2 * Copyright (C) 2005-2008 MaNGOS <http://getmangos.com/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
21 #include "Database/DatabaseEnv.h"
24 #include "ObjectMgr.h"
27 #include "WorldPacket.h"
28 #include "WorldSession.h"
29 #include "UpdateMask.h"
31 #include "SkillDiscovery.h"
33 #include "GossipDef.h"
34 #include "UpdateData.h"
36 #include "ChannelMgr.h"
37 #include "MapManager.h"
38 #include "MapInstanced.h"
39 #include "InstanceSaveMgr.h"
40 #include "GridNotifiers.h"
41 #include "GridNotifiersImpl.h"
43 #include "ObjectMgr.h"
44 #include "ObjectAccessor.h"
45 #include "CreatureAI.h"
50 #include "SpellAuras.h"
52 #include "Transports.h"
54 #include "BattleGround.h"
55 #include "BattleGroundMgr.h"
56 #include "ArenaTeam.h"
58 #include "Database/DatabaseImpl.h"
60 #include "SocialMgr.h"
61 #include "AchievementMgr.h"
65 #define ZONE_UPDATE_INTERVAL 1000
67 #define PLAYER_SKILL_INDEX(x) (PLAYER_SKILL_INFO_1_1 + ((x)*3))
68 #define PLAYER_SKILL_VALUE_INDEX(x) (PLAYER_SKILL_INDEX(x)+1)
69 #define PLAYER_SKILL_BONUS_INDEX(x) (PLAYER_SKILL_INDEX(x)+2)
71 #define SKILL_VALUE(x) PAIR32_LOPART(x)
72 #define SKILL_MAX(x) PAIR32_HIPART(x)
73 #define MAKE_SKILL_VALUE(v, m) MAKE_PAIR32(v,m)
75 #define SKILL_TEMP_BONUS(x) int16(PAIR32_LOPART(x))
76 #define SKILL_PERM_BONUS(x) int16(PAIR32_HIPART(x))
77 #define MAKE_SKILL_BONUS(t, p) MAKE_PAIR32(t,p)
81 CHARACTER_FLAG_NONE
= 0x00000000,
82 CHARACTER_FLAG_UNK1
= 0x00000001,
83 CHARACTER_FLAG_UNK2
= 0x00000002,
84 CHARACTER_LOCKED_FOR_TRANSFER
= 0x00000004,
85 CHARACTER_FLAG_UNK4
= 0x00000008,
86 CHARACTER_FLAG_UNK5
= 0x00000010,
87 CHARACTER_FLAG_UNK6
= 0x00000020,
88 CHARACTER_FLAG_UNK7
= 0x00000040,
89 CHARACTER_FLAG_UNK8
= 0x00000080,
90 CHARACTER_FLAG_UNK9
= 0x00000100,
91 CHARACTER_FLAG_UNK10
= 0x00000200,
92 CHARACTER_FLAG_HIDE_HELM
= 0x00000400,
93 CHARACTER_FLAG_HIDE_CLOAK
= 0x00000800,
94 CHARACTER_FLAG_UNK13
= 0x00001000,
95 CHARACTER_FLAG_GHOST
= 0x00002000,
96 CHARACTER_FLAG_RENAME
= 0x00004000,
97 CHARACTER_FLAG_UNK16
= 0x00008000,
98 CHARACTER_FLAG_UNK17
= 0x00010000,
99 CHARACTER_FLAG_UNK18
= 0x00020000,
100 CHARACTER_FLAG_UNK19
= 0x00040000,
101 CHARACTER_FLAG_UNK20
= 0x00080000,
102 CHARACTER_FLAG_UNK21
= 0x00100000,
103 CHARACTER_FLAG_UNK22
= 0x00200000,
104 CHARACTER_FLAG_UNK23
= 0x00400000,
105 CHARACTER_FLAG_UNK24
= 0x00800000,
106 CHARACTER_FLAG_LOCKED_BY_BILLING
= 0x01000000,
107 CHARACTER_FLAG_DECLINED
= 0x02000000,
108 CHARACTER_FLAG_UNK27
= 0x04000000,
109 CHARACTER_FLAG_UNK28
= 0x08000000,
110 CHARACTER_FLAG_UNK29
= 0x10000000,
111 CHARACTER_FLAG_UNK30
= 0x20000000,
112 CHARACTER_FLAG_UNK31
= 0x40000000,
113 CHARACTER_FLAG_UNK32
= 0x80000000
116 // corpse reclaim times
117 #define DEATH_EXPIRE_STEP (5*MINUTE)
118 #define MAX_DEATH_COUNT 3
120 static uint32 copseReclaimDelay
[MAX_DEATH_COUNT
] = { 30, 60, 120 };
122 //== PlayerTaxi ================================================
124 PlayerTaxi::PlayerTaxi()
127 memset(m_taximask
, 0, sizeof(m_taximask
));
130 void PlayerTaxi::InitTaxiNodesForLevel(uint32 race
, uint32 chrClass
, uint32 level
)
132 // capital and taxi hub masks
135 case RACE_HUMAN
: SetTaximaskNode(2); break; // Human
136 case RACE_ORC
: SetTaximaskNode(23); break; // Orc
137 case RACE_DWARF
: SetTaximaskNode(6); break; // Dwarf
138 case RACE_NIGHTELF
: SetTaximaskNode(26);
139 SetTaximaskNode(27); break; // Night Elf
140 case RACE_UNDEAD_PLAYER
: SetTaximaskNode(11); break;// Undead
141 case RACE_TAUREN
: SetTaximaskNode(22); break; // Tauren
142 case RACE_GNOME
: SetTaximaskNode(6); break; // Gnome
143 case RACE_TROLL
: SetTaximaskNode(23); break; // Troll
144 case RACE_BLOODELF
: SetTaximaskNode(82); break; // Blood Elf
145 case RACE_DRAENEI
: SetTaximaskNode(94); break; // Draenei
150 case CLASS_DEATH_KNIGHT
: // TODO: figure out initial known nodes
154 // new continent starting masks (It will be accessible only at new map)
155 switch(Player::TeamForRace(race
))
157 case ALLIANCE
: SetTaximaskNode(100); break;
158 case HORDE
: SetTaximaskNode(99); break;
160 // level dependent taxi hubs
162 SetTaximaskNode(213); //Shattered Sun Staging Area
165 void PlayerTaxi::LoadTaxiMask(const char* data
)
167 Tokens tokens
= StrSplit(data
, " ");
170 Tokens::iterator iter
;
171 for (iter
= tokens
.begin(), index
= 0;
172 (index
< TaxiMaskSize
) && (iter
!= tokens
.end()); ++iter
, ++index
)
174 // load and set bits only for existed taxi nodes
175 m_taximask
[index
] = sTaxiNodesMask
[index
] & uint32(atol((*iter
).c_str()));
179 void PlayerTaxi::AppendTaximaskTo( ByteBuffer
& data
, bool all
)
183 for (uint8 i
=0; i
<TaxiMaskSize
; i
++)
184 data
<< uint32(sTaxiNodesMask
[i
]); // all existed nodes
188 for (uint8 i
=0; i
<TaxiMaskSize
; i
++)
189 data
<< uint32(m_taximask
[i
]); // known nodes
193 bool PlayerTaxi::LoadTaxiDestinationsFromString( const std::string
& values
)
195 ClearTaxiDestinations();
197 Tokens tokens
= StrSplit(values
," ");
199 for(Tokens::iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
)
201 uint32 node
= uint32(atol(iter
->c_str()));
202 AddTaxiDestination(node
);
205 if(m_TaxiDestinations
.empty())
209 if(m_TaxiDestinations
.size() < 2)
212 for(size_t i
= 1; i
< m_TaxiDestinations
.size(); ++i
)
216 objmgr
.GetTaxiPath(m_TaxiDestinations
[i
-1],m_TaxiDestinations
[i
],path
,cost
);
224 std::string
PlayerTaxi::SaveTaxiDestinationsToString()
226 if(m_TaxiDestinations
.empty())
229 std::ostringstream ss
;
231 for(size_t i
=0; i
< m_TaxiDestinations
.size(); ++i
)
232 ss
<< m_TaxiDestinations
[i
] << " ";
237 uint32
PlayerTaxi::GetCurrentTaxiPath() const
239 if(m_TaxiDestinations
.size() < 2)
245 objmgr
.GetTaxiPath(m_TaxiDestinations
[0],m_TaxiDestinations
[1],path
,cost
);
250 //== Player ====================================================
252 const int32
Player::ReputationRank_Length
[MAX_REPUTATION_RANK
] = {36000, 3000, 3000, 3000, 6000, 12000, 21000, 1000};
254 UpdateMask
Player::updateVisualBits
;
256 Player::Player (WorldSession
*session
): Unit(), m_achievementMgr(this)
263 m_objectType
|= TYPEMASK_PLAYER
;
264 m_objectTypeId
= TYPEID_PLAYER
;
266 m_valuesCount
= PLAYER_END
;
273 if(GetSession()->GetSecurity() >= SEC_GAMEMASTER
)
274 SetAcceptTicket(true);
276 // players always accept
277 if(GetSession()->GetSecurity() == SEC_PLAYER
)
278 SetAcceptWhispers(true);
286 m_usedTalentCount
= 0;
289 m_weaponChangeTimer
= 0;
292 m_zoneUpdateTimer
= 0;
296 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
298 // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
299 // this must help in case next save after mass player load after server startup
300 m_nextSave
= urand(m_nextSave
/2,m_nextSave
*3/2);
302 clearResurrectRequestData();
304 m_SpellModRemoveCount
= 0;
306 memset(m_items
, 0, sizeof(Item
*)*PLAYER_SLOTS_COUNT
);
310 // group is initialized in the reference constructor
311 SetGroupInvite(NULL
);
312 m_groupUpdateMask
= 0;
313 m_auraUpdateMask
= 0;
317 m_GuildIdInvited
= 0;
318 m_ArenaTeamIdInvited
= 0;
320 m_atLoginFlags
= AT_LOGIN_NONE
;
329 PlayerTalkClass
= new PlayerMenu( GetSession() );
330 m_currentBuybackSlot
= BUYBACK_SLOT_START
;
332 for ( int aX
= 0 ; aX
< 8 ; aX
++ )
333 m_Tutorials
[ aX
] = 0x00;
334 m_TutorialsChanged
= false;
336 m_DailyQuestChanged
= false;
337 m_lastDailyQuestTime
= 0;
340 m_weaponChangeTimer
= 0;
348 m_deathExpireTime
= 0;
352 m_DetectInvTimer
= 1000;
354 m_bgBattleGroundID
= 0;
355 for (int j
=0; j
< PLAYER_MAX_BATTLEGROUND_QUEUES
; j
++)
357 m_bgBattleGroundQueueID
[j
].bgQueueType
= 0;
358 m_bgBattleGroundQueueID
[j
].invitedToInstance
= 0;
362 m_logintime
= time(NULL
);
363 m_Last_tick
= m_logintime
;
364 m_WeaponProficiency
= 0;
365 m_ArmorProficiency
= 0;
368 m_canDualWield
= false;
369 m_canTitanGrip
= false;
372 m_temporaryUnsummonedPetNumber
= 0;
373 //cache for UNIT_CREATED_BY_SPELL to allow
374 //returning reagents for temporarily removed pets
375 //when dying/logging out
378 ////////////////////Rest System/////////////////////
385 rest_type
=REST_TYPE_NO
;
386 ////////////////////Rest System/////////////////////
388 m_mailsLoaded
= false;
389 m_mailsUpdated
= false;
391 m_nextMailDelivereTime
= 0;
393 m_resetTalentsCost
= 0;
394 m_resetTalentsTime
= 0;
395 m_itemUpdateQueueBlocked
= false;
397 for (int i
= 0; i
< MAX_MOVE_TYPE
; ++i
)
398 m_forced_speed_changes
[i
] = 0;
402 /////////////////// Instance System /////////////////////
405 m_InstanceValid
= true;
406 m_dungeonDifficulty
= DIFFICULTY_NORMAL
;
408 for (int i
= 0; i
< BASEMOD_END
; i
++)
410 m_auraBaseMod
[i
][FLAT_MOD
] = 0.0f
;
411 m_auraBaseMod
[i
][PCT_MOD
] = 1.0f
;
414 for (int i
= 0; i
< MAX_COMBAT_RATING
; i
++)
415 m_baseRatingValue
[i
] = 0;
418 m_lastHonorUpdateTime
= time(NULL
);
427 //Default movement to run mode
428 m_unit_movement_flags
= 0;
433 m_bgAfkReportedTimer
= 0;
434 m_contestedPvPTimer
= 0;
436 m_declinedname
= NULL
;
442 CleanupsBeforeDelete();
444 // it must be unloaded already in PlayerLogout and accessed only for loggined player
447 // Note: buy back item already deleted from DB when player was saved
448 for(int i
= 0; i
< PLAYER_SLOTS_COUNT
; ++i
)
455 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
458 //all mailed items should be deleted, also all mail should be deallocated
459 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
462 for (ItemMap::iterator iter
= mMitems
.begin(); iter
!= mMitems
.end(); ++iter
)
463 delete iter
->second
; //if item is duplicated... then server may crash ... but that item should be deallocated
465 delete PlayerTalkClass
;
469 m_transport
->RemovePassenger(this);
472 for(size_t x
= 0; x
< ItemSetEff
.size(); x
++)
474 delete ItemSetEff
[x
];
476 // clean up player-instance binds, may unload some instance saves
477 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
478 for(BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
479 itr
->second
.save
->RemovePlayer(this);
481 delete m_declinedname
;
485 void Player::CleanupsBeforeDelete()
487 if(m_uint32Values
) // only for fully created Object
490 DuelComplete(DUEL_INTERUPTED
);
492 Unit::CleanupsBeforeDelete();
495 bool Player::Create( uint32 guidlow
, const std::string
& name
, uint8 race
, uint8 class_
, uint8 gender
, uint8 skin
, uint8 face
, uint8 hairStyle
, uint8 hairColor
, uint8 facialHair
, uint8 outfitId
)
497 //FIXME: outfitId not used in player creating
499 Object::_Create(guidlow
, 0, HIGHGUID_PLAYER
);
503 PlayerInfo
const* info
= objmgr
.GetPlayerInfo(race
, class_
);
506 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
510 for (int i
= 0; i
< PLAYER_SLOTS_COUNT
; i
++)
516 SetMapId(info
->mapId
);
517 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
);
519 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(class_
);
522 sLog
.outError("Class %u not found in DBC (Wrong DBC files?)",class_
);
526 uint8 powertype
= cEntry
->powerType
;
534 unitfield = 0x00000000;
537 unitfield = 0x00110000;
539 case POWER_RUNIC_POWER:
540 unitfield = 0x0000EE00; //TODO: find correct unitfield here
543 sLog.outError("Invalid default powertype %u for player (class %u)",powertype,class_);
547 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, DEFAULT_WORLD_OBJECT_SIZE
);
548 SetFloatValue(UNIT_FIELD_COMBATREACH
, 1.5f
);
553 SetDisplayId(info
->displayId_f
);
554 SetNativeDisplayId(info
->displayId_f
);
557 SetDisplayId(info
->displayId_m
);
558 SetNativeDisplayId(info
->displayId_m
);
561 sLog
.outError("Invalid gender %u for player",gender
);
566 setFactionForRace(m_race
);
568 uint32 RaceClassGender
= ( race
) | ( class_
<< 8 ) | ( gender
<< 16 );
570 SetUInt32Value(UNIT_FIELD_BYTES_0
, ( RaceClassGender
| ( powertype
<< 24 ) ) );
571 //SetUInt32Value(UNIT_FIELD_BYTES_1, unitfield);
572 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_PVP
);
573 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
);
574 SetFlag(UNIT_FIELD_FLAGS_2
, UNIT_FLAG2_REGENERATE_POWER
);
575 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
); // fix cast time showed in spell tooltip on client
576 SetFloatValue(UNIT_FIELD_HOVERHEIGHT
, 1.0f
); // default for players in 3.0.3
578 // -1 is default value
579 SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX
, uint32(-1));
581 SetUInt32Value(PLAYER_BYTES
, (skin
| (face
<< 8) | (hairStyle
<< 16) | (hairColor
<< 24)));
582 SetUInt32Value(PLAYER_BYTES_2
, (facialHair
| (0x00 << 8) | (0x00 << 16) | (0x02 << 24)));
583 SetByteValue(PLAYER_BYTES_3
, 0, gender
);
585 SetUInt32Value( PLAYER_GUILDID
, 0 );
586 SetUInt32Value( PLAYER_GUILDRANK
, 0 );
587 SetUInt32Value( PLAYER_GUILD_TIMESTAMP
, 0 );
589 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES
, 0 ); // 0=disabled
590 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES1
, 0 ); // 0=disabled
591 SetUInt32Value( PLAYER_CHOSEN_TITLE
, 0 );
592 SetUInt32Value( PLAYER_FIELD_KILLS
, 0 );
593 SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 0 );
594 SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION
, 0 );
595 SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0 );
597 for(uint32 i
= 0; i
< sGlyphSlotStore
.GetNumRows(); ++i
)
599 GlyphSlotEntry
const * gs
= sGlyphSlotStore
.LookupEntry(i
);
601 SetGlyphSlot(gs
->Order
- 1, gs
->Id
);
604 // set starting level
605 uint32 start_level
= getClass() != CLASS_DEATH_KNIGHT
606 ? sWorld
.getConfig(CONFIG_START_PLAYER_LEVEL
)
607 : sWorld
.getConfig(CONFIG_START_HEROIC_PLAYER_LEVEL
);
609 if (GetSession()->GetSecurity() >= SEC_MODERATOR
)
611 uint32 gm_level
= sWorld
.getConfig(CONFIG_START_GM_LEVEL
);
612 if(gm_level
> start_level
)
613 start_level
= gm_level
;
616 SetUInt32Value(UNIT_FIELD_LEVEL
, start_level
);
620 SetUInt32Value (PLAYER_FIELD_COINAGE
, sWorld
.getConfig(CONFIG_START_PLAYER_MONEY
));
621 SetUInt32Value (PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_START_HONOR_POINTS
));
622 SetUInt32Value (PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_START_ARENA_POINTS
));
625 m_Last_tick
= time(NULL
);
626 m_Played_time
[0] = 0;
627 m_Played_time
[1] = 0;
629 // base stats and related field values
631 InitTaxiNodesForLevel();
632 InitGlyphsForLevel();
633 InitTalentForLevel();
634 InitPrimaryProffesions(); // to max set before any spell added
636 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
637 UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
638 SetHealth(GetMaxHealth());
639 if (getPowerType()==POWER_MANA
)
641 UpdateMaxPower(POWER_MANA
); // Update max Mana (for add bonus from intellect)
642 SetPower(POWER_MANA
,GetMaxPower(POWER_MANA
));
645 if(getPowerType() == POWER_RUNIC_POWER
)
647 SetPower(POWER_RUNE
, 8);
648 SetMaxPower(POWER_RUNE
, 8);
649 SetPower(POWER_RUNIC_POWER
, 0);
650 SetMaxPower(POWER_RUNIC_POWER
, 1000);
654 learnDefaultSpells(true);
656 // original action bar
657 std::list
<uint16
>::const_iterator action_itr
[4];
658 for(int i
=0; i
<4; i
++)
659 action_itr
[i
] = info
->action
[i
].begin();
661 for (; action_itr
[0]!=info
->action
[0].end() && action_itr
[1]!=info
->action
[1].end();)
664 for(int i
=0; i
<4 ;i
++)
665 taction
[i
] = (*action_itr
[i
]);
667 addActionButton((uint8
)taction
[0], taction
[1], (uint8
)taction
[2], (uint8
)taction
[3]);
669 for(int i
=0; i
<4 ;i
++)
674 CharStartOutfitEntry
const* oEntry
= NULL
;
675 for (uint32 i
= 1; i
< sCharStartOutfitStore
.GetNumRows(); ++i
)
677 if(CharStartOutfitEntry
const* entry
= sCharStartOutfitStore
.LookupEntry(i
))
679 if(entry
->RaceClassGender
== RaceClassGender
)
689 for(int j
= 0; j
< MAX_OUTFIT_ITEMS
; ++j
)
691 if(oEntry
->ItemId
[j
] <= 0)
694 uint32 item_id
= oEntry
->ItemId
[j
];
697 // Hack for not existed item id in dbc 3.0.3
701 ItemPrototype
const* iProto
= objmgr
.GetItemPrototype(item_id
);
704 sLog
.outErrorDb("Initial item id %u (race %u class %u) from CharStartOutfit.dbc not listed in `item_template`, ignoring.",item_id
,getRace(),getClass());
708 uint32 count
= iProto
->Stackable
; // max stack by default (mostly 1)
709 if(iProto
->Class
==ITEM_CLASS_CONSUMABLE
&& iProto
->SubClass
==ITEM_SUBCLASS_FOOD
)
711 switch(iProto
->Spells
[0].SpellCategory
)
714 if(iProto
->Stackable
> 4)
718 if(iProto
->Stackable
> 2)
724 StoreNewItemInBestSlots(item_id
, count
);
728 for (PlayerCreateInfoItems::const_iterator item_id_itr
= info
->item
.begin(); item_id_itr
!=info
->item
.end(); ++item_id_itr
++)
729 StoreNewItemInBestSlots(item_id_itr
->item_id
, item_id_itr
->item_amount
);
731 // bags and main-hand weapon must equipped at this moment
732 // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
733 // or ammo not equipped in special bag
734 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
736 if(Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
739 // equip offhand weapon/shield if it attempt equipped before main-hand weapon
740 uint8 msg
= CanEquipItem( NULL_SLOT
, eDest
, pItem
, false );
741 if( msg
== EQUIP_ERR_OK
)
743 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
744 EquipItem( eDest
, pItem
, true);
746 // move other items to more appropriate slots (ammo not equipped in special bag)
749 ItemPosCountVec sDest
;
750 msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, sDest
, pItem
, false );
751 if( msg
== EQUIP_ERR_OK
)
753 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
754 pItem
= StoreItem( sDest
, pItem
, true);
757 // if this is ammo then use it
758 uint8 msg
= CanUseAmmo( pItem
->GetProto()->ItemId
);
759 if( msg
== EQUIP_ERR_OK
)
760 SetAmmo( pItem
->GetProto()->ItemId
);
764 // all item positions resolved
769 bool Player::StoreNewItemInBestSlots(uint32 titem_id
, uint32 titem_amount
)
771 sLog
.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id
, titem_amount
);
773 // attempt equip by one
774 while(titem_amount
> 0)
777 uint8 msg
= CanEquipNewItem( NULL_SLOT
, eDest
, titem_id
, false );
778 if( msg
!= EQUIP_ERR_OK
)
781 EquipNewItem( eDest
, titem_id
, true);
782 AutoUnequipOffhandIfNeed();
786 if(titem_amount
== 0)
787 return true; // equipped
790 ItemPosCountVec sDest
;
791 // store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
792 uint8 msg
= CanStoreNewItem( INVENTORY_SLOT_BAG_0
, NULL_SLOT
, sDest
, titem_id
, titem_amount
);
793 if( msg
== EQUIP_ERR_OK
)
795 StoreNewItem( sDest
, titem_id
, true, Item::GenerateItemRandomPropertyId(titem_id
) );
796 return true; // stored
799 // item can't be added
800 sLog
.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id
,getRace(),getClass(),msg
);
804 void Player::StartMirrorTimer(MirrorTimerType Type
, uint32 MaxValue
)
806 uint32 BreathRegen
= (uint32
)-1;
808 WorldPacket
data(SMSG_START_MIRROR_TIMER
, (21));
809 data
<< (uint32
)Type
;
814 data
<< (uint32
)0; // spell id
815 GetSession()->SendPacket(&data
);
818 void Player::ModifyMirrorTimer(MirrorTimerType Type
, uint32 MaxValue
, uint32 CurrentValue
, uint32 Regen
)
820 if(Type
==BREATH_TIMER
)
821 m_breathTimer
= ((MaxValue
+ 1000) - CurrentValue
) / Regen
;
823 WorldPacket
data(SMSG_START_MIRROR_TIMER
, (21));
824 data
<< (uint32
)Type
;
825 data
<< CurrentValue
;
829 data
<< (uint32
)0; // spell id
830 GetSession()->SendPacket( &data
);
833 void Player::StopMirrorTimer(MirrorTimerType Type
)
835 if(Type
==BREATH_TIMER
)
838 WorldPacket
data(SMSG_STOP_MIRROR_TIMER
, 4);
839 data
<< (uint32
)Type
;
840 GetSession()->SendPacket( &data
);
843 void Player::EnvironmentalDamage(uint64 guid
, EnviromentalDamage type
, uint32 damage
)
845 WorldPacket
data(SMSG_ENVIRONMENTALDAMAGELOG
, (21));
846 data
<< (uint64
)guid
;
847 data
<< (uint8
)(type
!=DAMAGE_FALL_TO_VOID
? type
: DAMAGE_FALL
);
848 data
<< (uint32
)damage
;
851 SendMessageToSet(&data
, true);
853 DealDamage(this, damage
, NULL
, SELF_DAMAGE
, SPELL_SCHOOL_MASK_NORMAL
, NULL
, false);
855 if(type
==DAMAGE_FALL
&& !isAlive()) // DealDamage not apply item durability loss at self damage
857 DEBUG_LOG("We are fall to death, loosing 10 percents durability");
858 DurabilityLossAll(0.10f
,false);
859 // durability lost message
860 WorldPacket
data(SMSG_DURABILITY_DAMAGE_DEATH
, 0);
861 GetSession()->SendPacket(&data
);
865 void Player::HandleDrowning()
870 //if player is GM, have waterbreath, is dead or if breathing is disabled then return
871 if(waterbreath
|| isGameMaster() || !isAlive() || GetSession()->GetSecurity() >= sWorld
.getConfig(CONFIG_DISABLE_BREATHING
))
873 StopMirrorTimer(BREATH_TIMER
);
878 uint32 UnderWaterTime
= 1*MINUTE
*1000; // default length 1 min
880 AuraList
const& mModWaterBreathing
= GetAurasByType(SPELL_AURA_MOD_WATER_BREATHING
);
881 for(AuraList::const_iterator i
= mModWaterBreathing
.begin(); i
!= mModWaterBreathing
.end(); ++i
)
882 UnderWaterTime
= uint32(UnderWaterTime
* (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
);
884 if ((m_isunderwater
& 0x01) && !(m_isunderwater
& 0x80) && isAlive())
886 //single trigger timer
887 if (!(m_isunderwater
& 0x02))
889 m_isunderwater
|= 0x02;
890 m_breathTimer
= UnderWaterTime
+ 1000;
892 //single trigger "Breathbar"
893 if ( m_breathTimer
<= UnderWaterTime
&& !(m_isunderwater
& 0x04))
895 m_isunderwater
|= 0x04;
896 StartMirrorTimer(BREATH_TIMER
, UnderWaterTime
);
898 //continuous trigger drowning "Damage"
899 if ((m_breathTimer
== 0) && (m_isunderwater
& 0x01))
901 //TODO: Check this formula
902 uint64 guid
= GetGUID();
903 uint32 damage
= GetMaxHealth() / 5 + urand(0, getLevel()-1);
905 EnvironmentalDamage(guid
, DAMAGE_DROWNING
,damage
);
906 m_breathTimer
= 2000;
909 //single trigger retract bar
910 else if (!(m_isunderwater
& 0x01) && !(m_isunderwater
& 0x08) && (m_isunderwater
& 0x02) && (m_breathTimer
> 0) && isAlive())
912 m_isunderwater
= 0x08;
914 uint32 BreathRegen
= 10;
915 ModifyMirrorTimer(BREATH_TIMER
, UnderWaterTime
, m_breathTimer
,BreathRegen
);
916 m_isunderwater
= 0x10;
919 else if ((m_breathTimer
< 50) && !(m_isunderwater
& 0x01) && (m_isunderwater
== 0x10))
921 StopMirrorTimer(BREATH_TIMER
);
926 void Player::HandleLava()
928 if ((m_isunderwater
& 0x80) && isAlive())
930 // Single trigger Set BreathTimer
931 if (!(m_isunderwater
& 0x80))
933 m_isunderwater
|= 0x04;
934 m_breathTimer
= 1000;
937 // Reset BreathTimer and still in the lava
940 uint64 guid
= GetGUID();
941 uint32 damage
= urand(600, 700); // TODO: Get more detailed information about lava damage
