint32(entry
);
14339 data
<< uint32(old_count
+ add_count
);
14340 data
<< uint32(pQuest
->ReqCreatureOrGOCount
[ creatureOrGO_idx
]);
14341 data
<< uint64(guid
);
14342 GetSession()->SendPacket(&data
);
14344 uint16 log_slot
= FindQuestSlot( pQuest
->GetQuestId() );
14345 if( log_slot
< MAX_QUEST_LOG_SIZE
)
14346 SetQuestSlotCounter(log_slot
,creatureOrGO_idx
,GetQuestSlotCounter(log_slot
,creatureOrGO_idx
)+add_count
);
14349 /*********************************************************/
14350 /*** LOAD SYSTEM ***/
14351 /*********************************************************/
14353 void Player::_LoadDeclinedNames(QueryResult
* result
)
14359 delete m_declinedname
;
14361 m_declinedname
= new DeclinedName
;
14362 Field
*fields
= result
->Fetch();
14363 for(int i
= 0; i
< MAX_DECLINED_NAME_CASES
; ++i
)
14364 m_declinedname
->name
[i
] = fields
[i
].GetCppString();
14369 void Player::_LoadArenaTeamInfo(QueryResult
*result
)
14371 // arenateamid, played_week, played_season, personal_rating
14372 memset((void*)&m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
], 0, sizeof(uint32
) * MAX_ARENA_SLOT
* ARENA_TEAM_END
);
14378 Field
*fields
= result
->Fetch();
14380 uint32 arenateamid
= fields
[0].GetUInt32();
14381 uint32 played_week
= fields
[1].GetUInt32();
14382 uint32 played_season
= fields
[2].GetUInt32();
14383 uint32 wons_season
= fields
[3].GetUInt32();
14384 uint32 personal_rating
= fields
[4].GetUInt32();
14386 ArenaTeam
* aTeam
= sObjectMgr
.GetArenaTeamById(arenateamid
);
14389 sLog
.outError("Player::_LoadArenaTeamInfo: couldn't load arenateam %u", arenateamid
);
14392 uint8 arenaSlot
= aTeam
->GetSlot();
14394 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (arenaSlot
* ARENA_TEAM_END
) + ARENA_TEAM_ID
] = arenateamid
; // TeamID
14395 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (arenaSlot
* ARENA_TEAM_END
) + ARENA_TEAM_TYPE
] = aTeam
->GetType(); // team type
14396 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (arenaSlot
* ARENA_TEAM_END
) + ARENA_TEAM_MEMBER
] = ((aTeam
->GetCaptain() == GetGUID()) ? (uint32
)0 : (uint32
)1); // Captain 0, member 1
14397 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (arenaSlot
* ARENA_TEAM_END
) + ARENA_TEAM_GAMES_WEEK
] = played_week
; // Played Week
14398 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (arenaSlot
* ARENA_TEAM_END
) + ARENA_TEAM_GAMES_SEASON
] = played_season
; // Played Season
14399 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (arenaSlot
* ARENA_TEAM_END
) + ARENA_TEAM_WINS_SEASON
] = wons_season
; // wins season
14400 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (arenaSlot
* ARENA_TEAM_END
) + ARENA_TEAM_PERSONAL_RATING
] = personal_rating
; // Personal Rating
14402 } while (result
->NextRow());
14406 void Player::_LoadEquipmentSets(QueryResult
*result
)
14408 // 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));
14415 Field
*fields
= result
->Fetch();
14417 EquipmentSet eqSet
;
14419 eqSet
.Guid
= fields
[0].GetUInt64();
14420 uint32 index
= fields
[1].GetUInt32();
14421 eqSet
.Name
= fields
[2].GetCppString();
14422 eqSet
.IconName
= fields
[3].GetCppString();
14423 eqSet
.state
= EQUIPMENT_SET_UNCHANGED
;
14425 for(uint32 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
14426 eqSet
.Items
[i
] = fields
[4+i
].GetUInt32();
14428 m_EquipmentSets
[index
] = eqSet
;
14432 if(count
>= MAX_EQUIPMENT_SET_INDEX
) // client limit
14434 } while (result
->NextRow());
14438 void Player::_LoadBGData(QueryResult
* result
)
14443 // Expecting only one row
14444 Field
*fields
= result
->Fetch();
14445 /* bgInstanceID, bgTeam, x, y, z, o, map, taxi[0], taxi[1], mountSpell */
14446 m_bgData
.bgInstanceID
= fields
[0].GetUInt32();
14447 m_bgData
.bgTeam
= fields
[1].GetUInt32();
14448 m_bgData
.joinPos
= WorldLocation(fields
[6].GetUInt32(), // Map
14449 fields
[2].GetFloat(), // X
14450 fields
[3].GetFloat(), // Y
14451 fields
[4].GetFloat(), // Z
14452 fields
[5].GetFloat()); // Orientation
14453 m_bgData
.taxiPath
[0] = fields
[7].GetUInt32();
14454 m_bgData
.taxiPath
[1] = fields
[8].GetUInt32();
14455 m_bgData
.mountSpell
= fields
[9].GetUInt32();
14460 bool Player::LoadPositionFromDB(uint32
& mapid
, float& x
,float& y
,float& z
,float& o
, bool& in_flight
, uint64 guid
)
14462 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid
));
14466 Field
*fields
= result
->Fetch();
14468 x
= fields
[0].GetFloat();
14469 y
= fields
[1].GetFloat();
14470 z
= fields
[2].GetFloat();
14471 o
= fields
[3].GetFloat();
14472 mapid
= fields
[4].GetUInt32();
14473 in_flight
= !fields
[5].GetCppString().empty();
14479 bool Player::LoadValuesArrayFromDB(Tokens
& data
, uint64 guid
)
14481 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid
));
14485 Field
*fields
= result
->Fetch();
14487 data
= StrSplit(fields
[0].GetCppString(), " ");
14494 uint32
Player::GetUInt32ValueFromArray(Tokens
const& data
, uint16 index
)
14496 if(index
>= data
.size())
14499 return (uint32
)atoi(data
[index
].c_str());
14502 float Player::GetFloatValueFromArray(Tokens
const& data
, uint16 index
)
14505 uint32 temp
= Player::GetUInt32ValueFromArray(data
,index
);
14506 memcpy(&result
, &temp
, sizeof(result
));
14511 uint32
Player::GetUInt32ValueFromDB(uint16 index
, uint64 guid
)
14514 if(!LoadValuesArrayFromDB(data
,guid
))
14517 return GetUInt32ValueFromArray(data
,index
);
14520 float Player::GetFloatValueFromDB(uint16 index
, uint64 guid
)
14523 uint32 temp
= Player::GetUInt32ValueFromDB(index
, guid
);
14524 memcpy(&result
, &temp
, sizeof(result
));
14529 bool Player::LoadFromDB( uint32 guid
, SqlQueryHolder
*holder
)
14531 //// 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
14532 //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);
14533 QueryResult
*result
= holder
->GetResult(PLAYER_LOGIN_QUERY_LOADFROM
);
14537 sLog
.outError("Player (GUID: %u) not found in table `characters`, can't load. ",guid
);
14541 Field
*fields
= result
->Fetch();
14543 uint32 dbAccountId
= fields
[1].GetUInt32();
14545 // check if the character's account in the db and the logged in account match.
14546 // player should be able to load/delete character only with correct account!
14547 if( dbAccountId
!= GetSession()->GetAccountId() )
14549 sLog
.outError("Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid
,GetSession()->GetAccountId(),dbAccountId
);
14554 Object::_Create( guid
, 0, HIGHGUID_PLAYER
);
14556 m_name
= fields
[3].GetCppString();
14558 // check name limitations
14559 if (ObjectMgr::CheckPlayerName(m_name
) != CHAR_NAME_SUCCESS
||
14560 (GetSession()->GetSecurity() == SEC_PLAYER
&& sObjectMgr
.IsReservedName(m_name
)))
14563 CharacterDatabase
.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME
),guid
);
14567 if(!LoadValues( fields
[2].GetString()))
14569 sLog
.outError("Player #%d have broken data in `data` field. Can't be loaded.", GUID_LOPART(guid
));
14574 // overwrite possible wrong/corrupted guid
14575 SetUInt64Value(OBJECT_FIELD_GUID
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
14577 // overwrite some data fields
14578 uint32 bytes0
= GetUInt32Value(UNIT_FIELD_BYTES_0
) & 0xFF000000;
14579 bytes0
|= fields
[4].GetUInt8(); // race
14580 bytes0
|= fields
[5].GetUInt8() << 8; // class
14581 bytes0
|= fields
[6].GetUInt8() << 16; // gender
14582 SetUInt32Value(UNIT_FIELD_BYTES_0
, bytes0
);
14584 SetUInt32Value(UNIT_FIELD_LEVEL
, fields
[7].GetUInt8());
14585 SetUInt32Value(PLAYER_XP
, fields
[8].GetUInt32());
14586 SetUInt32Value(PLAYER_FIELD_COINAGE
, fields
[9].GetUInt32());
14587 SetUInt32Value(PLAYER_BYTES
, fields
[10].GetUInt32());
14588 SetUInt32Value(PLAYER_BYTES_2
, fields
[11].GetUInt32());
14589 SetUInt32Value(PLAYER_BYTES_3
, (GetUInt32Value(PLAYER_BYTES_3
) & ~1) | fields
[6].GetUInt8());
14590 SetUInt32Value(PLAYER_FLAGS
, fields
[12].GetUInt32());
14594 // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
14595 for(uint8 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
14597 SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), 0 );
14598 SetVisibleItemSlot(slot
, NULL
);
14602 delete m_items
[slot
];
14603 m_items
[slot
] = NULL
;
14607 // update money limits
14608 if(GetMoney() > MAX_MONEY_AMOUNT
)
14609 SetMoney(MAX_MONEY_AMOUNT
);
14611 sLog
.outDebug("Load Basic value of player %s is: ", m_name
.c_str());
14614 //Need to call it to initialize m_team (m_team can be calculated from race)
14615 //Other way is to saves m_team into characters table.
14616 setFactionForRace(getRace());
14619 // load home bind and check in same time class/race pair, it used later for restore broken positions
14620 if(!_LoadHomeBind(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND
)))
14626 InitPrimaryProfessions(); // to max set before any spell loaded
14628 // init saved position, and fix it later if problematic
14629 uint32 transGUID
= fields
[31].GetUInt32();
14630 Relocate(fields
[13].GetFloat(),fields
[14].GetFloat(),fields
[15].GetFloat(),fields
[17].GetFloat());
14631 SetLocationMapId(fields
[16].GetUInt32());
14633 uint32 difficulty
= fields
[39].GetUInt32();
14634 if(difficulty
>= MAX_DUNGEON_DIFFICULTY
)
14635 difficulty
= DUNGEON_DIFFICULTY_NORMAL
;
14636 SetDungeonDifficulty(Difficulty(difficulty
)); // may be changed in _LoadGroup
14638 _LoadGroup(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP
));
14640 _LoadArenaTeamInfo(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADARENAINFO
));
14642 uint32 arena_currency
= GetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
) + fields
[40].GetUInt32();
14643 if (arena_currency
> sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
))
14644 arena_currency
= sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
);
14646 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, arena_currency
);
14648 // check arena teams integrity
14649 for(uint32 arena_slot
= 0; arena_slot
< MAX_ARENA_SLOT
; ++arena_slot
)
14651 uint32 arena_team_id
= GetArenaTeamId(arena_slot
);
14655 if(ArenaTeam
* at
= sObjectMgr
.GetArenaTeamById(arena_team_id
))
14656 if(at
->HaveMember(GetGUID()))
14659 // arena team not exist or not member, cleanup fields
14660 for(int j
= 0; j
< ARENA_TEAM_END
; ++j
)
14661 SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (arena_slot
* ARENA_TEAM_END
) + j
, 0);
14664 _LoadBoundInstances(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES
));
14666 if(!IsPositionValid())
14668 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());
14669 RelocateToHomebind();
14673 m_movementInfo
.t_x
= 0.0f
;
14674 m_movementInfo
.t_y
= 0.0f
;
14675 m_movementInfo
.t_z
= 0.0f
;
14676 m_movementInfo
.t_o
= 0.0f
;
14677 m_movementInfo
.t_time
= 0;
14678 m_movementInfo
.t_seat
= -1;
14681 _LoadBGData(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADBGDATA
));
14683 if(m_bgData
.bgInstanceID
) //saved in BattleGround
14685 BattleGround
*currentBg
= sBattleGroundMgr
.GetBattleGround(m_bgData
.bgInstanceID
, BATTLEGROUND_TYPE_NONE
);
14687 if(currentBg
&& currentBg
->IsPlayerInBattleGround(GetGUID()))
14689 BattleGroundQueueTypeId bgQueueTypeId
= BattleGroundMgr::BGQueueTypeId(currentBg
->GetTypeID(), currentBg
->GetArenaType());
14690 AddBattleGroundQueueId(bgQueueTypeId
);
14692 m_bgData
.bgTypeID
= currentBg
->GetTypeID();
14694 //join player to battleground group
14695 currentBg
->EventPlayerLoggedIn(this, GetGUID());
14696 currentBg
->AddOrSetPlayerToCorrectBgGroup(this, GetGUID(), m_bgData
.bgTeam
);
14698 SetInviteForBattleGroundQueueType(bgQueueTypeId
,currentBg
->GetInstanceID());
14702 const WorldLocation
& _loc
= GetBattleGroundEntryPoint();
14703 SetLocationMapId(_loc
.mapid
);
14704 Relocate(_loc
.coord_x
, _loc
.coord_y
, _loc
.coord_z
, _loc
.orientation
);
14706 // We are not in BG anymore
14707 m_bgData
.bgInstanceID
= 0;
14712 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(GetMapId());
14713 // if server restart after player save in BG or area
14714 // player can have current coordinates in to BG/Arena map, fix this
14715 if(!mapEntry
|| mapEntry
->IsBattleGroundOrArena())
14717 const WorldLocation
& _loc
= GetBattleGroundEntryPoint();
14718 SetLocationMapId(_loc
.mapid
);
14719 Relocate(_loc
.coord_x
, _loc
.coord_y
, _loc
.coord_z
, _loc
.orientation
);
14723 if (transGUID
!= 0)
14725 m_movementInfo
.t_x
= fields
[27].GetFloat();
14726 m_movementInfo
.t_y
= fields
[28].GetFloat();
14727 m_movementInfo
.t_z
= fields
[29].GetFloat();
14728 m_movementInfo
.t_o
= fields
[30].GetFloat();
14730 if( !MaNGOS::IsValidMapCoord(
14731 GetPositionX()+m_movementInfo
.t_x
,GetPositionY()+m_movementInfo
.t_y
,
14732 GetPositionZ()+m_movementInfo
.t_z
,GetOrientation()+m_movementInfo
.t_o
) ||
14733 // transport size limited
14734 m_movementInfo
.t_x
> 50 || m_movementInfo
.t_y
> 50 || m_movementInfo
.t_z
> 50 )
14736 sLog
.outError("Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
14737 guid
,GetPositionX()+m_movementInfo
.t_x
,GetPositionY()+m_movementInfo
.t_y
,
14738 GetPositionZ()+m_movementInfo
.t_z
,GetOrientation()+m_movementInfo
.t_o
);
14740 RelocateToHomebind();
14742 m_movementInfo
.t_x
= 0.0f
;
14743 m_movementInfo
.t_y
= 0.0f
;
14744 m_movementInfo
.t_z
= 0.0f
;
14745 m_movementInfo
.t_o
= 0.0f
;
14746 m_movementInfo
.t_time
= 0;
14747 m_movementInfo
.t_seat
= -1;
14753 if (transGUID
!= 0)
14755 for (MapManager::TransportSet::const_iterator iter
= sMapMgr
.m_Transports
.begin(); iter
!= sMapMgr
.m_Transports
.end(); ++iter
)
14757 if( (*iter
)->GetGUIDLow() == transGUID
)
14759 MapEntry
const* transMapEntry
= sMapStore
.LookupEntry((*iter
)->GetMapId());
14760 // client without expansion support
14761 if(GetSession()->Expansion() < transMapEntry
->Expansion())
14763 sLog
.outDebug("Player %s using client without required expansion tried login at transport at non accessible map %u", GetName(), (*iter
)->GetMapId());
14767 m_transport
= *iter
;
14768 m_transport
->AddPassenger(this);
14769 SetLocationMapId(m_transport
->GetMapId());
14776 sLog
.outError("Player (guidlow %d) have problems with transport guid (%u). Teleport to default race/class locations.",
14779 RelocateToHomebind();
14781 m_movementInfo
.t_x
= 0.0f
;
14782 m_movementInfo
.t_y
= 0.0f
;
14783 m_movementInfo
.t_z
= 0.0f
;
14784 m_movementInfo
.t_o
= 0.0f
;
14785 m_movementInfo
.t_time
= 0;
14786 m_movementInfo
.t_seat
= -1;
14791 else // not transport case
14793 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(GetMapId());
14794 // client without expansion support
14795 if(GetSession()->Expansion() < mapEntry
->Expansion())
14797 sLog
.outDebug("Player %s using client without required expansion tried login at non accessible map %u", GetName(), GetMapId());
14798 RelocateToHomebind();
14802 // NOW player must have valid map
14803 // load the player's map here if it's not already loaded
14804 SetMap(sMapMgr
.CreateMap(GetMapId(), this));
14806 // if the player is in an instance and it has been reset in the meantime teleport him to the entrance
14807 if(GetInstanceId() && !sInstanceSaveMgr
.GetInstanceSave(GetInstanceId()))
14809 AreaTrigger
const* at
= sObjectMgr
.GetMapEntranceTrigger(GetMapId());
14811 Relocate(at
->target_X
, at
->target_Y
, at
->target_Z
, at
->target_Orientation
);
14813 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());
14816 SaveRecallPosition();
14818 time_t now
= time(NULL
);
14819 time_t logoutTime
= time_t(fields
[23].GetUInt64());
14821 // since last logout (in seconds)
14822 uint64 time_diff
= uint64(now
- logoutTime
);
14824 // set value, including drunk invisibility detection
14825 // calculate sobering. after 15 minutes logged out, the player will be sober again
14827 if(time_diff
> 15*MINUTE
)
14830 soberFactor
= 1-time_diff
/(15.0f
*MINUTE
);
14831 uint16 newDrunkenValue
= uint16(soberFactor
*(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFE));
14832 SetDrunkValue(newDrunkenValue
);
14834 m_rest_bonus
= fields
[22].GetFloat();
14835 //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
14836 float bubble0
= 0.031;
14837 //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
14838 float bubble1
= 0.125;
14842 float bubble
= fields
[24].GetUInt32() > 0
14843 ? bubble1
*sWorld
.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY
)
14844 : bubble0
*sWorld
.getRate(RATE_REST_OFFLINE_IN_WILDERNESS
);
14846 SetRestBonus(GetRestBonus()+ time_diff
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
14849 m_cinematic
= fields
[19].GetUInt32();
14850 m_Played_time
[PLAYED_TIME_TOTAL
]= fields
[20].GetUInt32();
14851 m_Played_time
[PLAYED_TIME_LEVEL
]= fields
[21].GetUInt32();
14853 m_resetTalentsCost
= fields
[25].GetUInt32();
14854 m_resetTalentsTime
= time_t(fields
[26].GetUInt64());
14856 // reserve some flags
14857 uint32 old_safe_flags
= GetUInt32Value(PLAYER_FLAGS
) & ( PLAYER_FLAGS_HIDE_CLOAK
| PLAYER_FLAGS_HIDE_HELM
);
14859 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
) )
14860 SetUInt32Value(PLAYER_FLAGS
, 0 | old_safe_flags
);
14862 m_taxi
.LoadTaxiMask( fields
[18].GetString() ); // must be before InitTaxiNodesForLevel
14864 uint32 extraflags
= fields
[32].GetUInt32();
14866 m_stableSlots
= fields
[33].GetUInt32();
14867 if(m_stableSlots
> MAX_PET_STABLES
)
14869 sLog
.outError("Player can have not more %u stable slots, but have in DB %u",MAX_PET_STABLES
,uint32(m_stableSlots
));
14870 m_stableSlots
= MAX_PET_STABLES
;
14873 m_atLoginFlags
= fields
[34].GetUInt32();
14876 // Update Honor kills data
14877 m_lastHonorUpdateTime
= logoutTime
;
14878 UpdateHonorFields();
14880 m_deathExpireTime
= (time_t)fields
[37].GetUInt64();
14881 if(m_deathExpireTime
> now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
)
14882 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
-1;
14884 std::string taxi_nodes
= fields
[38].GetCppString();
14888 // clear channel spell data (if saved at channel spell casting)
14889 SetChannelObjectGUID(0);
14890 SetUInt32Value(UNIT_CHANNEL_SPELL
,0);
14892 // clear charm/summon related fields
14896 SetChannelObjectGUID(0);
14901 // reset some aura modifiers before aura apply
14902 SetFarSightGUID(0);
14903 SetUInt32Value(PLAYER_TRACK_CREATURES
, 0 );
14904 SetUInt32Value(PLAYER_TRACK_RESOURCES
, 0 );
14906 // cleanup aura list explicitly before skill load wher some spells can be applied
14909 _LoadSkills(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSKILLS
));
14911 // make sure the unit is considered out of combat for proper loading
14914 // make sure the unit is considered not in duel for proper loading
14915 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
14916 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
14918 // remember loaded power/health values to restore after stats initialization and modifier applying
14919 uint32 savedHealth
= GetHealth();
14920 uint32 savedPower
[MAX_POWERS
];
14921 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
14922 savedPower
[i
] = GetPower(Powers(i
));
14924 // reset stats before loading any modifiers
14925 InitStatsForLevel();
14926 InitTaxiNodesForLevel();
14927 InitGlyphsForLevel();
14930 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
14935 _LoadAuras(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS
), time_diff
);
14938 // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
14939 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
) )
14940 m_deathState
= DEAD
;
14942 _LoadSpells(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS
));
14944 // after spell load, learn rewarded spell if need also
14945 _LoadQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS
));
14946 _LoadDailyQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS
));
14948 // after spell and quest load
14949 InitTalentForLevel();
14950 learnDefaultSpells();
14952 // must be before inventory (some items required reputation check)
14953 m_reputationMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION
));
14955 _LoadInventory(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY
), time_diff
);
14957 // update items with duration and realtime
14958 UpdateItemDuration(time_diff
, true);
14960 _LoadActions(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS
));
14962 // unread mails and next delivery time, actual mails not loaded
14963 _LoadMailInit(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT
), holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE
));
14965 m_social
= sSocialMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST
), GetGUIDLow());
14967 // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
14968 // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
14969 if(uint32 curTitle
= GetUInt32Value(PLAYER_CHOSEN_TITLE
))
14971 if(!HasTitle(curTitle
))
14972 SetUInt32Value(PLAYER_CHOSEN_TITLE
, 0);
14975 // Not finish taxi flight path
14976 if(m_bgData
.HasTaxiPath())
14978 m_taxi
.ClearTaxiDestinations();
14979 for (int i
= 0; i
< 2; ++i
)
14980 m_taxi
.AddTaxiDestination(m_bgData
.taxiPath
[i
]);
14982 else if(!m_taxi
.LoadTaxiDestinationsFromString(taxi_nodes
,GetTeam()))
14984 // problems with taxi path loading
14985 TaxiNodesEntry
const* nodeEntry
= NULL
;
14986 if(uint32 node_id
= m_taxi
.GetTaxiSource())
14987 nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
14989 if(!nodeEntry
) // don't know taxi start node, to homebind
14991 sLog
.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow());
14992 RelocateToHomebind();
14994 else // have start node, to it
14996 sLog
.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
14997 SetLocationMapId(nodeEntry
->map_id
);
14998 Relocate(nodeEntry
->x
, nodeEntry
->y
, nodeEntry
->z
,0.0f
);
15001 //we can be relocated from taxi and still have an outdated Map pointer!
15002 //so we need to get a new Map pointer!