943 // if not gamemaster then deal damage
944 if ( !isGameMaster() )
945 EnvironmentalDamage(guid
, DAMAGE_LAVA
, damage
);
947 m_breathTimer
= 1000;
950 else if (m_deathState
== DEAD
) // Disable breath timer and reset underwater flags
957 ///The player sobers by 256 every 10 seconds
958 void Player::HandleSobering()
962 uint32 drunk
= (m_drunk
<= 256) ? 0 : (m_drunk
- 256);
963 SetDrunkValue(drunk
);
966 DrunkenState
Player::GetDrunkenstateByValue(uint16 value
)
969 return DRUNKEN_SMASHED
;
971 return DRUNKEN_DRUNK
;
973 return DRUNKEN_TIPSY
;
974 return DRUNKEN_SOBER
;
977 void Player::SetDrunkValue(uint16 newDrunkenValue
, uint32 itemId
)
979 uint32 oldDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
981 m_drunk
= newDrunkenValue
;
982 SetUInt32Value(PLAYER_BYTES_3
,(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFF0001) | (m_drunk
& 0xFFFE));
984 uint32 newDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
986 // special drunk invisibility detection
987 if(newDrunkenState
>= DRUNKEN_DRUNK
)
988 m_detectInvisibilityMask
|= (1<<6);
990 m_detectInvisibilityMask
&= ~(1<<6);
992 if(newDrunkenState
== oldDrunkenState
)
995 WorldPacket
data(SMSG_CROSSED_INEBRIATION_THRESHOLD
, (8+4+4));
996 data
<< uint64(GetGUID());
997 data
<< uint32(newDrunkenState
);
998 data
<< uint32(itemId
);
1000 SendMessageToSet(&data
, true);
1003 void Player::Update( uint32 p_time
)
1009 if(m_nextMailDelivereTime
&& m_nextMailDelivereTime
<= time(NULL
))
1014 // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
1015 m_nextMailDelivereTime
= 0;
1018 Unit::Update( p_time
);
1020 // update player only attacks
1021 if(uint32 ranged_att
= getAttackTimer(RANGED_ATTACK
))
1023 setAttackTimer(RANGED_ATTACK
, (p_time
>= ranged_att
? 0 : ranged_att
- p_time
) );
1026 if(uint32 off_att
= getAttackTimer(OFF_ATTACK
))
1028 setAttackTimer(OFF_ATTACK
, (p_time
>= off_att
? 0 : off_att
- p_time
) );
1031 time_t now
= time (NULL
);
1035 UpdateContestedPvP(p_time
);
1037 UpdateDuelFlag(now
);
1039 CheckDuelDistance(now
);
1041 UpdateAfkReport(now
);
1043 CheckExploreSystem();
1045 // Update items that have just a limited lifetime
1046 if (now
>m_Last_tick
)
1047 UpdateItemDuration(uint32(now
- m_Last_tick
));
1049 if (!m_timedquests
.empty())
1051 std::set
<uint32
>::iterator iter
= m_timedquests
.begin();
1052 while (iter
!= m_timedquests
.end())
1054 QuestStatusData
& q_status
= mQuestStatus
[*iter
];
1055 if( q_status
.m_timer
<= p_time
)
1057 uint32 quest_id
= *iter
;
1058 ++iter
; // current iter will be removed in FailTimedQuest
1059 FailTimedQuest( quest_id
);
1063 q_status
.m_timer
-= p_time
;
1064 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
1070 if (hasUnitState(UNIT_STAT_MELEE_ATTACKING
))
1072 Unit
*pVictim
= getVictim();
1073 if( !IsNonMeleeSpellCasted(false) && pVictim
)
1075 // default combat reach 10
1076 // TODO add weapon,skill check
1078 float pldistance
= ATTACK_DISTANCE
;
1080 if (isAttackReady(BASE_ATTACK
))
1082 if(!IsWithinDistInMap(pVictim
, pldistance
))
1084 setAttackTimer(BASE_ATTACK
,100);
1085 if(m_swingErrorMsg
!= 1) // send single time (client auto repeat)
1087 SendAttackSwingNotInRange();
1088 m_swingErrorMsg
= 1;
1091 //120 degrees of radiant range
1092 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1094 setAttackTimer(BASE_ATTACK
,100);
1095 if(m_swingErrorMsg
!= 2) // send single time (client auto repeat)
1097 SendAttackSwingBadFacingAttack();
1098 m_swingErrorMsg
= 2;
1103 m_swingErrorMsg
= 0; // reset swing error state
1105 // prevent base and off attack in same time, delay attack at 0.2 sec
1106 if(haveOffhandWeapon())
1108 uint32 off_att
= getAttackTimer(OFF_ATTACK
);
1109 if(off_att
< ATTACK_DISPLAY_DELAY
)
1110 setAttackTimer(OFF_ATTACK
,ATTACK_DISPLAY_DELAY
);
1112 AttackerStateUpdate(pVictim
, BASE_ATTACK
);
1113 resetAttackTimer(BASE_ATTACK
);
1117 if ( haveOffhandWeapon() && isAttackReady(OFF_ATTACK
))
1119 if(!IsWithinDistInMap(pVictim
, pldistance
))
1121 setAttackTimer(OFF_ATTACK
,100);
1123 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1125 setAttackTimer(OFF_ATTACK
,100);
1129 // prevent base and off attack in same time, delay attack at 0.2 sec
1130 uint32 base_att
= getAttackTimer(BASE_ATTACK
);
1131 if(base_att
< ATTACK_DISPLAY_DELAY
)
1132 setAttackTimer(BASE_ATTACK
,ATTACK_DISPLAY_DELAY
);
1134 AttackerStateUpdate(pVictim
, OFF_ATTACK
);
1135 resetAttackTimer(OFF_ATTACK
);
1139 Unit
*owner
= pVictim
->GetOwner();
1140 Unit
*u
= owner
? owner
: pVictim
;
1141 if(u
->IsPvP() && (!duel
|| duel
->opponent
!= u
))
1144 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT
);
1149 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
))
1151 if(roll_chance_i(3) && GetTimeInnEnter() > 0) //freeze update
1153 int time_inn
= time(NULL
)-GetTimeInnEnter();
1154 if (time_inn
>= 10) //freeze update
1156 float bubble
= 0.125*sWorld
.getRate(RATE_REST_INGAME
);
1157 //speed collect rest bonus (section/in hour)
1158 SetRestBonus( GetRestBonus()+ time_inn
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
1159 UpdateInnerTime(time(NULL
));
1164 if(m_regenTimer
> 0)
1166 if(p_time
>= m_regenTimer
)
1169 m_regenTimer
-= p_time
;
1172 if (m_weaponChangeTimer
> 0)
1174 if(p_time
>= m_weaponChangeTimer
)
1175 m_weaponChangeTimer
= 0;
1177 m_weaponChangeTimer
-= p_time
;
1180 if (m_zoneUpdateTimer
> 0)
1182 if(p_time
>= m_zoneUpdateTimer
)
1184 uint32 newzone
= GetZoneId();
1185 if( m_zoneUpdateId
!= newzone
)
1186 UpdateZone(newzone
); // also update area
1189 // use area updates as well
1190 // needed for free far all arenas for example
1191 uint32 newarea
= GetAreaId();
1192 if( m_areaUpdateId
!= newarea
)
1193 UpdateArea(newarea
);
1195 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
1199 m_zoneUpdateTimer
-= p_time
;
1207 if (m_deathState
== JUST_DIED
)
1214 if(p_time
>= m_nextSave
)
1216 // m_nextSave reseted in SaveToDB call
1218 sLog
.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
1222 m_nextSave
-= p_time
;
1227 if(m_breathTimer
> 0)
1229 if(p_time
>= m_breathTimer
)
1232 m_breathTimer
-= p_time
;
1236 //Handle Water/drowning
1242 //Handle detect stealth players
1243 if (m_DetectInvTimer
> 0)
1245 if (p_time
>= m_DetectInvTimer
)
1247 m_DetectInvTimer
= 3000;
1248 HandleStealthedUnitsDetection();
1251 m_DetectInvTimer
-= p_time
;
1255 if (now
> m_Last_tick
)
1257 uint32 elapsed
= uint32(now
- m_Last_tick
);
1258 m_Played_time
[0] += elapsed
; // Total played time
1259 m_Played_time
[1] += elapsed
; // Level played time
1265 m_drunkTimer
+= p_time
;
1267 if (m_drunkTimer
> 10000)
1271 // not auto-free ghost from body in instances
1272 if(m_deathTimer
> 0 && !GetBaseMap()->Instanceable())
1274 if(p_time
>= m_deathTimer
)
1281 m_deathTimer
-= p_time
;
1284 UpdateEnchantTime(p_time
);
1285 UpdateHomebindTime(p_time
);
1288 SendUpdateToOutOfRangeGroupMembers();
1290 Pet
* pet
= GetPet();
1291 if(pet
&& !IsWithinDistInMap(pet
, OWNER_MAX_DISTANCE
) && (GetCharmGUID() && (pet
->GetGUID() != GetCharmGUID())))
1293 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
, true);
1298 void Player::setDeathState(DeathState s
)
1300 uint32 ressSpellId
= 0;
1302 bool cur
= isAlive();
1304 if(s
== JUST_DIED
&& cur
)
1306 // drunken state is cleared on death
1308 // lost combo points at any target (targeted combo points clear in Unit::setDeathState)
1311 clearResurrectRequestData();
1313 // remove form before other mods to prevent incorrect stats calculation
1314 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId
);
1316 //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
1317 RemovePet(NULL
, PET_SAVE_NOT_IN_SLOT
, true);
1319 // remove uncontrolled pets
1323 // save value before aura remove in Unit::setDeathState
1324 ressSpellId
= GetUInt32Value(PLAYER_SELF_RES_SPELL
);
1328 ressSpellId
= GetResurrectionSpellId();
1329 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP
, 1);
1331 Unit::setDeathState(s
);
1333 // restore resurrection spell id for player after aura remove
1334 if(s
== JUST_DIED
&& cur
&& ressSpellId
)
1335 SetUInt32Value(PLAYER_SELF_RES_SPELL
, ressSpellId
);
1337 if(isAlive() && !cur
)
1339 //clear aura case after resurrection by another way (spells will be applied before next death)
1340 SetUInt32Value(PLAYER_SELF_RES_SPELL
, 0);
1342 // restore default warrior stance
1343 if(getClass()== CLASS_WARRIOR
)
1344 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
1348 void Player::BuildEnumData( QueryResult
* result
, WorldPacket
* p_data
)
1350 Field
*fields
= result
->Fetch();
1352 *p_data
<< uint64(GetGUID());
1355 *p_data
<< uint8(getRace());
1356 uint8 pClass
= getClass();
1357 *p_data
<< uint8(pClass
);
1358 *p_data
<< uint8(getGender());
1360 uint32 bytes
= GetUInt32Value(PLAYER_BYTES
);
1361 *p_data
<< uint8(bytes
);
1362 *p_data
<< uint8(bytes
>> 8);
1363 *p_data
<< uint8(bytes
>> 16);
1364 *p_data
<< uint8(bytes
>> 24);
1366 bytes
= GetUInt32Value(PLAYER_BYTES_2
);
1367 *p_data
<< uint8(bytes
);
1369 *p_data
<< uint8(getLevel()); // player level
1370 // do not use GetMap! it will spawn a new instance since the bound instances are not loaded
1371 uint32 zoneId
= MapManager::Instance().GetZoneId(GetMapId(), GetPositionX(),GetPositionY());
1372 sLog
.outDebug("Player::BuildEnumData: m:%u, x:%f, y:%f, z:%f zone:%u", GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), zoneId
);
1373 *p_data
<< uint32(zoneId
);
1374 *p_data
<< uint32(GetMapId());
1376 *p_data
<< GetPositionX();
1377 *p_data
<< GetPositionY();
1378 *p_data
<< GetPositionZ();
1381 *p_data
<< (result
? fields
[13].GetUInt32() : 0);
1383 uint32 char_flags
= 0;
1384 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_HELM
))
1385 char_flags
|= CHARACTER_FLAG_HIDE_HELM
;
1386 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_CLOAK
))
1387 char_flags
|= CHARACTER_FLAG_HIDE_CLOAK
;
1388 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
))
1389 char_flags
|= CHARACTER_FLAG_GHOST
;
1390 if(HasAtLoginFlag(AT_LOGIN_RENAME
))
1391 char_flags
|= CHARACTER_FLAG_RENAME
;
1392 if(sWorld
.getConfig(CONFIG_DECLINED_NAMES_USED
) && (fields
[14].GetCppString() != ""))
1393 char_flags
|= CHARACTER_FLAG_DECLINED
;
1395 *p_data
<< uint32(char_flags
); // character flags
1396 // character customize (flags?)
1397 *p_data
<< uint32(HasAtLoginFlag(AT_LOGIN_CUSTOMIZE
) ? 1 : 0);
1398 *p_data
<< uint8(1); // unknown
1402 uint32 petDisplayId
= 0;
1403 uint32 petLevel
= 0;
1404 uint32 petFamily
= 0;
1406 // show pet at selection character in character list only for non-ghost character
1407 if(result
&& isAlive() && (pClass
== CLASS_WARLOCK
|| pClass
== CLASS_HUNTER
))
1409 uint32 entry
= fields
[10].GetUInt32();
1410 CreatureInfo
const* cInfo
= sCreatureStorage
.LookupEntry
<CreatureInfo
>(entry
);
1413 petDisplayId
= fields
[11].GetUInt32();
1414 petLevel
= fields
[12].GetUInt32();
1415 petFamily
= cInfo
->family
;
1419 *p_data
<< uint32(petDisplayId
);
1420 *p_data
<< uint32(petLevel
);
1421 *p_data
<< uint32(petFamily
);
1424 for (uint8 slot
= 0; slot
< EQUIPMENT_SLOT_END
; slot
++)
1426 uint32 visualbase
= PLAYER_VISIBLE_ITEM_1_0
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
);
1427 uint32 item_id
= GetUInt32Value(visualbase
);
1428 const ItemPrototype
* proto
= objmgr
.GetItemPrototype(item_id
);
1429 SpellItemEnchantmentEntry
const *enchant
= NULL
;
1431 for(uint8 enchantSlot
= PERM_ENCHANTMENT_SLOT
; enchantSlot
<=TEMP_ENCHANTMENT_SLOT
; enchantSlot
++)
1433 uint32 enchantId
= GetUInt32Value(visualbase
+1+enchantSlot
);
1434 if(enchant
= sSpellItemEnchantmentStore
.LookupEntry(enchantId
))
1440 *p_data
<< uint32(proto
->DisplayInfoID
);
1441 *p_data
<< uint8(proto
->InventoryType
);
1442 *p_data
<< uint32(enchant
? enchant
->aura_id
: 0);
1446 *p_data
<< uint32(0);
1447 *p_data
<< uint8(0);
1448 *p_data
<< uint32(0); // enchant?
1451 *p_data
<< uint32(0); // first bag display id
1452 *p_data
<< uint8(0); // first bag inventory type
1453 *p_data
<< uint32(0); // enchant?
1456 bool Player::ToggleAFK()
1458 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1460 bool state
= HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1462 // afk player not allowed in battleground
1463 if(state
&& InBattleGround())
1464 LeaveBattleground();
1469 bool Player::ToggleDND()
1471 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1473 return HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1476 uint8
Player::chatTag() const
1493 bool Player::TeleportTo(uint32 mapid
, float x
, float y
, float z
, float orientation
, uint32 options
)
1495 if(!MapManager::IsValidMapCoord(mapid
, x
, y
, z
, orientation
))
1497 sLog
.outError("TeleportTo: invalid map %d or absent instance template.", mapid
);
1501 // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
1502 Pet
* pet
= GetPet();
1504 MapEntry
const* mEntry
= sMapStore
.LookupEntry(mapid
);
1506 // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
1507 // don't let gm level > 1 either
1508 if(!InBattleGround() && mEntry
->IsBattleGroundOrArena())
1511 // client without expansion support
1512 if(GetSession()->Expansion() < mEntry
->Expansion())
1514 sLog
.outDebug("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid
);
1517 RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
1519 SendTransferAborted(mapid
, TRANSFER_ABORT_INSUF_EXPAN_LVL
, mEntry
->Expansion());
1521 return false; // normal client can't teleport to this map...
1525 sLog
.outDebug("Player %s will teleported to map %u", GetName(), mapid
);
1528 // if we were on a transport, leave
1529 if (!(options
& TELE_TO_NOT_LEAVE_TRANSPORT
) && m_transport
)
1531 m_transport
->RemovePassenger(this);
1533 m_movementInfo
.t_x
= 0.0f
;
1534 m_movementInfo
.t_y
= 0.0f
;
1535 m_movementInfo
.t_z
= 0.0f
;
1536 m_movementInfo
.t_o
= 0.0f
;
1537 m_movementInfo
.t_time
= 0;
1540 SetSemaphoreTeleport(true);
1542 // The player was ported to another map and looses the duel immediately.
1543 // We have to perform this check before the teleport, otherwise the
1544 // ObjectAccessor won't find the flag.
1545 if (duel
&& GetMapId()!=mapid
)
1547 GameObject
* obj
= ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER
));
1549 DuelComplete(DUEL_FLED
);
1552 // reset movement flags at teleport, because player will continue move with these flags after teleport
1553 SetUnitMovementFlags(0);
1555 if ((GetMapId() == mapid
) && (!m_transport
))
1557 // prepare zone change detect
1558 uint32 old_zone
= GetZoneId();
1561 if(!GetSession()->PlayerLogout())
1564 BuildTeleportAckMsg(&data
, x
, y
, z
, orientation
);
1565 GetSession()->SendPacket(&data
);
1566 SetPosition( x
, y
, z
, orientation
, true);
1569 // this will be used instead of the current location in SaveToDB
1570 m_teleport_dest
= WorldLocation(mapid
, x
, y
, z
, orientation
);
1571 SetFallInformation(0, z
);
1573 //BuildHeartBeatMsg(&data);
1574 //SendMessageToSet(&data, true);
1575 if (!(options
& TELE_TO_NOT_UNSUMMON_PET
))
1577 //same map, only remove pet if out of range
1578 if(pet
&& !IsWithinDistInMap(pet
, OWNER_MAX_DISTANCE
))
1580 if(pet
->isControlled() && !pet
->isTemporarySummoned() )
1581 m_temporaryUnsummonedPetNumber
= pet
->GetCharmInfo()->GetPetNumber();
1583 m_temporaryUnsummonedPetNumber
= 0;
1585 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
);
1589 if(!(options
& TELE_TO_NOT_LEAVE_COMBAT
))
1592 if (!(options
& TELE_TO_NOT_UNSUMMON_PET
))
1595 if(pet
&& m_temporaryUnsummonedPetNumber
)
1597 Pet
* NewPet
= new Pet
;
1598 if(!NewPet
->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber
, true))
1601 m_temporaryUnsummonedPetNumber
= 0;
1605 if(!GetSession()->PlayerLogout())
1607 // don't reset teleport semaphore while logging out, otherwise m_teleport_dest won't be used in Player::SaveToDB
1608 SetSemaphoreTeleport(false);
1610 UpdateZone(GetZoneId());
1614 if(old_zone
!= GetZoneId())
1617 if(pvpInfo
.inHostileArea
)
1618 CastSpell(this, 2479, true);
1623 // far teleport to another map
1624 Map
* oldmap
= IsInWorld() ? GetMap() : NULL
;
1625 // check if we can enter before stopping combat / removing pet / totems / interrupting spells
1627 // Check enter rights before map getting to avoid creating instance copy for player
1628 // this check not dependent from map instance copy and same for all instance copies of selected map
1629 if (!MapManager::Instance().CanPlayerEnter(mapid
, this))
1631 SetSemaphoreTeleport(false);
1635 // If the map is not created, assume it is possible to enter it.
1636 // It will be created in the WorldPortAck.
1637 Map
*map
= MapManager::Instance().FindMap(mapid
);
1638 if (!map
|| map
->CanEnter(this))
1644 ResetContestedPvP();
1646 // remove player from battleground on far teleport (when changing maps)
1647 if(BattleGround
const* bg
= GetBattleGround())
1649 // Note: at battleground join battleground id set before teleport
1650 // and we already will found "current" battleground
1651 // just need check that this is targeted map or leave
1652 if(bg
->GetMapId() != mapid
)
1653 LeaveBattleground(false); // don't teleport to entry point
1656 // remove pet on map change
1659 //leaving map -> delete pet right away (doing this later will cause problems)
1660 if(pet
->isControlled() && !pet
->isTemporarySummoned())
1661 m_temporaryUnsummonedPetNumber
= pet
->GetCharmInfo()->GetPetNumber();
1663 m_temporaryUnsummonedPetNumber
= 0;
1665 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
);
1668 // remove all dyn objects
1669 RemoveAllDynObjects();
1671 // stop spellcasting
1672 // not attempt interrupt teleportation spell at caster teleport
1673 if(!(options
& TELE_TO_SPELL
))
1674 if(IsNonMeleeSpellCasted(true))
1675 InterruptNonMeleeSpells(true);
1677 if(!GetSession()->PlayerLogout())
1679 // send transfer packets
1680 WorldPacket
data(SMSG_TRANSFER_PENDING
, (4+4+4));
1681 data
<< uint32(mapid
);
1684 data
<< m_transport
->GetEntry() << GetMapId();
1686 GetSession()->SendPacket(&data
);
1688 data
.Initialize(SMSG_NEW_WORLD
, (20));
1691 data
<< (uint32
)mapid
<< m_movementInfo
.t_x
<< m_movementInfo
.t_y
<< m_movementInfo
.t_z
<< m_movementInfo
.t_o
;
1695 data
<< (uint32
)mapid
<< (float)x
<< (float)y
<< (float)z
<< (float)orientation
;
1697 GetSession()->SendPacket( &data
);
1698 SendSavedInstances();
1700 // remove from old map now
1701 if(oldmap
) oldmap
->Remove(this, false);
1704 // new final coordinates
1708 float final_o
= orientation
;
1712 final_x
+= m_movementInfo
.t_x
;
1713 final_y
+= m_movementInfo
.t_y
;
1714 final_z
+= m_movementInfo
.t_z
;
1715 final_o
+= m_movementInfo
.t_o
;
1718 m_teleport_dest
= WorldLocation(mapid
, final_x
, final_y
, final_z
, final_o
);
1719 SetFallInformation(0, final_z
);
1720 // if the player is saved before worldportack (at logout for example)
1721 // this will be used instead of the current location in SaveToDB
1723 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP
);
1725 // move packet sent by client always after far teleport
1726 // SetPosition(final_x, final_y, final_z, final_o, true);
1729 // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
1737 void Player::AddToWorld()
1739 ///- Do not add/remove the player from the object storage
1740 ///- It will crash when updating the ObjectAccessor
1741 ///- The player should only be added when logging in
1744 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; i
++)
1747 m_items
[i
]->AddToWorld();
1751 void Player::RemoveFromWorld()
1756 ///- Release charmed creatures, unsummon totems and remove pets/guardians
1758 UnsummonAllTotems();
1763 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; i
++)
1766 m_items
[i
]->RemoveFromWorld();
1769 ///- Do not add/remove the player from the object storage
1770 ///- It will crash when updating the ObjectAccessor
1771 ///- The player should only be removed when logging out
1772 Unit::RemoveFromWorld();
1775 void Player::RewardRage( uint32 damage
, uint32 weaponSpeedHitFactor
, bool attacker
)
1779 float rageconversion
= ((0.0091107836 * getLevel()*getLevel())+3.225598133*getLevel())+4.2652911;
1783 addRage
= ((damage
/rageconversion
*7.5 + weaponSpeedHitFactor
)/2);
1785 // talent who gave more rage on attack
1786 addRage
*= 1.0f
+ GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT
) / 100.0f
;
1790 addRage
= damage
/rageconversion
*2.5;
1792 // Berserker Rage effect
1793 if(HasAura(18499,0))
1797 addRage
*= sWorld
.getRate(RATE_POWER_RAGE_INCOME
);
1799 ModifyPower(POWER_RAGE
, uint32(addRage
*10));
1802 void Player::RegenerateAll()
1804 if (m_regenTimer
!= 0)
1806 uint32 regenDelay
= 2000;
1808 // Not in combat or they have regeneration
1809 if( !isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) ||
1810 HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
) || IsPolymorphed() )
1813 if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN
))
1815 Regenerate(POWER_RAGE
);
1816 if(getClass() == CLASS_DEATH_KNIGHT
)
1817 Regenerate(POWER_RUNIC_POWER
);
1821 Regenerate( POWER_ENERGY
);
1823 Regenerate( POWER_MANA
);
1825 if(getClass() == CLASS_DEATH_KNIGHT
)
1826 Regenerate( POWER_RUNE
);
1828 m_regenTimer
= regenDelay
;
1831 void Player::Regenerate(Powers power
)
1833 uint32 curValue
= GetPower(power
);
1834 uint32 maxValue
= GetMaxPower(power
);
1836 float addvalue
= 0.0f
;
1842 bool recentCast
= IsUnderLastManaUseEffect();
1843 float ManaIncreaseRate
= sWorld
.getRate(RATE_POWER_MANA
);
1846 // Mangos Updates Mana in intervals of 2s, which is correct
1847 addvalue
= GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER
) * ManaIncreaseRate
* 2.00f
;
1851 addvalue
= GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER
) * ManaIncreaseRate
* 2.00f
;
1854 case POWER_RAGE
: // Regenerate rage
1856 float RageDecreaseRate
= sWorld
.getRate(RATE_POWER_RAGE_LOSS
);
1857 addvalue
= 30 * RageDecreaseRate
; // 3 rage by tick
1859 case POWER_ENERGY
: // Regenerate energy (rogue)
1862 case POWER_RUNIC_POWER
:
1864 float RunicPowerDecreaseRate
= sWorld
.getRate(RATE_POWER_RUNICPOWER_LOSS
);
1865 addvalue
= 30 * RunicPowerDecreaseRate
; // 3 RunicPower by tick
1869 for(uint32 i
= 0; i
< MAX_RUNES
; ++i
)
1870 if(uint8 cd
= GetRuneCooldown(i
)) // if we have cooldown, reduce it...