15003 SetMap(sMapMgr
.CreateMap(GetMapId(), this));
15004 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
15006 m_taxi
.ClearTaxiDestinations();
15009 if(uint32 node_id
= m_taxi
.GetTaxiSource())
15011 // save source node as recall coord to prevent recall and fall from sky
15012 TaxiNodesEntry
const* nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
15013 assert(nodeEntry
); // checked in m_taxi.LoadTaxiDestinationsFromString
15014 m_recallMap
= nodeEntry
->map_id
;
15015 m_recallX
= nodeEntry
->x
;
15016 m_recallY
= nodeEntry
->y
;
15017 m_recallZ
= nodeEntry
->z
;
15019 // flight will started later
15022 // has to be called after last Relocate() in Player::LoadFromDB
15023 SetFallInformation(0, GetPositionZ());
15025 _LoadSpellCooldowns(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS
));
15027 // Spell code allow apply any auras to dead character in load time in aura/spell/item loading
15028 // Do now before stats re-calculation cleanup for ghost state unexpected auras
15030 RemoveAllAurasOnDeath();
15032 //apply all stat bonuses from items and auras
15033 SetCanModifyStats(true);
15036 // restore remembered power/health values (but not more max values)
15037 SetHealth(savedHealth
> GetMaxHealth() ? GetMaxHealth() : savedHealth
);
15038 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
15039 SetPower(Powers(i
),savedPower
[i
] > GetMaxPower(Powers(i
)) ? GetMaxPower(Powers(i
)) : savedPower
[i
]);
15041 sLog
.outDebug("The value of player %s after load item and aura is: ", m_name
.c_str());
15045 if(GetSession()->GetSecurity() > SEC_PLAYER
)
15047 switch(sWorld
.getConfig(CONFIG_GM_LOGIN_STATE
))
15050 case 0: break; // disable
15051 case 1: SetGameMaster(true); break; // enable
15052 case 2: // save state
15053 if(extraflags
& PLAYER_EXTRA_GM_ON
)
15054 SetGameMaster(true);
15058 switch(sWorld
.getConfig(CONFIG_GM_VISIBLE_STATE
))
15061 case 0: SetGMVisible(false); break; // invisible
15062 case 1: break; // visible
15063 case 2: // save state
15064 if(extraflags
& PLAYER_EXTRA_GM_INVISIBLE
)
15065 SetGMVisible(false);
15069 switch(sWorld
.getConfig(CONFIG_GM_ACCEPT_TICKETS
))
15072 case 0: break; // disable
15073 case 1: SetAcceptTicket(true); break; // enable
15074 case 2: // save state
15075 if(extraflags
& PLAYER_EXTRA_GM_ACCEPT_TICKETS
)
15076 SetAcceptTicket(true);
15080 switch(sWorld
.getConfig(CONFIG_GM_CHAT
))
15083 case 0: break; // disable
15084 case 1: SetGMChat(true); break; // enable
15085 case 2: // save state
15086 if(extraflags
& PLAYER_EXTRA_GM_CHAT
)
15091 switch(sWorld
.getConfig(CONFIG_GM_WISPERING_TO
))
15094 case 0: break; // disable
15095 case 1: SetAcceptWhispers(true); break; // enable
15096 case 2: // save state
15097 if(extraflags
& PLAYER_EXTRA_ACCEPT_WHISPERS
)
15098 SetAcceptWhispers(true);
15103 _LoadDeclinedNames(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES
));
15105 m_achievementMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS
), holder
->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS
));
15106 m_achievementMgr
.CheckAllAchievementCriteria();
15108 _LoadEquipmentSets(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS
));
15113 bool Player::isAllowedToLoot(Creature
* creature
)
15115 if(Player
* recipient
= creature
->GetLootRecipient())
15117 if (recipient
== this)
15119 if( Group
* otherGroup
= recipient
->GetGroup())
15121 Group
* thisGroup
= GetGroup();
15124 return thisGroup
== otherGroup
;
15129 // prevent other players from looting if the recipient got disconnected
15130 return !creature
->hasLootRecipient();
15133 void Player::_LoadActions(QueryResult
*result
)
15135 m_actionButtons
.clear();
15137 //QueryResult *result = CharacterDatabase.PQuery("SELECT button,action,type FROM character_action WHERE guid = '%u' ORDER BY button",GetGUIDLow());
15143 Field
*fields
= result
->Fetch();
15145 uint8 button
= fields
[0].GetUInt8();
15146 uint32 action
= fields
[1].GetUInt32();
15147 uint8 type
= fields
[2].GetUInt8();
15149 if(ActionButton
* ab
= addActionButton(button
, action
, type
))
15150 ab
->uState
= ACTIONBUTTON_UNCHANGED
;
15153 sLog
.outError( " ...at loading, and will deleted in DB also");
15155 // Will deleted in DB at next save (it can create data until save but marked as deleted)
15156 m_actionButtons
[button
].uState
= ACTIONBUTTON_DELETED
;
15159 while( result
->NextRow() );
15165 void Player::_LoadAuras(QueryResult
*result
, uint32 timediff
)
15167 //RemoveAllAuras(); -- some spells casted before aura load, for example in LoadSkills, aura list explcitly cleaned early
15169 //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
15175 Field
*fields
= result
->Fetch();
15176 uint64 caster_guid
= fields
[0].GetUInt64();
15177 uint32 spellid
= fields
[1].GetUInt32();
15178 uint32 effindex
= fields
[2].GetUInt32();
15179 uint32 stackcount
= fields
[3].GetUInt32();
15180 int32 damage
= (int32
)fields
[4].GetUInt32();
15181 int32 maxduration
= (int32
)fields
[5].GetUInt32();
15182 int32 remaintime
= (int32
)fields
[6].GetUInt32();
15183 int32 remaincharges
= (int32
)fields
[7].GetUInt32();
15185 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellid
);
15188 sLog
.outError("Unknown aura (spellid %u, effindex %u), ignore.",spellid
,effindex
);
15194 sLog
.outError("Invalid effect index (spellid %u, effindex %u), ignore.",spellid
,effindex
);
15198 // negative effects should continue counting down after logout
15199 if (remaintime
!= -1 && !IsPositiveEffect(spellid
, effindex
))
15201 if (remaintime
/IN_MILISECONDS
<= int32(timediff
))
15204 remaintime
-= timediff
*IN_MILISECONDS
;
15207 // prevent wrong values of remaincharges
15208 if(spellproto
->procCharges
)
15210 if(remaincharges
<= 0 || remaincharges
> spellproto
->procCharges
)
15211 remaincharges
= spellproto
->procCharges
;
15217 for(uint32 i
=0; i
<stackcount
; ++i
)
15219 Aura
* aura
= CreateAura(spellproto
, effindex
, NULL
, this, NULL
);
15221 damage
= aura
->GetModifier()->m_amount
;
15223 // reset stolen single target auras
15224 if (caster_guid
!= GetGUID() && aura
->IsSingleTarget())
15225 aura
->SetIsSingleTarget(false);
15227 aura
->SetLoadedState(caster_guid
,damage
,maxduration
,remaintime
,remaincharges
);
15229 sLog
.outDetail("Added aura spellid %u, effect %u", spellproto
->Id
, effindex
);
15232 while( result
->NextRow() );
15237 if(getClass() == CLASS_WARRIOR
&& !HasAuraType(SPELL_AURA_MOD_SHAPESHIFT
))
15238 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
15241 void Player::_LoadGlyphAuras()
15243 for (uint8 i
= 0; i
< MAX_GLYPH_SLOT_INDEX
; ++i
)
15245 if (uint32 glyph
= GetGlyph(i
))
15247 if (GlyphPropertiesEntry
const *gp
= sGlyphPropertiesStore
.LookupEntry(glyph
))
15249 if (GlyphSlotEntry
const *gs
= sGlyphSlotStore
.LookupEntry(GetGlyphSlot(i
)))
15251 if(gp
->TypeFlags
== gs
->TypeFlags
)
15253 CastSpell(this, gp
->SpellId
, true);
15257 sLog
.outError("Player %s has glyph with typeflags %u in slot with typeflags %u, removing.", m_name
.c_str(), gp
->TypeFlags
, gs
->TypeFlags
);
15260 sLog
.outError("Player %s has not existing glyph slot entry %u on index %u", m_name
.c_str(), GetGlyphSlot(i
), i
);
15263 sLog
.outError("Player %s has not existing glyph entry %u on index %u", m_name
.c_str(), glyph
, i
);
15265 // On any error remove glyph
15271 void Player::LoadCorpse()
15275 sObjectAccessor
.ConvertCorpseForPlayer(GetGUID());
15279 if(Corpse
*corpse
= GetCorpse())
15281 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, corpse
&& !sMapStore
.LookupEntry(corpse
->GetMapId())->Instanceable() );
15285 //Prevent Dead Player login without corpse
15286 ResurrectPlayer(0.5f
);
15291 void Player::_LoadInventory(QueryResult
*result
, uint32 timediff
)
15293 //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());
15294 std::map
<uint64
, Bag
*> bagMap
; // fast guid lookup for bags
15295 //NOTE: the "order by `bag`" is important because it makes sure
15296 //the bagMap is filled before items in the bags are loaded
15297 //NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?)
15298 //expected to be equipped before offhand items (TODO: fixme)
15300 uint32 zone
= GetZoneId();
15304 std::list
<Item
*> problematicItems
;
15306 // prevent items from being added to the queue when stored
15307 m_itemUpdateQueueBlocked
= true;
15310 Field
*fields
= result
->Fetch();
15311 uint32 bag_guid
= fields
[1].GetUInt32();
15312 uint8 slot
= fields
[2].GetUInt8();
15313 uint32 item_guid
= fields
[3].GetUInt32();
15314 uint32 item_id
= fields
[4].GetUInt32();
15316 ItemPrototype
const * proto
= ObjectMgr::GetItemPrototype(item_id
);
15320 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
15321 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid
);
15322 sLog
.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id
);
15326 Item
*item
= NewItemOrBag(proto
);
15328 if(!item
->LoadFromDB(item_guid
, GetGUID(), result
))
15330 sLog
.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id
);
15331 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
15332 item
->FSetState(ITEM_REMOVED
);
15333 item
->SaveToDB(); // it also deletes item object !
15337 // not allow have in alive state item limited to another map/zone
15338 if(isAlive() && item
->IsLimitedToAnotherMapOrZone(GetMapId(),zone
) )
15340 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
15341 item
->FSetState(ITEM_REMOVED
);
15342 item
->SaveToDB(); // it also deletes item object !
15346 // "Conjured items disappear if you are logged out for more than 15 minutes"
15347 if ((timediff
> 15*60) && (item
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_CONJURED
)))
15349 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
15350 item
->FSetState(ITEM_REMOVED
);
15351 item
->SaveToDB(); // it also deletes item object !
15355 bool success
= true;
15357 // the item/bag is not in a bag
15360 item
->SetContainer( NULL
);
15361 item
->SetSlot(slot
);
15363 if( IsInventoryPos( INVENTORY_SLOT_BAG_0
, slot
) )
15365 ItemPosCountVec dest
;
15366 if( CanStoreItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false ) == EQUIP_ERR_OK
)
15367 item
= StoreItem(dest
, item
, true);
15371 else if( IsEquipmentPos( INVENTORY_SLOT_BAG_0
, slot
) )
15374 if( CanEquipItem( slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
15375 QuickEquipItem(dest
, item
);
15379 else if( IsBankPos( INVENTORY_SLOT_BAG_0
, slot
) )
15381 ItemPosCountVec dest
;
15382 if( CanBankItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
15383 item
= BankItem(dest
, item
, true);
15390 // store bags that may contain items in them
15391 if(item
->IsBag() && IsBagPos(item
->GetPos()))
15392 bagMap
[item_guid
] = (Bag
*)item
;
15395 // the item/bag in a bag
15398 item
->SetSlot(NULL_SLOT
);
15399 // the item is in a bag, find the bag
15400 std::map
<uint64
, Bag
*>::const_iterator itr
= bagMap
.find(bag_guid
);
15401 if(itr
!= bagMap
.end() && slot
< itr
->second
->GetBagSize())
15403 ItemPosCountVec dest
;
15404 if( CanStoreItem( itr
->second
->GetSlot(), slot
, dest
, item
, false ) == EQUIP_ERR_OK
)
15405 item
= StoreItem(dest
, item
, true);
15413 // item's state may have changed after stored
15415 item
->SetState(ITEM_UNCHANGED
, this);
15418 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
);
15419 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
15420 problematicItems
.push_back(item
);
15422 } while (result
->NextRow());
15425 m_itemUpdateQueueBlocked
= false;
15427 // send by mail problematic items
15428 while(!problematicItems
.empty())
15430 std::string subject
= GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM
);
15433 MailDraft
draft(subject
);
15435 for(int i
= 0; !problematicItems
.empty() && i
< MAX_MAIL_ITEMS
; ++i
)
15437 Item
* item
= problematicItems
.front();
15438 problematicItems
.pop_front();
15440 draft
.AddItem(item
);
15443 draft
.SendMailTo(this, MailSender(this, MAIL_STATIONERY_GM
));
15447 _ApplyAllItemMods();
15450 // load mailed item which should receive current player
15451 void Player::_LoadMailedItems(Mail
*mail
)
15453 // data needs to be at first place for Item::LoadFromDB
15454 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
);
15460 Field
*fields
= result
->Fetch();
15461 uint32 item_guid_low
= fields
[1].GetUInt32();
15462 uint32 item_template
= fields
[2].GetUInt32();
15464 mail
->AddItem(item_guid_low
, item_template
);
15466 ItemPrototype
const *proto
= ObjectMgr::GetItemPrototype(item_template
);
15470 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
);
15471 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
15472 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low
);
15476 Item
*item
= NewItemOrBag(proto
);
15478 if(!item
->LoadFromDB(item_guid_low
, 0, result
))
15480 sLog
.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail
->messageID
, item_guid_low
);
15481 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
15482 item
->FSetState(ITEM_REMOVED
);
15483 item
->SaveToDB(); // it also deletes item object !
15488 } while (result
->NextRow());
15493 void Player::_LoadMailInit(QueryResult
*resultUnread
, QueryResult
*resultDelivery
)
15495 //set a count of unread mails
15496 //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);
15499 Field
*fieldMail
= resultUnread
->Fetch();
15500 unReadMails
= fieldMail
[0].GetUInt8();
15501 delete resultUnread
;
15504 // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
15505 //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
15506 if (resultDelivery
)
15508 Field
*fieldMail
= resultDelivery
->Fetch();
15509 m_nextMailDelivereTime
= (time_t)fieldMail
[0].GetUInt64();
15510 delete resultDelivery
;
15514 void Player::_LoadMail()
15517 //mails are in right order 0 1 2 3 4 5 6 7 8 9 10 11 12 13
15518 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());
15523 Field
*fields
= result
->Fetch();
15524 Mail
*m
= new Mail
;
15525 m
->messageID
= fields
[0].GetUInt32();
15526 m
->messageType
= fields
[1].GetUInt8();
15527 m
->sender
= fields
[2].GetUInt32();
15528 m
->receiver
= fields
[3].GetUInt32();
15529 m
->subject
= fields
[4].GetCppString();
15530 m
->itemTextId
= fields
[5].GetUInt32();
15531 bool has_items
= fields
[6].GetBool();
15532 m
->expire_time
= (time_t)fields
[7].GetUInt64();
15533 m
->deliver_time
= (time_t)fields
[8].GetUInt64();
15534 m
->money
= fields
[9].GetUInt32();
15535 m
->COD
= fields
[10].GetUInt32();
15536 m
->checked
= fields
[11].GetUInt32();
15537 m
->stationery
= fields
[12].GetUInt8();
15538 m
->mailTemplateId
= fields
[13].GetInt16();
15540 if(m
->mailTemplateId
&& !sMailTemplateStore
.LookupEntry(m
->mailTemplateId
))
15542 sLog
.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m
->messageID
, m
->mailTemplateId
);
15543 m
->mailTemplateId
= 0;
15546 m
->state
= MAIL_STATE_UNCHANGED
;
15549 _LoadMailedItems(m
);
15551 m_mail
.push_back(m
);
15552 } while( result
->NextRow() );
15557 void Player::LoadPet()
15559 //fixme: the pet should still be loaded if the player is not in world
15560 // just not added to the map
15563 Pet
*pet
= new Pet
;
15564 if(!pet
->LoadPetFromDB(this,0,0,true))
15569 void Player::_LoadQuestStatus(QueryResult
*result
)
15571 mQuestStatus
.clear();
15575 //// 0 1 2 3 4 5 6 7 8 9 10 11 12
15576 //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());
15582 Field
*fields
= result
->Fetch();
15584 uint32 quest_id
= fields
[0].GetUInt32();
15585 // used to be new, no delete?
15586 Quest
const* pQuest
= sObjectMgr
.GetQuestTemplate(quest_id
);
15590 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
15592 uint32 qstatus
= fields
[1].GetUInt32();
15593 if(qstatus
< MAX_QUEST_STATUS
)
15594 questStatusData
.m_status
= QuestStatus(qstatus
);
15597 questStatusData
.m_status
= QUEST_STATUS_NONE
;
15598 sLog
.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id
,qstatus
);
15601 questStatusData
.m_rewarded
= ( fields
[2].GetUInt8() > 0 );
15602 questStatusData
.m_explored
= ( fields
[3].GetUInt8() > 0 );
15604 time_t quest_time
= time_t(fields
[4].GetUInt64());
15606 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && !GetQuestRewardStatus(quest_id
) && questStatusData
.m_status
!= QUEST_STATUS_NONE
)
15608 AddTimedQuest( quest_id
);
15610 if (quest_time
<= sWorld
.GetGameTime())
15611 questStatusData
.m_timer
= 1;
15613 questStatusData
.m_timer
= (quest_time
- sWorld
.GetGameTime()) * IN_MILISECONDS
;
15618 questStatusData
.m_creatureOrGOcount
[0] = fields
[5].GetUInt32();
15619 questStatusData
.m_creatureOrGOcount
[1] = fields
[6].GetUInt32();
15620 questStatusData
.m_creatureOrGOcount
[2] = fields
[7].GetUInt32();
15621 questStatusData
.m_creatureOrGOcount
[3] = fields
[8].GetUInt32();
15622 questStatusData
.m_itemcount
[0] = fields
[9].GetUInt32();
15623 questStatusData
.m_itemcount
[1] = fields
[10].GetUInt32();
15624 questStatusData
.m_itemcount
[2] = fields
[11].GetUInt32();
15625 questStatusData
.m_itemcount
[3] = fields
[12].GetUInt32();
15627 questStatusData
.uState
= QUEST_UNCHANGED
;
15629 // add to quest log
15630 if (slot
< MAX_QUEST_LOG_SIZE
&&
15631 ((questStatusData
.m_status
== QUEST_STATUS_INCOMPLETE
||
15632 questStatusData
.m_status
== QUEST_STATUS_COMPLETE
||
15633 questStatusData
.m_status
== QUEST_STATUS_FAILED
) &&
15634 (!questStatusData
.m_rewarded
|| pQuest
->IsRepeatable())))
15636 SetQuestSlot(slot
, quest_id
, quest_time
);
15638 if (questStatusData
.m_status
== QUEST_STATUS_COMPLETE
)
15639 SetQuestSlotState(slot
, QUEST_STATE_COMPLETE
);
15641 if (questStatusData
.m_status
== QUEST_STATUS_FAILED
)
15642 SetQuestSlotState(slot
, QUEST_STATE_FAIL
);
15644 for(uint8 idx
= 0; idx
< QUEST_OBJECTIVES_COUNT
; ++idx
)
15645 if(questStatusData
.m_creatureOrGOcount
[idx
])
15646 SetQuestSlotCounter(slot
, idx
, questStatusData
.m_creatureOrGOcount
[idx
]);
15651 if(questStatusData
.m_rewarded
)
15653 // learn rewarded spell if unknown
15654 learnQuestRewardedSpells(pQuest
);
15656 // set rewarded title if any
15657 if(pQuest
->GetCharTitleId())
15659 if(CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
15660 SetTitle(titleEntry
);
15663 if(pQuest
->GetBonusTalents())
15664 m_questRewardTalentCount
+= pQuest
->GetBonusTalents();
15667 sLog
.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData
.m_status
, quest_id
, GetGUIDLow());
15670 while( result
->NextRow() );
15675 // clear quest log tail
15676 for ( uint16 i
= slot
; i
< MAX_QUEST_LOG_SIZE
; ++i
)
15677 SetQuestSlot(i
, 0);
15680 void Player::_LoadDailyQuestStatus(QueryResult
*result
)
15682 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
15683 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
15685 //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
15689 uint32 quest_daily_idx
= 0;
15693 if(quest_daily_idx
>= PLAYER_MAX_DAILY_QUESTS
) // max amount with exist data in query
15695 sLog
.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow());
15699 Field
*fields
= result
->Fetch();
15701 uint32 quest_id
= fields
[0].GetUInt32();
15703 // save _any_ from daily quest times (it must be after last reset anyway)
15704 m_lastDailyQuestTime
= (time_t)fields
[1].GetUInt64();
15706 Quest
const* pQuest
= sObjectMgr
.GetQuestTemplate(quest_id
);
15710 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
15713 sLog
.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id
, GetGUIDLow());
15715 while( result
->NextRow() );
15720 m_DailyQuestChanged
= false;
15723 void Player::_LoadSpells(QueryResult
*result
)
15725 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,active,disabled FROM character_spell WHERE guid = '%u'",GetGUIDLow());
15731 Field
*fields
= result
->Fetch();
15733 addSpell(fields
[0].GetUInt32(), fields
[1].GetBool(), false, false, fields
[2].GetBool());
15735 while( result
->NextRow() );
15741 void Player::_LoadGroup(QueryResult
*result
)
15743 //QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
15746 uint64 leaderGuid
= MAKE_NEW_GUID((*result
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
15749 if (Group
* group
= sObjectMgr
.GetGroupByLeader(leaderGuid
))
15751 uint8 subgroup
= group
->GetMemberGroup(GetGUID());
15752 SetGroup(group
, subgroup
);
15753 if (getLevel() >= LEVELREQUIREMENT_HEROIC
)
15755 // the group leader may change the instance difficulty while the player is offline
15756 SetDungeonDifficulty(group
->GetDungeonDifficulty());
15757 SetRaidDifficulty(group
->GetRaidDifficulty());
15763 void Player::_LoadBoundInstances(QueryResult
*result
)
15765 for(uint8 i
= 0; i
< MAX_DIFFICULTY
; ++i
)
15766 m_boundInstances
[i
].clear();
15768 Group
*group
= GetGroup();
15770 //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));
15775 Field
*fields
= result
->Fetch();
15776 bool perm
= fields
[1].GetBool();
15777 uint32 mapId
= fields
[2].GetUInt32();
15778 uint32 instanceId
= fields
[0].GetUInt32();
15779 uint8 difficulty
= fields
[3].GetUInt8();
15781 time_t resetTime
= (time_t)fields
[4].GetUInt64();
15782 // the resettime for normal instances is only saved when the InstanceSave is unloaded
15783 // so the value read from the DB may be wrong here but only if the InstanceSave is loaded
15784 // and in that case it is not used
15786 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(mapId
);
15787 if(!mapEntry
|| !mapEntry
->IsDungeon())
15789 sLog
.outError("_LoadBoundInstances: player %s(%d) has bind to not existed or not dungeon map %d", GetName(), GetGUIDLow(), mapId
);
15790 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
15794 if(difficulty
>= MAX_DIFFICULTY
)
15796 sLog
.outError("_LoadBoundInstances: player %s(%d) has bind to not existed difficulty %d instance for map %u", GetName(), GetGUIDLow(), difficulty
, mapId
);
15797 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
15801 MapDifficulty
const* mapDiff
= GetMapDifficultyData(mapId
,Difficulty(difficulty
));
15804 sLog
.outError("_LoadBoundInstances: player %s(%d) has bind to not existed difficulty %d instance for map %u", GetName(), GetGUIDLow(), difficulty
, mapId
);
15805 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
15811 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
);
15812 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
15816 // since non permanent binds are always solo bind, they can always be reset
15817 InstanceSave
*save
= sInstanceSaveMgr
.AddInstanceSave(mapId
, instanceId
, Difficulty(difficulty
), resetTime
, !perm
, true);
15818 if(save
) BindToInstance(save
, perm
, true);
15819 } while(result
->NextRow());
15824 InstancePlayerBind
* Player::GetBoundInstance(uint32 mapid
, Difficulty difficulty
)
15826 // some instances only have one difficulty
15827 MapDifficulty
const* mapDiff
= GetMapDifficultyData(mapid
,difficulty
);
15831 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
15832 if(itr
!= m_boundInstances
[difficulty
].end())
15833 return &itr
->second
;
15838 void Player::UnbindInstance(uint32 mapid
, Difficulty difficulty
, bool unload
)
15840 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
15841 UnbindInstance(itr
, difficulty
, unload
);
15844 void Player::UnbindInstance(BoundInstancesMap::iterator
&itr
, Difficulty difficulty
, bool unload
)
15846 if(itr
!= m_boundInstances
[difficulty
].end())
15848 if(!unload
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr
->second
.save
->GetInstanceId());
15849 itr
->second
.save
->RemovePlayer(this); // save can become invalid
15850 m_boundInstances
[difficulty
].erase(itr
++);
15854 InstancePlayerBind
* Player::BindToInstance(InstanceSave
*save
, bool permanent
, bool load
)
15858 InstancePlayerBind
& bind
= m_boundInstances
[save
->GetDifficulty()][save
->GetMapId()];
15861 // update the save when the group kills a boss
15862 if(permanent
!= bind
.perm
|| save
!= bind
.save
)
15863 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());
15866 if(!load
) CharacterDatabase
.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save
->GetInstanceId(), permanent
);
15868 if(bind
.save
!= save
)
15870 if(bind
.save
) bind
.save
->RemovePlayer(this);
15871 save
->AddPlayer(this);
15874 if(permanent
) save
->SetCanReset(false);
15877 bind
.perm
= permanent
;
15878 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());
15885 void Player::SendRaidInfo()
15887 uint32 counter
= 0;
15889 WorldPacket
data(SMSG_RAID_INSTANCE_INFO
, 4);
15891 size_t p_counter
= data
.wpos();
15892 data
<< uint32(counter
); // placeholder
15894 time_t now
= time(NULL
);
15896 for(int i
= 0; i
< MAX_DIFFICULTY
; ++i
)
15898 for (BoundInstancesMap::const_iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15900 if(itr
->second
.perm
)
15902 InstanceSave
*save
= itr
->second
.save
;
15903 data
<< uint32(save
->GetMapId()); // map id
15904 data
<< uint32(save
->GetDifficulty()); // difficulty
15905 data
<< uint64(save
->GetInstanceId()); // instance id
15906 data
<< uint8(1); // expired = 0
15907 data
<< uint8(0); // extended = 1
15908 data
<< uint32(save
->GetResetTime() - now
); // reset time
15913 data
.put
<uint32
>(p_counter
, counter
);
15914 GetSession()->SendPacket(&data
);
15918 - called on every successful teleportation to a map
15920 void Player::SendSavedInstances()
15922 bool hasBeenSaved
= false;
15925 for(uint8 i
= 0; i
< MAX_DIFFICULTY
; ++i
)
15927 for (BoundInstancesMap::const_iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15929 if(itr
->second
.perm
) // only permanent binds are sent
15931 hasBeenSaved
= true;
15937 //Send opcode 811. true or false means, whether you have current raid/heroic instances
15938 data
.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP
);
15939 data
<< uint32(hasBeenSaved
);
15940 GetSession()->SendPacket(&data
);
15945 for(uint8 i
= 0; i
< MAX_DIFFICULTY
; ++i
)
15947 for (BoundInstancesMap::const_iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15949 if(itr
->second
.perm
)
15951 data
.Initialize(SMSG_UPDATE_LAST_INSTANCE
);
15952 data
<< uint32(itr
->second
.save
->GetMapId());
15953 GetSession()->SendPacket(&data
);
15959 /// convert the player's binds to the group
15960 void Player::ConvertInstancesToGroup(Player
*player
, Group
*group
, uint64 player_guid
)
15962 bool has_binds
= false;
15963 bool has_solo
= false;
15965 if(player
) { player_guid
= player
->GetGUID(); if(!group
) group
= player
->GetGroup(); }
15966 assert(player_guid
);
15968 // copy all binds to the group, when changing leader it's assumed the character
15969 // will not have any solo binds
15973 for(uint8 i
= 0; i
< MAX_DIFFICULTY
; ++i
)
15975 for (BoundInstancesMap::iterator itr
= player
->m_boundInstances
[i
].begin(); itr
!= player
->m_boundInstances
[i
].end();)
15978 if(group
) group
->BindToInstance(itr
->second
.save
, itr
->second
.perm
, true);
15979 // permanent binds are not removed
15980 if(!itr
->second
.perm
)
15982 // increments itr in call
15983 player
->UnbindInstance(itr
, Difficulty(i
), true);
15992 // if the player's not online we don't know what binds it has
15993 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
));
15994 // the following should not get executed when changing leaders
15995 if(!player
|| has_solo
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid
));
15998 bool Player::_LoadHomeBind(QueryResult
*result
)
16000 PlayerInfo
const *info
= sObjectMgr
.GetPlayerInfo(getRace(), getClass());
16003 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
16008 //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
16011 Field
*fields
= result
->Fetch();
16012 m_homebindMapId
= fields
[0].GetUInt32();
16013 m_homebindZoneId
= fields
[1].GetUInt16();
16014 m_homebindX
= fields
[2].GetFloat();
16015 m_homebindY
= fields
[3].GetFloat();
16016 m_homebindZ
= fields
[4].GetFloat();
16019 MapEntry
const* bindMapEntry
= sMapStore
.LookupEntry(m_homebindMapId
);
16021 // accept saved data only for valid position (and non instanceable), and accessable
16022 if( MapManager::IsValidMapCoord(m_homebindMapId
,m_homebindX
,m_homebindY
,m_homebindZ
) &&
16023 !bindMapEntry
->Instanceable() && GetSession()->Expansion() >= bindMapEntry
->Expansion())
16028 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
16033 m_homebindMapId
= info
->mapId
;
16034 m_homebindZoneId
= info
->zoneId
;
16035 m_homebindX
= info
->positionX
;
16036 m_homebindY
= info
->positionY
;
16037 m_homebindZ
= info
->positionZ
;
16039 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
);
16042 DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f",
16043 m_homebindMapId
, m_homebindZoneId
, m_homebindX
, m_homebindY
, m_homebindZ
);
16048 /*********************************************************/
16049 /*** SAVE SYSTEM ***/
16050 /*********************************************************/
16052 void Player::SaveToDB()
16054 // we should assure this: assert((m_nextSave != sWorld.getConfig(CONFIG_INTERVAL_SAVE)));
16055 // delay auto save at any saves (manual, in code, or autosave)
16056 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
16058 //lets allow only players in world to be saved
16059 if(IsBeingTeleportedFar())
16061 ScheduleDelayedOperation(DELAYED_SAVE_PLAYER
);
16065 // first save/honor gain after midnight will also update the player's honor fields
16066 UpdateHonorFields();
16068 sLog
.outDebug("The value of player %s at save: ", m_name
.c_str());
16071 CharacterDatabase
.BeginTransaction();
16073 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow());
16075 std::string sql_name
= m_name
;
16076 CharacterDatabase
.escape_string(sql_name
);
16078 std::ostringstream ss
;
16079 ss
<< "INSERT INTO characters (guid,account,name,race,class,gender,level,xp,money,playerBytes,playerBytes2,playerFlags,"
16080 "map, dungeon_difficulty, position_x, position_y, position_z, orientation, data, "
16081 "taximask, online, cinematic, "
16082 "totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, "
16083 "trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, "
16084 "death_expire_time, taxi_path, arena_pending_points) VALUES ("
16085 << GetGUIDLow() << ", "
16086 << GetSession()->GetAccountId() << ", '"
16087 << sql_name
<< "', "
16088 << (uint32
)getRace() << ", "
16089 << (uint32
)getClass() << ", "
16090 << (uint32
)getGender() << ", "
16091 << getLevel() << ", "
16092 << GetUInt32Value(PLAYER_XP
) << ", "
16093 << GetMoney() << ", "
16094 << GetUInt32Value(PLAYER_BYTES
) << ", "
16095 << GetUInt32Value(PLAYER_BYTES_2
) << ", "
16096 << GetUInt32Value(PLAYER_FLAGS
) << ", ";
16098 if(!IsBeingTeleported())
16100 ss
<< GetMapId() << ", "
16101 << (uint32
)GetDungeonDifficulty() << ", "
16102 << finiteAlways(GetPositionX()) << ", "
16103 << finiteAlways(GetPositionY()) << ", "
16104 << finiteAlways(GetPositionZ()) << ", "
16105 << finiteAlways(GetOrientation()) << ", '";
16109 ss
<< GetTeleportDest().mapid
<< ", "
16110 << (uint32
)GetDungeonDifficulty() << ", "
16111 << finiteAlways(GetTeleportDest().coord_x
) << ", "
16112 << finiteAlways(GetTeleportDest().coord_y
) << ", "
16113 << finiteAlways(GetTeleportDest().coord_z
) << ", "
16114 << finiteAlways(GetTeleportDest().orientation
) << ", '";
16118 for( i
= 0; i
< m_valuesCount
; ++i
)
16120 ss
<< GetUInt32Value(i
) << " ";
16125 ss
<< m_taxi
<< ", "; // string with TaxiMaskSize numbers
16127 ss
<< (IsInWorld() ? 1 : 0) << ", ";
16129 ss
<< m_cinematic
<< ", ";
16131 ss
<< m_Played_time
[PLAYED_TIME_TOTAL
] << ", ";
16132 ss
<< m_Played_time
[PLAYED_TIME_LEVEL
] << ", ";
16134 ss
<< finiteAlways(m_rest_bonus
) << ", ";
16135 ss
<< (uint64
)time(NULL
) << ", ";
16136 ss
<< (HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
) ? 1 : 0) << ", ";
16137 //save, far from tavern/city
16138 //save, but in tavern/city
16139 ss
<< m_resetTalentsCost
<< ", ";
16140 ss
<< (uint64
)m_resetTalentsTime
<< ", ";
16142 ss
<< finiteAlways(m_movementInfo
.t_x
) << ", ";
16143 ss
<< finiteAlways(m_movementInfo
.t_y
) << ", ";
16144 ss
<< finiteAlways(m_movementInfo
.t_z
) << ", ";
16145 ss
<< finiteAlways(m_movementInfo
.t_o
) << ", ";
16147 ss
<< m_transport
->GetGUIDLow();
16152 ss
<< m_ExtraFlags
<< ", ";
16154 ss
<< uint32(m_stableSlots
) << ", "; // to prevent save uint8 as char
16156 ss
<< uint32(m_atLoginFlags
) << ", ";
16158 ss
<< GetZoneId() << ", ";
16160 ss
<< (uint64
)m_deathExpireTime
<< ", '";
16162 ss
<< m_taxi
.SaveTaxiDestinationsToString() << "', ";
16163 ss
<< "'0' "; // arena_pending_points
16166 CharacterDatabase
.Execute( ss
.str().c_str() );
16168 if(m_mailsUpdated
) //save mails only when needed
16173 _SaveQuestStatus();
16174 _SaveDailyQuestStatus();
16176 _SaveSpellCooldowns();
16180 m_achievementMgr
.SaveToDB();
16181 m_reputationMgr
.SaveToDB();
16182 _SaveEquipmentSets();
16183 GetSession()->SaveTutorialsData(); // changed only while character in game
16185 CharacterDatabase
.CommitTransaction();
16187 // save pet (hunter pet level and experience and all type pets health/mana).
16188 if(Pet
* pet
= GetPet())
16189 pet
->SavePetToDB(PET_SAVE_AS_CURRENT
);
16192 // fast save function for item/money cheating preventing - save only inventory and money state
16193 void Player::SaveInventoryAndGoldToDB()
16199 void Player::SaveGoldToDB()
16201 CharacterDatabase
.PExecute("UPDATE characters SET money = '%u' WHERE guid = '%u'", GetMoney(), GetGUIDLow());
16204 void Player::_SaveActions()
16206 for(ActionButtonList::iterator itr
= m_actionButtons
.begin(); itr
!= m_actionButtons
.end(); )
16208 switch (itr
->second
.uState
)
16210 case ACTIONBUTTON_NEW
:
16211 CharacterDatabase
.PExecute("INSERT INTO character_action (guid,button,action,type) VALUES ('%u', '%u', '%u', '%u')",
16212 GetGUIDLow(), (uint32
)itr
->first
, (uint32
)itr
->second
.GetAction(), (uint32
)itr
->second
.GetType() );
16213 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
16216 case ACTIONBUTTON_CHANGED
:
16217 CharacterDatabase
.PExecute("UPDATE character_action SET action = '%u', type = '%u' WHERE guid= '%u' AND button= '%u' ",
16218 (uint32
)itr
->second
.GetAction(), (uint32
)itr
->second
.GetType(), GetGUIDLow(), (uint32
)itr
->first
);
16219 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
16222 case ACTIONBUTTON_DELETED
:
16223 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u'", GetGUIDLow(), (uint32
)itr
->first
);
16224 m_actionButtons
.erase(itr
++);
16233 void Player::_SaveAuras()
16235 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
16237 AuraMap
const& auras
= GetAuras();
16242 spellEffectPair lastEffectPair
= auras
.begin()->first
;
16243 uint32 stackCounter
= 1;
16245 /* copied following sql-code partly from achievementmgr */
16246 bool first_round
= true;
16247 std::ostringstream ss
;
16248 for(AuraMap::const_iterator itr
= auras
.begin(); ; ++itr
)
16250 if(itr
== auras
.end() || lastEffectPair
!= itr
->first
)
16252 AuraMap::const_iterator itr2
= itr
;
16253 // save previous spellEffectPair to db
16256 //skip all auras from spells that are passive
16257 //do not save single target auras (unless they were cast by the player)
16258 if (!itr2
->second
->IsPassive() && (itr2
->second
->GetCasterGUID() == GetGUID() || !itr2
->second
->IsSingleTarget()))
16262 ss
<< "INSERT INTO character_aura (guid,caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges)VALUES ";
16263 first_round
= false;
16265 // next new/changed record prefix
16269 ss
<< "("<< GetGUIDLow() << "," << itr2
->second
->GetCasterGUID() << ","
16270 << (uint32
)itr2
->second
->GetId() << "," << (uint32
)itr2
->second
->GetEffIndex() << ","
16271 << stackCounter
<< "," << itr2
->second
->GetModifier()->m_amount
<< ","
16272 <<int(itr2
->second
->GetAuraMaxDuration()) << "," << int(itr2
->second
->GetAuraDuration()) << ","
16273 << int(itr2
->second
->GetAuraCharges()) << ")";
16276 if(itr
== auras
.end())
16280 if (lastEffectPair
== itr
->first
)
16284 lastEffectPair
= itr
->first
;
16289 // if something changed execute
16291 CharacterDatabase
.Execute( ss
.str().c_str() );
16294 void Player::_SaveInventory()
16296 // force items in buyback slots to new state
16297 // and remove those that aren't already
16298 for (uint8 i
= BUYBACK_SLOT_START
; i
< BUYBACK_SLOT_END
; ++i
)
16300 Item
*item
= m_items
[i
];
16301 if (!item
|| item
->GetState() == ITEM_NEW
) continue;
16302 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
16303 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item
->GetGUIDLow());
16304 m_items
[i
]->FSetState(ITEM_NEW
);
16307 // update enchantment durations
16308 for(EnchantDurationList::const_iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
16310 itr
->item
->SetEnchantmentDuration(itr
->slot
,itr
->leftduration
);
16314 if (m_itemUpdateQueue
.empty()) return;
16316 // do not save if the update queue is corrupt
16317 bool error
= false;
16318 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); ++i
)
16320 Item
*item
= m_itemUpdateQueue
[i
];
16321 if(!item
|| item
->GetState() == ITEM_REMOVED
) continue;
16322 Item
*test
= GetItemByPos( item
->GetBagSlot(), item
->GetSlot());
16326 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());
16329 else if (test
!= item
)
16331 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());
16338 sLog
.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
16339 ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED
);
16343 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); ++i
)
16345 Item
*item
= m_itemUpdateQueue
[i
];
16346 if(!item
) continue;
16348 Bag
*container
= item
->GetContainer();
16349 uint32 bag_guid
= container
? container
->GetGUIDLow() : 0;
16351 switch(item
->GetState())
16354 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());
16357 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());
16360 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
16362 case ITEM_UNCHANGED
:
16366 item
->SaveToDB(); // item have unchanged inventory record and can be save standalone
16368 m_itemUpdateQueue
.clear();
16371 void Player::_SaveMail()
16373 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
16376 if (m
->state
== MAIL_STATE_CHANGED
)
16378 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'",
16379 m
->itemTextId
, m
->HasItems() ? 1 : 0, (uint64
)m
->expire_time
, (uint64
)m
->deliver_time
, m
->money
, m
->COD
, m
->checked
, m
->messageID
);
16380 if(m
->removedItems
.size())
16382 for(std::vector
<uint32
>::const_iterator itr2
= m
->removedItems
.begin(); itr2
!= m
->removedItems
.end(); ++itr2
)
16383 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2
);
16384 m
->removedItems
.clear();
16386 m
->state
= MAIL_STATE_UNCHANGED
;
16388 else if (m
->state
== MAIL_STATE_DELETED
)
16391 for(std::vector
<MailItemInfo
>::const_iterator itr2
= m
->items
.begin(); itr2
!= m
->items
.end(); ++itr2
)
16392 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2
->item_guid
);
16394 CharacterDatabase
.PExecute("DELETE FROM item_text WHERE id = '%u'", m
->itemTextId
);
16395 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", m
->messageID
);
16396 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m
->messageID
);
16400 //deallocate deleted mails...
16401 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); )
16403 if ((*itr
)->state
== MAIL_STATE_DELETED
)
16408 itr
= m_mail
.begin();
16414 m_mailsUpdated
= false;
16417 void Player::_SaveQuestStatus()
16419 // we don't need transactions here.
16420 for( QuestStatusMap::iterator i
= mQuestStatus
.begin( ); i
!= mQuestStatus
.end( ); ++i
)
16422 switch (i
->second
.uState
)
16425 CharacterDatabase
.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) "
16426 "VALUES ('%u', '%u', '%u', '%u', '%u', '" UI64FMTD
"', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
16427 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]);
16429 case QUEST_CHANGED
:
16430 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' ",
16431 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
);
16433 case QUEST_UNCHANGED
:
16436 i
->second
.uState
= QUEST_UNCHANGED
;
16440 void Player::_SaveDailyQuestStatus()
16442 if(!m_DailyQuestChanged
)
16445 m_DailyQuestChanged
= false;
16447 // save last daily quest time for all quests: we need only mostly reset time for reset check anyway
16449 // we don't need transactions here.
16450 CharacterDatabase
.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow());
16451 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
16452 if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
16453 CharacterDatabase
.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" UI64FMTD
"')",
16454 GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
),uint64(m_lastDailyQuestTime
));
16458 void Player::_SaveSkills()
16460 // we don't need transactions here.
16461 for( SkillStatusMap::iterator itr
= mSkillStatus
.begin(); itr
!= mSkillStatus
.end(); )
16463 if(itr
->second
.uState
== SKILL_UNCHANGED
)
16469 if(itr
->second
.uState
== SKILL_DELETED
)
16471 CharacterDatabase
.PExecute("DELETE FROM character_skills WHERE guid = '%u' AND skill = '%u' ", GetGUIDLow(), itr
->first
);
16472 mSkillStatus
.erase(itr
++);
16476 uint32 valueData
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
));
16477 uint16 value
= SKILL_VALUE(valueData
);
16478 uint16 max
= SKILL_MAX(valueData
);
16480 switch (itr
->second
.uState
)
16483 CharacterDatabase
.PExecute("INSERT INTO character_skills (guid, skill, value, max) VALUES ('%u', '%u', '%u', '%u')",
16484 GetGUIDLow(), itr
->first
, value
, max
);
16486 case SKILL_CHANGED
:
16487 CharacterDatabase
.PExecute("UPDATE character_skills SET value = '%u',max = '%u'WHERE guid = '%u' AND skill = '%u' ",
16488 value
, max
, GetGUIDLow(), itr
->first
);
16491 itr
->second
.uState
= SKILL_UNCHANGED
;
16497 void Player::_SaveSpells()
16499 for (PlayerSpellMap::iterator itr
= m_spells
.begin(), next
= m_spells
.begin(); itr
!= m_spells
.end();)
16501 if (itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->state
== PLAYERSPELL_CHANGED
)
16502 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr
->first
);
16504 // add only changed/new not dependent spells
16505 if (!itr
->second
->dependent
&& (itr
->second
->state
== PLAYERSPELL_NEW
|| itr
->second
->state
== PLAYERSPELL_CHANGED
))
16506 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);
16508 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
16510 delete itr
->second
;
16511 m_spells
.erase(itr
++);
16515 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
16522 void Player::outDebugValues() const
16524 if(!sLog
.IsOutDebug()) // optimize disabled debug output
16527 sLog
.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA
));
16528 sLog
.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY
), GetStat(STAT_STRENGTH
));
16529 sLog
.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT
), GetStat(STAT_SPIRIT
));
16530 sLog
.outDebug("STAMINA is: \t\t%f",GetStat(STAT_STAMINA
));
16531 sLog
.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE
));
16532 sLog
.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY
), GetResistance(SPELL_SCHOOL_FIRE
));
16533 sLog
.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE
), GetResistance(SPELL_SCHOOL_FROST
));
16534 sLog
.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW
), GetResistance(SPELL_SCHOOL_ARCANE
));
16535 sLog
.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE
), GetFloatValue(UNIT_FIELD_MAXDAMAGE
));
16536 sLog
.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
));
16537 sLog
.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
));
16538 sLog
.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK
), GetAttackTime(RANGED_ATTACK
));
16541 /*********************************************************/
16542 /*** FLOOD FILTER SYSTEM ***/
16543 /*********************************************************/
16545 void Player::UpdateSpeakTime()
16547 // ignore chat spam protection for GMs in any mode
16548 if(GetSession()->GetSecurity() > SEC_PLAYER
)
16551 time_t current
= time (NULL
);
16552 if(m_speakTime
> current
)
16554 uint32 max_count
= sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT
);
16559 if(m_speakCount
>= max_count
)
16561 // prevent overwrite mute time, if message send just before mutes set, for example.
16562 time_t new_mute
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MUTE_TIME
);
16563 if(GetSession()->m_muteTime
< new_mute
)
16564 GetSession()->m_muteTime
= new_mute
;
16572 m_speakTime
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY
);
16575 bool Player::CanSpeak() const
16577 return GetSession()->m_muteTime
<= time (NULL
);
16580 /*********************************************************/
16581 /*** LOW LEVEL FUNCTIONS:Notifiers ***/
16582 /*********************************************************/
16584 void Player::SendAttackSwingNotInRange()
16586 WorldPacket
data(SMSG_ATTACKSWING_NOTINRANGE
, 0);
16587 GetSession()->SendPacket( &data
);
16590 void Player::SavePositionInDB(uint32 mapid
, float x
,float y
,float z
,float o
,uint32 zone
,uint64 guid
)
16592 std::ostringstream ss
;
16593 ss
<< "UPDATE characters SET position_x='"<<x
<<"',position_y='"<<y
16594 << "',position_z='"<<z
<<"',orientation='"<<o
<<"',map='"<<mapid
16595 << "',zone='"<<zone
<<"',trans_x='0',trans_y='0',trans_z='0',"
16596 << "transguid='0',taxi_path='' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
16597 sLog
.outDebug("%s", ss
.str().c_str());
16598 CharacterDatabase
.Execute(ss
.str().c_str());
16601 void Player::SaveDataFieldToDB()
16603 std::ostringstream ss
;
16604 ss
<<"UPDATE characters SET data='";
16606 for(uint16 i
= 0; i
< m_valuesCount
; ++i
)
16608 ss
<< GetUInt32Value(i
) << " ";
16610 ss
<<"' WHERE guid='"<< GUID_LOPART(GetGUIDLow()) <<"'";
16612 CharacterDatabase
.Execute(ss
.str().c_str());
16615 bool Player::SaveValuesArrayInDB(Tokens
const& tokens
, uint64 guid
)
16617 std::ostringstream ss2
;
16618 ss2
<<"UPDATE characters SET data='";
16620 for (Tokens::const_iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
, ++i
)
16622 ss2
<<tokens
[i
]<<" ";
16624 ss2
<<"' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
16626 return CharacterDatabase
.Execute(ss2
.str().c_str());
16629 void Player::SetUInt32ValueInArray(Tokens
& tokens
,uint16 index
, uint32 value
)
16632 snprintf(buf
,11,"%u",value
);
16634 if(index
>= tokens
.size())
16637 tokens
[index
] = buf
;
16640 void Player::SetUInt32ValueInDB(uint16 index
, uint32 value
, uint64 guid
)
16643 if(!LoadValuesArrayFromDB(tokens
,guid
))
16646 if(index
>= tokens
.size())
16650 snprintf(buf
,11,"%u",value
);
16651 tokens
[index
] = buf
;
16653 SaveValuesArrayInDB(tokens
,guid
);
16656 void Player::SetFloatValueInDB(uint16 index
, float value
, uint64 guid
)
16659 memcpy(&temp
, &value
, sizeof(value
));
16660 Player::SetUInt32ValueInDB(index
, temp
, guid
);
16663 void Player::Customize(uint64 guid
, uint8 gender
, uint8 skin
, uint8 face
, uint8 hairStyle
, uint8 hairColor
, uint8 facialHair
)
16666 QueryResult
* result
= CharacterDatabase
.PQuery("SELECT playerBytes2 FROM characters WHERE guid = '%u'", GUID_LOPART(guid
));
16670 Field
* fields
= result
->Fetch();
16672 uint32 player_bytes2
= fields
[0].GetUInt32();
16673 player_bytes2
&= ~0xFF;
16674 player_bytes2
|= facialHair
;
16676 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
));
16681 void Player::SendAttackSwingDeadTarget()
16683 WorldPacket
data(SMSG_ATTACKSWING_DEADTARGET
, 0);
16684 GetSession()->SendPacket( &data
);
16687 void Player::SendAttackSwingCantAttack()
16689 WorldPacket
data(SMSG_ATTACKSWING_CANT_ATTACK
, 0);
16690 GetSession()->SendPacket( &data
);
16693 void Player::SendAttackSwingCancelAttack()
16695 WorldPacket
data(SMSG_CANCEL_COMBAT
, 0);
16696 GetSession()->SendPacket( &data
);
16699 void Player::SendAttackSwingBadFacingAttack()
16701 WorldPacket
data(SMSG_ATTACKSWING_BADFACING
, 0);
16702 GetSession()->SendPacket( &data
);
16705 void Player::SendAutoRepeatCancel(Unit
*target
)
16707 WorldPacket
data(SMSG_CANCEL_AUTO_REPEAT
, target
->GetPackGUID().size());
16708 data
.append(target
->GetPackGUID()); // may be it's target guid
16709 GetSession()->SendPacket( &data
);
16712 void Player::SendExplorationExperience(uint32 Area
, uint32 Experience
)
16714 WorldPacket
data( SMSG_EXPLORATION_EXPERIENCE
, 8 );
16716 data
<< Experience
;
16717 GetSession()->SendPacket(&data
);
16720 void Player::SendDungeonDifficulty(bool IsInGroup
)
16722 uint8 val
= 0x00000001;
16723 WorldPacket
data(MSG_SET_DUNGEON_DIFFICULTY
, 12);
16724 data
<< (uint32
)GetDungeonDifficulty();
16725 data
<< uint32(val
);
16726 data
<< uint32(IsInGroup
);
16727 GetSession()->SendPacket(&data
);
16730 void Player::SendRaidDifficulty(bool IsInGroup
)
16732 uint8 val
= 0x00000001;
16733 WorldPacket
data(MSG_SET_RAID_DIFFICULTY
, 12);
16734 data
<< uint32(GetRaidDifficulty());
16735 data
<< uint32(val
);
16736 data
<< uint32(IsInGroup
);
16737 GetSession()->SendPacket(&data
);
16740 void Player::SendResetFailedNotify(uint32 mapid
)
16742 WorldPacket
data(SMSG_RESET_FAILED_NOTIFY
, 4);
16743 data
<< uint32(mapid
);
16744 GetSession()->SendPacket(&data
);
16747 /// Reset all solo instances and optionally send a message on success for each
16748 void Player::ResetInstances(uint8 method
, bool isRaid
)
16750 // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
16752 // we assume that when the difficulty changes, all instances that can be reset will be
16753 Difficulty diff
= GetDifficulty(isRaid
);
16755 for (BoundInstancesMap::iterator itr
= m_boundInstances
[diff
].begin(); itr
!= m_boundInstances
[diff
].end();)
16757 InstanceSave
*p
= itr
->second
.save
;
16758 const MapEntry
*entry
= sMapStore
.LookupEntry(itr
->first
);
16759 if(!entry
|| entry
->IsRaid() != isRaid
|| !p
->CanReset())
16765 if(method
== INSTANCE_RESET_ALL
)
16767 // the "reset all instances" method can only reset normal maps
16768 if(entry
->map_type
== MAP_RAID
|| diff
== DUNGEON_DIFFICULTY_HEROIC
)
16775 // if the map is loaded, reset it
16776 Map
*map
= sMapMgr
.FindMap(p
->GetMapId(), p
->GetInstanceId());
16777 if(map
&& map
->IsDungeon())
16778 ((InstanceMap
*)map
)->Reset(method
);
16780 // since this is a solo instance there should not be any players inside
16781 if(method
== INSTANCE_RESET_ALL
|| method
== INSTANCE_RESET_CHANGE_DIFFICULTY
)
16782 SendResetInstanceSuccess(p
->GetMapId());
16785 m_boundInstances
[diff
].erase(itr
++);
16787 // the following should remove the instance save from the manager and delete it as well
16788 p
->RemovePlayer(this);
16792 void Player::SendResetInstanceSuccess(uint32 MapId
)
16794 WorldPacket
data(SMSG_INSTANCE_RESET
, 4);
16796 GetSession()->SendPacket(&data
);
16799 void Player::SendResetInstanceFailed(uint32 reason
, uint32 MapId
)
16801 // TODO: find what other fail reasons there are besides players in the instance
16802 WorldPacket
data(SMSG_INSTANCE_RESET_FAILED
, 4);
16805 GetSession()->SendPacket(&data
);
16808 /*********************************************************/
16809 /*** Update timers ***/
16810 /*********************************************************/
16812 ///checks the 15 afk reports per 5 minutes limit
16813 void Player::UpdateAfkReport(time_t currTime
)
16815 if(m_bgData
.bgAfkReportedTimer
<= currTime
)
16817 m_bgData
.bgAfkReportedCount
= 0;
16818 m_bgData
.bgAfkReportedTimer
= currTime
+5*MINUTE
;
16822 void Player::UpdateContestedPvP(uint32 diff
)
16824 if(!m_contestedPvPTimer
||isInCombat())
16826 if(m_contestedPvPTimer
<= diff
)
16828 ResetContestedPvP();
16831 m_contestedPvPTimer
-= diff
;
16834 void Player::UpdatePvPFlag(time_t currTime
)
16838 if(pvpInfo
.endTimer
== 0 || currTime
< (pvpInfo
.endTimer
+ 300))
16844 void Player::UpdateDuelFlag(time_t currTime
)
16846 if(!duel
|| duel
->startTimer
== 0 ||currTime
< duel
->startTimer
+ 3)
16849 SetUInt32Value(PLAYER_DUEL_TEAM
, 1);
16850 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 2);
16852 duel
->startTimer
= 0;
16853 duel
->startTime
= currTime
;
16854 duel
->opponent
->duel
->startTimer
= 0;
16855 duel
->opponent
->duel
->startTime
= currTime
;
16858 void Player::RemovePet(Pet
* pet
, PetSaveMode mode
, bool returnreagent
)
16863 if(!pet
|| pet
->GetOwnerGUID()!=GetGUID())
16866 // not save secondary permanent pet as current
16867 if (pet
&& m_temporaryUnsummonedPetNumber
!= pet
->GetCharmInfo()->GetPetNumber() && mode
== PET_SAVE_AS_CURRENT
)
16868 mode
= PET_SAVE_NOT_IN_SLOT
;
16870 if(returnreagent
&& pet
&& mode
!= PET_SAVE_AS_CURRENT
)
16872 //returning of reagents only for players, so best done here
16873 uint32 spellId
= pet
? pet
->GetUInt32Value(UNIT_CREATED_BY_SPELL
) : m_oldpetspell
;
16874 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellId
);
16878 for(uint32 i
= 0; i
< 7; ++i
)
16880 if(spellInfo
->Reagent
[i
] > 0)
16882 ItemPosCountVec dest
; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
16883 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, spellInfo
->Reagent
[i
], spellInfo
->ReagentCount
[i
] );
16884 if( msg
== EQUIP_ERR_OK
)
16886 Item
* item
= StoreNewItem( dest
, spellInfo
->Reagent
[i
], true);
16888 SendNewItem(item
,spellInfo
->ReagentCount
[i
],true,false);
16895 // only if current pet in slot
16896 switch(pet
->getPetType())
16902 RemoveGuardian(pet
);
16905 if(GetPetGUID() == pet
->GetGUID())
16912 pet
->SavePetToDB(mode
);
16914 pet
->AddObjectToRemoveList();
16915 pet
->m_removed
= true;
16917 if(pet
->isControlled())
16919 RemovePetActionBar();
16922 SetGroupUpdateFlag(GROUP_UPDATE_PET
);
16926 void Player::RemoveMiniPet()
16928 if(Pet
* pet
= GetMiniPet())
16930 pet
->Remove(PET_SAVE_AS_DELETED
);
16935 Pet
* Player::GetMiniPet()
16939 return GetMap()->GetPet(m_miniPet
);
16942 void Player::BuildPlayerChat(WorldPacket
*data
, uint8 msgtype
, const std::string
& text
, uint32 language
) const
16944 *data
<< (uint8
)msgtype
;
16945 *data
<< (uint32
)language
;
16946 *data
<< (uint64
)GetGUID();
16947 *data
<< (uint32
)language
; //language 2.1.0 ?