1871 SetRuneCooldown(i
, cd
- 1); // ... by 2 sec (because update is every 2 sec)
1874 case POWER_HAPPINESS
:
1878 // Mana regen calculated in Player::UpdateManaRegen()
1879 // Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras
1880 if(power
!= POWER_MANA
)
1882 AuraList
const& ModPowerRegenPCTAuras
= GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT
);
1883 for(AuraList::const_iterator i
= ModPowerRegenPCTAuras
.begin(); i
!= ModPowerRegenPCTAuras
.end(); ++i
)
1884 if ((*i
)->GetModifier()->m_miscvalue
== power
)
1885 addvalue
*= ((*i
)->GetModifier()->m_amount
+ 100) / 100.0f
;
1888 if (power
!= POWER_RAGE
&& power
!= POWER_RUNIC_POWER
)
1890 curValue
+= uint32(addvalue
);
1891 if (curValue
> maxValue
)
1892 curValue
= maxValue
;
1896 if(curValue
<= uint32(addvalue
))
1899 curValue
-= uint32(addvalue
);
1901 SetPower(power
, curValue
);
1904 void Player::RegenerateHealth()
1906 uint32 curValue
= GetHealth();
1907 uint32 maxValue
= GetMaxHealth();
1909 if (curValue
>= maxValue
) return;
1911 float HealthIncreaseRate
= sWorld
.getRate(RATE_HEALTH
);
1913 float addvalue
= 0.0f
;
1916 if ( IsPolymorphed() )
1917 addvalue
= GetMaxHealth()/3;
1918 // normal regen case (maybe partly in combat case)
1919 else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) )
1921 addvalue
= OCTRegenHPPerSpirit()* HealthIncreaseRate
;
1924 AuraList
const& mModHealthRegenPct
= GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT
);
1925 for(AuraList::const_iterator i
= mModHealthRegenPct
.begin(); i
!= mModHealthRegenPct
.end(); ++i
)
1926 addvalue
*= (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
;
1928 else if(HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
))
1929 addvalue
*= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) / 100.0f
;
1935 // always regeneration bonus (including combat)
1936 addvalue
+= GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
);
1941 ModifyHealth(int32(addvalue
));
1944 bool Player::CanInteractWithNPCs(bool alive
) const
1946 if(alive
&& !isAlive())
1954 bool Player::IsUnderWater() const
1956 return IsInWater() &&
1957 GetPositionZ() < (MapManager::Instance().GetBaseMap(GetMapId())->GetWaterLevel(GetPositionX(),GetPositionY())-2);
1960 void Player::SetInWater(bool apply
)
1962 if(m_isInWater
==apply
)
1965 //define player in water by opcodes
1966 //move player's guid into HateOfflineList of those mobs
1967 //which can't swim and move guid back into ThreatList when
1969 //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
1970 m_isInWater
= apply
;
1972 // remove auras that need water/land
1973 RemoveAurasWithInterruptFlags(apply
? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER
: AURA_INTERRUPT_FLAG_NOT_UNDERWATER
);
1975 getHostilRefManager().updateThreatTables();
1978 void Player::SetGameMaster(bool on
)
1982 m_ExtraFlags
|= PLAYER_EXTRA_GM_ON
;
1984 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
1986 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_FFA_PVP
);
1987 ResetContestedPvP();
1989 getHostilRefManager().setOnlineOfflineState(false);
1994 m_ExtraFlags
&= ~ PLAYER_EXTRA_GM_ON
;
1995 setFactionForRace(getRace());
1996 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
1998 // restore FFA PvP Server state
1999 if(sWorld
.IsFFAPvPRealm())
2000 SetFlag(PLAYER_FLAGS
,PLAYER_FLAGS_FFA_PVP
);
2002 // restore FFA PvP area state, remove not allowed for GM mounts
2003 UpdateArea(m_areaUpdateId
);
2005 getHostilRefManager().setOnlineOfflineState(true);
2008 ObjectAccessor::UpdateVisibilityForPlayer(this);
2011 void Player::SetGMVisible(bool on
)
2015 m_ExtraFlags
&= ~PLAYER_EXTRA_GM_INVISIBLE
; //remove flag
2017 // Reapply stealth/invisibility if active or show if not any
2018 if(HasAuraType(SPELL_AURA_MOD_STEALTH
))
2019 SetVisibility(VISIBILITY_GROUP_STEALTH
);
2020 else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY
))
2021 SetVisibility(VISIBILITY_GROUP_INVISIBILITY
);
2023 SetVisibility(VISIBILITY_ON
);
2027 m_ExtraFlags
|= PLAYER_EXTRA_GM_INVISIBLE
; //add flag
2029 SetAcceptWhispers(false);
2030 SetGameMaster(true);
2032 SetVisibility(VISIBILITY_OFF
);
2036 bool Player::IsGroupVisibleFor(Player
* p
) const
2038 switch(sWorld
.getConfig(CONFIG_GROUP_VISIBILITY
))
2040 default: return IsInSameGroupWith(p
);
2041 case 1: return IsInSameRaidWith(p
);
2042 case 2: return GetTeam()==p
->GetTeam();
2046 bool Player::IsInSameGroupWith(Player
const* p
) const
2048 return p
==this || GetGroup() != NULL
&&
2049 GetGroup() == p
->GetGroup() &&
2050 GetGroup()->SameSubGroup((Player
*)this, (Player
*)p
);
2053 ///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
2054 /// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
2055 void Player::UninviteFromGroup()
2057 Group
* group
= GetGroupInvite();
2061 group
->RemoveInvite(this);
2063 if(group
->GetMembersCount() <= 1) // group has just 1 member => disband
2065 if(group
->IsCreated())
2067 group
->Disband(true);
2068 objmgr
.RemoveGroup(group
);
2071 group
->RemoveAllInvites();
2077 void Player::RemoveFromGroup(Group
* group
, uint64 guid
)
2081 if (group
->RemoveMember(guid
, 0) <= 1)
2083 // group->Disband(); already disbanded in RemoveMember
2084 objmgr
.RemoveGroup(group
);
2086 // removemember sets the player's group pointer to NULL
2091 void Player::SendLogXPGain(uint32 GivenXP
, Unit
* victim
, uint32 RestXP
)
2093 WorldPacket
data(SMSG_LOG_XPGAIN
, 21);
2094 data
<< uint64(victim
? victim
->GetGUID() : 0); // guid
2095 data
<< uint32(GivenXP
+RestXP
); // given experience
2096 data
<< uint8(victim
? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
2099 data
<< uint32(GivenXP
); // experience without rested bonus
2100 data
<< float(1); // 1 - none 0 - 100% group bonus output
2102 data
<< uint8(0); // new 2.4.0
2103 GetSession()->SendPacket(&data
);
2106 void Player::GiveXP(uint32 xp
, Unit
* victim
)
2114 uint32 level
= getLevel();
2116 // XP to money conversion processed in Player::RewardQuest
2117 if(level
>= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
2120 // handle SPELL_AURA_MOD_XP_PCT auras
2121 Unit::AuraList
const& ModXPPctAuras
= GetAurasByType(SPELL_AURA_MOD_XP_PCT
);
2122 for(Unit::AuraList::const_iterator i
= ModXPPctAuras
.begin();i
!= ModXPPctAuras
.end(); ++i
)
2123 xp
= uint32(xp
*(1.0f
+ (*i
)->GetModifier()->m_amount
/ 100.0f
));
2125 // XP resting bonus for kill
2126 uint32 rested_bonus_xp
= victim
? GetXPRestBonus(xp
) : 0;
2128 SendLogXPGain(xp
,victim
,rested_bonus_xp
);
2130 uint32 curXP
= GetUInt32Value(PLAYER_XP
);
2131 uint32 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2132 uint32 newXP
= curXP
+ xp
+ rested_bonus_xp
;
2134 while( newXP
>= nextLvlXP
&& level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2138 if ( level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2139 GiveLevel(level
+ 1);
2142 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2145 SetUInt32Value(PLAYER_XP
, newXP
);
2148 // Update player to next level
2149 // Current player experience not update (must be update by caller)
2150 void Player::GiveLevel(uint32 level
)
2152 if ( level
== getLevel() )
2155 PlayerLevelInfo info
;
2156 objmgr
.GetPlayerLevelInfo(getRace(),getClass(),level
,&info
);
2158 PlayerClassLevelInfo classInfo
;
2159 objmgr
.GetPlayerClassLevelInfo(getClass(),level
,&classInfo
);
2161 // send levelup info to client
2162 WorldPacket
data(SMSG_LEVELUP_INFO
, (4+4+MAX_POWERS
*4+MAX_STATS
*4));
2163 data
<< uint32(level
);
2164 data
<< uint32(int32(classInfo
.basehealth
) - int32(GetCreateHealth()));
2165 // for(int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6)
2166 data
<< uint32(int32(classInfo
.basemana
) - int32(GetCreateMana()));
2174 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
) // Stats loop (0-4)
2175 data
<< uint32(int32(info
.stats
[i
]) - GetCreateStat(Stats(i
)));
2177 GetSession()->SendPacket(&data
);
2179 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, MaNGOS::XP::xp_to_level(level
));
2181 //update level, max level of skills
2182 if(getLevel()!= level
)
2183 m_Played_time
[1] = 0; // Level Played Time reset
2185 UpdateSkillsForLevel ();
2187 // save base values (bonuses already included in stored stats
2188 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2189 SetCreateStat(Stats(i
), info
.stats
[i
]);
2191 SetCreateHealth(classInfo
.basehealth
);
2192 SetCreateMana(classInfo
.basemana
);
2194 InitTalentForLevel();
2195 InitTaxiNodesForLevel();
2196 InitGlyphsForLevel();
2200 // set current level health and mana/energy to maximum after applying all mods.
2201 SetHealth(GetMaxHealth());
2202 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2203 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2204 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2205 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2206 SetPower(POWER_FOCUS
, 0);
2207 SetPower(POWER_HAPPINESS
, 0);
2209 // give level to summoned pet
2210 Pet
* pet
= GetPet();
2211 if(pet
&& pet
->getPetType()==SUMMON_PET
)
2212 pet
->GivePetLevel(level
);
2213 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL
);
2216 void Player::InitTalentForLevel()
2218 uint32 level
= getLevel();
2219 // talents base at level diff ( talents = level - 9 but some can be used already)
2222 // Remove all talent points
2223 if(m_usedTalentCount
> 0) // Free any used talents
2226 SetFreeTalentPoints(0);
2231 uint32 talentPointsForLevel
= uint32((level
-9)*sWorld
.getRate(RATE_TALENT
));
2232 // if used more that have then reset
2233 if(m_usedTalentCount
> talentPointsForLevel
)
2235 if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR
)
2238 SetFreeTalentPoints(0);
2240 // else update amount of free points
2242 SetFreeTalentPoints(talentPointsForLevel
-m_usedTalentCount
);
2246 void Player::InitStatsForLevel(bool reapplyMods
)
2248 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2249 _RemoveAllStatBonuses();
2251 PlayerClassLevelInfo classInfo
;
2252 objmgr
.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo
);
2254 PlayerLevelInfo info
;
2255 objmgr
.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info
);
2257 SetUInt32Value(PLAYER_FIELD_MAX_LEVEL
, sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) );
2258 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, MaNGOS::XP::xp_to_level(getLevel()));
2260 UpdateSkillsForLevel ();
2262 // set default cast time multiplier
2263 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
);
2265 // reset size before reapply auras
2266 SetFloatValue(OBJECT_FIELD_SCALE_X
,1.0f
);
2268 // save base values (bonuses already included in stored stats
2269 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2270 SetCreateStat(Stats(i
), info
.stats
[i
]);
2272 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2273 SetStat(Stats(i
), info
.stats
[i
]);
2275 SetCreateHealth(classInfo
.basehealth
);
2278 SetCreateMana(classInfo
.basemana
);
2280 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2284 //reset rating fields values
2285 for(uint16 index
= PLAYER_FIELD_COMBAT_RATING_1
; index
< PLAYER_FIELD_COMBAT_RATING_1
+ MAX_COMBAT_RATING
; ++index
)
2286 SetUInt32Value(index
, 0);
2288 SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS
,0);
2289 for (int i
= 0; i
< 7; i
++)
2291 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG
+i
, 0);
2292 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS
+i
, 0);
2293 SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT
+i
, 1.00f
);
2296 //reset attack power, damage and attack speed fields
2297 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
, 2000.0f
);
2298 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
+ 1, 2000.0f
); // offhand attack time
2299 SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME
, 2000.0f
);
2301 SetFloatValue(UNIT_FIELD_MINDAMAGE
, 0.0f
);
2302 SetFloatValue(UNIT_FIELD_MAXDAMAGE
, 0.0f
);
2303 SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
, 0.0f
);
2304 SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
, 0.0f
);
2305 SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
, 0.0f
);
2306 SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
, 0.0f
);
2308 SetUInt32Value(UNIT_FIELD_ATTACK_POWER
, 0 );
2309 SetUInt32Value(UNIT_FIELD_ATTACK_POWER_MODS
, 0 );
2310 SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER
,0.0f
);
2311 SetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER
, 0 );
2312 SetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS
,0 );
2313 SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER
,0.0f
);
2315 // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2316 SetFloatValue(PLAYER_CRIT_PERCENTAGE
,0.0f
);
2317 SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE
,0.0f
);
2318 SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE
,0.0f
);
2320 // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2321 for (uint8 i
= 0; i
< 7; ++i
)
2322 SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1
+i
, 0.0f
);
2324 SetFloatValue(PLAYER_PARRY_PERCENTAGE
, 0.0f
);
2325 SetFloatValue(PLAYER_BLOCK_PERCENTAGE
, 0.0f
);
2326 SetUInt32Value(PLAYER_SHIELD_BLOCK
, 0);
2329 SetFloatValue(PLAYER_DODGE_PERCENTAGE
, 0.0f
);
2331 // set armor (resistance 0) to original value (create_agility*2)
2332 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2333 SetResistanceBuffMods(SpellSchools(0), true, 0.0f
);
2334 SetResistanceBuffMods(SpellSchools(0), false, 0.0f
);
2335 // set other resistance to original value (0)
2336 for (int i
= 1; i
< MAX_SPELL_SCHOOL
; i
++)
2338 SetResistance(SpellSchools(i
), 0);
2339 SetResistanceBuffMods(SpellSchools(i
), true, 0.0f
);
2340 SetResistanceBuffMods(SpellSchools(i
), false, 0.0f
);
2343 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE
,0);
2344 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE
,0);
2345 for(int i
= 0; i
< MAX_SPELL_SCHOOL
; ++i
)
2347 SetFloatValue(UNIT_FIELD_POWER_COST_MODIFIER
+i
,0.0f
);
2348 SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER
+i
,0.0f
);
2350 // Reset no reagent cost field
2351 for(int i
= 0; i
< 3; i
++)
2352 SetUInt32Value(PLAYER_NO_REAGENT_COST_1
+ i
, 0);
2353 // Init data for form but skip reapply item mods for form
2354 InitDataForForm(reapplyMods
);
2357 for (int i
= POWER_MANA
; i
< MAX_POWERS
; i
++)
2358 SetMaxPower(Powers(i
), uint32(GetCreatePowers(Powers(i
))));
2360 SetMaxHealth(classInfo
.basehealth
); // stamina bonus will applied later
2362 // cleanup mounted state (it will set correctly at aura loading if player saved at mount.
2363 SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID
, 0);
2365 // cleanup unit flags (will be re-applied if need at aura load).
2366 RemoveFlag( UNIT_FIELD_FLAGS
,
2367 UNIT_FLAG_NON_ATTACKABLE
| UNIT_FLAG_DISABLE_MOVE
| UNIT_FLAG_NOT_ATTACKABLE_1
|
2368 UNIT_FLAG_PET_IN_COMBAT
| UNIT_FLAG_SILENCED
| UNIT_FLAG_PACIFIED
|
2369 UNIT_FLAG_STUNNED
| UNIT_FLAG_IN_COMBAT
| UNIT_FLAG_DISARMED
|
2370 UNIT_FLAG_CONFUSED
| UNIT_FLAG_FLEEING
| UNIT_FLAG_NOT_SELECTABLE
|
2371 UNIT_FLAG_SKINNABLE
| UNIT_FLAG_MOUNT
| UNIT_FLAG_TAXI_FLIGHT
);
2372 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
); // must be set
2374 // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
2375 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
| PLAYER_FLAGS_DND
| PLAYER_FLAGS_GM
| PLAYER_FLAGS_GHOST
| PLAYER_FLAGS_FFA_PVP
);
2377 SetByteValue(UNIT_FIELD_BYTES_1
, 2, 0x00); // one form stealth modified bytes
2379 // restore if need some important flags
2380 SetUInt32Value(PLAYER_FIELD_BYTES2
, 0 ); // flags empty by default
2382 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2383 _ApplyAllStatBonuses();
2385 // set current level health and mana/energy to maximum after applying all mods.
2386 SetHealth(GetMaxHealth());
2387 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2388 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2389 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2390 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2391 SetPower(POWER_FOCUS
, 0);
2392 SetPower(POWER_HAPPINESS
, 0);
2393 SetPower(POWER_RUNIC_POWER
, 0);
2396 void Player::SendInitialSpells()
2398 uint16 spellCount
= 0;
2400 WorldPacket
data(SMSG_INITIAL_SPELLS
, (1+2+4*m_spells
.size()+2+m_spellCooldowns
.size()*(2+2+2+4+4)));
2403 size_t countPos
= data
.wpos();
2404 data
<< uint16(spellCount
); // spell count placeholder
2406 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2408 if(itr
->second
->state
== PLAYERSPELL_REMOVED
)
2411 if(!itr
->second
->active
|| itr
->second
->disabled
)
2414 data
<< uint16(itr
->first
);
2415 data
<< uint16(0); // it's not slot id
2420 data
.put
<uint16
>(countPos
,spellCount
); // write real count value
2422 uint16 spellCooldowns
= m_spellCooldowns
.size();
2423 data
<< uint16(spellCooldowns
);
2424 for(SpellCooldowns::const_iterator itr
=m_spellCooldowns
.begin(); itr
!=m_spellCooldowns
.end(); ++itr
)
2426 SpellEntry
const *sEntry
= sSpellStore
.LookupEntry(itr
->first
);
2430 data
<< uint16(itr
->first
);
2432 time_t cooldown
= 0;
2433 time_t curTime
= time(NULL
);
2434 if(itr
->second
.end
> curTime
)
2435 cooldown
= (itr
->second
.end
-curTime
)*1000;
2437 data
<< uint16(itr
->second
.itemid
); // cast item id
2438 data
<< uint16(sEntry
->Category
); // spell category
2439 if(sEntry
->Category
) // may be wrong, but anyway better than nothing...
2441 data
<< uint32(0); // cooldown
2442 data
<< uint32(cooldown
); // category cooldown
2446 data
<< uint32(cooldown
); // cooldown
2447 data
<< uint32(0); // category cooldown
2451 GetSession()->SendPacket(&data
);
2453 sLog
.outDetail( "CHARACTER: Sent Initial Spells" );
2456 void Player::RemoveMail(uint32 id
)
2458 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
2460 if ((*itr
)->messageID
== id
)
2462 //do not delete item, because Player::removeMail() is called when returning mail to sender.
2469 void Player::SendMailResult(uint32 mailId
, uint32 mailAction
, uint32 mailError
, uint32 equipError
, uint32 item_guid
, uint32 item_count
)
2471 WorldPacket
data(SMSG_SEND_MAIL_RESULT
, (4+4+4+(mailError
== MAIL_ERR_BAG_FULL
?4:(mailAction
== MAIL_ITEM_TAKEN
?4+4:0))));
2472 data
<< (uint32
) mailId
;
2473 data
<< (uint32
) mailAction
;
2474 data
<< (uint32
) mailError
;
2475 if ( mailError
== MAIL_ERR_BAG_FULL
)
2476 data
<< (uint32
) equipError
;
2477 else if( mailAction
== MAIL_ITEM_TAKEN
)
2479 data
<< (uint32
) item_guid
; // item guid low?
2480 data
<< (uint32
) item_count
; // item count?
2482 GetSession()->SendPacket(&data
);
2485 void Player::SendNewMail()
2487 // deliver undelivered mail
2488 WorldPacket
data(SMSG_RECEIVED_MAIL
, 4);
2490 GetSession()->SendPacket(&data
);
2493 void Player::UpdateNextMailTimeAndUnreads()
2495 // calculate next delivery time (min. from non-delivered mails
2496 // and recalculate unReadMail
2497 time_t cTime
= time(NULL
);
2498 m_nextMailDelivereTime
= 0;
2500 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
2502 if((*itr
)->deliver_time
> cTime
)
2504 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> (*itr
)->deliver_time
)
2505 m_nextMailDelivereTime
= (*itr
)->deliver_time
;
2507 else if(((*itr
)->checked
& MAIL_CHECK_MASK_READ
) == 0)
2512 void Player::AddNewMailDeliverTime(time_t deliver_time
)
2514 if(deliver_time
<= time(NULL
)) // ready now
2519 else // not ready and no have ready mails
2521 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> deliver_time
)
2522 m_nextMailDelivereTime
= deliver_time
;
2526 bool Player::addSpell(uint32 spell_id
, bool active
, bool learning
, bool loading
, uint16 slot_id
, bool disabled
)
2528 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
2531 // do character spell book cleanup (all characters)
2532 if(loading
&& !learning
) // spell load case
2534 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id
);
2535 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2538 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id
);
2543 if(!SpellMgr::IsSpellValid(spellInfo
,this,false))
2545 // do character spell book cleanup (all characters)
2546 if(loading
&& !learning
) // spell load case
2548 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id
);
2549 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2552 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id
);
2557 PlayerSpellState state
= learning
? PLAYERSPELL_NEW
: PLAYERSPELL_UNCHANGED
;
2559 bool disabled_case
= false;
2560 bool superceded_old
= false;
2562 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2563 if (itr
!= m_spells
.end())
2565 // update active state for known spell
2566 if(itr
->second
->active
!= active
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->disabled
)
2568 itr
->second
->active
= active
;
2570 // loading && !learning == explicitly load from DB and then exist in it already and set correctly
2571 if(loading
&& !learning
)
2572 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2573 else if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2574 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2578 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
2579 data
<< uint16(spell_id
);
2580 GetSession()->SendPacket(&data
);
2582 return active
; // learn (show in spell book if active now)
2585 if(itr
->second
->disabled
!= disabled
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
)
2587 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2588 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2589 itr
->second
->disabled
= disabled
;
2594 disabled_case
= true;
2596 else switch(itr
->second
->state
)
2598 case PLAYERSPELL_UNCHANGED
: // known saved spell
2600 case PLAYERSPELL_REMOVED
: // re-learning removed not saved spell
2603 m_spells
.erase(itr
);
2604 state
= PLAYERSPELL_CHANGED
;
2605 break; // need re-add
2607 default: // known not saved yet spell (new or modified)
2609 // can be in case spell loading but learned at some previous spell loading
2610 if(loading
&& !learning
)
2611 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2618 if(!disabled_case
) // skip new spell adding if spell already known (disabled spells case)
2620 // talent: unlearn all other talent ranks (high and low)
2621 if(TalentSpellPos
const* talentPos
= GetTalentSpellPos(spell_id
))
2623 if(TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry( talentPos
->talent_id
))
2625 for(int i
=0; i
<5; ++i
)
2627 // skip learning spell and no rank spell case
2628 uint32 rankSpellId
= talentInfo
->RankID
[i
];
2629 if(!rankSpellId
|| rankSpellId
==spell_id
)
2632 // skip unknown ranks
2633 if(!HasSpell(rankSpellId
))
2636 removeSpell(rankSpellId
);
2640 // non talent spell: learn low ranks (recursive call)
2641 else if(uint32 prev_spell
= spellmgr
.GetPrevSpellInChain(spell_id
))
2643 if(loading
) // at spells loading, no output, but allow save
2644 addSpell(prev_spell
,active
,true,loading
,SPELL_WITHOUT_SLOT_ID
,disabled
);
2645 else // at normal learning
2646 learnSpell(prev_spell
);
2649 PlayerSpell
*newspell
= new PlayerSpell
;
2650 newspell
->active
= active
;
2651 newspell
->state
= state
;
2652 newspell
->disabled
= disabled
;
2654 // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
2655 if(newspell
->active
&& !newspell
->disabled
&& !SpellMgr::canStackSpellRanks(spellInfo
) && spellmgr
.GetSpellRank(spellInfo
->Id
) != 0)
2657 for( PlayerSpellMap::iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2659 if(itr
->second
->state
== PLAYERSPELL_REMOVED
) continue;
2660 SpellEntry
const *i_spellInfo
= sSpellStore
.LookupEntry(itr
->first
);
2661 if(!i_spellInfo
) continue;
2663 if( spellmgr
.IsRankSpellDueToSpell(spellInfo
,itr
->first
) )
2665 if(itr
->second
->active
)
2667 if(spellmgr
.IsHighRankOfSpell(spell_id
,itr
->first
))
2669 if(!loading
) // not send spell (re-/over-)learn packets at loading
2671 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, (4));
2672 data
<< uint16(itr
->first
);
2673 data
<< uint16(spell_id
);
2674 GetSession()->SendPacket( &data
);
2677 // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
2678 itr
->second
->active
= false;
2679 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2680 superceded_old
= true; // new spell replace old in action bars and spell book.