16948 *data
<< (uint64
)GetGUID();
16949 *data
<< (uint32
)(text
.length()+1);
16951 *data
<< (uint8
)chatTag();
16954 void Player::Say(const std::string
& text
, const uint32 language
)
16956 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16957 BuildPlayerChat(&data
, CHAT_MSG_SAY
, text
, language
);
16958 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_SAY
),true);
16961 void Player::Yell(const std::string
& text
, const uint32 language
)
16963 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16964 BuildPlayerChat(&data
, CHAT_MSG_YELL
, text
, language
);
16965 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_YELL
),true);
16968 void Player::TextEmote(const std::string
& text
)
16970 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16971 BuildPlayerChat(&data
, CHAT_MSG_EMOTE
, text
, LANG_UNIVERSAL
);
16972 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE
),true, !sWorld
.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT
) );
16975 void Player::Whisper(const std::string
& text
, uint32 language
,uint64 receiver
)
16977 if (language
!= LANG_ADDON
) // if not addon data
16978 language
= LANG_UNIVERSAL
; // whispers should always be readable
16980 Player
*rPlayer
= sObjectMgr
.GetPlayer(receiver
);
16982 // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode
16983 if(!rPlayer
->isDND() || isGameMaster())
16985 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16986 BuildPlayerChat(&data
, CHAT_MSG_WHISPER
, text
, language
);
16987 rPlayer
->GetSession()->SendPacket(&data
);
16989 // not send confirmation for addon messages
16990 if (language
!= LANG_ADDON
)
16992 data
.Initialize(SMSG_MESSAGECHAT
, 200);
16993 rPlayer
->BuildPlayerChat(&data
, CHAT_MSG_WHISPER_INFORM
, text
, language
);
16994 GetSession()->SendPacket(&data
);
16999 // announce to player that player he is whispering to is dnd and cannot receive his message
17000 ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND
, rPlayer
->GetName(), rPlayer
->dndMsg
.c_str());
17003 if(!isAcceptWhispers())
17005 SetAcceptWhispers(true);
17006 ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON
);
17009 // announce to player that player he is whispering to is afk
17010 if(rPlayer
->isAFK())
17011 ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK
, rPlayer
->GetName(), rPlayer
->afkMsg
.c_str());
17013 // if player whisper someone, auto turn of dnd to be able to receive an answer
17014 if(isDND() && !rPlayer
->isGameMaster())
17018 void Player::PetSpellInitialize()
17020 Pet
* pet
= GetPet();
17025 sLog
.outDebug("Pet Spells Groups");
17027 CharmInfo
*charmInfo
= pet
->GetCharmInfo();
17029 WorldPacket
data(SMSG_PET_SPELLS
, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX
+1+1);
17030 data
<< uint64(pet
->GetGUID());
17031 data
<< uint16(pet
->GetCreatureInfo()->family
); // creature family (required for pet talents)
17033 data
<< uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState()) << uint16(0);
17036 charmInfo
->BuildActionBar(&data
);
17038 size_t spellsCountPos
= data
.wpos();
17042 data
<< uint8(addlist
); // placeholder
17044 if (pet
->IsPermanentPetFor(this))
17047 for (PetSpellMap::const_iterator itr
= pet
->m_spells
.begin(); itr
!= pet
->m_spells
.end(); ++itr
)
17049 if(itr
->second
.state
== PETSPELL_REMOVED
)
17052 data
<< uint32(MAKE_UNIT_ACTION_BUTTON(itr
->first
,itr
->second
.active
));
17057 data
.put
<uint8
>(spellsCountPos
, addlist
);
17059 uint8 cooldownsCount
= pet
->m_CreatureSpellCooldowns
.size() + pet
->m_CreatureCategoryCooldowns
.size();
17060 data
<< uint8(cooldownsCount
);
17062 time_t curTime
= time(NULL
);
17064 for(CreatureSpellCooldowns::const_iterator itr
= pet
->m_CreatureSpellCooldowns
.begin(); itr
!= pet
->m_CreatureSpellCooldowns
.end(); ++itr
)
17066 time_t cooldown
= (itr
->second
> curTime
) ? (itr
->second
- curTime
) * IN_MILISECONDS
: 0;
17068 data
<< uint32(itr
->first
); // spellid
17069 data
<< uint16(0); // spell category?
17070 data
<< uint32(cooldown
); // cooldown
17071 data
<< uint32(0); // category cooldown
17074 for(CreatureSpellCooldowns::const_iterator itr
= pet
->m_CreatureCategoryCooldowns
.begin(); itr
!= pet
->m_CreatureCategoryCooldowns
.end(); ++itr
)
17076 time_t cooldown
= (itr
->second
> curTime
) ? (itr
->second
- curTime
) * IN_MILISECONDS
: 0;
17078 data
<< uint32(itr
->first
); // spellid
17079 data
<< uint16(0); // spell category?
17080 data
<< uint32(0); // cooldown
17081 data
<< uint32(cooldown
); // category cooldown
17084 GetSession()->SendPacket(&data
);
17087 void Player::SendPetGUIDs()
17092 // Later this function might get modified for multiple guids
17093 WorldPacket
data(SMSG_PET_GUIDS
, 12);
17094 data
<< uint32(1); // count
17095 data
<< uint64(GetPetGUID());
17096 GetSession()->SendPacket(&data
);
17099 void Player::PossessSpellInitialize()
17101 Unit
* charm
= GetCharm();
17106 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
17110 sLog
.outError("Player::PossessSpellInitialize(): charm (GUID: %u TypeId: %u) has no charminfo!", charm
->GetGUIDLow(),charm
->GetTypeId());
17114 WorldPacket
data(SMSG_PET_SPELLS
, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX
+1+1);
17115 data
<< uint64(charm
->GetGUID());
17120 charmInfo
->BuildActionBar(&data
);
17122 data
<< uint8(0); // spells count
17123 data
<< uint8(0); // cooldowns count
17125 GetSession()->SendPacket(&data
);
17128 void Player::CharmSpellInitialize()
17130 Unit
* charm
= GetCharm();
17135 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
17138 sLog
.outError("Player::CharmSpellInitialize(): the player's charm (GUID: %u TypeId: %u) has no charminfo!", charm
->GetGUIDLow(),charm
->GetTypeId());
17144 if(charm
->GetTypeId() != TYPEID_PLAYER
)
17146 CreatureInfo
const *cinfo
= ((Creature
*)charm
)->GetCreatureInfo();
17148 if(cinfo
&& cinfo
->type
== CREATURE_TYPE_DEMON
&& getClass() == CLASS_WARLOCK
)
17150 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
17152 if(charmInfo
->GetCharmSpell(i
)->GetAction())
17158 WorldPacket
data(SMSG_PET_SPELLS
, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX
+1+4*addlist
+1);
17159 data
<< uint64(charm
->GetGUID());
17163 if(charm
->GetTypeId() != TYPEID_PLAYER
)
17164 data
<< uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState()) << uint16(0);
17166 data
<< uint8(0) << uint8(0) << uint16(0);
17168 charmInfo
->BuildActionBar(&data
);
17170 data
<< uint8(addlist
);
17174 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
17176 CharmSpellEntry
*cspell
= charmInfo
->GetCharmSpell(i
);
17177 if(cspell
->GetAction())
17178 data
<< uint32(cspell
->packedData
);
17182 data
<< uint8(0); // cooldowns count
17184 GetSession()->SendPacket(&data
);
17187 void Player::RemovePetActionBar()
17189 WorldPacket
data(SMSG_PET_SPELLS
, 8);
17191 SendDirectMessage(&data
);
17194 bool Player::IsAffectedBySpellmod(SpellEntry
const *spellInfo
, SpellModifier
*mod
, Spell
const* spell
)
17196 if (!mod
|| !spellInfo
)
17199 if(mod
->charges
== -1 && mod
->lastAffected
) // marked as expired but locked until spell casting finish
17201 // prevent apply to any spell except spell that trigger expire
17204 if(mod
->lastAffected
!= spell
)
17207 else if(mod
->lastAffected
!= FindCurrentSpellBySpellId(spellInfo
->Id
))
17211 return mod
->isAffectedOnSpell(spellInfo
);
17214 void Player::AddSpellMod(SpellModifier
* mod
, bool apply
)
17216 uint16 Opcode
= (mod
->type
== SPELLMOD_FLAT
) ? SMSG_SET_FLAT_SPELL_MODIFIER
: SMSG_SET_PCT_SPELL_MODIFIER
;
17218 for(int eff
=0;eff
<96;++eff
)
17222 if (eff
<64) _mask
= uint64(1) << (eff
- 0);
17223 else _mask2
= uint32(1) << (eff
-64);
17224 if ( mod
->mask
& _mask
|| mod
->mask2
& _mask2
)
17227 for (SpellModList::const_iterator itr
= m_spellMods
[mod
->op
].begin(); itr
!= m_spellMods
[mod
->op
].end(); ++itr
)
17229 if ((*itr
)->type
== mod
->type
&& ((*itr
)->mask
& _mask
|| (*itr
)->mask2
& _mask2
))
17230 val
+= (*itr
)->value
;
17232 val
+= apply
? mod
->value
: -(mod
->value
);
17233 WorldPacket
data(Opcode
, (1+1+4));
17234 data
<< uint8(eff
);
17235 data
<< uint8(mod
->op
);
17236 data
<< int32(val
);
17237 SendDirectMessage(&data
);
17242 m_spellMods
[mod
->op
].push_back(mod
);
17245 if (mod
->charges
== -1)
17246 --m_SpellModRemoveCount
;
17247 m_spellMods
[mod
->op
].remove(mod
);
17252 void Player::RemoveSpellMods(Spell
const* spell
)
17254 if(!spell
|| (m_SpellModRemoveCount
== 0))
17257 for(int i
=0;i
<MAX_SPELLMOD
;++i
)
17259 for (SpellModList::const_iterator itr
= m_spellMods
[i
].begin(); itr
!= m_spellMods
[i
].end();)
17261 SpellModifier
*mod
= *itr
;
17264 if (mod
&& mod
->charges
== -1 && (mod
->lastAffected
== spell
|| mod
->lastAffected
==NULL
))
17266 RemoveAurasDueToSpell(mod
->spellId
);
17267 if (m_spellMods
[i
].empty())
17270 itr
= m_spellMods
[i
].begin();
17276 // send Proficiency
17277 void Player::SendProficiency(uint8 pr1
, uint32 pr2
)
17279 WorldPacket
data(SMSG_SET_PROFICIENCY
, 8);
17280 data
<< pr1
<< pr2
;
17281 GetSession()->SendPacket (&data
);
17284 void Player::RemovePetitionsAndSigns(uint64 guid
, uint32 type
)
17286 QueryResult
*result
= NULL
;
17288 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
17290 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
17293 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.
17294 { // and SendPetitionQueryOpcode reads data from the DB
17295 Field
*fields
= result
->Fetch();
17296 uint64 ownerguid
= MAKE_NEW_GUID(fields
[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
17297 uint64 petitionguid
= MAKE_NEW_GUID(fields
[1].GetUInt32(), 0, HIGHGUID_ITEM
);
17299 // send update if charter owner in game
17300 Player
* owner
= sObjectMgr
.GetPlayer(ownerguid
);
17302 owner
->GetSession()->SendPetitionQueryOpcode(petitionguid
);
17304 } while ( result
->NextRow() );
17309 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
17311 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
17314 CharacterDatabase
.BeginTransaction();
17317 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid
));
17318 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid
));
17322 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
17323 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
17325 CharacterDatabase
.CommitTransaction();
17328 void Player::LeaveAllArenaTeams(uint64 guid
)
17330 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
));
17336 Field
*fields
= result
->Fetch();
17337 uint32 at_id
= fields
[0].GetUInt32();
17340 ArenaTeam
* at
= sObjectMgr
.GetArenaTeamById(at_id
);
17342 at
->DelMember(guid
);
17344 } while (result
->NextRow());
17349 void Player::SetRestBonus (float rest_bonus_new
)
17351 // Prevent resting on max level
17352 if(getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
17353 rest_bonus_new
= 0;
17355 if(rest_bonus_new
< 0)
17356 rest_bonus_new
= 0;
17358 float rest_bonus_max
= (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)*1.5/2;
17360 if(rest_bonus_new
> rest_bonus_max
)
17361 m_rest_bonus
= rest_bonus_max
;
17363 m_rest_bonus
= rest_bonus_new
;
17365 // update data for client
17366 if(m_rest_bonus
>10)
17367 SetByteValue(PLAYER_BYTES_2
, 3, 0x01); // Set Reststate = Rested
17368 else if(m_rest_bonus
<=1)
17369 SetByteValue(PLAYER_BYTES_2
, 3, 0x02); // Set Reststate = Normal
17372 SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE
, uint32(m_rest_bonus
));
17375 void Player::HandleStealthedUnitsDetection()
17377 std::list
<Unit
*> stealthedUnits
;
17379 CellPair
p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
17381 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
17382 cell
.SetNoCreate();
17384 MaNGOS::AnyStealthedCheck u_check
;
17385 MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
> searcher(this,stealthedUnits
, u_check
);
17387 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, WorldTypeMapContainer
> world_unit_searcher(searcher
);
17388 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, GridTypeMapContainer
> grid_unit_searcher(searcher
);
17390 CellLock
<GridReadGuard
> cell_lock(cell
, p
);
17391 cell_lock
->Visit(cell_lock
, world_unit_searcher
, *GetMap(), *this, MAX_PLAYER_STEALTH_DETECT_RANGE
);
17392 cell_lock
->Visit(cell_lock
, grid_unit_searcher
, *GetMap(), *this, MAX_PLAYER_STEALTH_DETECT_RANGE
);
17394 WorldObject
const* viewPoint
= GetViewPoint();
17396 for (std::list
<Unit
*>::const_iterator i
= stealthedUnits
.begin(); i
!= stealthedUnits
.end(); ++i
)
17401 bool hasAtClient
= HaveAtClient((*i
));
17402 bool hasDetected
= (*i
)->isVisibleForOrDetect(this, viewPoint
, true);
17408 (*i
)->SendCreateUpdateToPlayer(this);
17409 m_clientGUIDs
.insert((*i
)->GetGUID());
17411 #ifdef MANGOS_DEBUG
17412 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17413 sLog
.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i
)->GetGUIDLow(),(*i
)->GetTypeId(),GetGUIDLow(),GetDistance(*i
));
17416 // target aura duration for caster show only if target exist at caster client
17417 // send data at target visibility change (adding to client)
17418 if((*i
)!=this && (*i
)->isType(TYPEMASK_UNIT
))
17419 SendAurasForTarget(*i
);
17426 (*i
)->DestroyForPlayer(this);
17427 m_clientGUIDs
.erase((*i
)->GetGUID());
17433 bool Player::ActivateTaxiPathTo(std::vector
<uint32
> const& nodes
, Creature
* npc
/*= NULL*/, uint32 spellid
/*= 0*/)
17435 if(nodes
.size() < 2)
17438 // 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
17439 if(GetSession()->isLogingOut() || isInCombat())
17441 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17442 data
<< uint32(ERR_TAXIPLAYERBUSY
);
17443 GetSession()->SendPacket(&data
);
17447 if(HasFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_DISABLE_MOVE
))
17453 // not let cheating with start flight mounted
17456 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17457 data
<< uint32(ERR_TAXIPLAYERALREADYMOUNTED
);
17458 GetSession()->SendPacket(&data
);
17462 if( m_ShapeShiftFormSpellId
&& m_form
!= FORM_BATTLESTANCE
&& m_form
!= FORM_BERSERKERSTANCE
&& m_form
!= FORM_DEFENSIVESTANCE
&& m_form
!= FORM_SHADOW
)
17464 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17465 data
<< uint32(ERR_TAXIPLAYERSHAPESHIFTED
);
17466 GetSession()->SendPacket(&data
);
17470 // 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
17471 if(IsNonMeleeSpellCasted(false))
17473 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17474 data
<< uint32(ERR_TAXIPLAYERBUSY
);
17475 GetSession()->SendPacket(&data
);
17479 // cast case or scripted call case
17482 RemoveSpellsCausingAura(SPELL_AURA_MOUNTED
);
17484 if( m_ShapeShiftFormSpellId
&& m_form
!= FORM_BATTLESTANCE
&& m_form
!= FORM_BERSERKERSTANCE
&& m_form
!= FORM_DEFENSIVESTANCE
&& m_form
!= FORM_SHADOW
)
17485 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId
);
17487 if (Spell
* spell
= GetCurrentSpell(CURRENT_GENERIC_SPELL
))
17488 if (spell
->m_spellInfo
->Id
!= spellid
)
17489 InterruptSpell(CURRENT_GENERIC_SPELL
,false);
17491 InterruptSpell(CURRENT_AUTOREPEAT_SPELL
,false);
17493 if (Spell
* spell
= GetCurrentSpell(CURRENT_CHANNELED_SPELL
))
17494 if (spell
->m_spellInfo
->Id
!= spellid
)
17495 InterruptSpell(CURRENT_CHANNELED_SPELL
,true);
17498 uint32 sourcenode
= nodes
[0];
17500 // starting node too far away (cheat?)
17501 TaxiNodesEntry
const* node
= sTaxiNodesStore
.LookupEntry(sourcenode
);
17504 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17505 data
<< uint32(ERR_TAXINOSUCHPATH
);
17506 GetSession()->SendPacket(&data
);
17510 // check node starting pos data set case if provided
17511 if (node
->x
!= 0.0f
|| node
->y
!= 0.0f
|| node
->z
!= 0.0f
)
17513 if (node
->map_id
!= GetMapId() ||
17514 (node
->x
- GetPositionX())*(node
->x
- GetPositionX())+
17515 (node
->y
- GetPositionY())*(node
->y
- GetPositionY())+
17516 (node
->z
- GetPositionZ())*(node
->z
- GetPositionZ()) >
17517 (2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
))
17519 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17520 data
<< uint32(ERR_TAXITOOFARAWAY
);
17521 GetSession()->SendPacket(&data
);
17525 // node must have pos if taxi master case (npc != NULL)
17528 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17529 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
17530 GetSession()->SendPacket(&data
);
17534 // Prepare to flight start now
17536 // stop combat at start taxi flight if any
17539 // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
17542 // clean not finished taxi path if any
17543 m_taxi
.ClearTaxiDestinations();
17545 // 0 element current node
17546 m_taxi
.AddTaxiDestination(sourcenode
);
17548 // fill destinations path tail
17549 uint32 sourcepath
= 0;
17550 uint32 totalcost
= 0;
17552 uint32 prevnode
= sourcenode
;
17553 uint32 lastnode
= 0;
17555 for(uint32 i
= 1; i
< nodes
.size(); ++i
)
17559 lastnode
= nodes
[i
];
17560 sObjectMgr
.GetTaxiPath(prevnode
, lastnode
, path
, cost
);
17564 m_taxi
.ClearTaxiDestinations();
17570 if(prevnode
== sourcenode
)
17573 m_taxi
.AddTaxiDestination(lastnode
);
17575 prevnode
= lastnode
;
17578 // get mount model (in case non taximaster (npc==NULL) allow more wide lookup)
17579 uint32 mount_display_id
= sObjectMgr
.GetTaxiMountDisplayId(sourcenode
, GetTeam(), npc
== NULL
);
17581 // in spell case allow 0 model
17582 if ((mount_display_id
== 0 && spellid
== 0) || sourcepath
== 0)
17584 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17585 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
17586 GetSession()->SendPacket(&data
);
17587 m_taxi
.ClearTaxiDestinations();
17591 uint32 money
= GetMoney();
17594 totalcost
= (uint32
)ceil(totalcost
*GetReputationPriceDiscount(npc
));
17596 if(money
< totalcost
)
17598 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17599 data
<< uint32(ERR_TAXINOTENOUGHMONEY
);
17600 GetSession()->SendPacket(&data
);
17601 m_taxi
.ClearTaxiDestinations();
17605 //Checks and preparations done, DO FLIGHT
17606 ModifyMoney(-(int32
)totalcost
);
17607 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING
, totalcost
);
17608 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FLIGHT_PATHS_TAKEN
, 1);
17610 // prevent stealth flight
17611 RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH
);
17613 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17614 data
<< uint32(ERR_TAXIOK
);
17615 GetSession()->SendPacket(&data
);
17617 sLog
.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY");
17619 GetSession()->SendDoFlight(mount_display_id
, sourcepath
);
17624 bool Player::ActivateTaxiPathTo( uint32 taxi_path_id
, uint32 spellid
/*= 0*/ )
17626 TaxiPathEntry
const* entry
= sTaxiPathStore
.LookupEntry(taxi_path_id
);
17630 std::vector
<uint32
> nodes
;
17633 nodes
[0] = entry
->from
;
17634 nodes
[1] = entry
->to
;
17636 return ActivateTaxiPathTo(nodes
,NULL
,spellid
);
17639 void Player::ContinueTaxiFlight()
17641 uint32 sourceNode
= m_taxi
.GetTaxiSource();
17645 sLog
.outDebug( "WORLD: Restart character %u taxi flight", GetGUIDLow() );
17647 uint32 mountDisplayId
= sObjectMgr
.GetTaxiMountDisplayId(sourceNode
, GetTeam(),true);
17648 uint32 path
= m_taxi
.GetCurrentTaxiPath();
17650 // search appropriate start path node
17651 uint32 startNode
= 0;
17653 TaxiPathNodeList
const& nodeList
= sTaxiPathNodesByPath
[path
];
17655 float distPrev
= MAP_SIZE
*MAP_SIZE
;
17657 (nodeList
[0].x
-GetPositionX())*(nodeList
[0].x
-GetPositionX())+
17658 (nodeList
[0].y
-GetPositionY())*(nodeList
[0].y
-GetPositionY())+
17659 (nodeList
[0].z
-GetPositionZ())*(nodeList
[0].z
-GetPositionZ());
17661 for(uint32 i
= 1; i
< nodeList
.size(); ++i
)
17663 TaxiPathNode
const& node
= nodeList
[i
];
17664 TaxiPathNode
const& prevNode
= nodeList
[i
-1];
17666 // skip nodes at another map
17667 if(node
.mapid
!= GetMapId())
17670 distPrev
= distNext
;
17673 (node
.x
-GetPositionX())*(node
.x
-GetPositionX())+
17674 (node
.y
-GetPositionY())*(node
.y
-GetPositionY())+
17675 (node
.z
-GetPositionZ())*(node
.z
-GetPositionZ());
17678 (node
.x
-prevNode
.x
)*(node
.x
-prevNode
.x
)+
17679 (node
.y
-prevNode
.y
)*(node
.y
-prevNode
.y
)+
17680 (node
.z
-prevNode
.z
)*(node
.z
-prevNode
.z
);
17682 if(distNext
+ distPrev
< distNodes
)
17689 GetSession()->SendDoFlight(mountDisplayId
, path
, startNode
);
17692 void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask
, uint32 unTimeMs
)
17694 // last check 2.0.10
17695 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+m_spells
.size()*8);
17697 data
<< uint8(0x0); // flags (0x1, 0x2)
17698 time_t curTime
= time(NULL
);
17699 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
17701 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
17703 uint32 unSpellId
= itr
->first
;
17704 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(unSpellId
);
17711 // Not send cooldown for this spells
17712 if (spellInfo
->Attributes
& SPELL_ATTR_DISABLED_WHILE_ACTIVE
)
17715 if((idSchoolMask
& GetSpellSchoolMask(spellInfo
)) && GetSpellCooldownDelay(unSpellId
) < unTimeMs
)
17717 data
<< uint32(unSpellId
);
17718 data
<< uint32(unTimeMs
); // in m.secs
17719 AddSpellCooldown(unSpellId
, 0, curTime
+ unTimeMs
/IN_MILISECONDS
);
17722 GetSession()->SendPacket(&data
);
17725 void Player::InitDataForForm(bool reapplyMods
)
17727 SpellShapeshiftEntry
const* ssEntry
= sSpellShapeshiftStore
.LookupEntry(m_form
);
17728 if(ssEntry
&& ssEntry
->attackSpeed
)
17730 SetAttackTime(BASE_ATTACK
,ssEntry
->attackSpeed
);
17731 SetAttackTime(OFF_ATTACK
,ssEntry
->attackSpeed
);
17732 SetAttackTime(RANGED_ATTACK
, BASE_ATTACK_TIME
);
17735 SetRegularAttackTime();
17741 if(getPowerType()!=POWER_ENERGY
)
17742 setPowerType(POWER_ENERGY
);
17746 case FORM_DIREBEAR
:
17748 if(getPowerType()!=POWER_RAGE
)
17749 setPowerType(POWER_RAGE
);
17752 default: // 0, for example
17754 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(getClass());
17755 if(cEntry
&& cEntry
->powerType
< MAX_POWERS
&& uint32(getPowerType()) != cEntry
->powerType
)
17756 setPowerType(Powers(cEntry
->powerType
));
17761 // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
17763 UpdateEquipSpellsAtFormChange();
17765 UpdateAttackPowerAndDamage();
17766 UpdateAttackPowerAndDamage(true);
17769 void Player::InitDisplayIds()
17771 PlayerInfo
const *info
= sObjectMgr
.GetPlayerInfo(getRace(), getClass());
17774 sLog
.outError("Player %u has incorrect race/class pair. Can't init display ids.", GetGUIDLow());
17778 uint8 gender
= getGender();
17781 case GENDER_FEMALE
:
17782 SetDisplayId(info
->displayId_f
);
17783 SetNativeDisplayId(info
->displayId_f
);
17786 SetDisplayId(info
->displayId_m
);
17787 SetNativeDisplayId(info
->displayId_m
);
17790 sLog
.outError("Invalid gender %u for player",gender
);
17795 // Return true is the bought item has a max count to force refresh of window by caller
17796 bool Player::BuyItemFromVendor(uint64 vendorguid
, uint32 item
, uint8 count
, uint8 bag
, uint8 slot
)
17798 // cheating attempt
17799 if (count
< 1) count
= 1;
17804 ItemPrototype
const *pProto
= ObjectMgr::GetItemPrototype( item
);
17807 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, NULL
, item
, 0);
17811 Creature
*pCreature
= GetNPCIfCanInteractWith(vendorguid
,UNIT_NPC_FLAG_VENDOR
);
17814 sLog
.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid
)) );
17815 SendBuyError( BUY_ERR_DISTANCE_TOO_FAR
, NULL
, item
, 0);
17819 VendorItemData
const* vItems
= pCreature
->GetVendorItems();
17820 if(!vItems
|| vItems
->Empty())
17822 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
17826 size_t vendor_slot
= vItems
->FindItemSlot(item
);
17827 if (vendor_slot
>= vItems
->GetItemCount())
17829 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
17833 VendorItem
const* crItem
= vItems
->m_items
[vendor_slot
];
17835 // check current item amount if it limited
17836 if (crItem
->maxcount
!= 0)
17838 if (pCreature
->GetVendorItemCurrentCount(crItem
) < pProto
->BuyCount
* count
)
17840 SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD
, pCreature
, item
, 0);
17845 if (uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
17847 SendBuyError( BUY_ERR_REPUTATION_REQUIRE
, pCreature
, item
, 0);
17851 if (crItem
->ExtendedCost
)
17853 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17856 sLog
.outError("Item %u have wrong ExtendedCost field value %u", pProto
->ItemId
, crItem
->ExtendedCost
);
17860 // honor points price
17861 if (GetHonorPoints() < (iece
->reqhonorpoints
* count
))
17863 SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS
, NULL
, NULL
);
17867 // arena points price
17868 if (GetArenaPoints() < (iece
->reqarenapoints
* count
))
17870 SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS
, NULL
, NULL
);
17875 for (uint8 i
= 0; i
< 5; ++i
)
17877 if(iece
->reqitem
[i
] && !HasItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
)))
17879 SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS
, NULL
, NULL
);
17884 // check for personal arena rating requirement
17885 if( GetMaxPersonalArenaRatingRequirement() < iece
->reqpersonalarenarating
)
17887 // probably not the proper equip err
17888 SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK
,NULL
,NULL
);
17893 uint32 price
= pProto
->BuyPrice
* count
;
17895 // reputation discount
17896 price
= uint32(floor(price
* GetReputationPriceDiscount(pCreature
)));
17898 if (GetMoney() < price
)
17900 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, pCreature
, item
, 0);
17904 if ((bag
== NULL_BAG
&& slot
== NULL_SLOT
) || IsInventoryPos(bag
, slot
))
17906 ItemPosCountVec dest
;
17907 uint8 msg
= CanStoreNewItem( bag
, slot
, dest
, item
, pProto
->BuyCount
* count
);
17908 if (msg
!= EQUIP_ERR_OK
)
17910 SendEquipError( msg
, NULL
, NULL
);
17914 ModifyMoney( -(int32
)price
);
17915 if (crItem
->ExtendedCost
) // case for new honor system
17917 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17918 if (iece
->reqhonorpoints
)
17919 ModifyHonorPoints( - int32(iece
->reqhonorpoints
* count
));
17920 if (iece
->reqarenapoints
)
17921 ModifyArenaPoints( - int32(iece
->reqarenapoints
* count
));
17922 for (uint8 i
= 0; i
< 5; ++i
)
17924 if (iece
->reqitem
[i
])
17925 DestroyItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
), true);
17929 if (Item
*it
= StoreNewItem( dest
, item
, true ))
17931 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
17933 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
17934 data
<< uint64(pCreature
->GetGUID());
17935 data
<< uint32(vendor_slot
+1); // numbered from 1 at client
17936 data
<< uint32(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
17937 data
<< uint32(count
);
17938 GetSession()->SendPacket(&data
);
17940 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
17943 else if (IsEquipmentPos(bag
, slot
))
17945 if (pProto
->BuyCount
* count
!= 1)
17947 SendEquipError( EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
, NULL
, NULL
);
17952 uint8 msg
= CanEquipNewItem( slot
, dest
, item
, false );
17953 if (msg
!= EQUIP_ERR_OK
)
17955 SendEquipError( msg
, NULL
, NULL
);
17959 ModifyMoney( -(int32
)price
);
17960 if (crItem
->ExtendedCost
) // case for new honor system
17962 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17963 if (iece
->reqhonorpoints
)
17964 ModifyHonorPoints( - int32(iece
->reqhonorpoints
));
17965 if (iece
->reqarenapoints
)
17966 ModifyArenaPoints( - int32(iece
->reqarenapoints
));
17967 for (uint8 i
= 0; i
< 5; ++i
)
17969 if(iece
->reqitem
[i
])
17970 DestroyItemCount(iece
->reqitem
[i
], iece
->reqitemcount
[i
], true);
17974 if (Item
*it
= EquipNewItem( dest
, item
, true ))
17976 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
17978 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
17979 data
<< uint64(pCreature
->GetGUID());
17980 data
<< uint32(vendor_slot
+ 1); // numbered from 1 at client
17981 data
<< uint32(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
17982 data
<< uint32(count
);
17983 GetSession()->SendPacket(&data
);
17985 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
17987 AutoUnequipOffhandIfNeed();
17992 SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
, NULL
, NULL
);
17996 return crItem
->maxcount
!= 0;
17999 uint32
Player::GetMaxPersonalArenaRatingRequirement()
18001 // returns the maximal personal arena rating that can be used to purchase items requiring this condition
18002 // the personal rating of the arena team must match the required limit as well
18003 // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
18004 uint32 max_personal_rating
= 0;
18005 for(int i
= 0; i
< MAX_ARENA_SLOT
; ++i
)
18007 if(ArenaTeam
* at
= sObjectMgr
.GetArenaTeamById(GetArenaTeamId(i
)))
18009 uint32 p_rating
= GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (i
* ARENA_TEAM_END
) + ARENA_TEAM_PERSONAL_RATING
);
18010 uint32 t_rating
= at
->GetRating();
18011 p_rating
= p_rating
< t_rating
? p_rating
: t_rating
;
18012 if(max_personal_rating
< p_rating
)
18013 max_personal_rating
= p_rating
;
18016 return max_personal_rating
;
18019 void Player::UpdateHomebindTime(uint32 time
)
18021 // GMs never get homebind timer online
18022 if (m_InstanceValid
|| isGameMaster())
18024 if(m_HomebindTimer
) // instance valid, but timer not reset
18027 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
18029 data
<< uint32(ERR_RAID_GROUP_NONE
); // error used only when timer = 0
18030 GetSession()->SendPacket(&data
);
18032 // instance is valid, reset homebind timer
18033 m_HomebindTimer
= 0;
18035 else if (m_HomebindTimer
> 0)
18037 if (time
>= m_HomebindTimer
)
18039 // teleport to nearest graveyard
18040 RepopAtGraveyard();
18043 m_HomebindTimer
-= time
;
18047 // instance is invalid, start homebind timer
18048 m_HomebindTimer
= 60000;
18049 // send message to player
18050 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
18051 data
<< uint32(m_HomebindTimer
);
18052 data
<< uint32(ERR_RAID_GROUP_NONE
); // error used only when timer = 0
18053 GetSession()->SendPacket(&data
);
18054 sLog
.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow());
18058 void Player::UpdatePvP(bool state
, bool ovrride
)
18060 if(!state
|| ovrride
)
18063 pvpInfo
.endTimer
= 0;
18067 if(pvpInfo
.endTimer
!= 0)
18068 pvpInfo
.endTimer
= time(NULL
);
18074 void Player::AddSpellAndCategoryCooldowns(SpellEntry
const* spellInfo
, uint32 itemId
, Spell
* spell
, bool infinityCooldown
)
18076 // init cooldown values
18081 // some special item spells without correct cooldown in SpellInfo
18082 // cooldown information stored in item prototype
18083 // This used in same way in WorldSession::HandleItemQuerySingleOpcode data sending to client.
18087 if(ItemPrototype
const* proto
= ObjectMgr::GetItemPrototype(itemId
))
18089 for(int idx
= 0; idx
< 5; ++idx
)
18091 if(proto
->Spells
[idx
].SpellId
== spellInfo
->Id
)
18093 cat
= proto
->Spells
[idx
].SpellCategory
;
18094 rec
= proto
->Spells
[idx
].SpellCooldown
;
18095 catrec
= proto
->Spells
[idx
].SpellCategoryCooldown
;
18102 // if no cooldown found above then base at DBC data
18103 if(rec
< 0 && catrec
< 0)
18105 cat
= spellInfo
->Category
;
18106 rec
= spellInfo
->RecoveryTime
;
18107 catrec
= spellInfo
->CategoryRecoveryTime
;
18110 time_t curTime
= time(NULL
);
18115 // overwrite time for selected category
18116 if(infinityCooldown
)
18118 // use +MONTH as infinity mark for spell cooldown (will checked as MONTH/2 at save ans skipped)
18119 // but not allow ignore until reset or re-login
18120 catrecTime
= catrec
> 0 ? curTime
+infinityCooldownDelay
: 0;
18121 recTime
= rec
> 0 ? curTime
+infinityCooldownDelay
: catrecTime
;
18125 // shoot spells used equipped item cooldown values already assigned in GetAttackTime(RANGED_ATTACK)
18126 // prevent 0 cooldowns set by another way
18127 if (rec
<= 0 && catrec
<= 0 && (cat
== 76 || IsAutoRepeatRangedSpell(spellInfo
) && spellInfo
->Id
!= SPELL_ID_AUTOSHOT
))
18128 rec
= GetAttackTime(RANGED_ATTACK
);
18130 // Now we have cooldown data (if found any), time to apply mods
18132 ApplySpellMod(spellInfo
->Id
, SPELLMOD_COOLDOWN
, rec
, spell
);
18135 ApplySpellMod(spellInfo
->Id
, SPELLMOD_COOLDOWN
, catrec
, spell
);
18137 // replace negative cooldowns by 0
18138 if (rec
< 0) rec
= 0;
18139 if (catrec
< 0) catrec
= 0;
18141 // no cooldown after applying spell mods
18142 if( rec
== 0 && catrec
== 0)
18145 catrecTime
= catrec
? curTime
+catrec
/IN_MILISECONDS
: 0;
18146 recTime
= rec
? curTime
+rec
/IN_MILISECONDS
: catrecTime
;
18149 // self spell cooldown
18151 AddSpellCooldown(spellInfo
->Id
, itemId
, recTime
);
18154 if (cat
&& catrec
> 0)
18156 SpellCategoryStore::const_iterator i_scstore
= sSpellCategoryStore
.find(cat
);
18157 if(i_scstore
!= sSpellCategoryStore
.end())
18159 for(SpellCategorySet::const_iterator i_scset
= i_scstore
->second
.begin(); i_scset
!= i_scstore
->second
.end(); ++i_scset
)
18161 if(*i_scset
== spellInfo
->Id
) // skip main spell, already handled above
18164 AddSpellCooldown(*i_scset
, itemId
, catrecTime
);
18170 void Player::AddSpellCooldown(uint32 spellid
, uint32 itemid
, time_t end_time
)
18174 sc
.itemid
= itemid
;
18175 m_spellCooldowns
[spellid
] = sc
;
18178 void Player::SendCooldownEvent(SpellEntry
const *spellInfo
, uint32 itemId
, Spell
* spell
)
18180 // start cooldowns at server side, if any
18181 AddSpellAndCategoryCooldowns(spellInfo
, itemId
, spell
);
18183 // Send activate cooldown timer (possible 0) at client side
18184 WorldPacket
data(SMSG_COOLDOWN_EVENT
, (4+8));
18185 data
<< uint32(spellInfo
->Id
);
18186 data
<< uint64(GetGUID());
18187 SendDirectMessage(&data
);
18190 void Player::UpdatePotionCooldown(Spell
* spell
)
18192 // no potion used i combat or still in combat
18193 if(!m_lastPotionId
|| isInCombat())
18196 // Call not from spell cast, send cooldown event for item spells if no in combat
18199 // spell/item pair let set proper cooldown (except not existed charged spell cooldown spellmods for potions)
18200 if(ItemPrototype
const* proto
= ObjectMgr::GetItemPrototype(m_lastPotionId
))
18201 for(int idx
= 0; idx
< 5; ++idx
)
18202 if(proto
->Spells
[idx
].SpellId
&& proto
->Spells
[idx
].SpellTrigger
== ITEM_SPELLTRIGGER_ON_USE
)
18203 if(SpellEntry
const* spellInfo
= sSpellStore
.LookupEntry(proto
->Spells
[idx
].SpellId
))
18204 SendCooldownEvent(spellInfo
,m_lastPotionId
);
18206 // from spell cases (m_lastPotionId set in Spell::SendSpellCooldown)
18208 SendCooldownEvent(spell
->m_spellInfo
,m_lastPotionId
,spell
);
18210 m_lastPotionId
= 0;
18213 //slot to be excluded while counting
18214 bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition
, int8 slot
)
18216 if(!enchantmentcondition
)
18219 SpellItemEnchantmentConditionEntry
const *Condition
= sSpellItemEnchantmentConditionStore
.LookupEntry(enchantmentcondition
);
18224 uint8 curcount
[4] = {0, 0, 0, 0};
18226 //counting current equipped gem colors
18227 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
18231 Item
*pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
18232 if(pItem2
&& pItem2
->GetProto()->Socket
[0].Color
)
18234 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
18236 uint32 enchant_id
= pItem2
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
18240 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
18244 uint32 gemid
= enchantEntry
->GemID
;
18248 ItemPrototype
const* gemProto
= sItemStorage
.LookupEntry
<ItemPrototype
>(gemid
);
18252 GemPropertiesEntry
const* gemProperty
= sGemPropertiesStore
.LookupEntry(gemProto
->GemProperties
);
18256 uint8 GemColor
= gemProperty
->color
;
18258 for(uint8 b
= 0, tmpcolormask
= 1; b
< 4; b
++, tmpcolormask
<<= 1)
18260 if(tmpcolormask
& GemColor
)
18267 bool activate
= true;
18269 for(int i
= 0; i
< 5; ++i
)
18271 if(!Condition
->Color
[i
])
18274 uint32 _cur_gem
= curcount
[Condition
->Color
[i
] - 1];
18276 // if have <CompareColor> use them as count, else use <value> from Condition
18277 uint32 _cmp_gem
= Condition
->CompareColor
[i
] ? curcount
[Condition
->CompareColor
[i
] - 1]: Condition
->Value
[i
];
18279 switch(Condition
->Comparator
[i
])
18281 case 2: // requires less <color> than (<value> || <comparecolor>) gems
18282 activate
&= (_cur_gem
< _cmp_gem
) ? true : false;
18284 case 3: // requires more <color> than (<value> || <comparecolor>) gems
18285 activate
&= (_cur_gem
> _cmp_gem
) ? true : false;
18287 case 5: // requires at least <color> than (<value> || <comparecolor>) gems
18288 activate
&= (_cur_gem
>= _cmp_gem
) ? true : false;
18293 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");
18298 void Player::CorrectMetaGemEnchants(uint8 exceptslot
, bool apply
)
18300 //cycle all equipped items
18301 for(uint32 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
18303 //enchants for the slot being socketed are handled by Player::ApplyItemMods
18304 if(slot
== exceptslot
)
18307 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
18309 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
)
18312 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
18314 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
18318 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
18322 uint32 condition
= enchantEntry
->EnchantmentCondition
;
18325 //was enchant active with/without item?
18326 bool wasactive
= EnchantmentFitsRequirements(condition
, apply
? exceptslot
: -1);
18327 //should it now be?
18328 if(wasactive
!= EnchantmentFitsRequirements(condition
, apply
? -1 : exceptslot
))
18330 // ignore item gem conditions
18331 //if state changed, (dis)apply enchant
18332 ApplyEnchantment(pItem
, EnchantmentSlot(enchant_slot
), !wasactive
, true, true);
18339 //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
18340 void Player::ToggleMetaGemsActive(uint8 exceptslot
, bool apply
)
18342 //cycle all equipped items
18343 for(int slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
18345 //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
18346 if(slot
== exceptslot
)
18349 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
18351 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
) //if item has no sockets or no item is equipped go to next item
18354 //cycle all (gem)enchants
18355 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
18357 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
18358 if(!enchant_id
) //if no enchant go to next enchant(slot)
18361 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
18365 //only metagems to be (de)activated, so only enchants with condition
18366 uint32 condition
= enchantEntry
->EnchantmentCondition
;
18368 ApplyEnchantment(pItem
,EnchantmentSlot(enchant_slot
), apply
);
18373 void Player::SetBattleGroundEntryPoint()
18376 if (!m_taxi
.empty())
18378 m_bgData
.mountSpell
= 0;
18379 m_bgData
.taxiPath
[0] = m_taxi
.GetTaxiSource();
18380 m_bgData
.taxiPath
[1] = m_taxi
.GetTaxiDestination();
18382 // On taxi we don't need check for dungeon
18383 m_bgData
.joinPos
= WorldLocation(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
18388 m_bgData
.ClearTaxiPath();
18390 // Mount spell id storing
18393 AuraList
const& auras
= GetAurasByType(SPELL_AURA_MOUNTED
);
18394 if (!auras
.empty())
18395 m_bgData
.mountSpell
= (*auras
.begin())->GetId();
18398 m_bgData
.mountSpell
= 0;
18400 // If map is dungeon find linked graveyard
18401 if(GetMap()->IsDungeon())
18403 if (const WorldSafeLocsEntry
* entry
= sObjectMgr
.GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam()))
18405 m_bgData
.joinPos
= WorldLocation(entry
->map_id
, entry
->x
, entry
->y
, entry
->z
, 0.0f
);
18409 sLog
.outError("SetBattleGroundEntryPoint: Dungeon map %u has no linked graveyard, setting home location as entry point.", GetMapId());
18411 // If new entry point is not BG or arena set it
18412 else if (!GetMap()->IsBattleGroundOrArena())
18414 m_bgData
.joinPos
= WorldLocation(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
18419 // In error cases use homebind position
18420 m_bgData
.joinPos
= WorldLocation(m_homebindMapId
, m_homebindX
, m_homebindY
, m_homebindZ
, 0.0f
);
18423 void Player::LeaveBattleground(bool teleportToEntryPoint
)
18425 if(BattleGround
*bg
= GetBattleGround())
18427 bg
->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint
, true);
18429 // call after remove to be sure that player resurrected for correct cast
18430 if( bg
->isBattleGround() && !isGameMaster() && sWorld
.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER
) )
18432 if( bg
->GetStatus() == STATUS_IN_PROGRESS
|| bg
->GetStatus() == STATUS_WAIT_JOIN
)
18434 //lets check if player was teleported from BG and schedule delayed Deserter spell cast
18435 if(IsBeingTeleportedFar())
18437 ScheduleDelayedOperation(DELAYED_SPELL_CAST_DESERTER
);
18441 CastSpell(this, 26013, true); // Deserter
18447 bool Player::CanJoinToBattleground() const
18449 // check Deserter debuff
18450 if(GetDummyAura(26013))
18456 bool Player::CanReportAfkDueToLimit()
18458 // a player can complain about 15 people per 5 minutes
18459 if(m_bgData
.bgAfkReportedCount
++ >= 15)
18465 ///This player has been blamed to be inactive in a battleground
18466 void Player::ReportedAfkBy(Player
* reporter
)
18468 BattleGround
*bg
= GetBattleGround();
18469 if(!bg
|| bg
!= reporter
->GetBattleGround() || GetTeam() != reporter
->GetTeam())
18472 // check if player has 'Idle' or 'Inactive' debuff
18473 if(m_bgData
.bgAfkReporter
.find(reporter
->GetGUIDLow()) == m_bgData
.bgAfkReporter
.end() && !HasAura(43680, 0) && !HasAura(43681, 0) && reporter
->CanReportAfkDueToLimit())
18475 m_bgData
.bgAfkReporter
.insert(reporter
->GetGUIDLow());
18476 // 3 players have to complain to apply debuff
18477 if(m_bgData
.bgAfkReporter
.size() >= 3)
18479 // cast 'Idle' spell
18480 CastSpell(this, 43680, true);
18481 m_bgData
.bgAfkReporter
.clear();
18486 WorldObject
const* Player::GetViewPoint() const
18488 if(uint64 far_sight
= GetFarSight())
18490 WorldObject
const* viewPoint
= GetMap()->GetWorldObject(far_sight
);
18491 return viewPoint
? viewPoint
: this; // always expected not NULL
18497 bool Player::IsVisibleInGridForPlayer( Player
* pl
) const
18499 // gamemaster in GM mode see all, including ghosts
18500 if(pl
->isGameMaster() && GetSession()->GetSecurity() <= pl
->GetSession()->GetSecurity())
18503 // It seems in battleground everyone sees everyone, except the enemy-faction ghosts
18504 if (InBattleGround())
18506 if (!(isAlive() || m_deathTimer
> 0) && !IsFriendlyTo(pl
) )
18511 // Live player see live player or dead player with not realized corpse
18512 if(pl
->isAlive() || pl
->m_deathTimer
> 0)
18514 return isAlive() || m_deathTimer
> 0;
18517 // Ghost see other friendly ghosts, that's for sure
18518 if(!(isAlive() || m_deathTimer
> 0) && IsFriendlyTo(pl
))
18521 // Dead player see live players near own corpse
18524 Corpse
*corpse
= pl
->GetCorpse();
18527 // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
18528 if(corpse
->IsWithinDistInMap(this,(20+25)*sWorld
.getRate(RATE_CREATURE_AGGRO
)))
18533 // and not see any other
18537 bool Player::IsVisibleGloballyFor( Player
* u
) const
18542 // Always can see self
18546 // Visible units, always are visible for all players
18547 if (GetVisibility() == VISIBILITY_ON
)
18550 // GMs are visible for higher gms (or players are visible for gms)
18551 if (u
->GetSession()->GetSecurity() > SEC_PLAYER
)
18552 return GetSession()->GetSecurity() <= u
->GetSession()->GetSecurity();
18554 // non faction visibility non-breakable for non-GMs
18555 if (GetVisibility() == VISIBILITY_OFF
)
18558 // non-gm stealth/invisibility not hide from global player lists
18563 inline void BeforeVisibilityDestroy(T
* /*t*/, Player
* /*p*/)
18568 inline void BeforeVisibilityDestroy
<Creature
>(Creature
* t
, Player
* p
)
18570 if (p
->GetPetGUID()==t
->GetGUID() && ((Creature
*)t
)->isPet())
18571 ((Pet
*)t
)->Remove(PET_SAVE_NOT_IN_SLOT
, true);
18574 void Player::UpdateVisibilityOf(WorldObject
const* viewPoint
, WorldObject
* target
)
18576 if(HaveAtClient(target
))
18578 if(!target
->isVisibleForInState(this, viewPoint
, true))
18580 if (target
->GetTypeId()==TYPEID_UNIT
)
18581 BeforeVisibilityDestroy
<Creature
>((Creature
*)target
,this);
18583 target
->DestroyForPlayer(this);
18584 m_clientGUIDs
.erase(target
->GetGUID());
18586 #ifdef MANGOS_DEBUG
18587 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
18588 sLog
.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
18594 if(target
->isVisibleForInState(this, viewPoint
, false))
18596 target
->SendCreateUpdateToPlayer(this);
18597 if(target
->GetTypeId()!=TYPEID_GAMEOBJECT
||!((GameObject
*)target
)->IsTransport())
18598 m_clientGUIDs
.insert(target
->GetGUID());
18600 #ifdef MANGOS_DEBUG
18601 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
18602 sLog
.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
18605 // target aura duration for caster show only if target exist at caster client
18606 // send data at target visibility change (adding to client)
18607 if(target
!=this && target
->isType(TYPEMASK_UNIT
))
18608 SendAurasForTarget((Unit
*)target
);
18610 if(target
->GetTypeId()==TYPEID_UNIT
&& ((Creature
*)target
)->isAlive())
18611 ((Creature
*)target
)->SendMonsterMoveWithSpeedToCurrentDestination(this);
18617 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, T
* target
)
18619 s64
.insert(target
->GetGUID());
18623 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, GameObject
* target
)
18625 if(!target
->IsTransport())
18626 s64
.insert(target
->GetGUID());
18630 void Player::UpdateVisibilityOf(WorldObject
const* viewPoint
, T
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
)
18632 if(HaveAtClient(target
))
18634 if(!target
->isVisibleForInState(this,viewPoint
,true))
18636 BeforeVisibilityDestroy
<T
>(target
,this);
18638 target
->BuildOutOfRangeUpdateBlock(&data
);
18639 m_clientGUIDs
.erase(target
->GetGUID());
18641 #ifdef MANGOS_DEBUG
18642 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
18643 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
));
18649 if(target
->isVisibleForInState(this,viewPoint
,false))
18651 visibleNow
.insert(target
);
18652 target
->BuildCreateUpdateBlockForPlayer(&data
, this);
18653 UpdateVisibilityOf_helper(m_clientGUIDs
,target
);
18655 #ifdef MANGOS_DEBUG
18656 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
18657 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
));
18663 template void Player::UpdateVisibilityOf(WorldObject
const* viewPoint
, Player
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
18664 template void Player::UpdateVisibilityOf(WorldObject
const* viewPoint
, Creature
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
18665 template void Player::UpdateVisibilityOf(WorldObject
const* viewPoint
, Corpse
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
18666 template void Player::UpdateVisibilityOf(WorldObject
const* viewPoint
, GameObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
18667 template void Player::UpdateVisibilityOf(WorldObject
const* viewPoint
, DynamicObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
18669 void Player::InitPrimaryProfessions()
18671 SetFreePrimaryProfessions(sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
));
18674 void Player::SendComboPoints()
18676 Unit
*combotarget
= ObjectAccessor::GetUnit(*this, m_comboTarget
);
18679 WorldPacket
data(SMSG_UPDATE_COMBO_POINTS
, combotarget
->GetPackGUID().size()+1);
18680 data
.append(combotarget
->GetPackGUID());
18681 data
<< uint8(m_comboPoints
);
18682 GetSession()->SendPacket(&data
);
18686 void Player::AddComboPoints(Unit
* target
, int8 count
)
18691 // without combo points lost (duration checked in aura)
18692 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
18694 if(target
->GetGUID() == m_comboTarget
)
18696 m_comboPoints
+= count
;
18701 if(Unit
* target2
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
18702 target2
->RemoveComboPointHolder(GetGUIDLow());
18704 m_comboTarget
= target
->GetGUID();
18705 m_comboPoints
= count
;
18707 target
->AddComboPointHolder(GetGUIDLow());
18710 if (m_comboPoints
> 5) m_comboPoints
= 5;
18711 if (m_comboPoints
< 0) m_comboPoints
= 0;
18716 void Player::ClearComboPoints()
18721 // without combopoints lost (duration checked in aura)
18722 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
18728 if(Unit
* target
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
18729 target
->RemoveComboPointHolder(GetGUIDLow());
18734 void Player::SetGroup(Group
*group
, int8 subgroup
)
18740 // never use SetGroup without a subgroup unless you specify NULL for group
18741 assert(subgroup
>= 0);
18742 m_group
.link(group
, this);
18743 m_group
.setSubGroup((uint8
)subgroup
);
18747 void Player::SendInitialPacketsBeforeAddToMap()
18749 GetSocial()->SendSocialList();
18752 WorldPacket
data(SMSG_BINDPOINTUPDATE
, 5*4);
18753 data
<< m_homebindX
<< m_homebindY
<< m_homebindZ
;
18754 data
<< (uint32
) m_homebindMapId
;
18755 data
<< (uint32
) m_homebindZoneId
;
18756 GetSession()->SendPacket(&data
);
18758 // SMSG_SET_PROFICIENCY
18759 // SMSG_SET_PCT_SPELL_MODIFIER
18760 // SMSG_SET_FLAT_SPELL_MODIFIER
18762 SendTalentsInfoData(false);
18764 data
.Initialize(SMSG_INSTANCE_DIFFICULTY
, 4+4);
18767 GetSession()->SendPacket(&data
);
18769 SendInitialSpells();
18771 data
.Initialize(SMSG_SEND_UNLEARN_SPELLS
, 4);
18772 data
<< uint32(0); // count, for(count) uint32;
18773 GetSession()->SendPacket(&data
);
18775 SendInitialActionButtons();
18776 m_reputationMgr
.SendInitialReputations();
18779 SendCorpseReclaimDelay(true);
18781 SendInitWorldStates(GetZoneId(), GetAreaId());
18783 SendEquipmentSetList();
18785 m_achievementMgr
.SendAllAchievementData();
18787 data
.Initialize(SMSG_LOGIN_SETTIMESPEED
, 4 + 4 + 4);
18788 data
<< uint32(secsToTimeBitFields(sWorld
.GetGameTime()));
18789 data
<< (float)0.01666667f
; // game speed
18790 data
<< uint32(0); // added in 3.1.2
18791 GetSession()->SendPacket( &data
);
18793 // SMSG_TALENTS_INFO x 2 for pet (unspent points and talents in separate packets...)
18795 // SMSG_POWER_UPDATE
18797 // set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment
18798 if(HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
) || HasAuraType(SPELL_AURA_FLY
) || isInFlight())
18799 m_movementInfo
.AddMovementFlag(MOVEMENTFLAG_FLYING
);
18804 void Player::SendInitialPacketsAfterAddToMap()
18807 uint32 newzone
, newarea
;
18808 GetZoneAndAreaId(newzone
,newarea
);
18809 UpdateZone(newzone
,newarea
); // also call SendInitWorldStates();
18811 WorldPacket
data(SMSG_TIME_SYNC_REQ
, 4); // new 2.0.x, enable movement
18812 data
<< uint32(0x00000000); // on blizz it increments periodically
18813 GetSession()->SendPacket(&data
);
18815 CastSpell(this, 836, true); // LOGINEFFECT
18817 // set some aura effects that send packet to player client after add player to map
18818 // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
18819 // same auras state lost at far teleport, send it one more time in this case also
18820 static const AuraType auratypes
[] =
18822 SPELL_AURA_MOD_FEAR
, SPELL_AURA_TRANSFORM
, SPELL_AURA_WATER_WALK
,
18823 SPELL_AURA_FEATHER_FALL
, SPELL_AURA_HOVER
, SPELL_AURA_SAFE_FALL
,
18824 SPELL_AURA_FLY
, SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
, SPELL_AURA_NONE
18826 for(AuraType
const* itr
= &auratypes
[0]; itr
&& itr
[0] != SPELL_AURA_NONE
; ++itr
)
18828 Unit::AuraList
const& auraList
= GetAurasByType(*itr
);
18829 if(!auraList
.empty())
18830 auraList
.front()->ApplyModifier(true,true);
18833 if(HasAuraType(SPELL_AURA_MOD_STUN
))
18834 SetMovement(MOVE_ROOT
);
18836 // manual send package (have code in ApplyModifier(true,true); that don't must be re-applied.