2682 else if(spellmgr
.IsHighRankOfSpell(itr
->first
,spell_id
))
2684 if(!loading
) // not send spell (re-/over-)learn packets at loading
2686 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, (4));
2687 data
<< uint16(spell_id
);
2688 data
<< uint16(itr
->first
);
2689 GetSession()->SendPacket( &data
);
2692 // mark new spell as disable (not learned yet for client and will not learned)
2693 newspell
->active
= false;
2694 if(newspell
->state
!= PLAYERSPELL_NEW
)
2695 newspell
->state
= PLAYERSPELL_CHANGED
;
2702 uint16 tmpslot
=slot_id
;
2704 if (tmpslot
== SPELL_WITHOUT_SLOT_ID
)
2707 PlayerSpellMap::iterator itr
;
2708 for (itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2710 if(itr
->second
->state
== PLAYERSPELL_REMOVED
)
2712 if (itr
->second
->slotId
> maxid
)
2713 maxid
= itr
->second
->slotId
;
2715 tmpslot
= maxid
+ 1;
2718 newspell
->slotId
= tmpslot
;
2719 m_spells
[spell_id
] = newspell
;
2721 // return false if spell disabled
2722 if (newspell
->disabled
)
2726 uint32 talentCost
= GetTalentSpellCost(spell_id
);
2728 // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
2729 // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
2730 if( talentCost
> 0 && IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_LEARN_SPELL
) )
2732 // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
2733 CastSpell(this, spell_id
, true);
2735 // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
2736 else if (IsPassiveSpell(spell_id
))
2738 // if spell doesn't require a stance or the player is in the required stance
2739 if( ( !spellInfo
->Stances
&&
2740 spell_id
!= 5420 && spell_id
!= 5419 && spell_id
!= 7376 &&
2741 spell_id
!= 7381 && spell_id
!= 21156 && spell_id
!= 21009 &&
2742 spell_id
!= 21178 && spell_id
!= 33948 && spell_id
!= 40121 ) ||
2743 m_form
!= 0 && (spellInfo
->Stances
& (1<<(m_form
-1))) ||
2744 (spell_id
== 5420 && m_form
== FORM_TREE
) ||
2745 (spell_id
== 5419 && m_form
== FORM_TRAVEL
) ||
2746 (spell_id
== 7376 && m_form
== FORM_DEFENSIVESTANCE
) ||
2747 (spell_id
== 7381 && m_form
== FORM_BERSERKERSTANCE
) ||
2748 (spell_id
== 21156 && m_form
== FORM_BATTLESTANCE
)||
2749 (spell_id
== 21178 && (m_form
== FORM_BEAR
|| m_form
== FORM_DIREBEAR
) ) ||
2750 (spell_id
== 33948 && m_form
== FORM_FLIGHT
) ||
2751 (spell_id
== 40121 && m_form
== FORM_FLIGHT_EPIC
) )
2752 //Check CasterAuraStates
2753 if (!spellInfo
->CasterAuraState
|| HasAuraState(AuraState(spellInfo
->CasterAuraState
)))
2754 CastSpell(this, spell_id
, true);
2756 else if( IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_SKILL_STEP
) )
2758 CastSpell(this, spell_id
, true);
2762 // update used talent points count
2763 m_usedTalentCount
+= talentCost
;
2765 // update free primary prof.points (if any, can be none in case GM .learn prof. learning)
2766 if(uint32 freeProfs
= GetFreePrimaryProffesionPoints())
2768 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
2769 SetFreePrimaryProffesions(freeProfs
-1);
2772 // add dependent skills
2773 uint16 maxskill
= GetMaxSkillValueForLevel();
2775 SpellLearnSkillNode
const* spellLearnSkill
= spellmgr
.GetSpellLearnSkill(spell_id
);
2779 uint32 skill_value
= GetPureSkillValue(spellLearnSkill
->skill
);
2780 uint32 skill_max_value
= GetPureMaxSkillValue(spellLearnSkill
->skill
);
2782 if(skill_value
< spellLearnSkill
->value
)
2783 skill_value
= spellLearnSkill
->value
;
2785 uint32 new_skill_max_value
= spellLearnSkill
->maxvalue
== 0 ? maxskill
: spellLearnSkill
->maxvalue
;
2787 if(skill_max_value
< new_skill_max_value
)
2788 skill_max_value
= new_skill_max_value
;
2790 SetSkill(spellLearnSkill
->skill
,skill_value
,skill_max_value
);
2794 // not ranked skills
2795 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
2796 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
2798 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
2800 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
2804 if(HasSkill(pSkill
->id
))
2807 if(_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
||
2808 // lockpicking special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2809 pSkill
->id
==SKILL_LOCKPICKING
&& _spell_idx
->second
->max_value
==0 )
2811 switch(GetSkillRangeType(pSkill
,_spell_idx
->second
->racemask
!=0))
2813 case SKILL_RANGE_LANGUAGE
:
2814 SetSkill(pSkill
->id
, 300, 300 );
2816 case SKILL_RANGE_LEVEL
:
2817 SetSkill(pSkill
->id
, 1, GetMaxSkillValueForLevel() );
2819 case SKILL_RANGE_MONO
:
2820 SetSkill(pSkill
->id
, 1, 1 );
2829 // learn dependent spells
2830 SpellLearnSpellMap::const_iterator spell_begin
= spellmgr
.GetBeginSpellLearnSpell(spell_id
);
2831 SpellLearnSpellMap::const_iterator spell_end
= spellmgr
.GetEndSpellLearnSpell(spell_id
);
2833 for(SpellLearnSpellMap::const_iterator itr
= spell_begin
; itr
!= spell_end
; ++itr
)
2835 if(!itr
->second
.autoLearned
)
2837 if(loading
) // at spells loading, no output, but allow save
2838 addSpell(itr
->second
.spell
,true,true,loading
);
2839 else // at normal learning
2840 learnSpell(itr
->second
.spell
);
2846 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL
);
2847 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS
);
2850 // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
2851 return active
&& !disabled
&& !superceded_old
;
2854 void Player::learnSpell(uint32 spell_id
)
2856 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2858 bool disabled
= (itr
!= m_spells
.end()) ? itr
->second
->disabled
: false;
2859 bool active
= disabled
? itr
->second
->active
: true;
2861 bool learning
= addSpell(spell_id
,active
);
2863 // learn all disabled higher ranks (recursive)
2864 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
2865 for(SpellChainMapNext::const_iterator i
= nextMap
.lower_bound(spell_id
); i
!= nextMap
.upper_bound(spell_id
); ++i
)
2867 PlayerSpellMap::iterator iter
= m_spells
.find(i
->second
);
2868 if (disabled
&& iter
!= m_spells
.end() && iter
->second
->disabled
)
2869 learnSpell(i
->second
);
2872 // prevent duplicated entires in spell book
2876 WorldPacket
data(SMSG_LEARNED_SPELL
, 4);
2877 data
<< uint32(spell_id
);
2878 GetSession()->SendPacket(&data
);
2881 void Player::removeSpell(uint32 spell_id
, bool disabled
)
2883 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2884 if (itr
== m_spells
.end())
2887 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| disabled
&& itr
->second
->disabled
)
2890 // unlearn non talent higher ranks (recursive)
2891 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
2892 for(SpellChainMapNext::const_iterator itr2
= nextMap
.lower_bound(spell_id
); itr2
!= nextMap
.upper_bound(spell_id
); ++itr2
)
2893 if(HasSpell(itr2
->second
) && !GetTalentSpellPos(itr2
->second
))
2894 removeSpell(itr2
->second
,disabled
);
2897 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
2898 data
<< uint16(spell_id
);
2899 GetSession()->SendPacket(&data
);
2903 itr
->second
->disabled
= disabled
;
2904 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2905 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2909 if(itr
->second
->state
== PLAYERSPELL_NEW
)
2912 m_spells
.erase(itr
);
2915 itr
->second
->state
= PLAYERSPELL_REMOVED
;
2918 RemoveAurasDueToSpell(spell_id
);
2921 if(PetAura
const* petSpell
= spellmgr
.GetPetAura(spell_id
))
2922 RemovePetAura(petSpell
);
2924 // free talent points
2925 uint32 talentCosts
= GetTalentSpellCost(spell_id
);
2928 if(talentCosts
< m_usedTalentCount
)
2929 m_usedTalentCount
-= talentCosts
;
2931 m_usedTalentCount
= 0;
2934 // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
2935 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
2937 uint32 freeProfs
= GetFreePrimaryProffesionPoints()+1;
2938 if(freeProfs
<= sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
))
2939 SetFreePrimaryProffesions(freeProfs
);
2942 // remove dependent skill
2943 SpellLearnSkillNode
const* spellLearnSkill
= spellmgr
.GetSpellLearnSkill(spell_id
);
2946 uint32 prev_spell
= spellmgr
.GetPrevSpellInChain(spell_id
);
2947 if(!prev_spell
) // first rank, remove skill
2948 SetSkill(spellLearnSkill
->skill
,0,0);
2951 // search prev. skill setting by spell ranks chain
2952 SpellLearnSkillNode
const* prevSkill
= spellmgr
.GetSpellLearnSkill(prev_spell
);
2953 while(!prevSkill
&& prev_spell
)
2955 prev_spell
= spellmgr
.GetPrevSpellInChain(prev_spell
);
2956 prevSkill
= spellmgr
.GetSpellLearnSkill(spellmgr
.GetFirstSpellInChain(prev_spell
));
2959 if(!prevSkill
) // not found prev skill setting, remove skill
2960 SetSkill(spellLearnSkill
->skill
,0,0);
2961 else // set to prev. skill setting values
2963 uint32 skill_value
= GetPureSkillValue(prevSkill
->skill
);
2964 uint32 skill_max_value
= GetPureMaxSkillValue(prevSkill
->skill
);
2966 if(skill_value
> prevSkill
->value
)
2967 skill_value
= prevSkill
->value
;
2969 uint32 new_skill_max_value
= prevSkill
->maxvalue
== 0 ? GetMaxSkillValueForLevel() : prevSkill
->maxvalue
;
2971 if(skill_max_value
> new_skill_max_value
)
2972 skill_max_value
= new_skill_max_value
;
2974 SetSkill(prevSkill
->skill
,skill_value
,skill_max_value
);
2981 // not ranked skills
2982 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
2983 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
2985 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
2987 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
2991 if(_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
||
2992 // lockpicking special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2993 pSkill
->id
==SKILL_LOCKPICKING
&& _spell_idx
->second
->max_value
==0 )
2995 // not reset skills for professions and racial abilities
2996 if( (pSkill
->categoryId
==SKILL_CATEGORY_SECONDARY
|| pSkill
->categoryId
==SKILL_CATEGORY_PROFESSION
) &&
2997 (IsProfessionSkill(pSkill
->id
) || _spell_idx
->second
->racemask
!=0) )
3000 SetSkill(pSkill
->id
, 0, 0 );
3005 // remove dependent spells
3006 SpellLearnSpellMap::const_iterator spell_begin
= spellmgr
.GetBeginSpellLearnSpell(spell_id
);
3007 SpellLearnSpellMap::const_iterator spell_end
= spellmgr
.GetEndSpellLearnSpell(spell_id
);
3009 for(SpellLearnSpellMap::const_iterator itr2
= spell_begin
; itr2
!= spell_end
; ++itr2
)
3010 removeSpell(itr2
->second
.spell
, disabled
);
3013 void Player::RemoveArenaSpellCooldowns()
3015 // remove cooldowns on spells that has < 15 min CD
3016 SpellCooldowns::iterator itr
, next
;
3017 // iterate spell cooldowns
3018 for(itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); itr
= next
)
3022 SpellEntry
const * entry
= sSpellStore
.LookupEntry(itr
->first
);
3023 // check if spellentry is present and if the cooldown is less than 15 mins
3025 entry
->RecoveryTime
<= 15 * MINUTE
* 1000 &&
3026 entry
->CategoryRecoveryTime
<= 15 * MINUTE
* 1000 )
3029 WorldPacket
data(SMSG_CLEAR_COOLDOWN
, (4+8));
3030 data
<< uint32(itr
->first
);
3032 GetSession()->SendPacket(&data
);
3034 m_spellCooldowns
.erase(itr
);
3039 void Player::RemoveAllSpellCooldown()
3041 if(!m_spellCooldowns
.empty())
3043 for(SpellCooldowns::const_iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); ++itr
)
3045 WorldPacket
data(SMSG_CLEAR_COOLDOWN
, (4+8));
3046 data
<< uint32(itr
->first
);
3047 data
<< uint64(GetGUID());
3048 GetSession()->SendPacket(&data
);
3050 m_spellCooldowns
.clear();
3054 void Player::_LoadSpellCooldowns(QueryResult
*result
)
3056 m_spellCooldowns
.clear();
3058 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
3062 time_t curTime
= time(NULL
);
3066 Field
*fields
= result
->Fetch();
3068 uint32 spell_id
= fields
[0].GetUInt32();
3069 uint32 item_id
= fields
[1].GetUInt32();
3070 time_t db_time
= (time_t)fields
[2].GetUInt64();
3072 if(!sSpellStore
.LookupEntry(spell_id
))
3074 sLog
.outError("Player %u have unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id
);
3078 // skip outdated cooldown
3079 if(db_time
<= curTime
)
3082 AddSpellCooldown(spell_id
, item_id
, db_time
);
3084 sLog
.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id
, item_id
, uint32(db_time
-curTime
));
3086 while( result
->NextRow() );
3092 void Player::_SaveSpellCooldowns()
3094 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
3096 time_t curTime
= time(NULL
);
3098 // remove outdated and save active
3099 for(SpellCooldowns::iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end();)
3101 if(itr
->second
.end
<= curTime
)
3102 m_spellCooldowns
.erase(itr
++);
3105 CharacterDatabase
.PExecute("INSERT INTO character_spell_cooldown (guid,spell,item,time) VALUES ('%u', '%u', '%u', '" I64FMTD
"')", GetGUIDLow(), itr
->first
, itr
->second
.itemid
, uint64(itr
->second
.end
));
3111 uint32
Player::resetTalentsCost() const
3113 // The first time reset costs 1 gold
3114 if(m_resetTalentsCost
< 1*GOLD
)
3117 else if(m_resetTalentsCost
< 5*GOLD
)
3119 // After that it increases in increments of 5 gold
3120 else if(m_resetTalentsCost
< 10*GOLD
)
3124 uint32 months
= (sWorld
.GetGameTime() - m_resetTalentsTime
)/MONTH
;
3127 // This cost will be reduced by a rate of 5 gold per month
3128 int32 new_cost
= int32(m_resetTalentsCost
) - 5*GOLD
*months
;
3129 // to a minimum of 10 gold.
3130 return (new_cost
< 10*GOLD
? 10*GOLD
: new_cost
);
3134 // After that it increases in increments of 5 gold
3135 int32 new_cost
= m_resetTalentsCost
+ 5*GOLD
;
3136 // until it hits a cap of 50 gold.
3137 if(new_cost
> 50*GOLD
)
3144 bool Player::resetTalents(bool no_cost
)
3146 // not need after this call
3147 if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS
))
3149 m_atLoginFlags
= m_atLoginFlags
& ~AT_LOGIN_RESET_TALENTS
;
3150 CharacterDatabase
.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_TALENTS
), GetGUIDLow());
3153 uint32 level
= getLevel();
3154 uint32 talentPointsForLevel
= level
< 10 ? 0 : uint32((level
-9)*sWorld
.getRate(RATE_TALENT
));
3156 if (m_usedTalentCount
== 0)
3158 SetFreeTalentPoints(talentPointsForLevel
);
3166 cost
= resetTalentsCost();
3168 if (GetMoney() < cost
)
3170 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, 0, 0, 0);
3175 for (unsigned int i
= 0; i
< sTalentStore
.GetNumRows(); i
++)
3177 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry(i
);
3179 if (!talentInfo
) continue;
3181 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentInfo
->TalentTab
);
3186 // unlearn only talents for character class
3187 // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
3188 // to prevent unexpected lost normal learned spell skip another class talents
3189 if( (getClassMask() & talentTabInfo
->ClassMask
) == 0 )
3192 for (int j
= 0; j
< 5; j
++)
3194 for(PlayerSpellMap::iterator itr
= GetSpellMap().begin(); itr
!= GetSpellMap().end();)
3196 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->disabled
)
3202 // remove learned spells (all ranks)
3203 uint32 itrFirstId
= spellmgr
.GetFirstSpellInChain(itr
->first
);
3205 // unlearn if first rank is talent or learned by talent
3206 if (itrFirstId
== talentInfo
->RankID
[j
] || spellmgr
.IsSpellLearnToSpell(talentInfo
->RankID
[j
],itrFirstId
))
3208 removeSpell(itr
->first
,!IsPassiveSpell(itr
->first
));
3209 itr
= GetSpellMap().begin();
3218 SetFreeTalentPoints(talentPointsForLevel
);
3222 ModifyMoney(-(int32
)cost
);
3224 m_resetTalentsCost
= cost
;
3225 m_resetTalentsTime
= time(NULL
);
3228 //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
3229 RemovePet(NULL
,PET_SAVE_NOT_IN_SLOT
, true);
3234 bool Player::_removeSpell(uint16 spell_id
)
3236 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
3237 if (itr
!= m_spells
.end())
3240 m_spells
.erase(itr
);
3246 Mail
* Player::GetMail(uint32 id
)
3248 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
3250 if ((*itr
)->messageID
== id
)
3258 void Player::_SetCreateBits(UpdateMask
*updateMask
, Player
*target
) const
3262 Object::_SetCreateBits(updateMask
, target
);
3266 for(uint16 index
= 0; index
< m_valuesCount
; index
++)
3268 if(GetUInt32Value(index
) != 0 && updateVisualBits
.GetBit(index
))
3269 updateMask
->SetBit(index
);
3274 void Player::_SetUpdateBits(UpdateMask
*updateMask
, Player
*target
) const
3278 Object::_SetUpdateBits(updateMask
, target
);
3282 Object::_SetUpdateBits(updateMask
, target
);
3283 *updateMask
&= updateVisualBits
;
3287 void Player::InitVisibleBits()
3289 updateVisualBits
.SetCount(PLAYER_END
);
3291 updateVisualBits
.SetBit(OBJECT_FIELD_GUID
);
3292 updateVisualBits
.SetBit(OBJECT_FIELD_TYPE
);
3293 updateVisualBits
.SetBit(OBJECT_FIELD_ENTRY
);
3294 updateVisualBits
.SetBit(OBJECT_FIELD_SCALE_X
);
3295 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
+ 0);
3296 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
+ 1);
3297 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
+ 0);
3298 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
+ 1);
3299 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
+ 0);
3300 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
+ 1);
3301 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
+ 0);
3302 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
+ 1);
3303 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
+ 0);
3304 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
+ 1);
3305 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_0
);
3306 updateVisualBits
.SetBit(UNIT_FIELD_HEALTH
);
3307 updateVisualBits
.SetBit(UNIT_FIELD_POWER1
);
3308 updateVisualBits
.SetBit(UNIT_FIELD_POWER2
);
3309 updateVisualBits
.SetBit(UNIT_FIELD_POWER3
);
3310 updateVisualBits
.SetBit(UNIT_FIELD_POWER4
);
3311 updateVisualBits
.SetBit(UNIT_FIELD_POWER5
);
3312 updateVisualBits
.SetBit(UNIT_FIELD_POWER6
);
3313 updateVisualBits
.SetBit(UNIT_FIELD_POWER7
);
3314 updateVisualBits
.SetBit(UNIT_FIELD_MAXHEALTH
);
3315 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER1
);
3316 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER2
);
3317 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER3
);
3318 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER4
);
3319 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER5
);
3320 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER6
);
3321 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER7
);
3322 updateVisualBits
.SetBit(UNIT_FIELD_LEVEL
);
3323 updateVisualBits
.SetBit(UNIT_FIELD_FACTIONTEMPLATE
);
3324 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 0);
3325 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 1);
3326 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 2);
3327 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS
);
3328 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS_2
);
3329 updateVisualBits
.SetBit(UNIT_FIELD_AURASTATE
);
3330 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
+ 0);
3331 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
+ 1);
3332 updateVisualBits
.SetBit(UNIT_FIELD_BOUNDINGRADIUS
);
3333 updateVisualBits
.SetBit(UNIT_FIELD_COMBATREACH
);
3334 updateVisualBits
.SetBit(UNIT_FIELD_DISPLAYID
);
3335 updateVisualBits
.SetBit(UNIT_FIELD_NATIVEDISPLAYID
);
3336 updateVisualBits
.SetBit(UNIT_FIELD_MOUNTDISPLAYID
);
3337 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_1
);
3338 updateVisualBits
.SetBit(UNIT_FIELD_PETNUMBER
);
3339 updateVisualBits
.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP
);
3340 updateVisualBits
.SetBit(UNIT_DYNAMIC_FLAGS
);
3341 updateVisualBits
.SetBit(UNIT_CHANNEL_SPELL
);
3342 updateVisualBits
.SetBit(UNIT_MOD_CAST_SPEED
);
3343 updateVisualBits
.SetBit(UNIT_FIELD_BASE_MANA
);
3344 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_2
);
3345 updateVisualBits
.SetBit(UNIT_FIELD_HOVERHEIGHT
);
3347 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
+ 0);
3348 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
+ 1);
3349 updateVisualBits
.SetBit(PLAYER_FLAGS
);
3350 updateVisualBits
.SetBit(PLAYER_GUILDID
);
3351 updateVisualBits
.SetBit(PLAYER_GUILDRANK
);
3352 updateVisualBits
.SetBit(PLAYER_BYTES
);
3353 updateVisualBits
.SetBit(PLAYER_BYTES_2
);
3354 updateVisualBits
.SetBit(PLAYER_BYTES_3
);
3355 updateVisualBits
.SetBit(PLAYER_DUEL_TEAM
);
3356 updateVisualBits
.SetBit(PLAYER_GUILD_TIMESTAMP
);
3358 // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
3359 for(uint16 i
= PLAYER_QUEST_LOG_1_1
; i
< PLAYER_QUEST_LOG_25_2
; i
+= 4)
3360 updateVisualBits
.SetBit(i
);
3362 // Players visible items are not inventory stuff
3363 for(uint16 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
3365 uint32 offset
= i
* MAX_VISIBLE_ITEM_OFFSET
;
3368 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR
+ 0 + offset
);
3369 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR
+ 1 + offset
);
3372 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_0
+ 0 + offset
);
3374 // item enchantments
3375 for(uint8 j
= 0; j
< MAX_ENCHANTMENT_SLOT
; ++j
)
3376 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_0
+ 1 + j
+ offset
);
3378 // random properties
3379 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ offset
);
3380 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_SEED
+ offset
);
3381 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_PAD
+ offset
);
3384 updateVisualBits
.SetBit(PLAYER_CHOSEN_TITLE
);
3387 void Player::BuildCreateUpdateBlockForPlayer( UpdateData
*data
, Player
*target
) const
3389 for(int i
= 0; i
< EQUIPMENT_SLOT_END
; i
++)
3391 if(m_items
[i
] == NULL
)
3394 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3399 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
3401 if(m_items
[i
] == NULL
)
3404 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3406 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
3408 if(m_items
[i
] == NULL
)
3411 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3415 Unit::BuildCreateUpdateBlockForPlayer( data
, target
);
3418 void Player::DestroyForPlayer( Player
*target
) const
3420 Unit::DestroyForPlayer( target
);
3422 for(int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
3424 if(m_items
[i
] == NULL
)
3427 m_items
[i
]->DestroyForPlayer( target
);
3432 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
3434 if(m_items
[i
] == NULL
)
3437 m_items
[i
]->DestroyForPlayer( target
);
3439 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
3441 if(m_items
[i
] == NULL
)
3444 m_items
[i
]->DestroyForPlayer( target
);
3449 bool Player::HasSpell(uint32 spell
) const
3451 PlayerSpellMap::const_iterator itr
= m_spells
.find((uint16
)spell
);
3452 return (itr
!= m_spells
.end() && itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->disabled
);
3455 TrainerSpellState
Player::GetTrainerSpellState(TrainerSpell
const* trainer_spell
) const
3458 return TRAINER_SPELL_RED
;
3460 if (!trainer_spell
->spell
)
3461 return TRAINER_SPELL_RED
;
3464 if(HasSpell(trainer_spell
->spell
))
3465 return TRAINER_SPELL_GRAY
;
3467 // check race/class requirement
3468 if(!IsSpellFitByClassAndRace(trainer_spell
->spell
))
3469 return TRAINER_SPELL_RED
;
3471 // check level requirement
3472 if(getLevel() < trainer_spell
->reqlevel
)
3473 return TRAINER_SPELL_RED
;
3475 if(SpellChainNode
const* spell_chain
= spellmgr
.GetSpellChainNode(trainer_spell
->spell
))
3477 // check prev.rank requirement
3478 if(spell_chain
->prev
&& !HasSpell(spell_chain
->prev
))
3479 return TRAINER_SPELL_RED
;
3481 // check additional spell requirement
3482 if(spell_chain
->req
&& !HasSpell(spell_chain
->req
))
3483 return TRAINER_SPELL_RED
;
3486 // check skill requirement
3487 if(trainer_spell
->reqskill
&& GetBaseSkillValue(trainer_spell
->reqskill
) < trainer_spell
->reqskillvalue
)
3488 return TRAINER_SPELL_RED
;
3490 // exist, already checked at loading
3491 SpellEntry
const* spell
= sSpellStore
.LookupEntry(trainer_spell
->spell
);
3493 // secondary prof. or not prof. spell
3494 uint32 skill
= spell
->EffectMiscValue
[1];
3496 if(spell
->Effect
[1] != SPELL_EFFECT_SKILL
|| !IsPrimaryProfessionSkill(skill
))
3497 return TRAINER_SPELL_GREEN
;
3499 // check primary prof. limit
3500 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell
->Id
) && GetFreePrimaryProffesionPoints() == 0)
3501 return TRAINER_SPELL_RED
;
3503 return TRAINER_SPELL_GREEN
;
3506 void Player::DeleteFromDB(uint64 playerguid
, uint32 accountId
, bool updateRealmChars
)
3508 uint32 guid
= GUID_LOPART(playerguid
);
3510 // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
3511 // bones will be deleted by corpse/bones deleting thread shortly
3512 ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid
);
3514 // remove from guild
3515 uint32 guildId
= GetGuildIdFromDB(playerguid
);
3518 Guild
* guild
= objmgr
.GetGuildById(guildId
);
3520 guild
->DelMember(guid
);
3523 // remove from arena teams
3524 LeaveAllArenaTeams(playerguid
);
3526 // the player was uninvited already on logout so just remove from group
3527 QueryResult
*resultGroup
= CharacterDatabase
.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid
);
3530 uint64 leaderGuid
= MAKE_NEW_GUID((*resultGroup
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
3532 Group
* group
= objmgr
.GetGroupByLeader(leaderGuid
);
3535 RemoveFromGroup(group
, playerguid
);
3539 // remove signs from petitions (also remove petitions if owner);
3540 RemovePetitionsAndSigns(playerguid
, 10);
3542 // return back all mails with COD and Item 0 1 2 3 4 5 6
3543 QueryResult
*resultMail
= CharacterDatabase
.PQuery("SELECT id,mailTemplateId,sender,subject,itemTextId,money,has_items FROM mail WHERE receiver='%u' AND has_items<>0 AND cod<>0", guid
);
3548 Field
*fields
= resultMail
->Fetch();
3550 uint32 mail_id
= fields
[0].GetUInt32();
3551 uint16 mailTemplateId
= fields
[1].GetUInt16();
3552 uint32 sender
= fields
[2].GetUInt32();
3553 std::string subject
= fields
[3].GetCppString();
3554 uint32 itemTextId
= fields
[4].GetUInt32();
3555 uint32 money
= fields
[5].GetUInt32();
3556 bool has_items
= fields
[6].GetBool();
3558 //we can return mail now
3559 //so firstly delete the old one
3560 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id
);
3565 // data needs to be at first place for Item::LoadFromDB
3566 QueryResult
*resultItems
= CharacterDatabase
.PQuery("SELECT data,item_guid,item_template FROM mail_items JOIN item_instance ON item_guid = guid WHERE mail_id='%u'", mail_id
);
3571 Field
*fields2
= resultItems
->Fetch();
3573 uint32 item_guidlow
= fields2
[1].GetUInt32();
3574 uint32 item_template
= fields2
[2].GetUInt32();
3576 ItemPrototype
const* itemProto
= objmgr
.GetItemPrototype(item_template
);
3579 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow
);
3583 Item
*pItem
= NewItemOrBag(itemProto
);
3584 if(!pItem
->LoadFromDB(item_guidlow
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
),resultItems
))
3586 pItem
->FSetState(ITEM_REMOVED
);
3587 pItem
->SaveToDB(); // it also deletes item object !
3591 mi
.AddItem(item_guidlow
, item_template
, pItem
);
3593 while (resultItems
->NextRow());
3599 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id
);
3601 uint32 pl_account
= objmgr
.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
3603 WorldSession::SendReturnToSender(MAIL_NORMAL
, pl_account
, guid
, sender
, subject
, itemTextId
, &mi
, money
, mailTemplateId
);
3605 while (resultMail
->NextRow());
3610 // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
3611 // Get guids of character's pets, will deleted in transaction
3612 QueryResult
*resultPets
= CharacterDatabase
.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid
);
3614 // NOW we can finally clear other DB data related to character
3615 CharacterDatabase
.BeginTransaction();
3620 Field
*fields3
= resultPets
->Fetch();
3621 uint32 petguidlow
= fields3
[0].GetUInt32();
3622 Pet::DeleteFromDB(petguidlow
);
3623 } while (resultPets
->NextRow());
3627 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",guid
);
3628 CharacterDatabase
.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid
);
3629 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid
);
3630 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid
);
3631 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid
);
3632 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid
);
3633 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid
);
3634 CharacterDatabase
.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid
);
3635 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid
);
3636 CharacterDatabase
.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid
);
3637 CharacterDatabase
.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid
);
3638 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid
);
3639 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid
);
3640 CharacterDatabase
.PExecute("DELETE FROM character_ticket WHERE guid = '%u'",guid
);
3641 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid
);
3642 CharacterDatabase
.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid
,guid
);
3643 CharacterDatabase
.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid
);
3644 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid
);
3645 CharacterDatabase
.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid
);
3646 CharacterDatabase
.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid
);
3647 CharacterDatabase
.PExecute("DELETE FROM character_achievement WHERE guid = '%u'",guid
);
3648 CharacterDatabase
.PExecute("DELETE FROM character_achievement_progress WHERE guid = '%u'",guid
);
3649 CharacterDatabase
.CommitTransaction();
3651 //loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID);
3652 if(updateRealmChars
) sWorld
.UpdateRealmCharCount(accountId
);
3655 void Player::SetMovement(PlayerMovementType pType
)
3660 case MOVE_ROOT
: data
.Initialize(SMSG_FORCE_MOVE_ROOT
, GetPackGUID().size()+4); break;
3661 case MOVE_UNROOT
: data
.Initialize(SMSG_FORCE_MOVE_UNROOT
, GetPackGUID().size()+4); break;
3662 case MOVE_WATER_WALK
: data
.Initialize(SMSG_MOVE_WATER_WALK
, GetPackGUID().size()+4); break;
3663 case MOVE_LAND_WALK
: data
.Initialize(SMSG_MOVE_LAND_WALK
, GetPackGUID().size()+4); break;
3665 sLog
.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType
);
3668 data
.append(GetPackGUID());
3670 GetSession()->SendPacket( &data
);
3674 - a resurrectable corpse must not be loaded for the player (only bones)
3675 - the player must be in world
3677 void Player::BuildPlayerRepop()
3679 WorldPacket
data(SMSG_PRE_RESURRECT
, GetPackGUID().size());
3680 data
.append(GetPackGUID());
3681 GetSession()->SendPacket(&data
);
3683 if(getRace() == RACE_NIGHTELF
)
3684 CastSpell(this, 20584, true); // auras SPELL_AURA_INCREASE_SPEED(+speed in wisp form), SPELL_AURA_INCREASE_SWIM_SPEED(+swim speed in wisp form), SPELL_AURA_TRANSFORM (to wisp form)
3685 CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)
3687 // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
3688 // there must be SMSG.STOP_MIRROR_TIMER
3689 // there we must send 888 opcode
3691 // the player cannot have a corpse already, only bones which are not returned by GetCorpse
3694 sLog
.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
3698 // create a corpse and place it at the player's location
3700 Corpse
*corpse
= GetCorpse();
3703 sLog
.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
3706 GetMap()->Add(corpse
);
3708 // convert player body to ghost
3711 SetMovement(MOVE_WATER_WALK
);
3712 if(!GetSession()->isLogingOut())
3713 SetMovement(MOVE_UNROOT
);
3715 // BG - remove insignia related
3716 RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_SKINNABLE
);
3718 SendCorpseReclaimDelay();
3720 // to prevent cheating
3721 corpse
->ResetGhostTime();
3723 StopMirrorTimers(); //disable timers(bars)
3725 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, (float)1.0); //see radius of death player?
3727 SetByteValue(UNIT_FIELD_BYTES_1
, 3, PLAYER_STATE_FLAG_ALWAYS_STAND
);
3730 void Player::SendDelayResponse(const uint32 ml_seconds
)
3732 //FIXME: is this delay time arg really need? 50msec by default in code
3733 WorldPacket
data( SMSG_QUERY_TIME_RESPONSE
, 4+4 );
3734 data
<< (uint32
)time(NULL
);
3736 GetSession()->SendPacket( &data
);
3739 void Player::ResurrectPlayer(float restore_percent
, bool applySickness
)
3741 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // remove spirit healer position
3746 GetSession()->SendPacket(&data
);
3748 // speed change, land walk
3750 // remove death flag + set aura
3751 SetByteValue(UNIT_FIELD_BYTES_1
, 3, 0x00);
3752 if(getRace() == RACE_NIGHTELF
)
3753 RemoveAurasDueToSpell(20584); // speed bonuses
3754 RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
3756 setDeathState(ALIVE
);
3758 SetMovement(MOVE_LAND_WALK
);
3759 SetMovement(MOVE_UNROOT
);
3763 // set health/powers (0- will be set in caller)
3764 if(restore_percent
>0.0f
)
3766 SetHealth(uint32(GetMaxHealth()*restore_percent
));
3767 SetPower(POWER_MANA
, uint32(GetMaxPower(POWER_MANA
)*restore_percent
));
3768 SetPower(POWER_RAGE
, 0);
3769 SetPower(POWER_ENERGY
, uint32(GetMaxPower(POWER_ENERGY
)*restore_percent
));
3772 // update visibility
3773 ObjectAccessor::UpdateVisibilityForPlayer(this);
3775 // some items limited to specific map
3776 DestroyZoneLimitedItem( true, GetZoneId());
3781 //Characters from level 1-10 are not affected by resurrection sickness.