18837 if(HasAuraType(SPELL_AURA_MOD_ROOT
))
18839 WorldPacket
data2(SMSG_FORCE_MOVE_ROOT
, 10);
18840 data2
.append(GetPackGUID());
18841 data2
<< (uint32
)2;
18842 SendMessageToSet(&data2
,true);
18845 SendAurasForTarget(this);
18846 SendEnchantmentDurations(); // must be after add to map
18847 SendItemDurations(); // must be after add to map
18850 void Player::SendUpdateToOutOfRangeGroupMembers()
18852 if (m_groupUpdateMask
== GROUP_UPDATE_FLAG_NONE
)
18854 if(Group
* group
= GetGroup())
18855 group
->UpdatePlayerOutOfRange(this);
18857 m_groupUpdateMask
= GROUP_UPDATE_FLAG_NONE
;
18858 m_auraUpdateMask
= 0;
18859 if(Pet
*pet
= GetPet())
18860 pet
->ResetAuraUpdateMask();
18863 void Player::SendTransferAborted(uint32 mapid
, uint8 reason
, uint8 arg
)
18865 WorldPacket
data(SMSG_TRANSFER_ABORTED
, 4+2);
18866 data
<< uint32(mapid
);
18867 data
<< uint8(reason
); // transfer abort reason
18870 case TRANSFER_ABORT_INSUF_EXPAN_LVL
:
18871 case TRANSFER_ABORT_DIFFICULTY
:
18872 case TRANSFER_ABORT_UNIQUE_MESSAGE
:
18873 data
<< uint8(arg
);
18876 GetSession()->SendPacket(&data
);
18879 void Player::SendInstanceResetWarning( uint32 mapid
, Difficulty difficulty
, uint32 time
)
18881 // type of warning, based on the time remaining until reset
18884 type
= RAID_INSTANCE_WELCOME
;
18885 else if(time
> 900 && time
<= 3600)
18886 type
= RAID_INSTANCE_WARNING_HOURS
;
18887 else if(time
> 300 && time
<= 900)
18888 type
= RAID_INSTANCE_WARNING_MIN
;
18890 type
= RAID_INSTANCE_WARNING_MIN_SOON
;
18892 WorldPacket
data(SMSG_RAID_INSTANCE_MESSAGE
, 4+4+4+4);
18893 data
<< uint32(type
);
18894 data
<< uint32(mapid
);
18895 data
<< uint32(difficulty
); // difficulty
18896 data
<< uint32(time
);
18897 if(type
== RAID_INSTANCE_WELCOME
)
18899 data
<< uint8(0); // is your (1)
18900 data
<< uint8(0); // is extended (1), ignored if prev field is 0
18902 GetSession()->SendPacket(&data
);
18905 void Player::ApplyEquipCooldown( Item
* pItem
)
18907 for(int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
18909 _Spell
const& spellData
= pItem
->GetProto()->Spells
[i
];
18912 if( !spellData
.SpellId
)
18915 // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
18916 if( spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_USE
)
18919 AddSpellCooldown(spellData
.SpellId
, pItem
->GetEntry(), time(NULL
) + 30);
18921 WorldPacket
data(SMSG_ITEM_COOLDOWN
, 12);
18922 data
<< pItem
->GetGUID();
18923 data
<< uint32(spellData
.SpellId
);
18924 GetSession()->SendPacket(&data
);
18928 void Player::resetSpells()
18930 // not need after this call
18931 if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS
))
18932 RemoveAtLoginFlag(AT_LOGIN_RESET_SPELLS
,true);
18934 // make full copy of map (spells removed and marked as deleted at another spell remove
18935 // and we can't use original map for safe iterative with visit each spell at loop end
18936 PlayerSpellMap smap
= GetSpellMap();
18938 for(PlayerSpellMap::const_iterator iter
= smap
.begin();iter
!= smap
.end(); ++iter
)
18939 removeSpell(iter
->first
,false,false); // only iter->first can be accessed, object by iter->second can be deleted already
18941 learnDefaultSpells();
18942 learnQuestRewardedSpells();
18945 void Player::learnDefaultSpells()
18947 // learn default race/class spells
18948 PlayerInfo
const *info
= sObjectMgr
.GetPlayerInfo(getRace(),getClass());
18949 for (PlayerCreateInfoSpells::const_iterator itr
= info
->spell
.begin(); itr
!=info
->spell
.end(); ++itr
)
18951 uint32 tspell
= *itr
;
18952 sLog
.outDebug("PLAYER (Class: %u Race: %u): Adding initial spell, id = %u",uint32(getClass()),uint32(getRace()), tspell
);
18953 if(!IsInWorld()) // will send in INITIAL_SPELLS in list anyway at map add
18954 addSpell(tspell
,true,true,true,false);
18955 else // but send in normal spell in game learn case
18956 learnSpell(tspell
,true);
18960 void Player::learnQuestRewardedSpells(Quest
const* quest
)
18962 uint32 spell_id
= quest
->GetRewSpellCast();
18964 // skip quests without rewarded spell
18968 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
18972 // check learned spells state
18973 bool found
= false;
18974 for(int i
=0; i
< 3; ++i
)
18976 if(spellInfo
->Effect
[i
] == SPELL_EFFECT_LEARN_SPELL
&& !HasSpell(spellInfo
->EffectTriggerSpell
[i
]))
18983 // skip quests with not teaching spell or already known spell
18987 // prevent learn non first rank unknown profession and second specialization for same profession)
18988 uint32 learned_0
= spellInfo
->EffectTriggerSpell
[0];
18989 if( sSpellMgr
.GetSpellRank(learned_0
) > 1 && !HasSpell(learned_0
) )
18991 // not have first rank learned (unlearned prof?)
18992 uint32 first_spell
= sSpellMgr
.GetFirstSpellInChain(learned_0
);
18993 if( !HasSpell(first_spell
) )
18996 SpellEntry
const *learnedInfo
= sSpellStore
.LookupEntry(learned_0
);
19001 if(learnedInfo
->Effect
[0]==SPELL_EFFECT_TRADE_SKILL
&& learnedInfo
->Effect
[1]==0)
19003 // search other specialization for same prof
19004 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
19006 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->first
==learned_0
)
19009 SpellEntry
const *itrInfo
= sSpellStore
.LookupEntry(itr
->first
);
19013 // compare only specializations
19014 if(itrInfo
->Effect
[0]!=SPELL_EFFECT_TRADE_SKILL
|| itrInfo
->Effect
[1]!=0)
19017 // compare same chain spells
19018 if(sSpellMgr
.GetFirstSpellInChain(itr
->first
) != first_spell
)
19021 // now we have 2 specialization, learn possible only if found is lesser specialization rank
19022 if(!sSpellMgr
.IsHighRankOfSpell(learned_0
,itr
->first
))
19028 CastSpell( this, spell_id
, true);
19031 void Player::learnQuestRewardedSpells()
19033 // learn spells received from quest completing
19034 for(QuestStatusMap::const_iterator itr
= mQuestStatus
.begin(); itr
!= mQuestStatus
.end(); ++itr
)
19036 // skip no rewarded quests
19037 if(!itr
->second
.m_rewarded
)
19040 Quest
const* quest
= sObjectMgr
.GetQuestTemplate(itr
->first
);
19044 learnQuestRewardedSpells(quest
);
19048 void Player::learnSkillRewardedSpells(uint32 skill_id
, uint32 skill_value
)
19050 uint32 raceMask
= getRaceMask();
19051 uint32 classMask
= getClassMask();
19052 for (uint32 j
=0; j
<sSkillLineAbilityStore
.GetNumRows(); ++j
)
19054 SkillLineAbilityEntry
const *pAbility
= sSkillLineAbilityStore
.LookupEntry(j
);
19055 if (!pAbility
|| pAbility
->skillId
!=skill_id
|| pAbility
->learnOnGetSkill
!= ABILITY_LEARNED_ON_GET_PROFESSION_SKILL
)
19057 // Check race if set
19058 if (pAbility
->racemask
&& !(pAbility
->racemask
& raceMask
))
19060 // Check class if set
19061 if (pAbility
->classmask
&& !(pAbility
->classmask
& classMask
))
19064 if (sSpellStore
.LookupEntry(pAbility
->spellId
))
19066 // need unlearn spell
19067 if (skill_value
< pAbility
->req_skill_value
)
19068 removeSpell(pAbility
->spellId
);
19070 else if (!IsInWorld())
19071 addSpell(pAbility
->spellId
,true,true,true,false);
19073 learnSpell(pAbility
->spellId
,true);
19078 void Player::SendAurasForTarget(Unit
*target
)
19080 if(target
->GetVisibleAuras()->empty()) // speedup things
19083 WorldPacket
data(SMSG_AURA_UPDATE_ALL
);
19084 data
.append(target
->GetPackGUID());
19086 Unit::VisibleAuraMap
const *visibleAuras
= target
->GetVisibleAuras();
19087 for(Unit::VisibleAuraMap::const_iterator itr
= visibleAuras
->begin(); itr
!= visibleAuras
->end(); ++itr
)
19089 for(uint32 j
= 0; j
< 3; ++j
)
19091 if(Aura
*aura
= target
->GetAura(itr
->second
, j
))
19093 data
<< uint8(aura
->GetAuraSlot());
19094 data
<< uint32(aura
->GetId());
19098 uint8 auraFlags
= aura
->GetAuraFlags();
19100 data
<< uint8(auraFlags
);
19102 data
<< uint8(aura
->GetAuraLevel());
19104 if (aura
->GetAuraCharges())
19105 data
<< uint8(aura
->GetAuraCharges() * aura
->GetStackAmount());
19107 data
<< uint8(aura
->GetStackAmount());
19109 if(!(auraFlags
& AFLAG_NOT_CASTER
))
19111 data
<< uint8(0); // packed GUID of someone (caster?)
19114 if(auraFlags
& AFLAG_DURATION
) // include aura duration
19116 data
<< uint32(aura
->GetAuraMaxDuration());
19117 data
<< uint32(aura
->GetAuraDuration());
19125 GetSession()->SendPacket(&data
);
19128 void Player::SetDailyQuestStatus( uint32 quest_id
)
19130 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
19132 if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
19134 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
19135 m_lastDailyQuestTime
= time(NULL
); // last daily quest time
19136 m_DailyQuestChanged
= true;
19142 void Player::ResetDailyQuestStatus()
19144 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
19145 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
19147 // DB data deleted in caller
19148 m_DailyQuestChanged
= false;
19149 m_lastDailyQuestTime
= 0;
19152 BattleGround
* Player::GetBattleGround() const
19154 if(GetBattleGroundId()==0)
19157 return sBattleGroundMgr
.GetBattleGround(GetBattleGroundId(), m_bgData
.bgTypeID
);
19160 bool Player::InArena() const
19162 BattleGround
*bg
= GetBattleGround();
19163 if(!bg
|| !bg
->isArena())
19169 bool Player::GetBGAccessByLevel(BattleGroundTypeId bgTypeId
) const
19171 // get a template bg instead of running one
19172 BattleGround
*bg
= sBattleGroundMgr
.GetBattleGroundTemplate(bgTypeId
);
19176 if(getLevel() < bg
->GetMinLevel() || getLevel() > bg
->GetMaxLevel())
19182 BGQueueIdBasedOnLevel
Player::GetBattleGroundQueueIdFromLevel() const
19184 // for ranges 0 - 19, 20 - 29, 30 - 39, 40 - 49, 50 - 59, 60 - 69, 70 - 79, 80
19185 uint32 queue_id
= ( getLevel() / 10) - 1;
19186 if( queue_id
>= MAX_BATTLEGROUND_QUEUES
)
19188 sLog
.outError("BattleGround: too high queue_id %u for player %u (acc: %u) with level %u", queue_id
, GetGUIDLow(), GetSession()->GetAccountId(), getLevel());
19189 return QUEUE_ID_MAX_LEVEL_80
;
19191 return BGQueueIdBasedOnLevel(queue_id
);
19194 float Player::GetReputationPriceDiscount( Creature
const* pCreature
) const
19196 FactionTemplateEntry
const* vendor_faction
= pCreature
->getFactionTemplateEntry();
19197 if(!vendor_faction
|| !vendor_faction
->faction
)
19200 ReputationRank rank
= GetReputationRank(vendor_faction
->faction
);
19201 if(rank
<= REP_NEUTRAL
)
19204 return 1.0f
- 0.05f
* (rank
- REP_NEUTRAL
);
19207 bool Player::IsSpellFitByClassAndRace( uint32 spell_id
) const
19209 uint32 racemask
= getRaceMask();
19210 uint32 classmask
= getClassMask();
19212 SkillLineAbilityMapBounds bounds
= sSpellMgr
.GetSkillLineAbilityMapBounds(spell_id
);
19213 if (bounds
.first
==bounds
.second
)
19216 for(SkillLineAbilityMap::const_iterator _spell_idx
= bounds
.first
; _spell_idx
!= bounds
.second
; ++_spell_idx
)
19218 // skip wrong race skills
19219 if (_spell_idx
->second
->racemask
&& (_spell_idx
->second
->racemask
& racemask
) == 0)
19222 // skip wrong class skills
19223 if (_spell_idx
->second
->classmask
&& (_spell_idx
->second
->classmask
& classmask
) == 0)
19232 bool Player::HasQuestForGO(int32 GOId
) const
19234 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
19236 uint32 questid
= GetQuestSlotQuestId(i
);
19237 if ( questid
== 0 )
19240 QuestStatusMap::const_iterator qs_itr
= mQuestStatus
.find(questid
);
19241 if(qs_itr
== mQuestStatus
.end())
19244 QuestStatusData
const& qs
= qs_itr
->second
;
19246 if (qs
.m_status
== QUEST_STATUS_INCOMPLETE
)
19248 Quest
const* qinfo
= sObjectMgr
.GetQuestTemplate(questid
);
19252 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
19255 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
19257 if (qinfo
->ReqCreatureOrGOId
[j
]>=0) //skip non GO case
19260 if((-1)*GOId
== qinfo
->ReqCreatureOrGOId
[j
] && qs
.m_creatureOrGOcount
[j
] < qinfo
->ReqCreatureOrGOCount
[j
])
19268 void Player::UpdateForQuestWorldObjects()
19270 if(m_clientGUIDs
.empty())
19274 WorldPacket packet
;
19275 for(ClientGUIDs::const_iterator itr
=m_clientGUIDs
.begin(); itr
!=m_clientGUIDs
.end(); ++itr
)
19277 if(IS_GAMEOBJECT_GUID(*itr
))
19279 GameObject
*obj
= GetMap()->GetGameObject(*itr
);
19281 obj
->BuildValuesUpdateBlockForPlayer(&udata
,this);
19283 else if(IS_CREATURE_GUID(*itr
) || IS_VEHICLE_GUID(*itr
))
19285 Creature
*obj
= GetMap()->GetCreatureOrPetOrVehicle(*itr
);
19289 // check if this unit requires quest specific flags
19290 if(!obj
->HasFlag(UNIT_NPC_FLAGS
,UNIT_NPC_FLAG_SPELLCLICK
))
19293 SpellClickInfoMapBounds clickPair
= sObjectMgr
.GetSpellClickInfoMapBounds(obj
->GetEntry());
19294 for(SpellClickInfoMap::const_iterator _itr
= clickPair
.first
; _itr
!= clickPair
.second
; ++_itr
)
19296 if(_itr
->second
.questStart
|| _itr
->second
.questEnd
)
19298 obj
->BuildCreateUpdateBlockForPlayer(&udata
,this);
19304 udata
.BuildPacket(&packet
);
19305 GetSession()->SendPacket(&packet
);
19308 void Player::SummonIfPossible(bool agree
)
19312 m_summon_expire
= 0;
19316 // expire and auto declined
19317 if(m_summon_expire
< time(NULL
))
19320 // stop taxi flight at summon
19323 GetMotionMaster()->MovementExpired();
19324 m_taxi
.ClearTaxiDestinations();
19327 // drop flag at summon
19328 // 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
19329 if(BattleGround
*bg
= GetBattleGround())
19330 bg
->EventPlayerDroppedFlag(this);
19332 m_summon_expire
= 0;
19334 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ACCEPTED_SUMMONINGS
, 1);
19336 TeleportTo(m_summon_mapid
, m_summon_x
, m_summon_y
, m_summon_z
,GetOrientation());
19339 void Player::RemoveItemDurations( Item
*item
)
19341 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end(); ++itr
)
19345 m_itemDuration
.erase(itr
);
19351 void Player::AddItemDurations( Item
*item
)
19353 if(item
->GetUInt32Value(ITEM_FIELD_DURATION
))
19355 m_itemDuration
.push_back(item
);
19356 item
->SendTimeUpdate(this);
19360 void Player::AutoUnequipOffhandIfNeed()
19362 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
19366 // need unequip offhand for 2h-weapon without TitanGrip (in any from hands)
19367 if (CanTitanGrip() || (offItem
->GetProto()->InventoryType
!= INVTYPE_2HWEAPON
&& !IsTwoHandUsed()))
19370 ItemPosCountVec off_dest
;
19371 uint8 off_msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false );
19372 if( off_msg
== EQUIP_ERR_OK
)
19374 RemoveItem(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
, true);
19375 StoreItem( off_dest
, offItem
, true );
19379 MoveItemFromInventory(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
, true);
19380 CharacterDatabase
.BeginTransaction();
19381 offItem
->DeleteFromInventoryDB(); // deletes item from character's inventory
19382 offItem
->SaveToDB(); // recursive and not have transaction guard into self, item not in inventory and can be save standalone
19383 CharacterDatabase
.CommitTransaction();
19385 std::string subject
= GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM
);
19386 MailDraft(subject
).AddItem(offItem
).SendMailTo(this, MailSender(this, MAIL_STATIONERY_GM
));
19390 bool Player::HasItemFitToSpellReqirements(SpellEntry
const* spellInfo
, Item
const* ignoreItem
)
19392 if(spellInfo
->EquippedItemClass
< 0)
19395 // scan other equipped items for same requirements (mostly 2 daggers/etc)
19396 // for optimize check 2 used cases only
19397 switch(spellInfo
->EquippedItemClass
)
19399 case ITEM_CLASS_WEAPON
:
19401 for(int i
= EQUIPMENT_SLOT_MAINHAND
; i
< EQUIPMENT_SLOT_TABARD
; ++i
)
19402 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
19403 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
19407 case ITEM_CLASS_ARMOR
:
19409 // tabard not have dependent spells
19410 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_MAINHAND
; ++i
)
19411 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
19412 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
19415 // shields can be equipped to offhand slot
19416 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
))
19417 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
19420 // ranged slot can have some armor subclasses
19421 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_RANGED
))
19422 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
19428 sLog
.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo
->EquippedItemClass
);
19435 bool Player::CanNoReagentCast(SpellEntry
const* spellInfo
) const
19437 // don't take reagents for spells with SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
19438 if (spellInfo
->AttributesEx5
& SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
&&
19439 HasFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PREPARATION
))
19442 // Check no reagent use mask
19443 uint64 noReagentMask_0_1
= GetUInt64Value(PLAYER_NO_REAGENT_COST_1
);
19444 uint32 noReagentMask_2
= GetUInt64Value(PLAYER_NO_REAGENT_COST_1
+2);
19445 if (spellInfo
->SpellFamilyFlags
& noReagentMask_0_1
||
19446 spellInfo
->SpellFamilyFlags2
& noReagentMask_2
)
19452 void Player::RemoveItemDependentAurasAndCasts( Item
* pItem
)
19454 AuraMap
& auras
= GetAuras();
19455 for(AuraMap::const_iterator itr
= auras
.begin(); itr
!= auras
.end(); )
19457 Aura
* aura
= itr
->second
;
19459 // skip passive (passive item dependent spells work in another way) and not self applied auras
19460 SpellEntry
const* spellInfo
= aura
->GetSpellProto();
19461 if(aura
->IsPassive() || aura
->GetCasterGUID()!=GetGUID())
19467 // skip if not item dependent or have alternative item
19468 if(HasItemFitToSpellReqirements(spellInfo
,pItem
))
19474 // no alt item, remove aura, restart check
19475 RemoveAurasDueToSpell(aura
->GetId());
19476 itr
= auras
.begin();
19479 // currently casted spells can be dependent from item
19480 for (uint32 i
= 0; i
< CURRENT_MAX_SPELL
; ++i
)
19481 if (Spell
* spell
= GetCurrentSpell(CurrentSpellTypes(i
)))
19482 if (spell
->getState()!=SPELL_STATE_DELAYED
&& !HasItemFitToSpellReqirements(spell
->m_spellInfo
,pItem
) )
19483 InterruptSpell(CurrentSpellTypes(i
));
19486 uint32
Player::GetResurrectionSpellId()
19488 // search priceless resurrection possibilities
19490 uint32 spell_id
= 0;
19491 AuraList
const& dummyAuras
= GetAurasByType(SPELL_AURA_DUMMY
);
19492 for(AuraList::const_iterator itr
= dummyAuras
.begin(); itr
!= dummyAuras
.end(); ++itr
)
19494 // Soulstone Resurrection // prio: 3 (max, non death persistent)
19495 if( prio
< 2 && (*itr
)->GetSpellProto()->SpellVisual
[0] == 99 && (*itr
)->GetSpellProto()->SpellIconID
== 92 )
19497 switch((*itr
)->GetId())
19499 case 20707: spell_id
= 3026; break; // rank 1
19500 case 20762: spell_id
= 20758; break; // rank 2
19501 case 20763: spell_id
= 20759; break; // rank 3
19502 case 20764: spell_id
= 20760; break; // rank 4
19503 case 20765: spell_id
= 20761; break; // rank 5
19504 case 27239: spell_id
= 27240; break; // rank 6
19505 case 47883: spell_id
= 47882; break; // rank 7
19507 sLog
.outError("Unhandled spell %u: S.Resurrection",(*itr
)->GetId());
19513 // Twisting Nether // prio: 2 (max)
19514 else if((*itr
)->GetId()==23701 && roll_chance_i(10))
19521 // Reincarnation (passive spell) // prio: 1
19522 if(prio
< 1 && HasSpell(20608) && !HasSpellCooldown(21169) && HasItemCount(17030,1))
19528 // Used in triggers for check "Only to targets that grant experience or honor" req
19529 bool Player::isHonorOrXPTarget(Unit
* pVictim
)
19531 uint32 v_level
= pVictim
->getLevel();
19532 uint32 k_grey
= MaNGOS::XP::GetGrayLevel(getLevel());
19534 // Victim level less gray level
19535 if(v_level
<=k_grey
)
19538 if(pVictim
->GetTypeId() == TYPEID_UNIT
)
19540 if (((Creature
*)pVictim
)->isTotem() ||
19541 ((Creature
*)pVictim
)->isPet() ||
19542 ((Creature
*)pVictim
)->GetCreatureInfo()->flags_extra
& CREATURE_FLAG_EXTRA_NO_XP_AT_KILL
)
19548 bool Player::RewardPlayerAndGroupAtKill(Unit
* pVictim
)
19550 bool PvP
= pVictim
->isCharmedOwnedByPlayerOrPlayer();
19552 // prepare data for near group iteration (PvP and !PvP cases)
19554 bool honored_kill
= false;
19556 if(Group
*pGroup
= GetGroup())
19559 uint32 sum_level
= 0;
19560 Player
* member_with_max_level
= NULL
;
19561 Player
* not_gray_member_with_max_level
= NULL
;
19563 pGroup
->GetDataForXPAtKill(pVictim
,count
,sum_level
,member_with_max_level
,not_gray_member_with_max_level
);
19565 if(member_with_max_level
)
19567 /// not get Xp in PvP or no not gray players in group
19568 xp
= (PvP
|| !not_gray_member_with_max_level
) ? 0 : MaNGOS::XP::Gain(not_gray_member_with_max_level
, pVictim
);
19570 /// skip in check PvP case (for speed, not used)
19571 bool is_raid
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsRaid() && pGroup
->isRaidGroup();
19572 bool is_dungeon
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsDungeon();
19573 float group_rate
= MaNGOS::XP::xp_in_group_rate(count
,is_raid
);
19575 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
19577 Player
* pGroupGuy
= itr
->getSource();
19581 if(!pGroupGuy
->IsAtGroupRewardDistance(pVictim
))
19582 continue; // member (alive or dead) or his corpse at req. distance
19584 // honor can be in PvP and !PvP (racial leader) cases (for alive)
19585 if(pGroupGuy
->isAlive() && pGroupGuy
->RewardHonor(pVictim
,count
) && pGroupGuy
==this)
19586 honored_kill
= true;
19588 // xp and reputation only in !PvP case
19591 float rate
= group_rate
* float(pGroupGuy
->getLevel()) / sum_level
;
19593 // if is in dungeon then all receive full reputation at kill
19594 // rewarded any alive/dead/near_corpse group member
19595 pGroupGuy
->RewardReputation(pVictim
,is_dungeon
? 1.0f
: rate
);
19597 // XP updated only for alive group member
19598 if(pGroupGuy
->isAlive() && not_gray_member_with_max_level
&&
19599 pGroupGuy
->getLevel() <= not_gray_member_with_max_level
->getLevel())
19601 uint32 itr_xp
= (member_with_max_level
== not_gray_member_with_max_level
) ? uint32(xp
*rate
) : uint32((xp
*rate
/2)+1);
19603 pGroupGuy
->GiveXP(itr_xp
, pVictim
);
19604 if(Pet
* pet
= pGroupGuy
->GetPet())
19605 pet
->GivePetXP(itr_xp
/2);
19608 // quest objectives updated only for alive group member or dead but with not released body
19609 if(pGroupGuy
->isAlive()|| !pGroupGuy
->GetCorpse())
19611 // normal creature (not pet/etc) can be only in !PvP case
19612 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
19613 pGroupGuy
->KilledMonster(((Creature
*)pVictim
)->GetCreatureInfo(), pVictim
->GetGUID());
19619 else // if (!pGroup)
19621 xp
= PvP
? 0 : MaNGOS::XP::Gain(this, pVictim
);
19623 // honor can be in PvP and !PvP (racial leader) cases
19624 if(RewardHonor(pVictim
,1))
19625 honored_kill
= true;
19627 // xp and reputation only in !PvP case
19630 RewardReputation(pVictim
,1);
19631 GiveXP(xp
, pVictim
);
19633 if(Pet
* pet
= GetPet())
19634 pet
->GivePetXP(xp
);
19636 // normal creature (not pet/etc) can be only in !PvP case
19637 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
19638 KilledMonster(((Creature
*)pVictim
)->GetCreatureInfo(), pVictim
->GetGUID());
19641 return xp
|| honored_kill
;
19644 void Player::RewardPlayerAndGroupAtEvent(uint32 creature_id
, WorldObject
* pRewardSource
)
19646 uint64 creature_guid
= pRewardSource
->GetTypeId()==TYPEID_UNIT
? pRewardSource
->GetGUID() : uint64(0);
19648 // prepare data for near group iteration
19649 if(Group
*pGroup
= GetGroup())
19651 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
19653 Player
* pGroupGuy
= itr
->getSource();
19657 if(!pGroupGuy
->IsAtGroupRewardDistance(pRewardSource
))
19658 continue; // member (alive or dead) or his corpse at req. distance
19660 // quest objectives updated only for alive group member or dead but with not released body
19661 if(pGroupGuy
->isAlive()|| !pGroupGuy
->GetCorpse())
19662 pGroupGuy
->KilledMonsterCredit(creature_id
, creature_guid
);
19665 else // if (!pGroup)
19666 KilledMonsterCredit(creature_id
, creature_guid
);
19669 bool Player::IsAtGroupRewardDistance(WorldObject
const* pRewardSource
) const
19671 if (pRewardSource
->IsWithinDistInMap(this,sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
)))
19677 Corpse
* corpse
= GetCorpse();
19681 return pRewardSource
->IsWithinDistInMap(corpse
,sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
));
19684 uint32
Player::GetBaseWeaponSkillValue (WeaponAttackType attType
) const
19686 Item
* item
= GetWeaponForAttack(attType
,true,true);
19688 // unarmed only with base attack
19689 if(attType
!= BASE_ATTACK
&& !item
)
19692 // weapon skill or (unarmed for base attack)
19693 uint32 skill
= item
? item
->GetSkill() : uint32(SKILL_UNARMED
);
19694 return GetBaseSkillValue(skill
);
19697 void Player::ResurectUsingRequestData()
19699 /// Teleport before resurrecting by player, otherwise the player might get attacked from creatures near his corpse
19700 if(IS_PLAYER_GUID(m_resurrectGUID
))
19701 TeleportTo(m_resurrectMap
, m_resurrectX
, m_resurrectY
, m_resurrectZ
, GetOrientation());
19703 //we cannot resurrect player when we triggered far teleport
19704 //player will be resurrected upon teleportation
19705 if(IsBeingTeleportedFar())
19707 ScheduleDelayedOperation(DELAYED_RESURRECT_PLAYER
);
19711 ResurrectPlayer(0.0f
,false);
19713 if(GetMaxHealth() > m_resurrectHealth
)
19714 SetHealth( m_resurrectHealth
);
19716 SetHealth( GetMaxHealth() );
19718 if(GetMaxPower(POWER_MANA
) > m_resurrectMana
)
19719 SetPower(POWER_MANA
, m_resurrectMana
);
19721 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
) );
19723 SetPower(POWER_RAGE
, 0 );
19725 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
) );
19727 SpawnCorpseBones();
19730 void Player::SetClientControl(Unit
* target
, uint8 allowMove
)
19732 WorldPacket
data(SMSG_CLIENT_CONTROL_UPDATE
, target
->GetPackGUID().size()+1);
19733 data
.append(target
->GetPackGUID());
19734 data
<< uint8(allowMove
);
19735 GetSession()->SendPacket(&data
);
19738 void Player::UpdateZoneDependentAuras( uint32 newZone
)
19740 // Some spells applied at enter into zone (with subzones), aura removed in UpdateAreaDependentAuras that called always at zone->area update
19741 SpellAreaForAreaMapBounds saBounds
= sSpellMgr
.GetSpellAreaForAreaMapBounds(newZone
);
19742 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
19743 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,newZone
,0))
19744 if( !HasAura(itr
->second
->spellId
,0) )
19745 CastSpell(this,itr
->second
->spellId
,true);
19748 void Player::UpdateAreaDependentAuras( uint32 newArea
)
19750 // remove auras from spells with area limitations
19751 for(AuraMap::iterator iter
= m_Auras
.begin(); iter
!= m_Auras
.end();)
19753 // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
19754 if(sSpellMgr
.GetSpellAllowedInLocationError(iter
->second
->GetSpellProto(),GetMapId(),m_zoneUpdateId
,newArea
,this) != SPELL_CAST_OK
)
19760 // some auras applied at subzone enter
19761 SpellAreaForAreaMapBounds saBounds
= sSpellMgr
.GetSpellAreaForAreaMapBounds(newArea
);
19762 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
19763 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,m_zoneUpdateId
,newArea
))
19764 if( !HasAura(itr
->second
->spellId
,0) )
19765 CastSpell(this,itr
->second
->spellId
,true);
19768 uint32
Player::GetCorpseReclaimDelay(bool pvp
) const
19770 if ((pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
)) ||
19771 (!pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) ))
19773 return copseReclaimDelay
[0];
19776 time_t now
= time(NULL
);
19777 // 0..2 full period
19778 uint32 count
= (now
< m_deathExpireTime
) ? (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
: 0;
19779 return copseReclaimDelay
[count
];
19782 void Player::UpdateCorpseReclaimDelay()
19784 bool pvp
= m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
;
19786 if ((pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
)) ||
19787 (!pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) ))
19790 time_t now
= time(NULL
);
19791 if(now
< m_deathExpireTime
)
19793 // full and partly periods 1..3
19794 uint32 count
= (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
+1;
19795 if(count
< MAX_DEATH_COUNT
)
19796 m_deathExpireTime
= now
+(count
+1)*DEATH_EXPIRE_STEP
;
19798 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
;
19801 m_deathExpireTime
= now
+DEATH_EXPIRE_STEP
;
19804 void Player::SendCorpseReclaimDelay(bool load
)
19806 Corpse
* corpse
= GetCorpse();
19813 if(corpse
->GetGhostTime() > m_deathExpireTime
)
19816 bool pvp
= corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
;
19819 if( pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
19820 !pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
19822 count
= (m_deathExpireTime
-corpse
->GetGhostTime())/DEATH_EXPIRE_STEP
;
19823 if(count
>=MAX_DEATH_COUNT
)
19824 count
= MAX_DEATH_COUNT
-1;
19829 time_t expected_time
= corpse
->GetGhostTime()+copseReclaimDelay
[count
];
19831 time_t now
= time(NULL
);
19832 if(now
>= expected_time
)
19835 delay
= expected_time
-now
;
19838 delay
= GetCorpseReclaimDelay(corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
);
19840 //! corpse reclaim delay 30 * 1000ms or longer at often deaths
19841 WorldPacket
data(SMSG_CORPSE_RECLAIM_DELAY
, 4);
19842 data
<< uint32(delay
*IN_MILISECONDS
);
19843 GetSession()->SendPacket( &data
);
19846 Player
* Player::GetNextRandomRaidMember(float radius
)
19848 Group
*pGroup
= GetGroup();
19852 std::vector
<Player
*> nearMembers
;
19853 nearMembers
.reserve(pGroup
->GetMembersCount());
19855 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
19857 Player
* Target
= itr
->getSource();
19859 // IsHostileTo check duel and controlled by enemy
19860 if( Target
&& Target
!= this && IsWithinDistInMap(Target
, radius
) &&
19861 !Target
->HasInvisibilityAura() && !IsHostileTo(Target
) )
19862 nearMembers
.push_back(Target
);
19865 if (nearMembers
.empty())
19868 uint32 randTarget
= urand(0,nearMembers
.size()-1);
19869 return nearMembers
[randTarget
];
19872 PartyResult
Player::CanUninviteFromGroup() const
19874 const Group
* grp
= GetGroup();
19876 return PARTY_RESULT_YOU_NOT_IN_GROUP
;
19878 if(!grp
->IsLeader(GetGUID()) && !grp
->IsAssistant(GetGUID()))
19879 return PARTY_RESULT_YOU_NOT_LEADER
;
19881 if(InBattleGround())
19882 return PARTY_RESULT_INVITE_RESTRICTED
;
19884 return PARTY_RESULT_OK
;
19887 void Player::SetBattleGroundRaid(Group
* group
, int8 subgroup
)
19889 //we must move references from m_group to m_originalGroup
19890 SetOriginalGroup(GetGroup(), GetSubGroup());
19893 m_group
.link(group
, this);
19894 m_group
.setSubGroup((uint8
)subgroup
);
19897 void Player::RemoveFromBattleGroundRaid()
19899 //remove existing reference
19901 if( Group
* group
= GetOriginalGroup() )
19903 m_group
.link(group
, this);
19904 m_group
.setSubGroup(GetOriginalSubGroup());
19906 SetOriginalGroup(NULL
);
19909 void Player::SetOriginalGroup(Group
*group
, int8 subgroup
)
19911 if( group
== NULL
)
19912 m_originalGroup
.unlink();
19915 // never use SetOriginalGroup without a subgroup unless you specify NULL for group
19916 assert(subgroup
>= 0);
19917 m_originalGroup
.link(group
, this);
19918 m_originalGroup
.setSubGroup((uint8
)subgroup
);
19922 void Player::UpdateUnderwaterState( Map
* m
, float x
, float y
, float z
)
19924 LiquidData liquid_status
;
19925 ZLiquidStatus res
= m
->getLiquidStatus(x
, y
, z
, MAP_ALL_LIQUIDS
, &liquid_status
);
19928 m_MirrorTimerFlags
&= ~(UNDERWATER_INWATER
|UNDERWATER_INLAVA
|UNDERWATER_INSLIME
|UNDERWARER_INDARKWATER
);
19929 // Small hack for enable breath in WMO
19931 m_MirrorTimerFlags
|=UNDERWATER_INWATER
;
19935 // All liquids type - check under water position
19936 if (liquid_status
.type
&(MAP_LIQUID_TYPE_WATER
|MAP_LIQUID_TYPE_OCEAN
|MAP_LIQUID_TYPE_MAGMA
|MAP_LIQUID_TYPE_SLIME
))
19938 if ( res
& LIQUID_MAP_UNDER_WATER
)
19939 m_MirrorTimerFlags
|= UNDERWATER_INWATER
;
19941 m_MirrorTimerFlags
&= ~UNDERWATER_INWATER
;
19944 // Allow travel in dark water on taxi or transport
19945 if ((liquid_status
.type
& MAP_LIQUID_TYPE_DARK_WATER
) && !isInFlight() && !GetTransport())
19946 m_MirrorTimerFlags
|= UNDERWARER_INDARKWATER
;
19948 m_MirrorTimerFlags
&= ~UNDERWARER_INDARKWATER
;
19950 // in lava check, anywhere in lava level
19951 if (liquid_status
.type
&MAP_LIQUID_TYPE_MAGMA
)
19953 if (res
& (LIQUID_MAP_UNDER_WATER
|LIQUID_MAP_IN_WATER
|LIQUID_MAP_WATER_WALK
))
19954 m_MirrorTimerFlags
|= UNDERWATER_INLAVA
;
19956 m_MirrorTimerFlags
&= ~UNDERWATER_INLAVA
;
19958 // in slime check, anywhere in slime level
19959 if (liquid_status
.type
&MAP_LIQUID_TYPE_SLIME
)
19961 if (res
& (LIQUID_MAP_UNDER_WATER
|LIQUID_MAP_IN_WATER
|LIQUID_MAP_WATER_WALK
))
19962 m_MirrorTimerFlags
|= UNDERWATER_INSLIME
;
19964 m_MirrorTimerFlags
&= ~UNDERWATER_INSLIME
;
19968 void Player::SetCanParry( bool value
)
19970 if(m_canParry
==value
)
19973 m_canParry
= value
;
19974 UpdateParryPercentage();
19977 void Player::SetCanBlock( bool value
)
19979 if(m_canBlock
==value
)
19982 m_canBlock
= value
;
19983 UpdateBlockPercentage();
19986 bool ItemPosCount::isContainedIn(ItemPosCountVec
const& vec
) const
19988 for(ItemPosCountVec::const_iterator itr
= vec
.begin(); itr
!= vec
.end();++itr
)
19989 if(itr
->pos
== pos
)
19995 bool Player::CanUseBattleGroundObject()
19997 // TODO : some spells gives player ForceReaction to one faction (ReputationMgr::ApplyForceReaction)
19998 // maybe gameobject code should handle that ForceReaction usage
19999 // BUG: sometimes when player clicks on flag in AB - client won't send gameobject_use, only gameobject_report_use packet
20000 return ( //InBattleGround() && // in battleground - not need, check in other cases
20001 //!IsMounted() && - not correct, player is dismounted when he clicks on flag
20002 //player cannot use object when he is invulnerable (immune)
20003 !isTotalImmune() && // not totally immune
20004 //i'm not sure if these two are correct, because invisible players should get visible when they click on flag
20005 !HasStealthAura() && // not stealthed
20006 !HasInvisibilityAura() && // not invisible
20007 !HasAura(SPELL_RECENTLY_DROPPED_FLAG
, 0) && // can't pickup
20008 isAlive() // live player
20012 bool Player::CanCaptureTowerPoint()
20014 return ( !HasStealthAura() && // not stealthed
20015 !HasInvisibilityAura() && // not invisible
20016 isAlive() // live player
20020 uint32
Player::GetBarberShopCost(uint8 newhairstyle
, uint8 newhaircolor
, uint8 newfacialhair
)
20022 uint32 level
= getLevel();
20024 if(level
> GT_MAX_LEVEL
)
20025 level
= GT_MAX_LEVEL
; // max level in this dbc
20027 uint8 hairstyle
= GetByteValue(PLAYER_BYTES
, 2);
20028 uint8 haircolor
= GetByteValue(PLAYER_BYTES
, 3);
20029 uint8 facialhair
= GetByteValue(PLAYER_BYTES_2
, 0);
20031 if((hairstyle
== newhairstyle
) && (haircolor
== newhaircolor
) && (facialhair
== newfacialhair
))
20034 GtBarberShopCostBaseEntry
const *bsc
= sGtBarberShopCostBaseStore
.LookupEntry(level
- 1);
20036 if(!bsc
) // shouldn't happen
20041 if(hairstyle
!= newhairstyle
)
20042 cost
+= bsc
->cost
; // full price
20044 if((haircolor
!= newhaircolor
) && (hairstyle
== newhairstyle
))
20045 cost
+= bsc
->cost
* 0.5f
; // +1/2 of price
20047 if(facialhair
!= newfacialhair
)
20048 cost
+= bsc
->cost
* 0.75f
; // +3/4 of price
20050 return uint32(cost
);
20053 void Player::InitGlyphsForLevel()
20055 for(uint32 i
= 0; i
< sGlyphSlotStore
.GetNumRows(); ++i
)
20056 if(GlyphSlotEntry
const * gs
= sGlyphSlotStore
.LookupEntry(i
))
20058 SetGlyphSlot(gs
->Order
- 1, gs
->Id
);
20060 uint32 level
= getLevel();
20063 // 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level
20065 value
|= (0x01 | 0x02);
20075 SetUInt32Value(PLAYER_GLYPHS_ENABLED
, value
);
20078 void Player::EnterVehicle(Vehicle
*vehicle
)
20080 VehicleEntry
const *ve
= sVehicleStore
.LookupEntry(vehicle
->GetVehicleId());
20084 VehicleSeatEntry
const *veSeat
= sVehicleSeatStore
.LookupEntry(ve
->m_seatID
[0]);
20088 vehicle
->SetCharmerGUID(GetGUID());
20089 vehicle
->RemoveFlag(UNIT_NPC_FLAGS
, UNIT_NPC_FLAG_SPELLCLICK
);
20090 vehicle
->SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PLAYER_CONTROLLED
);
20091 vehicle
->setFaction(getFaction());
20093 SetCharm(vehicle
); // charm
20094 SetFarSightGUID(vehicle
->GetGUID()); // set view
20096 SetClientControl(vehicle
, 1); // redirect controls to vehicle
20099 WorldPacket
data(SMSG_ON_CANCEL_EXPECTED_RIDE_VEHICLE_AURA
, 0);
20100 GetSession()->SendPacket(&data
);
20102 data
.Initialize(MSG_MOVE_TELEPORT_ACK
, 30);
20103 data
.append(GetPackGUID());
20104 data
<< uint32(0); // counter?
20105 data
<< uint32(MOVEMENTFLAG_ONTRANSPORT
); // transport
20106 data
<< uint16(0); // special flags
20107 data
<< uint32(getMSTime()); // time
20108 data
<< vehicle
->GetPositionX(); // x
20109 data
<< vehicle
->GetPositionY(); // y
20110 data
<< vehicle
->GetPositionZ(); // z
20111 data
<< vehicle
->GetOrientation(); // o
20112 // transport part, TODO: load/calculate seat offsets
20113 data
<< uint64(vehicle
->GetGUID()); // transport guid
20114 data
<< float(veSeat
->m_attachmentOffsetX
); // transport offsetX
20115 data
<< float(veSeat
->m_attachmentOffsetY
); // transport offsetY
20116 data
<< float(veSeat
->m_attachmentOffsetZ
); // transport offsetZ
20117 data
<< float(0); // transport orientation
20118 data
<< uint32(getMSTime()); // transport time
20119 data
<< uint8(0); // seat
20120 // end of transport part
20121 data
<< uint32(0); // fall time
20122 GetSession()->SendPacket(&data
);
20124 data
.Initialize(SMSG_PET_SPELLS
, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX
+1+1);
20125 data
<< uint64(vehicle
->GetGUID());
20128 data
<< uint32(0x00000101);
20130 for(uint32 i
= 0; i
< 10; ++i
)
20131 data
<< uint16(0) << uint8(0) << uint8(i
+8);
20135 GetSession()->SendPacket(&data
);
20138 void Player::ExitVehicle(Vehicle
*vehicle
)
20140 vehicle
->SetCharmerGUID(0);
20141 vehicle
->SetFlag(UNIT_NPC_FLAGS
, UNIT_NPC_FLAG_SPELLCLICK
);
20142 vehicle
->RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PLAYER_CONTROLLED
);
20143 vehicle
->setFaction((GetTeam() == ALLIANCE
) ? vehicle
->GetCreatureInfo()->faction_A
: vehicle
->GetCreatureInfo()->faction_H
);
20146 SetFarSightGUID(0);
20148 SetClientControl(vehicle
, 0);
20151 WorldPacket
data(MSG_MOVE_TELEPORT_ACK
, 30);
20152 data
.append(GetPackGUID());
20153 data
<< uint32(0); // counter?
20154 data
<< uint32(MOVEMENTFLAG_FLY_UNK1
); // fly unk
20155 data
<< uint16(0x40); // special flags
20156 data
<< uint32(getMSTime()); // time
20157 data
<< vehicle
->GetPositionX(); // x
20158 data
<< vehicle
->GetPositionY(); // y
20159 data
<< vehicle
->GetPositionZ(); // z
20160 data
<< vehicle
->GetOrientation(); // o
20161 data
<< uint32(0); // fall time
20162 GetSession()->SendPacket(&data
);
20164 RemovePetActionBar();
20166 // maybe called at dummy aura remove?
20167 // CastSpell(this, 45472, true); // Parachute
20170 bool Player::isTotalImmune()
20172 AuraList
const& immune
= GetAurasByType(SPELL_AURA_SCHOOL_IMMUNITY
);
20174 uint32 immuneMask
= 0;
20175 for(AuraList::const_iterator itr
= immune
.begin(); itr
!= immune
.end(); ++itr
)
20177 immuneMask
|= (*itr
)->GetModifier()->m_miscvalue
;
20178 if( immuneMask
& SPELL_SCHOOL_MASK_ALL
) // total immunity
20184 bool Player::HasTitle(uint32 bitIndex
)
20186 if (bitIndex
> MAX_TITLE_INDEX
)
20189 uint32 fieldIndexOffset
= bitIndex
/ 32;
20190 uint32 flag
= 1 << (bitIndex
% 32);
20191 return HasFlag(PLAYER__FIELD_KNOWN_TITLES
+ fieldIndexOffset
, flag
);
20194 void Player::SetTitle(CharTitlesEntry
const* title
, bool lost
)
20196 uint32 fieldIndexOffset
= title
->bit_index
/ 32;
20197 uint32 flag
= 1 << (title
->bit_index
% 32);
20201 if(!HasFlag(PLAYER__FIELD_KNOWN_TITLES
+ fieldIndexOffset
, flag
))
20204 RemoveFlag(PLAYER__FIELD_KNOWN_TITLES
+ fieldIndexOffset
, flag
);
20208 if(HasFlag(PLAYER__FIELD_KNOWN_TITLES
+ fieldIndexOffset
, flag
))
20211 SetFlag(PLAYER__FIELD_KNOWN_TITLES
+ fieldIndexOffset
, flag
);
20214 WorldPacket
data(SMSG_TITLE_EARNED
, 4 + 4);
20215 data
<< uint32(title
->bit_index
);
20216 data
<< uint32(lost
? 0 : 1); // 1 - earned, 0 - lost
20217 GetSession()->SendPacket(&data
);
20220 void Player::ConvertRune(uint8 index
, RuneType newType
)
20222 SetCurrentRune(index
, newType
);
20224 WorldPacket
data(SMSG_CONVERT_RUNE
, 2);
20225 data
<< uint8(index
);
20226 data
<< uint8(newType
);
20227 GetSession()->SendPacket(&data
);
20230 void Player::ResyncRunes(uint8 count
)
20232 WorldPacket
data(SMSG_RESYNC_RUNES
, count
* 2);
20233 for(uint32 i
= 0; i
< count
; ++i
)
20235 data
<< uint8(GetCurrentRune(i
)); // rune type
20236 data
<< uint8(255 - ((GetRuneCooldown(i
) / REGEN_TIME_FULL
) * 51)); // passed cooldown time (0-255)
20238 GetSession()->SendPacket(&data
);
20241 void Player::AddRunePower(uint8 index
)
20243 WorldPacket
data(SMSG_ADD_RUNE_POWER
, 4);
20244 data
<< uint32(1 << index
); // mask (0x00-0x3F probably)
20245 GetSession()->SendPacket(&data
);
20248 static RuneType runeSlotTypes
[MAX_RUNES
] = {
20257 void Player::InitRunes()
20259 if(getClass() != CLASS_DEATH_KNIGHT
)
20262 m_runes
= new Runes
;
20264 m_runes
->runeState
= 0;
20266 for(uint32 i
= 0; i
< MAX_RUNES
; ++i
)
20268 SetBaseRune(i
, runeSlotTypes
[i
]); // init base types
20269 SetCurrentRune(i
, runeSlotTypes
[i
]); // init current types
20270 SetRuneCooldown(i
, 0); // reset cooldowns
20271 m_runes
->SetRuneState(i
);
20274 for(uint32 i
= 0; i
< NUM_RUNE_TYPES
; ++i
)
20275 SetFloatValue(PLAYER_RUNE_REGEN_1
+ i
, 0.1f
);
20279 bool Player::IsBaseRuneSlotsOnCooldown( RuneType runeType
) const
20281 for(uint32 i
= 0; i
< MAX_RUNES
; ++i
)
20282 if (GetBaseRune(i
) == runeType
&& GetRuneCooldown(i
) == 0)
20288 void Player::AutoStoreLoot(uint8 bag
, uint8 slot
, uint32 loot_id
, LootStore
const& store
, bool broadcast
)
20291 loot
.FillLoot (loot_id
,store
,this,true);
20293 uint32 max_slot
= loot
.GetMaxSlotInLootFor(this);
20294 for(uint32 i
= 0; i
< max_slot
; ++i
)
20296 LootItem
* lootItem
= loot
.LootItemInSlot(i
,this);
20298 ItemPosCountVec dest
;
20299 uint8 msg
= CanStoreNewItem (bag
,slot
,dest
,lootItem
->itemid
,lootItem
->count
);
20300 if(msg
!= EQUIP_ERR_OK
&& slot
!= NULL_SLOT
)
20301 msg
= CanStoreNewItem( bag
, NULL_SLOT
,dest
,lootItem
->itemid
,lootItem
->count
);
20302 if( msg
!= EQUIP_ERR_OK
&& bag
!= NULL_BAG
)
20303 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
,dest
,lootItem
->itemid
,lootItem
->count
);
20304 if(msg
!= EQUIP_ERR_OK
)
20306 SendEquipError( msg
, NULL
, NULL
);
20310 Item
* pItem
= StoreNewItem (dest
,lootItem
->itemid
,true,lootItem
->randomPropertyId
);
20311 SendNewItem(pItem
, lootItem
->count
, false, false, broadcast
);
20315 uint32
Player::CalculateTalentsPoints() const
20317 uint32 base_talent
= getLevel() < 10 ? 0 : getLevel()-9;
20319 if(getClass() != CLASS_DEATH_KNIGHT
)
20320 return uint32(base_talent
* sWorld
.getRate(RATE_TALENT
));
20322 uint32 talentPointsForLevel
= getLevel() < 56 ? 0 : getLevel() - 55;
20323 talentPointsForLevel
+= m_questRewardTalentCount
;
20325 if(talentPointsForLevel
> base_talent
)
20326 talentPointsForLevel
= base_talent
;
20328 return uint32(talentPointsForLevel
* sWorld
.getRate(RATE_TALENT
));
20331 bool Player::IsKnowHowFlyIn(uint32 mapid
, uint32 zone
) const
20333 // continent checked in SpellMgr::GetSpellAllowedInLocationError at cast and area update
20334 uint32 v_map
= GetVirtualMapForMapAndZone(mapid
, zone
);
20335 return v_map
!= 571 || HasSpell(54197); // Cold Weather Flying
20338 struct DoPlayerLearnSpell
20340 DoPlayerLearnSpell(Player
& _player
) : player(_player
) {}
20341 void operator() (uint32 spell_id
) { player
.learnSpell(spell_id
,false); }
20345 void Player::learnSpellHighRank(uint32 spellid
)
20347 learnSpell(spellid
,false);
20349 DoPlayerLearnSpell
worker(*this);
20350 sSpellMgr
.doForHighRanks(spellid
,worker
);
20353 void Player::_LoadSkills(QueryResult
*result
)
20356 // SetPQuery(PLAYER_LOGIN_QUERY_LOADSKILLS, "SELECT skill, value, max FROM character_skills WHERE guid = '%u'", GUID_LOPART(m_guid));
20363 Field
*fields
= result
->Fetch();
20365 uint16 skill
= fields
[0].GetUInt16();
20366 uint16 value
= fields
[1].GetUInt16();
20367 uint16 max
= fields
[2].GetUInt16();
20369 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(skill
);
20372 sLog
.outError("Character %u has skill %u that does not exist.", GetGUIDLow(), skill
);
20376 // set fixed skill ranges
20377 switch(GetSkillRangeType(pSkill
,false))
20379 case SKILL_RANGE_LANGUAGE
: // 300..300
20382 case SKILL_RANGE_MONO
: // 1..1, grey monolite bar
20391 sLog
.outError("Character %u has skill %u with value 0. Will be deleted.", GetGUIDLow(), skill
);
20392 CharacterDatabase
.PExecute("DELETE FROM character_skills WHERE guid = '%u' AND skill = '%u' ", GetGUIDLow(), skill
);
20396 // enable unlearn button for primary professions only
20397 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
20398 SetUInt32Value(PLAYER_SKILL_INDEX(count
), MAKE_PAIR32(skill
,1));
20400 SetUInt32Value(PLAYER_SKILL_INDEX(count
), MAKE_PAIR32(skill
,0));
20402 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(count
),MAKE_SKILL_VALUE(value
, max
));
20403 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(count
),0);
20405 mSkillStatus
.insert(SkillStatusMap::value_type(skill
, SkillStatusData(count
, SKILL_UNCHANGED
)));
20407 learnSkillRewardedSpells(skill
, value
);
20411 if(count
>= PLAYER_MAX_SKILLS
) // client limit
20413 sLog
.outError("Character %u has more than %u skills.", GetGUIDLow(), PLAYER_MAX_SKILLS
);
20416 } while (result
->NextRow());
20420 for (; count
< PLAYER_MAX_SKILLS
; ++count
)
20422 SetUInt32Value(PLAYER_SKILL_INDEX(count
), 0);
20423 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(count
),0);
20424 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(count
),0);
20427 // special settings
20428 if(getClass()==CLASS_DEATH_KNIGHT
)
20430 uint32 base_level
= std::min(getLevel(),sWorld
.getConfig (CONFIG_START_HEROIC_PLAYER_LEVEL
));
20433 uint32 base_skill
= (base_level
-1)*5; // 270 at starting level 55
20435 base_skill
= 1; // skill mast be known and then > 0 in any case
20437 if(GetPureSkillValue (SKILL_FIRST_AID
) < base_skill
)
20438 SetSkill(SKILL_FIRST_AID
,base_skill
, base_skill
);
20439 if(GetPureSkillValue (SKILL_AXES
) < base_skill
)
20440 SetSkill(SKILL_AXES
, base_skill
,base_skill
);
20441 if(GetPureSkillValue (SKILL_DEFENSE
) < base_skill
)
20442 SetSkill(SKILL_DEFENSE
, base_skill
,base_skill
);
20443 if(GetPureSkillValue (SKILL_POLEARMS
) < base_skill
)
20444 SetSkill(SKILL_POLEARMS
, base_skill
,base_skill
);
20445 if(GetPureSkillValue (SKILL_SWORDS
) < base_skill
)
20446 SetSkill(SKILL_SWORDS
, base_skill
,base_skill
);
20447 if(GetPureSkillValue (SKILL_2H_AXES
) < base_skill
)
20448 SetSkill(SKILL_2H_AXES
, base_skill
,base_skill
);
20449 if(GetPureSkillValue (SKILL_2H_SWORDS
) < base_skill
)
20450 SetSkill(SKILL_2H_SWORDS
, base_skill
,base_skill
);
20451 if(GetPureSkillValue (SKILL_UNARMED
) < base_skill
)
20452 SetSkill(SKILL_UNARMED
, base_skill
,base_skill
);
20456 uint32
Player::GetPhaseMaskForSpawn() const
20458 uint32 phase
= PHASEMASK_NORMAL
;
20459 if(!isGameMaster())
20460 phase
= GetPhaseMask();
20463 AuraList
const& phases
= GetAurasByType(SPELL_AURA_PHASE
);
20464 if(!phases
.empty())
20465 phase
= phases
.front()->GetMiscValue();
20468 // some aura phases include 1 normal map in addition to phase itself
20469 if(uint32 n_phase
= phase
& ~PHASEMASK_NORMAL
)
20472 return PHASEMASK_NORMAL
;
20475 uint8
Player::CanEquipUniqueItem(Item
* pItem
, uint8 eslot
, uint32 limit_count
) const
20477 ItemPrototype
const* pProto
= pItem
->GetProto();
20479 // proto based limitations
20480 if(uint8 res
= CanEquipUniqueItem(pProto
,eslot
,limit_count
))
20483 // check unique-equipped on gems
20484 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
20486 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
20489 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
20493 ItemPrototype
const* pGem
= ObjectMgr::GetItemPrototype(enchantEntry
->GemID
);
20497 // include for check equip another gems with same limit category for not equipped item (and then not counted)
20498 uint32 gem_limit_count
= !pItem
->IsEquipped() && pGem
->ItemLimitCategory
20499 ? pItem
->GetGemCountWithLimitCategory(pGem
->ItemLimitCategory
) : 1;
20501 if(uint8 res
= CanEquipUniqueItem(pGem
, eslot
,gem_limit_count
))
20505 return EQUIP_ERR_OK
;
20508 uint8
Player::CanEquipUniqueItem( ItemPrototype
const* itemProto
, uint8 except_slot
, uint32 limit_count
) const
20510 // check unique-equipped on item
20511 if (itemProto
->Flags
& ITEM_FLAGS_UNIQUE_EQUIPPED
)
20513 // there is an equip limit on this item
20514 if(HasItemOrGemWithIdEquipped(itemProto
->ItemId
,1,except_slot
))
20515 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
20518 // check unique-equipped limit
20519 if (itemProto
->ItemLimitCategory
)
20521 ItemLimitCategoryEntry
const* limitEntry
= sItemLimitCategoryStore
.LookupEntry(itemProto
->ItemLimitCategory
);
20523 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
20525 if(limit_count
> limitEntry
->maxCount
)
20526 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
; // attempt add too many limit category items (gems)
20528 // there is an equip limit on this item
20529 if(HasItemOrGemWithLimitCategoryEquipped(itemProto
->ItemLimitCategory
,limitEntry
->maxCount
-limit_count
+1,except_slot
))
20530 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
20533 return EQUIP_ERR_OK
;
20536 void Player::HandleFall(MovementInfo
const& movementInfo
)
20538 // calculate total z distance of the fall
20539 float z_diff
= m_lastFallZ
- movementInfo
.z
;
20540 sLog
.outDebug("zDiff = %f", z_diff
);
20542 //Players with low fall distance, Feather Fall or physical immunity (charges used) are ignored
20543 // 14.57 can be calculated by resolving damageperc formula below to 0
20544 if (z_diff
>= 14.57f
&& !isDead() && !isGameMaster() &&
20545 !HasAuraType(SPELL_AURA_HOVER
) && !HasAuraType(SPELL_AURA_FEATHER_FALL
) &&
20546 !HasAuraType(SPELL_AURA_FLY
) && !IsImmunedToDamage(SPELL_SCHOOL_MASK_NORMAL
) )
20548 //Safe fall, fall height reduction
20549 int32 safe_fall
= GetTotalAuraModifier(SPELL_AURA_SAFE_FALL
);
20551 float damageperc
= 0.018f
*(z_diff
-safe_fall
)-0.2426f
;
20555 uint32 damage
= (uint32
)(damageperc
* GetMaxHealth()*sWorld
.getRate(RATE_DAMAGE_FALL
));
20557 float height
= movementInfo
.z
;
20558 UpdateGroundPositionZ(movementInfo
.x
,movementInfo
.y
,height
);
20562 //Prevent fall damage from being more than the player maximum health
20563 if (damage
> GetMaxHealth())
20564 damage
= GetMaxHealth();
20567 if (GetDummyAura(43621))
20568 damage
= GetMaxHealth()/2;
20570 uint32 original_health
= GetHealth();
20571 uint32 final_damage
= EnvironmentalDamage(DAMAGE_FALL
, damage
);
20573 // recheck alive, might have died of EnvironmentalDamage, avoid cases when player die in fact like Spirit of Redemption case
20574 if (isAlive() && final_damage
< original_health
)
20575 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING
, uint32(z_diff
*100));
20578 //Z given by moveinfo, LastZ, FallTime, WaterZ, MapZ, Damage, Safefall reduction
20579 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
);
20584 void Player::UpdateAchievementCriteria( AchievementCriteriaTypes type
, uint32 miscvalue1
/*=0*/, uint32 miscvalue2
/*=0*/, Unit
*unit
/*=NULL*/, uint32 time
/*=0*/ )
20586 GetAchievementMgr().UpdateAchievementCriteria(type
, miscvalue1
,miscvalue2
,unit
,time
);
20589 void Player::LearnTalent(uint32 talentId
, uint32 talentRank
)
20591 uint32 CurTalentPoints
= GetFreeTalentPoints();
20593 if(CurTalentPoints
== 0)
20596 if (talentRank
>= MAX_TALENT_RANK
)
20599 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry( talentId
);
20604 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentInfo
->TalentTab
);
20609 // prevent learn talent for different class (cheating)
20610 if( (getClassMask() & talentTabInfo
->ClassMask
) == 0 )
20613 // find current max talent rank
20614 int32 curtalent_maxrank
= 0;
20615 for(int32 k
= MAX_TALENT_RANK
-1; k
> -1; --k
)
20617 if(talentInfo
->RankID
[k
] && HasSpell(talentInfo
->RankID
[k
]))
20619 curtalent_maxrank
= k
+ 1;
20624 // we already have same or higher talent rank learned
20625 if(curtalent_maxrank
>= (talentRank
+ 1))
20628 // check if we have enough talent points
20629 if(CurTalentPoints
< (talentRank
- curtalent_maxrank
+ 1))
20632 // Check if it requires another talent
20633 if (talentInfo
->DependsOn
> 0)
20635 if(TalentEntry
const *depTalentInfo
= sTalentStore
.LookupEntry(talentInfo
->DependsOn
))
20637 bool hasEnoughRank
= false;
20638 for (int i
= talentInfo
->DependsOnRank
; i
< MAX_TALENT_RANK
; ++i
)
20640 if (depTalentInfo
->RankID
[i
] != 0)
20641 if (HasSpell(depTalentInfo
->RankID
[i
]))
20642 hasEnoughRank
= true;
20644 if (!hasEnoughRank
)
20649 // Find out how many points we have in this field
20650 uint32 spentPoints
= 0;
20652 uint32 tTab
= talentInfo
->TalentTab
;
20653 if (talentInfo
->Row
> 0)
20655 unsigned int numRows
= sTalentStore
.GetNumRows();
20656 for (unsigned int i
= 0; i
< numRows
; ++i
) // Loop through all talents.