3782 //Characters from level 11-19 will suffer from one minute of sickness
3783 //for each level they are above 10.
3784 //Characters level 20 and up suffer from ten minutes of sickness.
3785 int32 startLevel
= sWorld
.getConfig(CONFIG_DEATH_SICKNESS_LEVEL
);
3787 if(int32(getLevel()) >= startLevel
)
3789 // set resurrection sickness
3790 CastSpell(this,SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,true);
3792 // not full duration
3793 if(int32(getLevel()) < startLevel
+9)
3795 int32 delta
= (int32(getLevel()) - startLevel
+ 1)*MINUTE
;
3797 for(int i
=0; i
< 3; ++i
)
3799 if(Aura
* Aur
= GetAura(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,i
))
3801 Aur
->SetAuraDuration(delta
*1000);
3802 Aur
->SendAuraUpdate(false);
3809 void Player::KillPlayer()
3811 SetMovement(MOVE_ROOT
);
3813 StopMirrorTimers(); //disable timers(bars)
3815 setDeathState(CORPSE
);
3816 //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
3818 SetFlag(UNIT_DYNAMIC_FLAGS
, 0x00);
3819 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, !sMapStore
.LookupEntry(GetMapId())->Instanceable());
3821 // 6 minutes until repop at graveyard
3822 m_deathTimer
= 6*MINUTE
*1000;
3824 UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
3826 // don't create corpse at this moment, player might be falling
3828 // update visibility
3829 ObjectAccessor::UpdateObjectVisibility(this);
3832 void Player::CreateCorpse()
3834 // prevent existence 2 corpse for player
3837 uint32 _uf
, _pb
, _pb2
, _cfb1
, _cfb2
;
3839 Corpse
*corpse
= new Corpse( (m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
) ? CORPSE_RESURRECTABLE_PVP
: CORPSE_RESURRECTABLE_PVE
);
3842 if(!corpse
->Create(objmgr
.GenerateLowGuid(HIGHGUID_CORPSE
), this, GetMapId(), GetPositionX(),
3843 GetPositionY(), GetPositionZ(), GetOrientation()))
3849 _uf
= GetUInt32Value(UNIT_FIELD_BYTES_0
);
3850 _pb
= GetUInt32Value(PLAYER_BYTES
);
3851 _pb2
= GetUInt32Value(PLAYER_BYTES_2
);
3853 uint8 race
= (uint8
)(_uf
);
3854 uint8 skin
= (uint8
)(_pb
);
3855 uint8 face
= (uint8
)(_pb
>> 8);
3856 uint8 hairstyle
= (uint8
)(_pb
>> 16);
3857 uint8 haircolor
= (uint8
)(_pb
>> 24);
3858 uint8 facialhair
= (uint8
)(_pb2
);
3860 _cfb1
= ((0x00) | (race
<< 8) | (getGender() << 16) | (skin
<< 24));
3861 _cfb2
= ((face
) | (hairstyle
<< 8) | (haircolor
<< 16) | (facialhair
<< 24));
3863 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_1
, _cfb1
);
3864 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_2
, _cfb2
);
3866 uint32 flags
= CORPSE_FLAG_UNK2
;
3867 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_HELM
))
3868 flags
|= CORPSE_FLAG_HIDE_HELM
;
3869 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_CLOAK
))
3870 flags
|= CORPSE_FLAG_HIDE_CLOAK
;
3871 if(InBattleGround())
3872 flags
|= CORPSE_FLAG_LOOTABLE
; // to be able to remove insignia
3873 corpse
->SetUInt32Value( CORPSE_FIELD_FLAGS
, flags
);
3875 corpse
->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID
, GetNativeDisplayId() );
3877 corpse
->SetUInt32Value( CORPSE_FIELD_GUILD
, GetGuildId() );
3880 uint16 iIventoryType
;
3882 for (int i
= 0; i
< EQUIPMENT_SLOT_END
; i
++)
3886 iDisplayID
= m_items
[i
]->GetProto()->DisplayInfoID
;
3887 iIventoryType
= (uint16
)m_items
[i
]->GetProto()->InventoryType
;
3889 _cfi
= (uint16(iDisplayID
)) | (iIventoryType
)<< 24;
3890 corpse
->SetUInt32Value(CORPSE_FIELD_ITEM
+ i
,_cfi
);
3894 // we don't SaveToDB for players in battlegrounds so don't do it for corpses either
3895 const MapEntry
*entry
= sMapStore
.LookupEntry(corpse
->GetMapId());
3897 if(entry
->map_type
!= MAP_BATTLEGROUND
)
3900 // register for player, but not show
3901 ObjectAccessor::Instance().AddCorpse(corpse
);
3904 void Player::SpawnCorpseBones()
3906 if(ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()))
3907 SaveToDB(); // prevent loading as ghost without corpse
3910 Corpse
* Player::GetCorpse() const
3912 return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID());
3915 void Player::DurabilityLossAll(double percent
, bool inventory
)
3917 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; i
++)
3918 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3919 DurabilityLoss(pItem
,percent
);
3923 // bags not have durability
3924 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
3926 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
3927 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3928 DurabilityLoss(pItem
,percent
);
3930 // keys not have durability
3931 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
3933 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
3934 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3935 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
3936 if(Item
* pItem
= GetItemByPos( i
, j
))
3937 DurabilityLoss(pItem
,percent
);
3941 void Player::DurabilityLoss(Item
* item
, double percent
)
3946 uint32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
3951 uint32 pDurabilityLoss
= uint32(pMaxDurability
*percent
);
3953 if(pDurabilityLoss
< 1 )
3954 pDurabilityLoss
= 1;
3956 DurabilityPointsLoss(item
,pDurabilityLoss
);
3959 void Player::DurabilityPointsLossAll(int32 points
, bool inventory
)
3961 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; i
++)
3962 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3963 DurabilityPointsLoss(pItem
,points
);
3967 // bags not have durability
3968 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
3970 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
3971 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3972 DurabilityPointsLoss(pItem
,points
);
3974 // keys not have durability
3975 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
3977 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
3978 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3979 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
3980 if(Item
* pItem
= GetItemByPos( i
, j
))
3981 DurabilityPointsLoss(pItem
,points
);
3985 void Player::DurabilityPointsLoss(Item
* item
, int32 points
)
3987 int32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
3988 int32 pOldDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
3989 int32 pNewDurability
= pOldDurability
- points
;
3991 if (pNewDurability
< 0)
3993 else if (pNewDurability
> pMaxDurability
)
3994 pNewDurability
= pMaxDurability
;
3996 if (pOldDurability
!= pNewDurability
)
3998 // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
3999 if ( pNewDurability
== 0 && pOldDurability
> 0 && item
->IsEquipped())
4000 _ApplyItemMods(item
,item
->GetSlot(), false);
4002 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, pNewDurability
);
4004 // modify item stats _after_ restore durability to pass _ApplyItemMods internal check
4005 if ( pNewDurability
> 0 && pOldDurability
== 0 && item
->IsEquipped())
4006 _ApplyItemMods(item
,item
->GetSlot(), true);
4008 item
->SetState(ITEM_CHANGED
, this);
4012 void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot
)
4014 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
))
4015 DurabilityPointsLoss(pItem
,1);
4018 uint32
Player::DurabilityRepairAll(bool cost
, float discountMod
, bool guildBank
)
4020 uint32 TotalCost
= 0;
4021 // equipped, backpack, bags itself
4022 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
4023 TotalCost
+= DurabilityRepair(( (INVENTORY_SLOT_BAG_0
<< 8) | i
),cost
,discountMod
, guildBank
);
4025 // bank, buyback and keys not repaired
4027 // items in inventory bags
4028 for(int j
= INVENTORY_SLOT_BAG_START
; j
< INVENTORY_SLOT_BAG_END
; j
++)
4029 for(int i
= 0; i
< MAX_BAG_SIZE
; i
++)
4030 TotalCost
+= DurabilityRepair(( (j
<< 8) | i
),cost
,discountMod
, guildBank
);
4034 uint32
Player::DurabilityRepair(uint16 pos
, bool cost
, float discountMod
, bool guildBank
)
4036 Item
* item
= GetItemByPos(pos
);
4038 uint32 TotalCost
= 0;
4042 uint32 maxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4046 uint32 curDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
4050 uint32 LostDurability
= maxDurability
- curDurability
;
4051 if(LostDurability
>0)
4053 ItemPrototype
const *ditemProto
= item
->GetProto();
4055 DurabilityCostsEntry
const *dcost
= sDurabilityCostsStore
.LookupEntry(ditemProto
->ItemLevel
);
4058 sLog
.outError("ERROR: RepairDurability: Wrong item lvl %u", ditemProto
->ItemLevel
);
4062 uint32 dQualitymodEntryId
= (ditemProto
->Quality
+1)*2;
4063 DurabilityQualityEntry
const *dQualitymodEntry
= sDurabilityQualityStore
.LookupEntry(dQualitymodEntryId
);
4064 if(!dQualitymodEntry
)
4066 sLog
.outError("ERROR: RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId
);
4070 uint32 dmultiplier
= dcost
->multiplier
[ItemSubClassToDurabilityMultiplierId(ditemProto
->Class
,ditemProto
->SubClass
)];
4071 uint32 costs
= uint32(LostDurability
*dmultiplier
*double(dQualitymodEntry
->quality_mod
));
4073 costs
= uint32(costs
* discountMod
);
4075 if (costs
==0) //fix for ITEM_QUALITY_ARTIFACT
4080 if (GetGuildId()==0)
4082 DEBUG_LOG("You are not member of a guild");
4086 Guild
*pGuild
= objmgr
.GetGuildById(GetGuildId());
4090 if (!pGuild
->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR
))
4092 DEBUG_LOG("You do not have rights to withdraw for repairs");
4096 if (pGuild
->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs
)
4098 DEBUG_LOG("You do not have enough money withdraw amount remaining");
4102 if (pGuild
->GetGuildBankMoney() < costs
)
4104 DEBUG_LOG("There is not enough money in bank");
4108 pGuild
->MemberMoneyWithdraw(costs
, GetGUIDLow());
4111 else if (GetMoney() < costs
)
4113 DEBUG_LOG("You do not have enough money");
4117 ModifyMoney( -int32(costs
) );
4121 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, maxDurability
);
4122 item
->SetState(ITEM_CHANGED
, this);
4124 // reapply mods for total broken and repaired item if equipped
4125 if(IsEquipmentPos(pos
) && !curDurability
)
4126 _ApplyItemMods(item
,pos
& 255, true);
4130 void Player::RepopAtGraveyard()
4132 // note: this can be called also when the player is alive
4133 // for example from WorldSession::HandleMovementOpcodes
4135 AreaTableEntry
const *zone
= GetAreaEntryByAreaID(GetAreaId());
4137 // Such zones are considered unreachable as a ghost and the player must be automatically revived
4138 if(!isAlive() && zone
&& zone
->flags
& AREA_FLAG_NEED_FLY
|| GetTransport())
4140 ResurrectPlayer(0.5f
);
4144 WorldSafeLocsEntry
const *ClosestGrave
= NULL
;
4146 // Special handle for battleground maps
4147 BattleGround
*bg
= sBattleGroundMgr
.GetBattleGround(GetBattleGroundId());
4149 if(bg
&& (bg
->GetTypeID() == BATTLEGROUND_AB
|| bg
->GetTypeID() == BATTLEGROUND_EY
))
4150 ClosestGrave
= bg
->GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetTeam());
4152 ClosestGrave
= objmgr
.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() );
4154 // stop countdown until repop
4157 // if no grave found, stay at the current location
4158 // and don't show spirit healer location
4161 TeleportTo(ClosestGrave
->map_id
, ClosestGrave
->x
, ClosestGrave
->y
, ClosestGrave
->z
, GetOrientation());
4162 if(isDead()) // not send if alive, because it used in TeleportTo()
4164 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // show spirit healer position on minimap
4165 data
<< ClosestGrave
->map_id
;
4166 data
<< ClosestGrave
->x
;
4167 data
<< ClosestGrave
->y
;
4168 data
<< ClosestGrave
->z
;
4169 GetSession()->SendPacket(&data
);
4174 void Player::JoinedChannel(Channel
*c
)
4176 m_channels
.push_back(c
);
4179 void Player::LeftChannel(Channel
*c
)
4181 m_channels
.remove(c
);
4184 void Player::CleanupChannels()
4186 while(!m_channels
.empty())
4188 Channel
* ch
= *m_channels
.begin();
4189 m_channels
.erase(m_channels
.begin()); // remove from player's channel list
4190 ch
->Leave(GetGUID(), false); // not send to client, not remove from player's channel list
4191 if (ChannelMgr
* cMgr
= channelMgr(GetTeam()))
4192 cMgr
->LeftChannel(ch
->GetName()); // deleted channel if empty
4195 sLog
.outDebug("Player: channels cleaned up!");
4198 void Player::UpdateLocalChannels(uint32 newZone
)
4200 if(m_channels
.empty())
4203 AreaTableEntry
const* current_zone
= GetAreaEntryByAreaID(newZone
);
4207 ChannelMgr
* cMgr
= channelMgr(GetTeam());
4211 std::string current_zone_name
= current_zone
->area_name
[GetSession()->GetSessionDbcLocale()];
4213 for(JoinedChannelsList::iterator i
= m_channels
.begin(), next
; i
!= m_channels
.end(); i
= next
)
4217 // skip non built-in channels
4218 if(!(*i
)->IsConstant())
4221 ChatChannelsEntry
const* ch
= GetChannelEntryFor((*i
)->GetChannelId());
4225 if((ch
->flags
& 4) == 4) // global channel without zone name in pattern
4229 char new_channel_name_buf
[100];
4230 snprintf(new_channel_name_buf
,100,ch
->pattern
[m_session
->GetSessionDbcLocale()],current_zone_name
.c_str());
4231 Channel
* new_channel
= cMgr
->GetJoinChannel(new_channel_name_buf
,ch
->ChannelID
);
4233 if((*i
)!=new_channel
)
4235 new_channel
->Join(GetGUID(),""); // will output Changed Channel: N. Name
4237 // leave old channel
4238 (*i
)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client
4239 std::string name
= (*i
)->GetName(); // store name, (*i)erase in LeftChannel
4240 LeftChannel(*i
); // remove from player's channel list
4241 cMgr
->LeftChannel(name
); // delete if empty
4244 sLog
.outDebug("Player: channels cleaned up!");
4247 void Player::LeaveLFGChannel()
4249 for(JoinedChannelsList::iterator i
= m_channels
.begin(); i
!= m_channels
.end(); ++i
)
4253 (*i
)->Leave(GetGUID());
4259 void Player::UpdateDefense()
4261 uint32 defense_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_DEFENSE
);
4263 if(UpdateSkill(SKILL_DEFENSE
,defense_skill_gain
))
4265 // update dependent from defense skill part
4266 UpdateDefenseBonusesMod();
4270 void Player::HandleBaseModValue(BaseModGroup modGroup
, BaseModType modType
, float amount
, bool apply
)
4272 if(modGroup
>= BASEMOD_END
|| modType
>= MOD_END
)
4274 sLog
.outError("ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!");
4283 m_auraBaseMod
[modGroup
][modType
] += apply
? amount
: -amount
;
4286 if(amount
<= -100.0f
)
4289 val
= (100.0f
+ amount
) / 100.0f
;
4290 m_auraBaseMod
[modGroup
][modType
] *= apply
? val
: (1.0f
/val
);
4294 if(!CanModifyStats())
4299 case CRIT_PERCENTAGE
: UpdateCritPercentage(BASE_ATTACK
); break;
4300 case RANGED_CRIT_PERCENTAGE
: UpdateCritPercentage(RANGED_ATTACK
); break;
4301 case OFFHAND_CRIT_PERCENTAGE
: UpdateCritPercentage(OFF_ATTACK
); break;
4302 case SHIELD_BLOCK_VALUE
: UpdateShieldBlockValue(); break;
4307 float Player::GetBaseModValue(BaseModGroup modGroup
, BaseModType modType
) const
4309 if(modGroup
>= BASEMOD_END
|| modType
> MOD_END
)
4311 sLog
.outError("ERROR: trial to access non existed BaseModGroup or wrong BaseModType!");
4315 if(modType
== PCT_MOD
&& m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4318 return m_auraBaseMod
[modGroup
][modType
];
4321 float Player::GetTotalBaseModValue(BaseModGroup modGroup
) const
4323 if(modGroup
>= BASEMOD_END
)
4325 sLog
.outError("ERROR: wrong BaseModGroup in GetTotalBaseModValue()!");
4329 if(m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4332 return m_auraBaseMod
[modGroup
][FLAT_MOD
] * m_auraBaseMod
[modGroup
][PCT_MOD
];
4335 uint32
Player::GetShieldBlockValue() const
4337 BaseModGroup modGroup
= SHIELD_BLOCK_VALUE
;
4339 float value
= GetTotalBaseModValue(modGroup
) + GetStat(STAT_STRENGTH
) * 0.5f
- 10;
4341 value
= (value
< 0) ? 0 : value
;
4343 return uint32(value
);
4346 float Player::GetMeleeCritFromAgility()
4348 uint32 level
= getLevel();
4349 uint32 pclass
= getClass();
4351 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4353 GtChanceToMeleeCritBaseEntry
const *critBase
= sGtChanceToMeleeCritBaseStore
.LookupEntry(pclass
-1);
4354 GtChanceToMeleeCritEntry
const *critRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4355 if (critBase
==NULL
|| critRatio
==NULL
)
4358 float crit
=critBase
->base
+ GetStat(STAT_AGILITY
)*critRatio
->ratio
;
4362 float Player::GetDodgeFromAgility()
4364 // Table for base dodge values
4365 float dodge_base
[MAX_CLASSES
] = {
4367 0.00652f
, // Paladin
4374 0.02011f
, // Warlock
4378 // Crit/agility to dodge/agility coefficient multipliers
4379 float crit_to_dodge
[MAX_CLASSES
] = {
4393 uint32 level
= getLevel();
4394 uint32 pclass
= getClass();
4396 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4398 // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
4399 GtChanceToMeleeCritEntry
const *dodgeRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4400 if (dodgeRatio
==NULL
|| pclass
> MAX_CLASSES
)
4403 float dodge
=dodge_base
[pclass
-1] + GetStat(STAT_AGILITY
) * dodgeRatio
->ratio
* crit_to_dodge
[pclass
-1];
4404 return dodge
*100.0f
;
4407 float Player::GetSpellCritFromIntellect()
4409 uint32 level
= getLevel();
4410 uint32 pclass
= getClass();
4412 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4414 GtChanceToSpellCritBaseEntry
const *critBase
= sGtChanceToSpellCritBaseStore
.LookupEntry(pclass
-1);
4415 GtChanceToSpellCritEntry
const *critRatio
= sGtChanceToSpellCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4416 if (critBase
==NULL
|| critRatio
==NULL
)
4419 float crit
=critBase
->base
+ GetStat(STAT_INTELLECT
)*critRatio
->ratio
;
4423 float Player::GetRatingCoefficient(CombatRating cr
) const
4425 uint32 level
= getLevel();
4427 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4429 GtCombatRatingsEntry
const *Rating
= sGtCombatRatingsStore
.LookupEntry(cr
*GT_MAX_LEVEL
+level
-1);
4431 return 1.0f
; // By default use minimum coefficient (not must be called)
4433 return Rating
->ratio
;
4436 float Player::GetRatingBonusValue(CombatRating cr
) const
4438 return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
)) / GetRatingCoefficient(cr
);
4441 uint32
Player::GetMeleeCritDamageReduction(uint32 damage
) const
4443 float melee
= GetRatingBonusValue(CR_CRIT_TAKEN_MELEE
)*2.0f
;
4444 if (melee
>25.0f
) melee
= 25.0f
;
4445 return uint32 (melee
* damage
/100.0f
);
4448 uint32
Player::GetRangedCritDamageReduction(uint32 damage
) const
4450 float ranged
= GetRatingBonusValue(CR_CRIT_TAKEN_RANGED
)*2.0f
;
4451 if (ranged
>25.0f
) ranged
=25.0f
;
4452 return uint32 (ranged
* damage
/100.0f
);
4455 uint32
Player::GetSpellCritDamageReduction(uint32 damage
) const
4457 float spell
= GetRatingBonusValue(CR_CRIT_TAKEN_SPELL
)*2.0f
;
4458 // In wow script resilience limited to 25%
4461 return uint32 (spell
* damage
/ 100.0f
);
4464 uint32
Player::GetDotDamageReduction(uint32 damage
) const
4466 float spellDot
= GetRatingBonusValue(CR_CRIT_TAKEN_SPELL
);
4467 // Dot resilience not limited (limit it by 100%)
4468 if (spellDot
> 100.0f
)
4470 return uint32 (spellDot
* damage
/ 100.0f
);
4473 float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType
) const
4478 return GetUInt32Value(PLAYER_EXPERTISE
) / 4.0f
;
4480 return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE
) / 4.0f
;
4487 float Player::OCTRegenHPPerSpirit()
4489 uint32 level
= getLevel();
4490 uint32 pclass
= getClass();
4492 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4494 GtOCTRegenHPEntry
const *baseRatio
= sGtOCTRegenHPStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4495 GtRegenHPPerSptEntry
const *moreRatio
= sGtRegenHPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4496 if (baseRatio
==NULL
|| moreRatio
==NULL
)
4499 // Formula from PaperDollFrame script
4500 float spirit
= GetStat(STAT_SPIRIT
);
4501 float baseSpirit
= spirit
;
4502 if (baseSpirit
>50) baseSpirit
= 50;
4503 float moreSpirit
= spirit
- baseSpirit
;
4504 float regen
= baseSpirit
* baseRatio
->ratio
+ moreSpirit
* moreRatio
->ratio
;
4508 float Player::OCTRegenMPPerSpirit()
4510 uint32 level
= getLevel();
4511 uint32 pclass
= getClass();
4513 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4515 // GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4516 GtRegenMPPerSptEntry
const *moreRatio
= sGtRegenMPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4517 if (moreRatio
==NULL
)
4520 // Formula get from PaperDollFrame script
4521 float spirit
= GetStat(STAT_SPIRIT
);
4522 float regen
= spirit
* moreRatio
->ratio
;
4526 void Player::ApplyRatingMod(CombatRating cr
, int32 value
, bool apply
)
4528 m_baseRatingValue
[cr
]+=(apply
? value
: -value
);
4530 int32 amount
= uint32(m_baseRatingValue
[cr
]);
4531 // Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT
4532 // stat used stored in miscValueB for this aura
4533 AuraList
const& modRatingFromStat
= GetAurasByType(SPELL_AURA_MOD_RATING_FROM_STAT
);
4534 for(AuraList::const_iterator i
= modRatingFromStat
.begin();i
!= modRatingFromStat
.end(); ++i
)
4535 if ((*i
)->GetMiscValue() & (1<<cr
))
4536 amount
+= GetStat(Stats((*i
)->GetMiscBValue())) * (*i
)->GetModifier()->m_amount
/ 100.0f
;
4539 SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
, uint32(amount
));
4541 float RatingCoeffecient
= GetRatingCoefficient(cr
);
4542 float RatingChange
= 0.0f
;
4544 bool affectStats
= CanModifyStats();
4548 case CR_WEAPON_SKILL
: // Implemented in Unit::RollMeleeOutcomeAgainst
4549 case CR_DEFENSE_SKILL
:
4550 UpdateDefenseBonusesMod();
4553 UpdateDodgePercentage();
4556 UpdateParryPercentage();
4559 UpdateBlockPercentage();
4562 UpdateMeleeHitChances();
4565 UpdateRangedHitChances();
4568 UpdateSpellHitChances();
4573 UpdateCritPercentage(BASE_ATTACK
);
4574 UpdateCritPercentage(OFF_ATTACK
);
4577 case CR_CRIT_RANGED
:
4579 UpdateCritPercentage(RANGED_ATTACK
);
4583 UpdateAllSpellCritChances();
4585 case CR_HIT_TAKEN_MELEE
: // Implemented in Unit::MeleeMissChanceCalc
4586 case CR_HIT_TAKEN_RANGED
:
4588 case CR_HIT_TAKEN_SPELL
: // Implemented in Unit::MagicSpellHitResult
4590 case CR_CRIT_TAKEN_MELEE
: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
4591 case CR_CRIT_TAKEN_RANGED
:
4593 case CR_CRIT_TAKEN_SPELL
: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
4595 case CR_HASTE_MELEE
:
4596 RatingChange
= value
/ RatingCoeffecient
;
4597 ApplyAttackTimePercentMod(BASE_ATTACK
,RatingChange
,apply
);
4598 ApplyAttackTimePercentMod(OFF_ATTACK
,RatingChange
,apply
);
4600 case CR_HASTE_RANGED
:
4601 RatingChange
= value
/ RatingCoeffecient
;
4602 ApplyAttackTimePercentMod(RANGED_ATTACK
, RatingChange
, apply
);
4604 case CR_HASTE_SPELL
:
4605 RatingChange
= value
/ RatingCoeffecient
;
4606 ApplyCastTimePercentMod(RatingChange
,apply
);
4608 case CR_WEAPON_SKILL_MAINHAND
: // Implemented in Unit::RollMeleeOutcomeAgainst
4609 case CR_WEAPON_SKILL_OFFHAND
:
4610 case CR_WEAPON_SKILL_RANGED
:
4615 UpdateExpertise(BASE_ATTACK
);
4616 UpdateExpertise(OFF_ATTACK
);
4622 void Player::SetRegularAttackTime()
4624 for(int i
= 0; i
< MAX_ATTACK
; ++i
)
4626 Item
*tmpitem
= GetWeaponForAttack(WeaponAttackType(i
));
4627 if(tmpitem
&& !tmpitem
->IsBroken())
4629 ItemPrototype
const *proto
= tmpitem
->GetProto();
4631 SetAttackTime(WeaponAttackType(i
), proto
->Delay
);
4633 SetAttackTime(WeaponAttackType(i
), BASE_ATTACK_TIME
);
4638 //skill+step, checking for max value
4639 bool Player::UpdateSkill(uint32 skill_id
, uint32 step
)
4645 for (; i
< PLAYER_MAX_SKILLS
; i
++)
4646 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill_id
)
4649 if(i
>=PLAYER_MAX_SKILLS
)
4652 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4653 uint32 value
= SKILL_VALUE(data
);
4654 uint32 max
= SKILL_MAX(data
);
4656 if ((!max
) || (!value
) || (value
>= max
))
4659 if (value
*512 < max
*urand(0,512))
4661 uint32 new_value
= value
+step
;
4665 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(new_value
,max
));
4666 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
);
4673 inline int SkillGainChance(uint32 SkillValue
, uint32 GrayLevel
, uint32 GreenLevel
, uint32 YellowLevel
)
4675 if ( SkillValue
>= GrayLevel
)
4676 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREY
)*10;
4677 if ( SkillValue
>= GreenLevel
)
4678 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREEN
)*10;
4679 if ( SkillValue
>= YellowLevel
)
4680 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_YELLOW
)*10;
4681 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_ORANGE
)*10;
4684 bool Player::UpdateCraftSkill(uint32 spellid
)
4686 sLog
.outDebug("UpdateCraftSkill spellid %d", spellid
);
4688 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spellid
);
4689 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spellid
);
4691 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
4693 if(_spell_idx
->second
->skillId
)
4695 uint32 SkillValue
= GetPureSkillValue(_spell_idx
->second
->skillId
);
4697 // Alchemy Discoveries here
4698 SpellEntry
const* spellEntry
= sSpellStore
.LookupEntry(spellid
);
4699 if(spellEntry
&& spellEntry
->Mechanic
==MECHANIC_DISCOVERY
)
4701 if(uint32 discoveredSpell
= GetSkillDiscoverySpell(_spell_idx
->second
->skillId
, spellid
, this))
4702 learnSpell(discoveredSpell
);
4705 uint32 craft_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_CRAFTING
);
4707 return UpdateSkillPro(_spell_idx
->second
->skillId
, SkillGainChance(SkillValue
,
4708 _spell_idx
->second
->max_value
,
4709 (_spell_idx
->second
->max_value
+ _spell_idx
->second
->min_value
)/2,
4710 _spell_idx
->second
->min_value
),
4717 bool Player::UpdateGatherSkill(uint32 SkillId
, uint32 SkillValue
, uint32 RedLevel
, uint32 Multiplicator
)
4719 sLog
.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId
, SkillValue
, RedLevel
);
4721 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
4723 // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
4726 case SKILL_HERBALISM
:
4727 case SKILL_LOCKPICKING
:
4728 case SKILL_JEWELCRAFTING
:
4729 case SKILL_INSCRIPTION
:
4730 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4731 case SKILL_SKINNING
:
4732 if( sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)==0)
4733 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4735 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)), gathering_skill_gain
);
4737 if (sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)==0)
4738 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4740 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)),gathering_skill_gain
);
4745 bool Player::UpdateFishingSkill()
4747 sLog
.outDebug("UpdateFishingSkill");
4749 uint32 SkillValue
= GetPureSkillValue(SKILL_FISHING
);
4751 int32 chance
= SkillValue
< 75 ? 100 : 2500/(SkillValue
-50);
4753 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
4755 return UpdateSkillPro(SKILL_FISHING
,chance
*10,gathering_skill_gain
);
4758 bool Player::UpdateSkillPro(uint16 SkillId
, int32 Chance
, uint32 step
)
4760 sLog