20658 // Someday, someone needs to revamp
20659 const TalentEntry
*tmpTalent
= sTalentStore
.LookupEntry(i
);
20660 if (tmpTalent
) // the way talents are tracked
20662 if (tmpTalent
->TalentTab
== tTab
)
20664 for (int j
= 0; j
< MAX_TALENT_RANK
; ++j
)
20666 if (tmpTalent
->RankID
[j
] != 0)
20668 if (HasSpell(tmpTalent
->RankID
[j
]))
20670 spentPoints
+= j
+ 1;
20679 // not have required min points spent in talent tree
20680 if(spentPoints
< (talentInfo
->Row
* MAX_TALENT_RANK
))
20683 // spell not set in talent.dbc
20684 uint32 spellid
= talentInfo
->RankID
[talentRank
];
20687 sLog
.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId
, talentRank
);
20692 if(HasSpell(spellid
))
20695 // learn! (other talent ranks will unlearned at learning)
20696 learnSpell(spellid
, false);
20697 sLog
.outDetail("TalentID: %u Rank: %u Spell: %u\n", talentId
, talentRank
, spellid
);
20699 // update free talent points
20700 SetFreeTalentPoints(CurTalentPoints
- (talentRank
- curtalent_maxrank
+ 1));
20703 void Player::LearnPetTalent(uint64 petGuid
, uint32 talentId
, uint32 talentRank
)
20705 Pet
*pet
= GetPet();
20710 if(petGuid
!= pet
->GetGUID())
20713 uint32 CurTalentPoints
= pet
->GetFreeTalentPoints();
20715 if(CurTalentPoints
== 0)
20718 if (talentRank
>= MAX_PET_TALENT_RANK
)
20721 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry(talentId
);
20726 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry(talentInfo
->TalentTab
);
20731 CreatureInfo
const *ci
= pet
->GetCreatureInfo();
20736 CreatureFamilyEntry
const *pet_family
= sCreatureFamilyStore
.LookupEntry(ci
->family
);
20741 if(pet_family
->petTalentType
< 0) // not hunter pet
20744 // prevent learn talent for different family (cheating)
20745 if(!((1 << pet_family
->petTalentType
) & talentTabInfo
->petTalentMask
))
20748 // find current max talent rank
20749 int32 curtalent_maxrank
= 0;
20750 for(int32 k
= MAX_TALENT_RANK
-1; k
> -1; --k
)
20752 if(talentInfo
->RankID
[k
] && pet
->HasSpell(talentInfo
->RankID
[k
]))
20754 curtalent_maxrank
= k
+ 1;
20759 // we already have same or higher talent rank learned
20760 if(curtalent_maxrank
>= (talentRank
+ 1))
20763 // check if we have enough talent points
20764 if(CurTalentPoints
< (talentRank
- curtalent_maxrank
+ 1))
20767 // Check if it requires another talent
20768 if (talentInfo
->DependsOn
> 0)
20770 if(TalentEntry
const *depTalentInfo
= sTalentStore
.LookupEntry(talentInfo
->DependsOn
))
20772 bool hasEnoughRank
= false;
20773 for (int i
= talentInfo
->DependsOnRank
; i
< MAX_TALENT_RANK
; ++i
)
20775 if (depTalentInfo
->RankID
[i
] != 0)
20776 if (pet
->HasSpell(depTalentInfo
->RankID
[i
]))
20777 hasEnoughRank
= true;
20779 if (!hasEnoughRank
)
20784 // Find out how many points we have in this field
20785 uint32 spentPoints
= 0;
20787 uint32 tTab
= talentInfo
->TalentTab
;
20788 if (talentInfo
->Row
> 0)
20790 unsigned int numRows
= sTalentStore
.GetNumRows();
20791 for (unsigned int i
= 0; i
< numRows
; ++i
) // Loop through all talents.
20793 // Someday, someone needs to revamp
20794 const TalentEntry
*tmpTalent
= sTalentStore
.LookupEntry(i
);
20795 if (tmpTalent
) // the way talents are tracked
20797 if (tmpTalent
->TalentTab
== tTab
)
20799 for (int j
= 0; j
< MAX_TALENT_RANK
; ++j
)
20801 if (tmpTalent
->RankID
[j
] != 0)
20803 if (pet
->HasSpell(tmpTalent
->RankID
[j
]))
20805 spentPoints
+= j
+ 1;
20814 // not have required min points spent in talent tree
20815 if(spentPoints
< (talentInfo
->Row
* MAX_PET_TALENT_RANK
))
20818 // spell not set in talent.dbc
20819 uint32 spellid
= talentInfo
->RankID
[talentRank
];
20822 sLog
.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId
, talentRank
);
20827 if(pet
->HasSpell(spellid
))
20830 // learn! (other talent ranks will unlearned at learning)
20831 pet
->learnSpell(spellid
);
20832 sLog
.outDetail("PetTalentID: %u Rank: %u Spell: %u\n", talentId
, talentRank
, spellid
);
20834 // update free talent points
20835 pet
->SetFreeTalentPoints(CurTalentPoints
- (talentRank
- curtalent_maxrank
+ 1));
20838 void Player::UpdateKnownCurrencies(uint32 itemId
, bool apply
)
20840 if(CurrencyTypesEntry
const* ctEntry
= sCurrencyTypesStore
.LookupEntry(itemId
))
20843 SetFlag64(PLAYER_FIELD_KNOWN_CURRENCIES
,(UI64LIT(1) << (ctEntry
->BitIndex
-1)));
20845 RemoveFlag64(PLAYER_FIELD_KNOWN_CURRENCIES
,(UI64LIT(1) << (ctEntry
->BitIndex
-1)));
20849 void Player::UpdateFallInformationIfNeed( MovementInfo
const& minfo
,uint16 opcode
)
20851 if (m_lastFallTime
>= minfo
.fallTime
|| m_lastFallZ
<=minfo
.z
|| opcode
== MSG_MOVE_FALL_LAND
)
20852 SetFallInformation(minfo
.fallTime
, minfo
.z
);
20855 void Player::UnsummonPetTemporaryIfAny()
20857 Pet
* pet
= GetPet();
20861 if(!m_temporaryUnsummonedPetNumber
&& pet
->isControlled() && !pet
->isTemporarySummoned() )
20863 m_temporaryUnsummonedPetNumber
= pet
->GetCharmInfo()->GetPetNumber();
20864 m_oldpetspell
= pet
->GetUInt32Value(UNIT_CREATED_BY_SPELL
);
20867 RemovePet(pet
, PET_SAVE_AS_CURRENT
);
20870 void Player::ResummonPetTemporaryUnSummonedIfAny()
20872 if(!m_temporaryUnsummonedPetNumber
)
20875 // not resummon in not appropriate state
20876 if(IsPetNeedBeTemporaryUnsummoned())
20882 Pet
* NewPet
= new Pet
;
20883 if(!NewPet
->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber
, true))
20886 m_temporaryUnsummonedPetNumber
= 0;
20889 bool Player::canSeeSpellClickOn(Creature
const *c
) const
20891 if(!c
->HasFlag(UNIT_NPC_FLAGS
,UNIT_NPC_FLAG_SPELLCLICK
))
20894 SpellClickInfoMapBounds clickPair
= sObjectMgr
.GetSpellClickInfoMapBounds(c
->GetEntry());
20895 for(SpellClickInfoMap::const_iterator itr
= clickPair
.first
; itr
!= clickPair
.second
; ++itr
)
20896 if(itr
->second
.IsFitToRequirements(this))
20902 void Player::BuildPlayerTalentsInfoData(WorldPacket
*data
)
20904 *data
<< uint32(GetFreeTalentPoints()); // unspentTalentPoints
20905 *data
<< uint8(m_specsCount
); // talent group count (0, 1 or 2)
20906 *data
<< uint8(m_activeSpec
); // talent group index (0 or 1)
20910 // loop through all specs (only 1 for now)
20911 for(uint32 specIdx
= 0; specIdx
< m_specsCount
; ++specIdx
)
20913 uint8 talentIdCount
= 0;
20914 size_t pos
= data
->wpos();
20915 *data
<< uint8(talentIdCount
); // [PH], talentIdCount
20917 // find class talent tabs (all players have 3 talent tabs)
20918 uint32
const* talentTabIds
= GetTalentTabPages(getClass());
20920 for(uint32 i
= 0; i
< 3; ++i
)
20922 uint32 talentTabId
= talentTabIds
[i
];
20924 for(uint32 talentId
= 0; talentId
< sTalentStore
.GetNumRows(); ++talentId
)
20926 TalentEntry
const* talentInfo
= sTalentStore
.LookupEntry(talentId
);
20930 // skip another tab talents
20931 if(talentInfo
->TalentTab
!= talentTabId
)
20934 // find max talent rank
20935 int32 curtalent_maxrank
= -1;
20936 for(int32 k
= MAX_TALENT_RANK
-1; k
> -1; --k
)
20938 if(talentInfo
->RankID
[k
] && HasSpell(talentInfo
->RankID
[k
]))
20940 curtalent_maxrank
= k
;
20945 // not learned talent
20946 if(curtalent_maxrank
< 0)
20949 *data
<< uint32(talentInfo
->TalentID
); // Talent.dbc
20950 *data
<< uint8(curtalent_maxrank
); // talentMaxRank (0-4)
20956 data
->put
<uint8
>(pos
, talentIdCount
); // put real count
20958 *data
<< uint8(MAX_GLYPH_SLOT_INDEX
); // glyphs count
20960 for(uint8 i
= 0; i
< MAX_GLYPH_SLOT_INDEX
; ++i
)
20961 *data
<< uint16(GetGlyph(i
)); // GlyphProperties.dbc
20966 void Player::BuildPetTalentsInfoData(WorldPacket
*data
)
20968 uint32 unspentTalentPoints
= 0;
20969 size_t pointsPos
= data
->wpos();
20970 *data
<< uint32(unspentTalentPoints
); // [PH], unspentTalentPoints
20972 uint8 talentIdCount
= 0;
20973 size_t countPos
= data
->wpos();
20974 *data
<< uint8(talentIdCount
); // [PH], talentIdCount
20976 Pet
*pet
= GetPet();
20980 unspentTalentPoints
= pet
->GetFreeTalentPoints();
20982 data
->put
<uint32
>(pointsPos
, unspentTalentPoints
); // put real points
20984 CreatureInfo
const *ci
= pet
->GetCreatureInfo();
20988 CreatureFamilyEntry
const *pet_family
= sCreatureFamilyStore
.LookupEntry(ci
->family
);
20989 if(!pet_family
|| pet_family
->petTalentType
< 0)
20992 for(uint32 talentTabId
= 1; talentTabId
< sTalentTabStore
.GetNumRows(); ++talentTabId
)
20994 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentTabId
);
20998 if(!((1 << pet_family
->petTalentType
) & talentTabInfo
->petTalentMask
))
21001 for(uint32 talentId
= 0; talentId
< sTalentStore
.GetNumRows(); ++talentId
)
21003 TalentEntry
const* talentInfo
= sTalentStore
.LookupEntry(talentId
);
21007 // skip another tab talents
21008 if(talentInfo
->TalentTab
!= talentTabId
)
21011 // find max talent rank
21012 int32 curtalent_maxrank
= -1;
21013 for(int32 k
= 4; k
> -1; --k
)
21015 if(talentInfo
->RankID
[k
] && pet
->HasSpell(talentInfo
->RankID
[k
]))
21017 curtalent_maxrank
= k
;
21022 // not learned talent
21023 if(curtalent_maxrank
< 0)
21026 *data
<< uint32(talentInfo
->TalentID
); // Talent.dbc
21027 *data
<< uint8(curtalent_maxrank
); // talentMaxRank (0-4)
21032 data
->put
<uint8
>(countPos
, talentIdCount
); // put real count
21038 void Player::SendTalentsInfoData(bool pet
)
21040 WorldPacket
data(SMSG_TALENTS_INFO
, 50);
21041 data
<< uint8(pet
? 1 : 0);
21043 BuildPetTalentsInfoData(&data
);
21045 BuildPlayerTalentsInfoData(&data
);
21046 GetSession()->SendPacket(&data
);
21049 void Player::BuildEnchantmentsInfoData(WorldPacket
*data
)
21051 uint32 slotUsedMask
= 0;
21052 size_t slotUsedMaskPos
= data
->wpos();
21053 *data
<< uint32(slotUsedMask
); // slotUsedMask < 0x80000
21055 for(uint32 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
21057 Item
*item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, i
);
21062 slotUsedMask
|= (1 << i
);
21064 *data
<< uint32(item
->GetEntry()); // item entry
21066 uint16 enchantmentMask
= 0;
21067 size_t enchantmentMaskPos
= data
->wpos();
21068 *data
<< uint16(enchantmentMask
); // enchantmentMask < 0x1000
21070 for(uint32 j
= 0; j
< MAX_ENCHANTMENT_SLOT
; ++j
)
21072 uint32 enchId
= item
->GetEnchantmentId(EnchantmentSlot(j
));
21077 enchantmentMask
|= (1 << j
);
21079 *data
<< uint16(enchId
); // enchantmentId?
21082 data
->put
<uint16
>(enchantmentMaskPos
, enchantmentMask
);
21084 *data
<< uint16(0); // ?
21085 *data
<< uint8(0); // PGUID!
21086 *data
<< uint32(0); // seed?
21089 data
->put
<uint32
>(slotUsedMaskPos
, slotUsedMask
);
21092 void Player::SendEquipmentSetList()
21095 WorldPacket
data(SMSG_EQUIPMENT_SET_LIST
, 4);
21096 size_t count_pos
= data
.wpos();
21097 data
<< uint32(count
); // count placeholder
21098 for(EquipmentSets::iterator itr
= m_EquipmentSets
.begin(); itr
!= m_EquipmentSets
.end(); ++itr
)
21100 if(itr
->second
.state
==EQUIPMENT_SET_DELETED
)
21102 data
.appendPackGUID(itr
->second
.Guid
);
21103 data
<< uint32(itr
->first
);
21104 data
<< itr
->second
.Name
;
21105 data
<< itr
->second
.IconName
;
21106 for(uint32 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
21107 data
.appendPackGUID(MAKE_NEW_GUID(itr
->second
.Items
[i
], 0, HIGHGUID_ITEM
));
21109 ++count
; // client have limit but it checked at loading and set
21111 data
.put
<uint32
>(count_pos
, count
);
21112 GetSession()->SendPacket(&data
);
21115 void Player::SetEquipmentSet(uint32 index
, EquipmentSet eqset
)
21117 if(eqset
.Guid
!= 0)
21119 bool found
= false;
21121 for(EquipmentSets::iterator itr
= m_EquipmentSets
.begin(); itr
!= m_EquipmentSets
.end(); ++itr
)
21123 if((itr
->second
.Guid
== eqset
.Guid
) && (itr
->first
== index
))
21130 if(!found
) // something wrong...
21132 sLog
.outError("Player %s tried to save equipment set "UI64FMTD
" (index %u), but that equipment set not found!", GetName(), eqset
.Guid
, index
);
21137 EquipmentSet
& eqslot
= m_EquipmentSets
[index
];
21139 EquipmentSetUpdateState old_state
= eqslot
.state
;
21143 if(eqset
.Guid
== 0)
21145 eqslot
.Guid
= sObjectMgr
.GenerateEquipmentSetGuid();
21147 WorldPacket
data(SMSG_EQUIPMENT_SET_SAVED
, 4 + 1);
21148 data
<< uint32(index
);
21149 data
.appendPackGUID(eqslot
.Guid
);
21150 GetSession()->SendPacket(&data
);
21153 eqslot
.state
= old_state
== EQUIPMENT_SET_NEW
? EQUIPMENT_SET_NEW
: EQUIPMENT_SET_CHANGED
;
21156 void Player::_SaveEquipmentSets()
21158 for(EquipmentSets::iterator itr
= m_EquipmentSets
.begin(); itr
!= m_EquipmentSets
.end();)
21160 uint32 index
= itr
->first
;
21161 EquipmentSet
& eqset
= itr
->second
;
21162 switch(eqset
.state
)
21164 case EQUIPMENT_SET_UNCHANGED
:
21166 break; // nothing do
21167 case EQUIPMENT_SET_CHANGED
:
21168 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'",
21169 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],
21170 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
);
21171 eqset
.state
= EQUIPMENT_SET_UNCHANGED
;
21174 case EQUIPMENT_SET_NEW
:
21175 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')",
21176 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],
21177 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]);
21178 eqset
.state
= EQUIPMENT_SET_UNCHANGED
;
21181 case EQUIPMENT_SET_DELETED
:
21182 CharacterDatabase
.PExecute("DELETE FROM character_equipmentsets WHERE setguid="UI64FMTD
, eqset
.Guid
);
21183 m_EquipmentSets
.erase(itr
++);
21189 void Player::_SaveBGData()
21191 CharacterDatabase
.PExecute("DELETE FROM character_battleground_data WHERE guid='%u'", GetGUIDLow());
21192 if (m_bgData
.bgInstanceID
)
21194 /* guid, bgInstanceID, bgTeam, x, y, z, o, map, taxi[0], taxi[1], mountSpell */
21195 CharacterDatabase
.PExecute("INSERT INTO character_battleground_data VALUES ('%u', '%u', '%u', '%f', '%f', '%f', '%f', '%u', '%u', '%u', '%u')",
21196 GetGUIDLow(), m_bgData
.bgInstanceID
, m_bgData
.bgTeam
, m_bgData
.joinPos
.coord_x
, m_bgData
.joinPos
.coord_y
, m_bgData
.joinPos
.coord_z
,
21197 m_bgData
.joinPos
.orientation
, m_bgData
.joinPos
.mapid
, m_bgData
.taxiPath
[0], m_bgData
.taxiPath
[1], m_bgData
.mountSpell
);
21201 void Player::DeleteEquipmentSet(uint64 setGuid
)
21203 for(EquipmentSets::iterator itr
= m_EquipmentSets
.begin(); itr
!= m_EquipmentSets
.end(); ++itr
)
21205 if(itr
->second
.Guid
== setGuid
)
21207 if(itr
->second
.state
== EQUIPMENT_SET_NEW
)
21208 m_EquipmentSets
.erase(itr
);
21210 itr
->second
.state
= EQUIPMENT_SET_DELETED
;
21216 void Player::ActivateSpec(uint32 specNum
)
21218 if(GetActiveSpec() == specNum
)
21221 resetTalents(true);
21224 void Player::RemoveAtLoginFlag( AtLoginFlags f
, bool in_db_also
/*= false*/ )
21226 m_atLoginFlags
&= ~f
;
21229 CharacterDatabase
.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(f
), GetGUIDLow());
21232 void Player::SendClearCooldown( uint32 spell_id
, Unit
* target
)
21234 WorldPacket
data(SMSG_CLEAR_COOLDOWN
, 4+8);
21235 data
<< uint32(spell_id
);
21236 data
<< uint64(target
->GetGUID());
21237 SendDirectMessage(&data
);
21240 void Player::BuildTeleportAckMsg( WorldPacket
*data
, float x
, float y
, float z
, float ang
) const
21242 data
->Initialize(MSG_MOVE_TELEPORT_ACK
, 41);
21243 data
->append(GetPackGUID());
21244 *data
<< uint32(0); // this value increments every time
21245 *data
<< uint32(m_movementInfo
.GetMovementFlags()); // movement flags
21246 *data
<< uint16(0); // 2.3.0
21247 *data
<< uint32(getMSTime()); // time
21252 *data
<< uint32(0);
21255 bool Player::HasMovementFlag( MovementFlags f
) const
21257 return m_movementInfo
.HasMovementFlag(f
);
21260 void Player::SetFarSightGUID( uint64 guid
)
21262 if(GetFarSight() == guid
)
21265 SetUInt64Value(PLAYER_FARSIGHT
, guid
);
21267 // need triggering load grids around new view point
21268 UpdateVisibilityForPlayer();
21271 void Player::UpdateVisibilityForPlayer()
21273 WorldObject
const* viewPoint
= GetViewPoint();
21276 CellPair
p(MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY()));
21279 m
->UpdatePlayerVisibility(this, cell
, p
);
21281 if (this != viewPoint
)
21283 CellPair
pView(MaNGOS::ComputeCellPair(viewPoint
->GetPositionX(), viewPoint
->GetPositionY()));
21284 Cell
cellView(pView
);
21286 m
->UpdateObjectsVisibilityFor(this, cellView
, pView
);
21289 m
->UpdateObjectsVisibilityFor(this, cell
, p
);
21292 void Player::SendDuelCountdown(uint32 counter
)
21294 WorldPacket
data(SMSG_DUEL_COUNTDOWN
, 4);
21295 data
<< uint32(counter
); // seconds
21296 GetSession()->SendPacket(&data
);
21299 bool Player::IsImmunedToSpellEffect(SpellEntry
const* spellInfo
, uint32 index
) const
21301 switch(spellInfo
->Effect
[index
])
21303 case SPELL_EFFECT_ATTACK_ME
:
21308 switch(spellInfo
->EffectApplyAuraName
[index
])
21310 case SPELL_AURA_MOD_TAUNT
:
21315 return Unit::IsImmunedToSpellEffect(spellInfo
, index
);
21318 void Player::SetHomebindToCurrentPos()
21320 m_homebindMapId
= GetMapId();
21321 m_homebindZoneId
= GetZoneId();
21322 m_homebindX
= GetPositionX();
21323 m_homebindY
= GetPositionY();
21324 m_homebindZ
= GetPositionZ();
21326 // update sql homebind
21327 CharacterDatabase
.PExecute("UPDATE character_homebind SET map = '%u', zone = '%u', position_x = '%f', position_y = '%f', position_z = '%f' WHERE guid = '%u'",
21328 m_homebindMapId
, m_homebindZoneId
, m_homebindX
, m_homebindY
, m_homebindZ
, GetGUIDLow());