.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId
, Chance
/10.0);
4764 if(Chance
<= 0) // speedup in 0 chance case
4766 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
4771 for (; i
< PLAYER_MAX_SKILLS
; i
++)
4772 if ( SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_INDEX(i
))) == SkillId
) break;
4773 if ( i
>= PLAYER_MAX_SKILLS
)
4776 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4777 uint16 SkillValue
= SKILL_VALUE(data
);
4778 uint16 MaxValue
= SKILL_MAX(data
);
4780 if ( !MaxValue
|| !SkillValue
|| SkillValue
>= MaxValue
)
4783 int32 Roll
= irand(1,1000);
4785 if ( Roll
<= Chance
)
4787 uint32 new_value
= SkillValue
+step
;
4788 if(new_value
> MaxValue
)
4789 new_value
= MaxValue
;
4791 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(new_value
,MaxValue
));
4792 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
);
4793 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance
/10.0);
4797 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
4801 void Player::UpdateWeaponSkill (WeaponAttackType attType
)
4803 // no skill gain in pvp
4804 Unit
*pVictim
= getVictim();
4805 if(pVictim
&& pVictim
->GetTypeId() == TYPEID_PLAYER
)
4809 return; // always maximized SKILL_FERAL_COMBAT in fact
4811 if(m_form
== FORM_TREE
)
4812 return; // use weapon but not skill up
4814 uint32 weapon_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_WEAPON
);
4820 Item
*tmpitem
= GetWeaponForAttack(attType
,true);
4823 UpdateSkill(SKILL_UNARMED
,weapon_skill_gain
);
4824 else if(tmpitem
->GetProto()->SubClass
!= ITEM_SUBCLASS_WEAPON_FISHING_POLE
)
4825 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
4831 Item
*tmpitem
= GetWeaponForAttack(attType
,true);
4833 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
4837 UpdateAllCritPercentages();
4840 void Player::UpdateCombatSkills(Unit
*pVictim
, WeaponAttackType attType
, MeleeHitOutcome outcome
, bool defence
)
4842 /* Not need, this checked on call this func from trigger system
4845 case MELEE_HIT_CRIT:
4846 case MELEE_HIT_DODGE:
4847 case MELEE_HIT_PARRY:
4848 case MELEE_HIT_BLOCK:
4849 case MELEE_HIT_BLOCK_CRIT:
4856 uint32 plevel
= getLevel(); // if defense than pVictim == attacker
4857 uint32 greylevel
= MaNGOS::XP::GetGrayLevel(plevel
);
4858 uint32 moblevel
= pVictim
->getLevelForTarget(this);
4859 if(moblevel
< greylevel
)
4862 if (moblevel
> plevel
+ 5)
4863 moblevel
= plevel
+ 5;
4865 uint32 lvldif
= moblevel
- greylevel
;
4869 uint32 skilldif
= 5 * plevel
- (defence
? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType
));
4873 float chance
= float(3 * lvldif
* skilldif
) / plevel
;
4876 if(getClass() == CLASS_WARRIOR
|| getClass() == CLASS_ROGUE
)
4877 chance
*= 0.1f
* GetStat(STAT_INTELLECT
);
4880 chance
= chance
< 1.0f
? 1.0f
: chance
; //minimum chance to increase skill is 1%
4882 if(roll_chance_f(chance
))
4887 UpdateWeaponSkill(attType
);
4893 void Player::ModifySkillBonus(uint32 skillid
,int32 val
, bool talent
)
4895 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4896 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skillid
)
4898 uint32 bonus_val
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
4899 int16 temp_bonus
= SKILL_TEMP_BONUS(bonus_val
);
4900 int16 perm_bonus
= SKILL_PERM_BONUS(bonus_val
);
4902 if(talent
) // permanent bonus stored in high part
4903 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),MAKE_SKILL_BONUS(temp_bonus
,perm_bonus
+val
));
4904 else // temporary/item bonus stored in low part
4905 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),MAKE_SKILL_BONUS(temp_bonus
+val
,perm_bonus
));
4910 void Player::UpdateSkillsForLevel()
4912 uint16 maxconfskill
= sWorld
.GetConfigMaxSkillValue();
4913 uint32 maxSkill
= GetMaxSkillValueForLevel();
4915 bool alwaysMaxSkill
= sWorld
.getConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL
);
4917 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4918 if (GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
4920 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
4922 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(pskill
);
4926 if(GetSkillRangeType(pSkill
,false) != SKILL_RANGE_LEVEL
)
4929 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4930 uint32 max
= SKILL_MAX(data
);
4931 uint32 val
= SKILL_VALUE(data
);
4933 /// update only level dependent max skill values
4936 /// miximize skill always
4938 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(maxSkill
,maxSkill
));
4939 /// update max skill value if current max skill not maximized
4940 else if(max
!= maxconfskill
)
4941 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(val
,maxSkill
));
4946 void Player::UpdateSkillsToMaxSkillsForLevel()
4948 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4949 if (GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
4951 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
4952 if( IsProfessionSkill(pskill
) || pskill
== SKILL_RIDING
)
4954 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4956 uint32 max
= SKILL_MAX(data
);
4959 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(max
,max
));
4961 if(pskill
== SKILL_DEFENSE
)
4962 UpdateDefenseBonusesMod();
4966 // This functions sets a skill line value (and adds if doesn't exist yet)
4967 // To "remove" a skill line, set it's values to zero
4968 void Player::SetSkill(uint32 id
, uint16 currVal
, uint16 maxVal
)
4974 for (; i
< PLAYER_MAX_SKILLS
; i
++)
4975 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == id
) break;
4977 if(i
<PLAYER_MAX_SKILLS
) //has skill
4981 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
4982 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
);
4986 // clear skill fields
4987 SetUInt32Value(PLAYER_SKILL_INDEX(i
),0);
4988 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),0);
4989 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
4991 // remove spells that depend on this skill when removing the skill
4992 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(), next
= m_spells
.begin(); itr
!= m_spells
.end(); itr
= next
)
4995 if(itr
->second
->state
== PLAYERSPELL_REMOVED
)
4998 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(itr
->first
);
4999 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(itr
->first
);
5001 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
5003 if (_spell_idx
->second
->skillId
== id
)
5005 // this may remove more than one spell (dependents)
5006 removeSpell(itr
->first
);
5007 next
= m_spells
.begin();
5014 else if(currVal
) //add
5016 for (i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5017 if (!GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
5019 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(id
);
5022 sLog
.outError("Skill not found in SkillLineStore: skill #%u", id
);
5025 // enable unlearn button for primary professions only
5026 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
5027 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,1));
5029 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
5030 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
5031 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
);
5033 // apply skill bonuses
5034 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
5036 // temporary bonuses
5037 AuraList
const& mModSkill
= GetAurasByType(SPELL_AURA_MOD_SKILL
);
5038 for(AuraList::const_iterator i
= mModSkill
.begin(); i
!= mModSkill
.end(); ++i
)
5039 if ((*i
)->GetModifier()->m_miscvalue
== int32(id
))
5040 (*i
)->ApplyModifier(true);
5042 // permanent bonuses
5043 AuraList
const& mModSkillTalent
= GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT
);
5044 for(AuraList::const_iterator i
= mModSkillTalent
.begin(); i
!= mModSkillTalent
.end(); ++i
)
5045 if ((*i
)->GetModifier()->m_miscvalue
== int32(id
))
5046 (*i
)->ApplyModifier(true);
5048 // Learn all spells for skill
5049 learnSkillRewardedSpells(id
);
5055 bool Player::HasSkill(uint32 skill
) const
5057 if(!skill
)return false;
5058 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5060 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5068 uint16
Player::GetSkillValue(uint32 skill
) const
5073 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5075 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5077 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5079 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5080 result
+= SKILL_TEMP_BONUS(bonus
);
5081 result
+= SKILL_PERM_BONUS(bonus
);
5082 return result
< 0 ? 0 : result
;
5088 uint16
Player::GetMaxSkillValue(uint32 skill
) const
5091 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5093 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5095 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5097 int32 result
= int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5098 result
+= SKILL_TEMP_BONUS(bonus
);
5099 result
+= SKILL_PERM_BONUS(bonus
);
5100 return result
< 0 ? 0 : result
;
5106 uint16
Player::GetPureMaxSkillValue(uint32 skill
) const
5109 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5111 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5113 return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
5119 uint16
Player::GetBaseSkillValue(uint32 skill
) const
5122 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5124 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5126 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5127 result
+= SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5128 return result
< 0 ? 0 : result
;
5134 uint16
Player::GetPureSkillValue(uint32 skill
) const
5137 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5139 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5141 return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
5147 int16
Player::GetSkillTempBonusValue(uint32 skill
) const
5152 for (int i
= 0; i
< PLAYER_MAX_SKILLS
; i
++)
5154 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5156 return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5163 void Player::SendInitialActionButtons()
5165 sLog
.outDetail( "Initializing Action Buttons for '%u'", GetGUIDLow() );
5167 WorldPacket
data(SMSG_ACTION_BUTTONS
, (MAX_ACTION_BUTTONS
*4));
5168 for(int button
= 0; button
< MAX_ACTION_BUTTONS
; ++button
)
5170 ActionButtonList::const_iterator itr
= m_actionButtons
.find(button
);
5171 if(itr
!= m_actionButtons
.end() && itr
->second
.uState
!= ACTIONBUTTON_DELETED
)
5173 data
<< uint16(itr
->second
.action
);
5174 data
<< uint8(itr
->second
.misc
);
5175 data
<< uint8(itr
->second
.type
);
5183 GetSession()->SendPacket( &data
);
5184 sLog
.outDetail( "Action Buttons for '%u' Initialized", GetGUIDLow() );
5187 void Player::addActionButton(const uint8 button
, const uint16 action
, const uint8 type
, const uint8 misc
)
5189 if(button
>= MAX_ACTION_BUTTONS
)
5191 sLog
.outError( "Action %u not added into button %u for player %s: button must be < 132", action
, button
, GetName() );
5195 // check cheating with adding non-known spells to action bar
5196 if(type
==ACTION_BUTTON_SPELL
)
5198 if(!sSpellStore
.LookupEntry(action
))
5200 sLog
.outError( "Action %u not added into button %u for player %s: spell not exist", action
, button
, GetName() );
5204 if(!HasSpell(action
))
5206 sLog
.outError( "Action %u not added into button %u for player %s: player don't known this spell", action
, button
, GetName() );
5211 ActionButtonList::iterator buttonItr
= m_actionButtons
.find(button
);
5213 if (buttonItr
==m_actionButtons
.end())
5214 { // just add new button
5215 m_actionButtons
[button
] = ActionButton(action
,type
,misc
);
5218 { // change state of current button
5219 ActionButtonUpdateState uState
= buttonItr
->second
.uState
;
5220 buttonItr
->second
= ActionButton(action
,type
,misc
);
5221 if (uState
!= ACTIONBUTTON_NEW
) buttonItr
->second
.uState
= ACTIONBUTTON_CHANGED
;
5224 sLog
.outDetail( "Player '%u' Added Action '%u' to Button '%u'", GetGUIDLow(), action
, button
);
5227 void Player::removeActionButton(uint8 button
)
5229 ActionButtonList::iterator buttonItr
= m_actionButtons
.find(button
);
5230 if (buttonItr
==m_actionButtons
.end())
5233 if(buttonItr
->second
.uState
==ACTIONBUTTON_NEW
)
5234 m_actionButtons
.erase(buttonItr
); // new and not saved
5236 buttonItr
->second
.uState
= ACTIONBUTTON_DELETED
; // saved, will deleted at next save
5238 sLog
.outDetail( "Action Button '%u' Removed from Player '%u'", button
, GetGUIDLow() );
5241 void Player::SetDontMove(bool dontMove
)
5243 m_dontMove
= dontMove
;
5246 bool Player::SetPosition(float x
, float y
, float z
, float orientation
, bool teleport
)
5248 // prevent crash when a bad coord is sent by the client
5249 if(!MaNGOS::IsValidMapCoord(x
,y
,z
,orientation
))
5251 sLog
.outDebug("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x
,y
,z
,orientation
,teleport
,GetGUIDLow());
5257 const float old_x
= GetPositionX();
5258 const float old_y
= GetPositionY();
5259 const float old_z
= GetPositionZ();
5260 const float old_r
= GetOrientation();
5262 if( teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
|| old_r
!= orientation
)
5264 if (teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
)
5265 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE
| AURA_INTERRUPT_FLAG_TURNING
);
5267 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING
);
5269 // move and update visible state if need
5270 m
->PlayerRelocation(this, x
, y
, z
, orientation
);
5272 // reread after Map::Relocation
5279 if(GetGroup() && (old_x
!= x
|| old_y
!= y
))
5280 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION
);
5283 // code block for underwater state update
5284 UpdateUnderwaterState(m
, x
, y
, z
);
5286 CheckExploreSystem();
5291 void Player::SaveRecallPosition()
5293 m_recallMap
= GetMapId();
5294 m_recallX
= GetPositionX();
5295 m_recallY
= GetPositionY();
5296 m_recallZ
= GetPositionZ();
5297 m_recallO
= GetOrientation();
5300 void Player::SendMessageToSet(WorldPacket
*data
, bool self
)
5302 GetMap()->MessageBroadcast(this, data
, self
);
5305 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
)
5307 GetMap()->MessageDistBroadcast(this, data
, dist
, self
);
5310 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
, bool own_team_only
)
5312 GetMap()->MessageDistBroadcast(this, data
, dist
, self
,own_team_only
);
5315 void Player::SendDirectMessage(WorldPacket
*data
)
5317 GetSession()->SendPacket(data
);
5320 void Player::CheckExploreSystem()
5328 uint16 areaFlag
=MapManager::Instance().GetBaseMap(GetMapId())->GetAreaFlag(GetPositionX(),GetPositionY());
5329 if(areaFlag
==0xffff)
5331 int offset
= areaFlag
/ 32;
5335 sLog
.outError("ERROR: Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < 64 ).",areaFlag
,GetPositionX(),GetPositionY(),offset
,offset
);
5339 uint32 val
= (uint32
)(1 << (areaFlag
% 32));
5340 uint32 currFields
= GetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
);
5342 if( !(currFields
& val
) )
5344 SetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
, (uint32
)(currFields
| val
));
5346 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA
);
5348 AreaTableEntry
const *p
= GetAreaEntryByAreaFlagAndMap(areaFlag
,GetMapId());
5351 sLog
.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId());
5353 else if(p
->area_level
> 0)
5355 uint32 area
= p
->ID
;
5356 if (getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
5358 SendExplorationExperience(area
,0);
5362 int32 diff
= int32(getLevel()) - p
->area_level
;
5366 XP
= uint32(objmgr
.GetBaseXP(getLevel()+5)*sWorld
.getRate(RATE_XP_EXPLORE
));
5370 int32 exploration_percent
= (100-((diff
-5)*5));
5371 if (exploration_percent
> 100)
5372 exploration_percent
= 100;
5373 else if (exploration_percent
< 0)
5374 exploration_percent
= 0;
5376 XP
= uint32(objmgr
.GetBaseXP(p
->area_level
)*exploration_percent
/100*sWorld
.getRate(RATE_XP_EXPLORE
));
5380 XP
= uint32(objmgr
.GetBaseXP(p
->area_level
)*sWorld
.getRate(RATE_XP_EXPLORE
));
5384 SendExplorationExperience(area
,XP
);
5386 sLog
.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area
);
5391 uint32
Player::TeamForRace(uint8 race
)
5393 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5396 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5400 switch(rEntry
->TeamID
)
5402 case 7: return ALLIANCE
;
5403 case 1: return HORDE
;
5406 sLog
.outError("Race %u have wrong team id in DBC: wrong DBC files?",uint32(race
),rEntry
->TeamID
);
5410 uint32
Player::getFactionForRace(uint8 race
)
5412 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5415 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5419 return rEntry
->FactionID
;
5422 void Player::setFactionForRace(uint8 race
)
5424 m_team
= TeamForRace(race
);
5425 setFaction( getFactionForRace(race
) );
5428 void Player::UpdateReputation() const
5430 sLog
.outDetail( "WORLD: Player::UpdateReputation" );
5432 for(FactionStateList::const_iterator itr
= m_factions
.begin(); itr
!= m_factions
.end(); ++itr
)
5434 SendFactionState(&(itr
->second
));
5438 void Player::SendFactionState(FactionState
const* faction
) const
5440 if(faction
->Flags
& FACTION_FLAG_VISIBLE
) //If faction is visible then update it
5442 WorldPacket
data(SMSG_SET_FACTION_STANDING
, (16)); // last check 2.4.0
5443 data
<< (float) 0; // unk 2.4.0
5444 data
<< (uint8
) 0; // wotlk 8634
5445 data
<< (uint32
) 1; // count
5447 data
<< (uint32
) faction
->ReputationListID
;
5448 data
<< (uint32
) faction
->Standing
;
5450 GetSession()->SendPacket(&data
);
5454 void Player::SendInitialReputations()
5456 WorldPacket
data(SMSG_INITIALIZE_FACTIONS
, (4+128*5));
5457 data
<< uint32 (0x00000080);
5461 for (FactionStateList::const_iterator itr
= m_factions
.begin(); itr
!= m_factions
.end(); ++itr
)
5463 // fill in absent fields
5464 for (; a
!= itr
->first
; a
++)
5466 data
<< uint8 (0x00);
5467 data
<< uint32 (0x00000000);
5470 // fill in encountered data
5471 data
<< uint8 (itr
->second
.Flags
);
5472 data
<< uint32 (itr
->second
.Standing
);
5477 // fill in absent fields
5478 for (; a
!= 128; a
++)
5480 data
<< uint8 (0x00);
5481 data
<< uint32 (0x00000000);
5484 GetSession()->SendPacket(&data
);
5487 FactionState
const* Player::GetFactionState( FactionEntry
const* factionEntry
) const
5489 FactionStateList::const_iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5490 if (itr
!= m_factions
.end())
5491 return &itr
->second
;
5496 void Player::SetFactionAtWar(FactionState
* faction
, bool atWar
)
5498 // not allow declare war to own faction
5499 if(atWar
&& (faction
->Flags
& FACTION_FLAG_PEACE_FORCED
) )
5503 if(((faction
->Flags
& FACTION_FLAG_AT_WAR
) != 0) == atWar
)
5507 faction
->Flags
|= FACTION_FLAG_AT_WAR
;
5509 faction
->Flags
&= ~FACTION_FLAG_AT_WAR
;
5511 faction
->Changed
= true;
5514 void Player::SetFactionInactive(FactionState
* faction
, bool inactive
)
5516 // always invisible or hidden faction can't be inactive
5517 if(inactive
&& ((faction
->Flags
& (FACTION_FLAG_INVISIBLE_FORCED
|FACTION_FLAG_HIDDEN
)) || !(faction
->Flags
& FACTION_FLAG_VISIBLE
) ) )
5521 if(((faction
->Flags
& FACTION_FLAG_INACTIVE
) != 0) == inactive
)
5525 faction
->Flags
|= FACTION_FLAG_INACTIVE
;
5527 faction
->Flags
&= ~FACTION_FLAG_INACTIVE
;
5529 faction
->Changed
= true;
5532 void Player::SetFactionVisibleForFactionTemplateId(uint32 FactionTemplateId
)
5534 FactionTemplateEntry
const*factionTemplateEntry
= sFactionTemplateStore
.LookupEntry(FactionTemplateId
);
5536 if(!factionTemplateEntry
)
5539 SetFactionVisibleForFactionId(factionTemplateEntry
->faction
);
5542 void Player::SetFactionVisibleForFactionId(uint32 FactionId
)
5544 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(FactionId
);
5548 if(factionEntry
->reputationListID
< 0)
5551 FactionStateList::iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5552 if (itr
== m_factions
.end())
5555 SetFactionVisible(&itr
->second
);
5558 void Player::SetFactionVisible(FactionState
* faction
)
5560 // always invisible or hidden faction can't be make visible
5561 if(faction
->Flags
& (FACTION_FLAG_INVISIBLE_FORCED
|FACTION_FLAG_HIDDEN
))
5565 if(faction
->Flags
& FACTION_FLAG_VISIBLE
)
5568 faction
->Flags
|= FACTION_FLAG_VISIBLE
;
5569 faction
->Changed
= true;
5571 if(!m_session
->PlayerLoading())
5573 // make faction visible in reputation list at client
5574 WorldPacket
data(SMSG_SET_FACTION_VISIBLE
, 4);
5575 data
<< faction
->ReputationListID
;
5576 GetSession()->SendPacket(&data
);
5580 void Player::SetInitialFactions()
5582 for(unsigned int i
= 1; i
< sFactionStore
.GetNumRows(); i
++)
5584 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(i
);
5586 if( factionEntry
&& (factionEntry
->reputationListID
>= 0))
5588 FactionState newFaction
;
5589 newFaction
.ID
= factionEntry
->ID
;
5590 newFaction
.ReputationListID
= factionEntry
->reputationListID
;
5591 newFaction
.Standing
= 0;
5592 newFaction
.Flags
= GetDefaultReputationFlags(factionEntry
);
5593 newFaction
.Changed
= true;
5595 m_factions
[newFaction
.ReputationListID
] = newFaction
;
5600 uint32
Player::GetDefaultReputationFlags(const FactionEntry
*factionEntry
) const
5605 uint32 raceMask
= getRaceMask();
5606 uint32 classMask
= getClassMask();
5607 for (int i
=0; i
< 4; i
++)
5609 if( (factionEntry
->BaseRepRaceMask
[i
] & raceMask
) &&
5610 (factionEntry
->BaseRepClassMask
[i
]==0 ||
5611 (factionEntry
->BaseRepClassMask
[i
] & classMask
) ) )
5612 return factionEntry
->ReputationFlags
[i
];
5617 int32
Player::GetBaseReputation(const FactionEntry
*factionEntry
) const
5622 uint32 raceMask
= getRaceMask();
5623 uint32 classMask
= getClassMask();
5624 for (int i
=0; i
< 4; i
++)
5626 if( (factionEntry
->BaseRepRaceMask
[i
] & raceMask
) &&
5627 (factionEntry
->BaseRepClassMask
[i
]==0 ||
5628 (factionEntry
->BaseRepClassMask
[i
] & classMask
) ) )
5629 return factionEntry
->BaseRepValue
[i
];
5632 // in faction.dbc exist factions with (RepListId >=0, listed in character reputation list) with all BaseRepRaceMask[i]==0
5636 int32
Player::GetReputation(uint32 faction_id
) const
5638 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(faction_id
);
5642 sLog
.outError("Player::GetReputation: Can't get reputation of %s for unknown faction (faction template id) #%u.",GetName(), faction_id
);
5646 return GetReputation(factionEntry
);
5649 int32
Player::GetReputation(const FactionEntry
*factionEntry
) const
5651 // Faction without recorded reputation. Just ignore.
5655 FactionStateList::const_iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5656 if (itr
!= m_factions
.end())
5657 return GetBaseReputation(factionEntry
) + itr
->second
.Standing
;
5662 ReputationRank
Player::GetReputationRank(uint32 faction
) const
5664 FactionEntry
const*factionEntry
= sFactionStore
.LookupEntry(faction
);
5666 return MIN_REPUTATION_RANK
;
5668 return GetReputationRank(factionEntry
);
5671 ReputationRank
Player::ReputationToRank(int32 standing
) const
5673 int32 Limit
= Reputation_Cap
+ 1;
5674 for (int i
= MAX_REPUTATION_RANK
-1; i
>= MIN_REPUTATION_RANK
; --i
)
5676 Limit
-= ReputationRank_Length
[i
];
5677 if (standing
>= Limit
)
5678 return ReputationRank(i
);
5680 return MIN_REPUTATION_RANK
;
5683 ReputationRank
Player::GetReputationRank(const FactionEntry
*factionEntry
) const
5685 int32 Reputation
= GetReputation(factionEntry
);
5686 return ReputationToRank(Reputation
);
5689 ReputationRank
Player::GetBaseReputationRank(const FactionEntry
*factionEntry
) const
5691 int32 Reputation
= GetBaseReputation(factionEntry
);
5692 return ReputationToRank(Reputation
);
5695 bool Player::ModifyFactionReputation(uint32 FactionTemplateId
, int32 DeltaReputation
)
5697 FactionTemplateEntry
const* factionTemplateEntry
= sFactionTemplateStore
.LookupEntry(FactionTemplateId
);
5699 if(!factionTemplateEntry
)
5701 sLog
.outError("Player::ModifyFactionReputation: Can't update reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId
);
5705 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(factionTemplateEntry
->faction
);
5707 // Faction without recorded reputation. Just ignore.
5711 return ModifyFactionReputation(factionEntry
, DeltaReputation
);
5714 bool Player::ModifyFactionReputation(FactionEntry
const* factionEntry
, int32 standing
)
5716 SimpleFactionsList
const* flist
= GetFactionTeamList(factionEntry
->ID
);
5720 for (SimpleFactionsList::const_iterator itr
= flist
->begin();itr
!= flist
->end();++itr
)
5722 FactionEntry
const *factionEntryCalc
= sFactionStore
.LookupEntry(*itr
);
5723 if(factionEntryCalc
)
5724 res
= ModifyOneFactionReputation(factionEntryCalc
, standing
);
5729 return ModifyOneFactionReputation(factionEntry
, standing
);
5732 bool Player::ModifyOneFactionReputation(FactionEntry
const* factionEntry
, int32 standing
)
5734 FactionStateList::iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5735 if (itr
!= m_factions
.end())
5737 int32 BaseRep
= GetBaseReputation(factionEntry
);
5738 int32 new_rep
= BaseRep
+ itr
->second
.Standing
+ standing
;
5740 if (new_rep
> Reputation_Cap
)
5741 new_rep
= Reputation_Cap
;
5743 if (new_rep
< Reputation_Bottom
)
5744 new_rep
= Reputation_Bottom
;
5746 if(ReputationToRank(new_rep
) <= REP_HOSTILE
)
5747 SetFactionAtWar(&itr
->second
,true);
5749 itr
->second
.Standing
= new_rep
- BaseRep
;
5750 itr
->second
.Changed
= true;
5752 SetFactionVisible(&itr
->second
);
5754 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
5756 if(uint32 questid
= GetQuestSlotQuestId(i
))
5758 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
5759 if( qInfo
&& qInfo
->GetRepObjectiveFaction() == factionEntry
->ID
)
5761 QuestStatusData
& q_status
= mQuestStatus
[questid
];
5762 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
5764 if(GetReputation(factionEntry
) >= qInfo
->GetRepObjectiveValue())
5765 if ( CanCompleteQuest( questid
) )
5766 CompleteQuest( questid
);
5768 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
5770 if(GetReputation(factionEntry
) < qInfo
->GetRepObjectiveValue())
5771 IncompleteQuest( questid
);
5776 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION
);
5777 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION
);
5778 SendFactionState(&(itr
->second
));
5785 bool Player::SetFactionReputation(uint32 FactionTemplateId
, int32 standing
)
5787 FactionTemplateEntry
const* factionTemplateEntry
= sFactionTemplateStore
.LookupEntry(FactionTemplateId
);
5789 if(!factionTemplateEntry
)
5791 sLog
.outError("Player::SetFactionReputation: Can't set reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId
);
5795 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(factionTemplateEntry
->faction
);
5797 // Faction without recorded reputation. Just ignore.
5801 return SetFactionReputation(factionEntry
, standing
);
5804 bool Player::SetFactionReputation(FactionEntry
const* factionEntry
, int32 standing
)
5806 SimpleFactionsList
const* flist
= GetFactionTeamList(factionEntry
->ID
);
5810 for (SimpleFactionsList::const_iterator itr
= flist
->begin();itr
!= flist
->end();++itr
)
5812 FactionEntry
const *factionEntryCalc
= sFactionStore
.LookupEntry(*itr
);
5813 if(factionEntryCalc
)
5814 res
= SetOneFactionReputation(factionEntryCalc
, standing
);
5819 return SetOneFactionReputation(factionEntry
, standing
);
5822 bool Player::SetOneFactionReputation(FactionEntry
const* factionEntry
, int32 standing
)
5824 FactionStateList::iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5825 if (itr
!= m_factions
.end())
5827 if (standing
> Reputation_Cap
)
5828 standing
= Reputation_Cap
;
5830 if (standing
< Reputation_Bottom
)
5831 standing
= Reputation_Bottom
;
5833 int32 BaseRep
= GetBaseReputation(factionEntry
);
5834 itr
->second
.Standing
= standing
- BaseRep
;
5835 itr
->second
.Changed
= true;
5837 SetFactionVisible(&itr
->second
);
5839 if(ReputationToRank(standing
) <= REP_HOSTILE
)
5840 SetFactionAtWar(&itr
->second
,true);
5842 SendFactionState(&(itr
->second
));
5843 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION
);
5844 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION
);
5850 //Calculate total reputation percent player gain with quest/creature level
5851 int32
Player::CalculateReputationGain(uint32 creatureOrQuestLevel
, int32 rep
, bool for_quest
)
5853 // for grey creature kill received 20%, in other case 100.
5854 int32 percent
= (!for_quest
&& (creatureOrQuestLevel
<= MaNGOS::XP::GetGrayLevel(getLevel()))) ? 20 : 100;
5856 int32 repMod
= GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN
);
5858 percent
+= rep
> 0 ? repMod
: -repMod
;
5863 return int32(sWorld
.getRate(RATE_REPUTATION_GAIN
)*rep
*percent
/100);
5866 //Calculates how many reputation points player gains in victim's enemy factions
5867 void Player::RewardReputation(Unit
*pVictim
, float rate
)
5869 if(!pVictim
|| pVictim
->GetTypeId() == TYPEID_PLAYER
)
5872 ReputationOnKillEntry
const* Rep
= objmgr
.GetReputationOnKilEntry(((Creature
*)pVictim
)->GetCreatureInfo()->Entry
);
5877 if(Rep
->repfaction1
&& (!Rep
->team_dependent
|| GetTeam()==ALLIANCE
))
5879 int32 donerep1
= CalculateReputationGain(pVictim
->getLevel(),Rep
->repvalue1
,false);
5880 donerep1
= int32(donerep1
*rate
);
5881 FactionEntry
const *factionEntry1
= sFactionStore
.LookupEntry(Rep
->repfaction1
);
5882 uint32 current_reputation_rank1
= GetReputationRank(factionEntry1
);
5883 if(factionEntry1
&& current_reputation_rank1
<= Rep
->reputation_max_cap1
)
5884 ModifyFactionReputation(factionEntry1
, donerep1
);
5886 // Wiki: Team factions value divided by 2
5887 if(Rep
->is_teamaward1
)
5889 FactionEntry
const *team1_factionEntry
= sFactionStore
.LookupEntry(factionEntry1
->team
);
5890 if(team1_factionEntry
)
5891 ModifyFactionReputation(team1_factionEntry
, donerep1
/ 2);
5895 if(Rep
->repfaction2
&& (!Rep
->team_dependent
|| GetTeam()==HORDE
))
5897 int32 donerep2
= CalculateReputationGain(pVictim
->getLevel(),Rep
->repvalue2
,false);
5898 donerep2
= int32(donerep2
*rate
);
5899 FactionEntry
const *factionEntry2
= sFactionStore
.LookupEntry(Rep
->repfaction2
);
5900 uint32 current_reputation_rank2
= GetReputationRank(factionEntry2
);
5901 if(factionEntry2
&& current_reputation_rank2
<= Rep
->reputation_max_cap2
)
5902 ModifyFactionReputation(factionEntry2
, donerep2
);
5904 // Wiki: Team factions value divided by 2
5905 if(Rep
->is_teamaward2
)
5907 FactionEntry
const *team2_factionEntry
= sFactionStore
.LookupEntry(factionEntry2
->team
);
5908 if(team2_factionEntry
)
5909 ModifyFactionReputation(team2_factionEntry
, donerep2
/ 2);
5914 //Calculate how many reputation points player gain with the quest
5915 void Player::RewardReputation(Quest
const *pQuest
)
5917 // quest reputation reward/loss
5918 for(int i
= 0; i
< QUEST_REPUTATIONS_COUNT
; ++i
)
5920 if(pQuest
->RewRepFaction
[i
] && pQuest
->RewRepValue
[i
] )
5922 int32 rep
= CalculateReputationGain(pQuest
->GetQuestLevel(),pQuest
->RewRepValue
[i
],true);
5923 FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(pQuest
->RewRepFaction
[i
]);
5925 ModifyFactionReputation(factionEntry
, rep
);
5929 // TODO: implement reputation spillover
5932 void Player::UpdateArenaFields(void)
5934 /* arena calcs go here */
5937 void Player::UpdateHonorFields()
5939 /// called when rewarding honor and at each save
5940 uint64 now
= time(NULL
);
5941 uint64 today
= uint64(time(NULL
) / DAY
) * DAY
;
5943 if(m_lastHonorUpdateTime
< today
)
5945 uint64 yesterday
= today
- DAY
;
5947 uint16 kills_today
= PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS
));
5949 // update yesterday's contribution
5950 if(m_lastHonorUpdateTime
>= yesterday
)
5952 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
));
5954 // this is the first update today, reset today's contribution
5955 SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, 0);
5956 SetUInt32Value(PLAYER_FIELD_KILLS
, MAKE_PAIR32(0,kills_today
));
5960 // no honor/kills yesterday or today, reset
5961 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0);
5962 SetUInt32Value(PLAYER_FIELD_KILLS
, 0);
5966 m_lastHonorUpdateTime
= now
;
5969 ///Calculate the amount of honor gained based on the victim
5970 ///and the size of the group for which the honor is divided
5971 ///An exact honor value can also be given (overriding the calcs)
5972 bool Player::RewardHonor(Unit
*uVictim
, uint32 groupsize
, float honor
)
5974 // do not reward honor in arenas, but enable onkill spellproc
5977 if(!uVictim
|| uVictim
== this || uVictim
->GetTypeId() != TYPEID_PLAYER
)
5980 if( GetBGTeam() == ((Player
*)uVictim
)->GetBGTeam() )
5986 // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
5987 if(GetDummyAura(SPELL_AURA_PLAYER_INACTIVE
))
5990 uint64 victim_guid
= 0;
5991 uint32 victim_rank
= 0;
5993 // need call before fields update to have chance move yesterday data to appropriate fields before today data change.
5994 UpdateHonorFields();
5998 if(!uVictim
|| uVictim
== this || uVictim
->HasAuraType(SPELL_AURA_NO_PVP_CREDIT
))
6001 victim_guid
= uVictim
->GetGUID();
6003 if( uVictim
->GetTypeId() == TYPEID_PLAYER
)
6005 Player
*pVictim
= (Player
*)uVictim
;
6007 if( GetTeam() == pVictim
->GetTeam() && !sWorld
.IsFFAPvPRealm() )
6010 float f
= 1; //need for total kills (?? need more info)
6012 uint32 k_level
= getLevel();
6013 uint32 v_level
= pVictim
->getLevel();
6016 // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
6018 // [1..14] Alliance honor titles and player name
6019 // [15..28] Horde honor titles and player name
6020 // [29..38] Other title and player name
6022 uint32 victim_title
= pVictim
->GetUInt32Value(PLAYER_CHOSEN_TITLE
);
6023 // Get Killer titles, CharTitlesEntry::bit_index
6025 // title[1..14] -> rank[5..18]
6026 // title[15..28] -> rank[5..18]
6027 // title[other] -> 0
6028 if (victim_title
== 0)
6029 victim_guid
= 0; // Don't show HK: <rank> message, only log.
6030 else if (victim_title
< 15)
6031 victim_rank
= victim_title
+ 4;
6032 else if (victim_title
< 29)
6033 victim_rank
= victim_title
- 14 + 4;
6035 victim_guid
= 0; // Don't show HK: <rank> message, only log.
6040 else if( k_level
<= 39 )
6041 k_grey
= k_level
- 5 - k_level
/10;
6043 k_grey
= k_level
- 1 - k_level
/5;
6048 float diff_level
= (k_level
== k_grey
) ? 1 : ((float(v_level
) - float(k_grey
)) / (float(k_level
) - float(k_grey
)));
6050 int32 v_rank
=1; //need more info
6052 honor
= ((f
* diff_level
* (190 + v_rank
*10))/6);
6053 honor
*= ((float)k_level
) / 70.0f
; //factor of dependence on levels of the killer
6055 // count the number of playerkills in one day
6056 ApplyModUInt32Value(PLAYER_FIELD_KILLS
, 1, true);
6057 // and those in a lifetime
6058 ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 1, true);
6062 Creature
*cVictim
= (Creature
*)uVictim
;
6064 if (!cVictim
->isRacialLeader())
6067 honor
= 100; // ??? need more info
6068 victim_rank
= 19; // HK: Leader
6072 if (uVictim
!= NULL
)
6074 honor
*= sWorld
.getRate(RATE_HONOR
);
6079 honor
*= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor
6082 // honor - for show honor points in log
6083 // victim_guid - for show victim name in log
6084 // victim_rank [1..4] HK: <dishonored rank>
6085 // victim_rank [5..19] HK: <alliance\horde rank>
6086 // victim_rank [0,20+] HK: <>
6087 WorldPacket
data(SMSG_PVP_CREDIT
,4+8+4);
6088 data
<< (uint32
) honor
;
6089 data
<< (uint64
) victim_guid
;
6090 data
<< (uint32
) victim_rank
;
6092 GetSession()->SendPacket(&data
);
6095 ModifyHonorPoints(int32(honor
));
6097 ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, uint32(honor
), true);
6101 void Player::ModifyHonorPoints( int32 value
)
6105 if (GetHonorPoints() > sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
))
6106 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) + value
);
6108 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() > uint32(-value
) ? GetHonorPoints() + value
: 0);
6111 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() < sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) - value
? GetHonorPoints() + value
: sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
));
6114 void Player::ModifyArenaPoints( int32 value
)
6118 if (GetArenaPoints() > sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
))
6119 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) + value
);
6121 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() > uint32(-value
) ? GetArenaPoints() + value
: 0);
6124 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() < sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) - value
? GetArenaPoints() + value
: sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
));
6127 uint32
Player::GetGuildIdFromDB(uint64 guid
)
6129 QueryResult
* result
= CharacterDatabase
.PQuery("SELECT guildid FROM guild_member WHERE guid='%u'", GUID_LOPART(guid
));
6133 uint32 id
= result
->Fetch()[0].GetUInt32();
6138 uint32
Player::GetRankFromDB(uint64 guid
)
6140 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT rank FROM guild_member WHERE guid='%u'", GUID_LOPART(guid
) );
6143 uint32 v
= result
->Fetch()[0].GetUInt32();
6151 uint32
Player::GetArenaTeamIdFromDB(uint64 guid
, uint8 type
)
6153 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
);
6157 uint32 id
= (*result
)[0].GetUInt32();
6162 uint32
Player::GetZoneIdFromDB(uint64 guid
)
6164 uint32 guidLow
= GUID_LOPART(guid
);
6165 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT zone FROM characters WHERE guid='%u'", guidLow
);
6168 Field
* fields
= result
->Fetch();
6169 uint32 zone
= fields
[0].GetUInt32();
6174 // stored zone is zero, use generic and slow zone detection
6175 result
= CharacterDatabase
.PQuery("SELECT map,position_x,position_y FROM characters WHERE guid='%u'", guidLow
);
6178 fields
= result
->Fetch();
6179 uint32 map
= fields
[0].GetUInt32();
6180 float posx
= fields
[1].GetFloat();
6181 float posy
= fields
[2].GetFloat();
6184 zone
= MapManager::Instance().GetZoneId(map
,posx
,posy
);
6186 CharacterDatabase
.PExecute("UPDATE characters SET zone='%u' WHERE guid='%u'", zone
, guidLow
);
6192 void Player::UpdateArea(uint32 newArea
)
6194 // FFA_PVP flags are area and not zone id dependent
6195 // so apply them accordingly
6196 m_areaUpdateId
= newArea
;
6198 AreaTableEntry
const* area
= GetAreaEntryByAreaID(newArea
);
6200 if(area
&& (area
->flags
& AREA_FLAG_ARENA
))
6203 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_FFA_PVP
);
6207 // remove ffa flag only if not ffapvp realm
6208 // removal in sanctuaries and capitals is handled in zone update
6209 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_FFA_PVP
) && !sWorld
.IsFFAPvPRealm())
6210 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_FFA_PVP
);
6213 UpdateAreaDependentAuras(newArea
);
6216 void Player::UpdateZone(uint32 newZone
)
6218 m_zoneUpdateId
= newZone
;
6219 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
6221 // zone changed, so area changed as well, update it
6222 UpdateArea(GetAreaId());
6224 AreaTableEntry
const* zone
= GetAreaEntryByAreaID(newZone
);
6228 if (sWorld
.getConfig(CONFIG_WEATHER
))
6230 Weather
*wth
= sWorld
.FindWeather(zone
->ID
);
6233 wth
->SendWeatherUpdateToPlayer(this);
6237 if(!sWorld
.AddWeather(zone
->ID
))
6239 // send fine weather packet to remove old zone's weather
6240 Weather::SendFineWeatherUpdateToPlayer(this);
6245 pvpInfo
.inHostileArea
=
6246 GetTeam() == ALLIANCE
&& zone
->team
== AREATEAM_HORDE
||
6247 GetTeam() == HORDE
&& zone
->team
== AREATEAM_ALLY
||
6248 sWorld
.IsPvPRealm() && zone
->team
== AREATEAM_NONE
||
6249 InBattleGround(); // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
6251 if(pvpInfo
.inHostileArea
) // in hostile area
6253 if(!IsPvP() || pvpInfo
.endTimer
!= 0)
6254 UpdatePvP(true, true);
6256 else // in friendly area
6258 if(IsPvP() && !HasFlag(PLAYER_FLAGS
,PLAYER_FLAGS_IN_PVP
) && pvpInfo
.endTimer
== 0)
6259 pvpInfo
.endTimer
= time(0); // start toggle-off
6262 if(zone
->flags
& AREA_FLAG_SANCTUARY
) // in sanctuary
6264 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_SANCTUARY
);
6265 if(sWorld
.IsFFAPvPRealm())
6266 RemoveFlag(PLAYER_FLAGS
,PLAYER_FLAGS_FFA_PVP
);
6270 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_SANCTUARY
);
6273 if(zone
->flags
& AREA_FLAG_CAPITAL
) // in capital city
6275 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6276 SetRestType(REST_TYPE_IN_CITY
);
6277 InnEnter(time(0),GetMapId(),0,0,0);
6279 if(sWorld
.IsFFAPvPRealm())
6280 RemoveFlag(PLAYER_FLAGS
,PLAYER_FLAGS_FFA_PVP
);
6282 else // anywhere else
6284 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
)) // but resting (walk from city or maybe in tavern or leave tavern recently)
6286 if(GetRestType()==REST_TYPE_IN_TAVERN
) // has been in tavern. Is still in?
6288 if(GetMapId()!=GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40)
6290 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6291 SetRestType(REST_TYPE_NO
);
6293 if(sWorld
.IsFFAPvPRealm())
6294 SetFlag(PLAYER_FLAGS
,PLAYER_FLAGS_FFA_PVP
);
6297 else // not in tavern (leave city then)
6299 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6300 SetRestType(REST_TYPE_NO
);
6302 // Set player to FFA PVP when not in rested environment.
6303 if(sWorld
.IsFFAPvPRealm())
6304 SetFlag(PLAYER_FLAGS
,PLAYER_FLAGS_FFA_PVP
);
6309 // remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
6310 // if player resurrected at teleport this will be applied in resurrect code
6312 DestroyZoneLimitedItem( true, newZone
);
6314 // recent client version not send leave/join channel packets for built-in local channels
6315 UpdateLocalChannels( newZone
);
6319 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE
);
6321 UpdateZoneDependentAuras(newZone
);
6324 //If players are too far way of duel flag... then player loose the duel
6325 void Player::CheckDuelDistance(time_t currTime
)
6330 uint64 duelFlagGUID
= GetUInt64Value(PLAYER_DUEL_ARBITER
);
6331 GameObject
* obj
= ObjectAccessor::GetGameObject(*this, duelFlagGUID
);
6335 if(duel
->outOfBound
== 0)
6337 if(!IsWithinDistInMap(obj
, 50))
6339 duel
->outOfBound
= currTime
;
6341 WorldPacket
data(SMSG_DUEL_OUTOFBOUNDS
, 0);
6342 GetSession()->SendPacket(&data
);
6347 if(IsWithinDistInMap(obj
, 40))
6349 duel
->outOfBound
= 0;
6351 WorldPacket
data(SMSG_DUEL_INBOUNDS
, 0);
6352 GetSession()->SendPacket(&data
);
6354 else if(currTime
>= (duel
->outOfBound
+10))
6356 DuelComplete(DUEL_FLED
);
6361 void Player::DuelComplete(DuelCompleteType type
)
6363 // duel not requested
6367 WorldPacket
data(SMSG_DUEL_COMPLETE
, (1));
6368 data
<< (uint8
)((type
!= DUEL_INTERUPTED
) ? 1 : 0);
6369 GetSession()->SendPacket(&data
);
6370 duel
->opponent
->GetSession()->SendPacket(&data
);
6372 if(type
!= DUEL_INTERUPTED
)
6374 data
.Initialize(SMSG_DUEL_WINNER
, (1+20)); // we guess size
6375 data
<< (uint8
)((type
==DUEL_WON
) ? 0 : 1); // 0 = just won; 1 = fled
6376 data
<< duel
->opponent
->GetName();
6378 SendMessageToSet(&data
,true);
6381 // cool-down duel spell
6382 /*data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6389 GetSession()->SendPacket(&data);
6390 data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6391 data<<duel->opponent->GetGUID();
6395 duel->opponent->GetSession()->SendPacket(&data);*/
6397 //Remove Duel Flag object
6398 GameObject
* obj
= ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER
));
6400 duel
->initiator
->RemoveGameObject(obj
,true);
6403 std::vector
<uint32
> auras2remove
;
6404 AuraMap
const& vAuras
= duel
->opponent
->GetAuras();
6405 for (AuraMap::const_iterator i
= vAuras
.begin(); i
!= vAuras
.end(); ++i
)
6407 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6408 auras2remove
.push_back(i
->second
->GetId());
6411 for(size_t i
=0; i
<auras2remove
.size(); i
++)
6412 duel
->opponent
->RemoveAurasDueToSpell(auras2remove
[i
]);
6414 auras2remove
.clear();
6415 AuraMap
const& auras
= GetAuras();
6416 for (AuraMap::const_iterator i
= auras
.begin(); i
!= auras
.end(); ++i
)
6418 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == duel
->opponent
->GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6419 auras2remove
.push_back(i
->second
->GetId());
6421 for(size_t i
=0; i
<auras2remove
.size(); i
++)
6422 RemoveAurasDueToSpell(auras2remove
[i
]);
6424 // cleanup combo points
6425 if(GetComboTarget()==duel
->opponent
->GetGUID())
6427 else if(GetComboTarget()==duel
->opponent
->GetPetGUID())
6430 if(duel
->opponent
->GetComboTarget()==GetGUID())
6431 duel
->opponent
->ClearComboPoints();
6432 else if(duel
->opponent
->GetComboTarget()==GetPetGUID())
6433 duel
->opponent
->ClearComboPoints();
6436 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6437 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6438 duel
->opponent
->SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6439 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6441 delete duel
->opponent
->duel
;
6442 duel
->opponent
->duel
= NULL
;
6447 //---------------------------------------------------------//
6449 void Player::_ApplyItemMods(Item
*item
, uint8 slot
,bool apply
)
6451 if(slot
>= INVENTORY_SLOT_BAG_END
|| !item
)
6454 // not apply/remove mods for broken item
6455 if(item
->IsBroken())
6458 ItemPrototype
const *proto
= item
->GetProto();
6463 sLog
.outDetail("applying mods for item %u ",item
->GetGUIDLow());
6465 uint32 attacktype
= Player::GetAttackBySlot(slot
);
6466 if(attacktype
< MAX_ATTACK
)
6467 _ApplyWeaponDependentAuraMods(item
,WeaponAttackType(attacktype
),apply
);
6469 _ApplyItemBonuses(proto
,slot
,apply
);
6471 if( slot
==EQUIPMENT_SLOT_RANGED
)
6472 _ApplyAmmoBonuses();
6474 ApplyItemEquipSpell(item
,apply
);
6475 ApplyEnchantment(item
, apply
);
6477 if(proto
->Socket
[0].Color
) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
6478 CorrectMetaGemEnchants(slot
, apply
);
6480 sLog
.outDebug("_ApplyItemMods complete.");
6483 void Player::_ApplyItemBonuses(ItemPrototype
const *proto
, uint8 slot
, bool apply
)
6485 if(slot
>= INVENTORY_SLOT_BAG_END
|| !proto
)
6488 for (int i
= 0; i
< 10; i
++)
6490 uint32 statType
= 0;
6493 if(proto
->ScalingStatDistribution
)
6495 if(ScalingStatDistributionEntry
const *ssd
= sScalingStatDistributionStore
.LookupEntry(proto
->ScalingStatDistribution
))
6497 statType
= ssd
->StatMod
[i
];
6499 if(uint32 modifier
= ssd
->Modifier
[i
])
6501 uint32 level
= ((getLevel() > ssd
->MaxLevel
) ? ssd
->MaxLevel
: getLevel());
6502 if(ScalingStatValuesEntry
const *ssv
= sScalingStatValuesStore
.LookupEntry(level
))
6504 int multiplier
= ssv
->Multiplier
[proto
->GetScalingStatValuesColumn()];
6505 val
= (multiplier
* modifier
) / 10000;
6512 statType
= proto
->ItemStat
[i
].ItemStatType
;
6513 val
= float(proto
->ItemStat
[i
].ItemStatValue
);
6522 HandleStatModifier(UNIT_MOD_MANA
, BASE_VALUE
, float(val
), apply
);
6524 case ITEM_MOD_HEALTH
: // modify HP
6525 HandleStatModifier(UNIT_MOD_HEALTH
, BASE_VALUE
, float(val
), apply
);
6527 case ITEM_MOD_AGILITY
: // modify agility
6528 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, BASE_VALUE
, float(val
), apply
);
6529 ApplyStatBuffMod(STAT_AGILITY
, float(val
), apply
);
6531 case ITEM_MOD_STRENGTH
: //modify strength
6532 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, BASE_VALUE
, float(val
), apply
);
6533 ApplyStatBuffMod(STAT_STRENGTH
, float(val
), apply
);
6535 case ITEM_MOD_INTELLECT
: //modify intellect
6536 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, BASE_VALUE
, float(val
), apply
);
6537 ApplyStatBuffMod(STAT_INTELLECT
, float(val
), apply
);
6539 case ITEM_MOD_SPIRIT
: //modify spirit
6540 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, BASE_VALUE
, float(val
), apply
);
6541 ApplyStatBuffMod(STAT_SPIRIT
, float(val
), apply
);
6543 case ITEM_MOD_STAMINA
: //modify stamina
6544 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, BASE_VALUE
, float(val
), apply
);
6545 ApplyStatBuffMod(STAT_STAMINA
, float(val
), apply
);
6547 case ITEM_MOD_DEFENSE_SKILL_RATING
:
6548 ApplyRatingMod(CR_DEFENSE_SKILL
, int32(val
), apply
);
6550 case ITEM_MOD_DODGE_RATING
:
6551 ApplyRatingMod(CR_DODGE
, int32(val
), apply
);
6553 case ITEM_MOD_PARRY_RATING
:
6554 ApplyRatingMod(CR_PARRY
, int32(val
), apply
);
6556 case ITEM_MOD_BLOCK_RATING
:
6557 ApplyRatingMod(CR_BLOCK
, int32(val
), apply
);
6559 case ITEM_MOD_HIT_MELEE_RATING
:
6560 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6562 case ITEM_MOD_HIT_RANGED_RATING
:
6563 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6565 case ITEM_MOD_HIT_SPELL_RATING
:
6566 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6568 case ITEM_MOD_CRIT_MELEE_RATING
:
6569 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6571 case ITEM_MOD_CRIT_RANGED_RATING
:
6572 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6574 case ITEM_MOD_CRIT_SPELL_RATING
:
6575 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6577 case ITEM_MOD_HIT_TAKEN_MELEE_RATING
:
6578 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6580 case ITEM_MOD_HIT_TAKEN_RANGED_RATING
:
6581 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6583 case ITEM_MOD_HIT_TAKEN_SPELL_RATING
:
6584 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6586 case ITEM_MOD_CRIT_TAKEN_MELEE_RATING
:
6587 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6589 case ITEM_MOD_CRIT_TAKEN_RANGED_RATING
:
6590 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6592 case ITEM_MOD_CRIT_TAKEN_SPELL_RATING
:
6593 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6595 case ITEM_MOD_HASTE_MELEE_RATING
:
6596 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6598 case ITEM_MOD_HASTE_RANGED_RATING
:
6599 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6601 case ITEM_MOD_HASTE_SPELL_RATING
:
6602 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6604 case ITEM_MOD_HIT_RATING
:
6605 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6606 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6607 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6609 case ITEM_MOD_CRIT_RATING
:
6610 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6611 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6612 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6614 case ITEM_MOD_HIT_TAKEN_RATING
:
6615 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6616 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6617 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6619 case ITEM_MOD_CRIT_TAKEN_RATING
:
6620 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6621 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6622 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6624 case ITEM_MOD_RESILIENCE_RATING
:
6625 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6626 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6627 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6629 case ITEM_MOD_HASTE_RATING
:
6630 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6631 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6632 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6634 case ITEM_MOD_EXPERTISE_RATING
:
6635 ApplyRatingMod(CR_EXPERTISE
, int32(val
), apply
);
6637 case ITEM_MOD_ARMOR_PENETRATION_RATING
:
6638 ApplyRatingMod(CR_ARMOR_PENETRATION
, int32(val
), apply
);
6644 HandleStatModifier(UNIT_MOD_ARMOR
, BASE_VALUE
, float(proto
->Armor
), apply
);
6647 HandleBaseModValue(SHIELD_BLOCK_VALUE
, FLAT_MOD
, float(proto
->Block
), apply
);
6650 HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY
, BASE_VALUE
, float(proto
->HolyRes
), apply
);
6653 HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE
, BASE_VALUE
, float(proto
->FireRes
), apply
);
6655 if (proto
->NatureRes
)
6656 HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE
, BASE_VALUE
, float(proto
->NatureRes
), apply
);
6658 if (proto
->FrostRes
)
6659 HandleStatModifier(UNIT_MOD_RESISTANCE_FROST
, BASE_VALUE
, float(proto
->FrostRes
), apply
);
6661 if (proto
->ShadowRes
)
6662 HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW
, BASE_VALUE
, float(proto
->ShadowRes
), apply
);
6664 if (proto
->ArcaneRes
)
6665 HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE
, BASE_VALUE
, float(proto
->ArcaneRes
), apply
);
6667 WeaponAttackType attType
= BASE_ATTACK
;
6668 float damage
= 0.0f
;
6670 if( slot
== EQUIPMENT_SLOT_RANGED
&& (
6671 proto
->InventoryType
== INVTYPE_RANGED
|| proto
->InventoryType
== INVTYPE_THROWN
||
6672 proto
->InventoryType
== INVTYPE_RANGEDRIGHT
))
6674 attType
= RANGED_ATTACK
;
6676 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6678 attType
= OFF_ATTACK
;
6681 if (proto
->Damage
[0].DamageMin
> 0 )
6683 damage
= apply
? proto
->Damage
[0].DamageMin
: BASE_MINDAMAGE
;
6684 SetBaseWeaponDamage(attType
, MINDAMAGE
, damage
);
6685 //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
6688 if (proto
->Damage
[0].DamageMax
> 0 )
6690 damage
= apply
? proto
->Damage
[0].DamageMax
: BASE_MAXDAMAGE
;
6691 SetBaseWeaponDamage(attType
, MAXDAMAGE
, damage
);
6694 if(!IsUseEquipedWeapon(slot
==EQUIPMENT_SLOT_MAINHAND
))
6699 if(slot
== EQUIPMENT_SLOT_RANGED
)
6700 SetAttackTime(RANGED_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6701 else if(slot
==EQUIPMENT_SLOT_MAINHAND
)
6702 SetAttackTime(BASE_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6703 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6704 SetAttackTime(OFF_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6707 if(CanModifyStats() && (damage
|| proto
->Delay
))
6708 UpdateDamagePhysical(attType
);
6711 void Player::_ApplyWeaponDependentAuraMods(Item
*item
,WeaponAttackType attackType
,bool apply
)
6713 AuraList
const& auraCritList
= GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT
);
6714 for(AuraList::const_iterator itr
= auraCritList
.begin(); itr
!=auraCritList
.end();++itr
)
6715 _ApplyWeaponDependentAuraCritMod(item
,attackType
,*itr
,apply
);
6717 AuraList
const& auraDamageFlatList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE
);
6718 for(AuraList::const_iterator itr
= auraDamageFlatList
.begin(); itr
!=auraDamageFlatList
.end();++itr
)
6719 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6721 AuraList
const& auraDamagePCTList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
);
6722 for(AuraList::const_iterator itr
= auraDamagePCTList
.begin(); itr
!=auraDamagePCTList
.end();++itr
)
6723 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6726 void Player::_ApplyWeaponDependentAuraCritMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6728 // generic not weapon specific case processes in aura code
6729 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6732 BaseModGroup mod
= BASEMOD_END
;
6735 case BASE_ATTACK
: mod
= CRIT_PERCENTAGE
; break;
6736 case OFF_ATTACK
: mod
= OFFHAND_CRIT_PERCENTAGE
;break;
6737 case RANGED_ATTACK
: mod
= RANGED_CRIT_PERCENTAGE
; break;
6741 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6743 HandleBaseModValue(mod
, FLAT_MOD
, float (aura
->GetModifier()->m_amount
), apply
);
6747 void Player::_ApplyWeaponDependentAuraDamageMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6749 // ignore spell mods for not wands
6750 Modifier
const* modifier
= aura
->GetModifier();
6751 if((modifier
->m_miscvalue
& SPELL_SCHOOL_MASK_NORMAL
)==0 && (getClassMask() & CLASSMASK_WAND_USERS
)==0)
6754 // generic not weapon specific case processes in aura code
6755 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6758 UnitMods unitMod
= UNIT_MOD_END
;
6761 case BASE_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_MAINHAND
; break;
6762 case OFF_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_OFFHAND
; break;
6763 case RANGED_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_RANGED
; break;
6767 UnitModifierType unitModType
= TOTAL_VALUE
;
6768 switch(modifier
->m_auraname
)
6770 case SPELL_AURA_MOD_DAMAGE_DONE
: unitModType
= TOTAL_VALUE
; break;
6771 case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
: unitModType
= TOTAL_PCT
; break;
6775 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6777 HandleStatModifier(unitMod
, unitModType
, float(modifier
->m_amount
),apply
);
6781 void Player::ApplyItemEquipSpell(Item
*item
, bool apply
, bool form_change
)
6786 ItemPrototype
const *proto
= item
->GetProto();
6790 for (int i
= 0; i
< 5; i
++)
6792 _Spell
const& spellData
= proto
->Spells
[i
];
6795 if(!spellData
.SpellId
)
6798 // wrong triggering type
6799 if(apply
&& spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_EQUIP
)
6802 // check if it is valid spell
6803 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6807 ApplyEquipSpell(spellproto
,item
,apply
,form_change
);
6811 void Player::ApplyEquipSpell(SpellEntry
const* spellInfo
, Item
* item
, bool apply
, bool form_change
)
6815 // Cannot be used in this stance/form
6816 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
)!=0)
6819 if(form_change
) // check aura active state from other form
6822 for (int k
=0; k
< 3; ++k
)
6824 spellEffectPair spair
= spellEffectPair(spellInfo
->Id
, k
);
6825 for (AuraMap::iterator iter
= m_Auras
.lower_bound(spair
); iter
!= m_Auras
.upper_bound(spair
); ++iter
)
6827 if(!item
|| iter
->second
->GetCastItemGUID() == item
->GetGUID())
6837 if(found
) // and skip re-cast already active aura at form change
6841 DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item
? "item" : "itemset"), spellInfo
->Id
);
6843 CastSpell(this,spellInfo
,true,item
);
6847 if(form_change
) // check aura compatibility
6849 // Cannot be used in this stance/form
6850 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
)==0)
6851 return; // and remove only not compatible at form change
6855 RemoveAurasDueToItemSpell(item
,spellInfo
->Id
); // un-apply all spells , not only at-equipped
6857 RemoveAurasDueToSpell(spellInfo
->Id
); // un-apply spell (item set case)
6861 void Player::UpdateEquipSpellsAtFormChange()
6863 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
6865 if(m_items
[i
] && !m_items
[i
]->IsBroken())
6867 ApplyItemEquipSpell(m_items
[i
],false,true); // remove spells that not fit to form
6868 ApplyItemEquipSpell(m_items
[i
],true,true); // add spells that fit form but not active
6872 // item set bonuses not dependent from item broken state
6873 for(size_t setindex
= 0; setindex
< ItemSetEff
.size(); ++setindex
)
6875 ItemSetEffect
* eff
= ItemSetEff
[setindex
];
6879 for(uint32 y
=0;y
<8; ++y
)
6881 SpellEntry
const* spellInfo
= eff
->spells
[y
];
6885 ApplyEquipSpell(spellInfo
,NULL
,false,true); // remove spells that not fit to form
6886 ApplyEquipSpell(spellInfo
,NULL
,true,true); // add spells that fit form but not active
6891 void Player::CastItemCombatSpell(Item
*item
,Unit
* Target
, WeaponAttackType attType
)
6893 if(!item
|| item
->IsBroken())
6896 ItemPrototype
const *proto
= item
->GetProto();
6900 if (!Target
|| Target
== this )
6903 for (int i
= 0; i
< 5; i
++)
6905 _Spell
const& spellData
= proto
->Spells
[i
];
6908 if(!spellData
.SpellId
)
6911 // wrong triggering type
6912 if(spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_CHANCE_ON_HIT
)
6915 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6918 sLog
.outError("WORLD: unknown Item spellid %i", spellData
.SpellId
);
6922 // not allow proc extra attack spell at extra attack
6923 if( m_extraAttacks
&& IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_ADD_EXTRA_ATTACKS
) )
6926 float chance
= spellInfo
->procChance
;
6928 if(spellData
.SpellPPMRate
)
6930 uint32 WeaponSpeed
= GetAttackTime(attType
);
6931 chance
= GetPPMProcChance(WeaponSpeed
, spellData
.SpellPPMRate
);
6933 else if(chance
> 100.0f
)
6935 chance
= GetWeaponProcChance();
6938 if (roll_chance_f(chance
))
6939 CastSpell(Target
, spellInfo
->Id
, true, item
);
6942 // item combat enchantments
6943 for(int e_slot
= 0; e_slot
< MAX_ENCHANTMENT_SLOT
; ++e_slot
)
6945 uint32 enchant_id
= item
->GetEnchantmentId(EnchantmentSlot(e_slot
));
6946 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
6947 if(!pEnchant
) continue;
6948 for (int s
=0;s
<3;s
++)
6950 if(pEnchant
->type
[s
]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
)
6953 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(pEnchant
->spellid
[s
]);
6956 sLog
.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant
->ID
, pEnchant
->spellid
[s
]);
6960 float chance
= pEnchant
->amount
[s
] != 0 ? float(pEnchant
->amount
[s
]) : GetWeaponProcChance();
6961 if (roll_chance_f(chance
))
6963 if(IsPositiveSpell(pEnchant
->spellid
[s
]))
6964 CastSpell(this, pEnchant
->spellid
[s
], true, item
);
6966 CastSpell(Target
, pEnchant
->spellid
[s
], true, item
);
6972 void Player::_RemoveAllItemMods()
6974 sLog
.outDebug("_RemoveAllItemMods start.");
6976 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
6980 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
6984 // item set bonuses not dependent from item broken state
6986 RemoveItemsSetItem(this,proto
);
6988 if(m_items
[i
]->IsBroken())
6991 ApplyItemEquipSpell(m_items
[i
],false);
6992 ApplyEnchantment(m_items
[i
], false);
6996 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
7000 if(m_items
[i
]->IsBroken())
7002 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7006 uint32 attacktype
= Player::GetAttackBySlot(i
);
7007 if(attacktype
< MAX_ATTACK
)
7008 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),false);
7010 _ApplyItemBonuses(proto
,i
, false);
7012 if( i
== EQUIPMENT_SLOT_RANGED
)
7013 _ApplyAmmoBonuses();
7017 sLog
.outDebug("_RemoveAllItemMods complete.");
7020 void Player::_ApplyAllItemMods()
7022 sLog
.outDebug("_ApplyAllItemMods start.");
7024 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
7028 if(m_items
[i
]->IsBroken())
7031 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7035 uint32 attacktype
= Player::GetAttackBySlot(i
);
7036 if(attacktype
< MAX_ATTACK
)
7037 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),true);
7039 _ApplyItemBonuses(proto
,i
, true);
7041 if( i
== EQUIPMENT_SLOT_RANGED
)
7042 _ApplyAmmoBonuses();
7046 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
7050 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7054 // item set bonuses not dependent from item broken state
7056 AddItemsSetItem(this,m_items
[i
]);
7058 if(m_items
[i
]->IsBroken())
7061 ApplyItemEquipSpell(m_items
[i
],true);
7062 ApplyEnchantment(m_items
[i
], true);
7066 sLog
.outDebug("_ApplyAllItemMods complete.");
7069 void Player::_ApplyAmmoBonuses()
7072 uint32 ammo_id
= GetUInt32Value(PLAYER_AMMO_ID
);
7076 float currentAmmoDPS
;
7078 ItemPrototype
const *ammo_proto
= objmgr
.GetItemPrototype( ammo_id
);
7079 if( !ammo_proto
|| ammo_proto
->Class
!=ITEM_CLASS_PROJECTILE
|| !CheckAmmoCompatibility(ammo_proto
))
7080 currentAmmoDPS
= 0.0f
;
7082 currentAmmoDPS
= ammo_proto
->Damage
[0].DamageMin
;
7084 if(currentAmmoDPS
== GetAmmoDPS())
7087 m_ammoDPS
= currentAmmoDPS
;
7089 if(CanModifyStats())
7090 UpdateDamagePhysical(RANGED_ATTACK
);
7093 bool Player::CheckAmmoCompatibility(const ItemPrototype
*ammo_proto
) const
7098 // check ranged weapon
7099 Item
*weapon
= GetWeaponForAttack( RANGED_ATTACK
);
7100 if(!weapon
|| weapon
->IsBroken() )
7103 ItemPrototype
const* weapon_proto
= weapon
->GetProto();
7104 if(!weapon_proto
|| weapon_proto
->Class
!=ITEM_CLASS_WEAPON
)
7107 // check ammo ws. weapon compatibility
7108 switch(weapon_proto
->SubClass
)
7110 case ITEM_SUBCLASS_WEAPON_BOW
:
7111 case ITEM_SUBCLASS_WEAPON_CROSSBOW
:
7112 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_ARROW
)
7115 case ITEM_SUBCLASS_WEAPON_GUN
:
7116 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_BULLET
)
7126 /* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
7127 Called by remove insignia spell effect */
7128 void Player::RemovedInsignia(Player
* looterPlr
)
7130 if (!GetBattleGroundId())
7133 // If not released spirit, do it !
7134 if(m_deathTimer
> 0)
7141 Corpse
*corpse
= GetCorpse();
7145 // We have to convert player corpse to bones, not to be able to resurrect there
7146 // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
7147 Corpse
*bones
= ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
7151 // Now we must make bones lootable, and send player loot
7152 bones
->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS
, CORPSE_DYNFLAG_LOOTABLE
);
7154 // We store the level of our player in the gold field
7155 // We retrieve this information at Player::SendLoot()
7156 bones
->loot
.gold
= getLevel();
7157 bones
->lootRecipient
= looterPlr
;
7158 looterPlr
->SendLoot(bones
->GetGUID(), LOOT_INSIGNIA
);
7167 void Player::SendLootRelease( uint64 guid
)
7169 WorldPacket
data( SMSG_LOOT_RELEASE_RESPONSE
, (8+1) );
7170 data
<< uint64(guid
) << uint8(1);
7171 SendDirectMessage( &data
);
7174 void Player::SendLoot(uint64 guid
, LootType loot_type
)
7177 PermissionTypes permission
= ALL_PERMISSION
;
7179 sLog
.outDebug("Player::SendLoot");
7180 if (IS_GAMEOBJECT_GUID(guid
))
7182 sLog
.outDebug(" IS_GAMEOBJECT_GUID(guid)");
7184 ObjectAccessor::GetGameObject(*this, guid
);
7186 // not check distance for GO in case owned GO (fishing bobber case, for example)
7187 // And permit out of range GO with no owner in case fishing hole
7188 if (!go
|| (loot_type
!= LOOT_FISHINGHOLE
&& (loot_type
!= LOOT_FISHING
|| go
->GetOwnerGUID() != GetGUID()) && !go
->IsWithinDistInMap(this,INTERACTION_DISTANCE
)))
7190 SendLootRelease(guid
);
7196 if(go
->getLootState() == GO_READY
)
7198 uint32 lootid
= go
->GetLootId();
7202 sLog
.outDebug(" if(lootid)");
7204 loot
->FillLoot(lootid
, LootTemplates_Gameobject
, this);
7207 if(loot_type
== LOOT_FISHING
)
7208 go
->getFishLoot(loot
);
7210 go
->SetLootState(GO_ACTIVATED
);
7213 else if (IS_ITEM_GUID(guid
))
7215 Item
*item
= GetItemByGuid( guid
);
7219 SendLootRelease(guid
);
7223 if(loot_type
== LOOT_DISENCHANTING
)
7227 if(!item
->m_lootGenerated
)
7229 item
->m_lootGenerated
= true;
7231 loot
->FillLoot(item
->GetProto()->DisenchantID
, LootTemplates_Disenchant
, this);
7234 else if(loot_type
== LOOT_PROSPECTING
)
7238 if(!item
->m_lootGenerated
)
7240 item
->m_lootGenerated
= true;
7242 loot
->FillLoot(item
->GetEntry(), LootTemplates_Prospecting
, this);
7245 else if(loot_type
== LOOT_MILLING
)
7249 if(!item
->m_lootGenerated
)
7251 item
->m_lootGenerated
= true;
7253 loot
->FillLoot(item
->GetEntry(), LootTemplates_Milling
, this);
7260 if(!item
->m_lootGenerated
)
7262 item
->m_lootGenerated
= true;
7264 loot
->FillLoot(item
->GetEntry(), LootTemplates_Item
, this);
7266 loot
->generateMoneyLoot(item
->GetProto()->MinMoneyLoot
,item
->GetProto()->MaxMoneyLoot
);
7270 else if (IS_CORPSE_GUID(guid
)) // remove insignia
7272 Corpse
*bones
= ObjectAccessor::GetCorpse(*this, guid
);
7274 if (!bones
|| !((loot_type
== LOOT_CORPSE
) || (loot_type
== LOOT_INSIGNIA
)) || (bones
->GetType() != CORPSE_BONES
) )
7276 SendLootRelease(guid
);
7280 loot
= &bones
->loot
;
7282 if (!bones
->lootForBody
)
7284 bones
->lootForBody
= true;
7285 uint32 pLevel
= bones
->loot
.gold
;
7286 bones
->loot
.clear();
7287 // It may need a better formula
7288 // Now it works like this: lvl10: ~6copper, lvl70: ~9silver
7289 bones
->loot
.gold
= (uint32
)( urand(50, 150) * 0.016f
* pow( ((float)pLevel
)/5.76f
, 2.5f
) * sWorld
.getRate(RATE_DROP_MONEY
) );
7292 if (bones
->lootRecipient
!= this)
7293 permission
= NONE_PERMISSION
;
7297 Creature
*creature
= ObjectAccessor::GetCreature(*this, guid
);
7299 // must be in range and creature must be alive for pickpocket and must be dead for another loot
7300 if (!creature
|| creature
->isAlive()!=(loot_type
== LOOT_PICKPOCKETING
) || !creature
->IsWithinDistInMap(this,INTERACTION_DISTANCE
))
7302 SendLootRelease(guid
);
7306 if(loot_type
== LOOT_PICKPOCKETING
&& IsFriendlyTo(creature
))
7308 SendLootRelease(guid
);
7312 loot
= &creature
->loot
;
7314 if(loot_type
== LOOT_PICKPOCKETING
)
7316 if ( !creature
->lootForPickPocketed
)
7318 creature
->lootForPickPocketed
= true;
7321 if (uint32 lootid
= creature
->GetCreatureInfo()->pickpocketLootId
)
7322 loot
->FillLoot(lootid
, LootTemplates_Pickpocketing
, this);
7324 // Generate extra money for pick pocket loot
7325 const uint32 a
= urand(0, creature
->getLevel()/2);
7326 const uint32 b
= urand(0, getLevel()/2);
7327 loot
->gold
= uint32(10 * (a
+ b
) * sWorld
.getRate(RATE_DROP_MONEY
));
7332 // the player whose group may loot the corpse
7333 Player
*recipient
= creature
->GetLootRecipient();
7336 creature
->SetLootRecipient(this);
7340 if (creature
->lootForPickPocketed
)
7342 creature
->lootForPickPocketed
= false;
7346 if(!creature
->lootForBody
)
7348 creature
->lootForBody
= true;
7351 if (uint32 lootid
= creature
->GetCreatureInfo()->lootid
)
7352 loot
->FillLoot(lootid
, LootTemplates_Creature
, recipient
);
7354 loot
->generateMoneyLoot(creature
->GetCreatureInfo()->mingold
,creature
->GetCreatureInfo()->maxgold
);
7356 if(Group
* group
= recipient
->GetGroup())
7358 group
->UpdateLooterGuid(creature
,true);
7360 switch (group
->GetLootMethod())
7363 // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin
7364 group
->GroupLoot(recipient
->GetGUID(), loot
, creature
);
7366 case NEED_BEFORE_GREED
:
7367 group
->NeedBeforeGreed(recipient
->GetGUID(), loot
, creature
);
7370 group
->MasterLoot(recipient
->GetGUID(), loot
, creature
);
7378 // possible only if creature->lootForBody && loot->empty() at spell cast check
7379 if (loot_type
== LOOT_SKINNING
)
7382 loot
->FillLoot(creature
->GetCreatureInfo()->SkinLootId
, LootTemplates_Skinning
, this);
7384 // set group rights only for loot_type != LOOT_SKINNING
7387 if(Group
* group
= GetGroup())
7389 if( group
== recipient
->GetGroup() )
7391 if(group
->GetLootMethod() == FREE_FOR_ALL
)
7392 permission
= ALL_PERMISSION
;
7393 else if(group
->GetLooterGuid() == GetGUID())
7395 if(group
->GetLootMethod() == MASTER_LOOT
)
7396 permission
= MASTER_PERMISSION
;
7398 permission
= ALL_PERMISSION
;
7401 permission
= GROUP_PERMISSION
;
7404 permission
= NONE_PERMISSION
;
7406 else if(recipient
== this)
7407 permission
= ALL_PERMISSION
;
7409 permission
= NONE_PERMISSION
;
7416 QuestItemList
*q_list
= 0;
7417 if (permission
!= NONE_PERMISSION
)
7419 QuestItemMap
const& lootPlayerQuestItems
= loot
->GetPlayerQuestItems();
7420 QuestItemMap::const_iterator itr
= lootPlayerQuestItems
.find(GetGUIDLow());
7421 if (itr
== lootPlayerQuestItems
.end())
7422 q_list
= loot
->FillQuestLoot(this);
7424 q_list
= itr
->second
;
7427 QuestItemList
*ffa_list
= 0;
7428 if (permission
!= NONE_PERMISSION
)
7430 QuestItemMap
const& lootPlayerFFAItems
= loot
->GetPlayerFFAItems();
7431 QuestItemMap::const_iterator itr
= lootPlayerFFAItems
.find(GetGUIDLow());
7432 if (itr
== lootPlayerFFAItems
.end())
7433 ffa_list
= loot
->FillFFALoot(this);
7435 ffa_list
= itr
->second
;
7438 QuestItemList
*conditional_list
= 0;
7439 if (permission
!= NONE_PERMISSION
)
7441 QuestItemMap
const& lootPlayerNonQuestNonFFAConditionalItems
= loot
->GetPlayerNonQuestNonFFAConditionalItems();
7442 QuestItemMap::const_iterator itr
= lootPlayerNonQuestNonFFAConditionalItems
.find(GetGUIDLow());
7443 if (itr
== lootPlayerNonQuestNonFFAConditionalItems
.end())
7444 conditional_list
= loot
->FillNonQuestNonFFAConditionalLoot(this);
7446 conditional_list
= itr
->second
;
7449 // LOOT_PICKPOCKETING, LOOT_PROSPECTING, LOOT_DISENCHANTING, LOOT_INSIGNIA and LOOT_MILLING unsupported by client, sending LOOT_SKINNING instead
7450 if(loot_type
== LOOT_PICKPOCKETING
|| loot_type
== LOOT_DISENCHANTING
|| loot_type
== LOOT_PROSPECTING
|| loot_type
== LOOT_INSIGNIA
|| loot_type
== LOOT_MILLING
)
7451 loot_type
= LOOT_SKINNING
;
7453 if(loot_type
== LOOT_FISHINGHOLE
)
7454 loot_type
= LOOT_FISHING
;
7456 WorldPacket
data(SMSG_LOOT_RESPONSE
, (9+50)); // we guess size
7458 data
<< uint64(guid
);
7459 data
<< uint8(loot_type
);
7460 data
<< LootView(*loot
, q_list
, ffa_list
, conditional_list
, this, permission
);
7462 SendDirectMessage(&data
);
7464 // add 'this' player as one of the players that are looting 'loot'
7465 if (permission
!= NONE_PERMISSION
)
7466 loot
->AddLooter(GetGUID());
7468 if ( loot_type
== LOOT_CORPSE
&& !IS_ITEM_GUID(guid
) )
7469 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_LOOTING
);
7472 void Player::SendNotifyLootMoneyRemoved()
7474 WorldPacket
data(SMSG_LOOT_CLEAR_MONEY
, 0);
7475 GetSession()->SendPacket( &data
);
7478 void Player::SendNotifyLootItemRemoved(uint8 lootSlot
)
7480 WorldPacket
data(SMSG_LOOT_REMOVED
, 1);
7481 data
<< uint8(lootSlot
);
7482 GetSession()->SendPacket( &data
);
7485 void Player::SendUpdateWorldState(uint32 Field
, uint32 Value
)
7487 WorldPacket
data(SMSG_UPDATE_WORLD_STATE
, 8);
7490 GetSession()->SendPacket(&data
);
7493 void Player::SendInitWorldStates()
7495 // data depends on zoneid/mapid...
7496 BattleGround
* bg
= GetBattleGround();
7497 uint16 NumberOfFields
= 0;
7498 uint32 mapid
= GetMapId();
7499 uint32 zoneid
= GetZoneId();
7500 uint32 areaid
= GetAreaId();
7501 sLog
.outDebug("Sending SMSG_INIT_WORLD_STATES to Map:%u, Zone: %u", mapid
, zoneid
);
7502 // may be exist better way to do this...
7525 NumberOfFields
= 81;
7528 NumberOfFields
= 14;
7532 NumberOfFields
= 38;
7535 NumberOfFields
= 22;
7538 NumberOfFields
= 36;
7541 NumberOfFields
= 35;
7552 NumberOfFields
= 10;
7556 WorldPacket
data(SMSG_INIT_WORLD_STATES
, (4+4+4+2+(NumberOfFields
*8)));
7557 data
<< uint32(mapid
); // mapid
7558 data
<< uint32(zoneid
); // zone id
7559 data
<< uint32(areaid
); // area id, new 2.1.0
7560 data
<< uint16(NumberOfFields
); // count of uint64 blocks
7561 data
<< uint32(0x8d8) << uint32(0x0); // 1
7562 data
<< uint32(0x8d7) << uint32(0x0); // 2
7563 data
<< uint32(0x8d6) << uint32(0x0); // 3
7564 data
<< uint32(0x8d5) << uint32(0x0); // 4
7565 data
<< uint32(0x8d4) << uint32(0x0); // 5
7566 data
<< uint32(0x8d3) << uint32(0x0); // 6
7567 if(mapid
== 530) // Outland
7569 data
<< uint32(0x9bf) << uint32(0x0); // 7
7570 data
<< uint32(0x9bd) << uint32(0xF); // 8
7571 data
<< uint32(0x9bb) << uint32(0xF); // 9
7586 data
<< uint32(0x7ae) << uint32(0x1); // 7
7587 data
<< uint32(0x532) << uint32(0x1); // 8
7588 data
<< uint32(0x531) << uint32(0x0); // 9
7589 data
<< uint32(0x52e) << uint32(0x0); // 10
7590 data
<< uint32(0x571) << uint32(0x0); // 11
7591 data
<< uint32(0x570) << uint32(0x0); // 12
7592 data
<< uint32(0x567) << uint32(0x1); // 13
7593 data
<< uint32(0x566) << uint32(0x1); // 14
7594 data
<< uint32(0x550) << uint32(0x1); // 15
7595 data
<< uint32(0x544) << uint32(0x0); // 16
7596 data
<< uint32(0x536) << uint32(0x0); // 17
7597 data
<< uint32(0x535) << uint32(0x1); // 18
7598 data
<< uint32(0x518) << uint32(0x0); // 19
7599 data
<< uint32(0x517) << uint32(0x0); // 20
7600 data
<< uint32(0x574) << uint32(0x0); // 21
7601 data
<< uint32(0x573) << uint32(0x0); // 22
7602 data
<< uint32(0x572) << uint32(0x0); // 23
7603 data
<< uint32(0x56f) << uint32(0x0); // 24
7604 data
<< uint32(0x56e) << uint32(0x0); // 25
7605 data
<< uint32(0x56d) << uint32(0x0); // 26
7606 data
<< uint32(0x56c) << uint32(0x0); // 27
7607 data
<< uint32(0x56b) << uint32(0x0); // 28
7608 data
<< uint32(0x56a) << uint32(0x1); // 29
7609 data
<< uint32(0x569) << uint32(0x1); // 30
7610 data
<< uint32(0x568) << uint32(0x1); // 13
7611 data
<< uint32(0x565) << uint32(0x0); // 32
7612 data
<< uint32(0x564) << uint32(0x0); // 33
7613 data
<< uint32(0x563) << uint32(0x0); // 34
7614 data
<< uint32(0x562) << uint32(0x0); // 35
7615 data
<< uint32(0x561) << uint32(0x0); // 36
7616 data
<< uint32(0x560) << uint32(0x0); // 37
7617 data
<< uint32(0x55f) << uint32(0x0); // 38
7618 data
<< uint32(0x55e) << uint32(0x0); // 39
7619 data
<< uint32(0x55d) << uint32(0x0); // 40
7620 data
<< uint32(0x3c6) << uint32(0x4); // 41
7621 data
<< uint32(0x3c4) << uint32(0x6); // 42
7622 data
<< uint32(0x3c2) << uint32(0x4); // 43
7623 data
<< uint32(0x516) << uint32(0x1); // 44
7624 data
<< uint32(0x515) << uint32(0x0); // 45
7625 data
<< uint32(0x3b6) << uint32(0x6); // 46
7626 data
<< uint32(0x55c) << uint32(0x0); // 47
7627 data
<< uint32(0x55b) << uint32(0x0); // 48
7628 data
<< uint32(0x55a) << uint32(0x0); // 49
7629 data
<< uint32(0x559) << uint32(0x0); // 50
7630 data
<< uint32(0x558) << uint32(0x0); // 51
7631 data
<< uint32(0x557) << uint32(0x0); // 52
7632 data
<< uint32(0x556) << uint32(0x0); // 53
7633 data
<< uint32(0x555) << uint32(0x0); // 54
7634 data
<< uint32(0x554) << uint32(0x1); // 55
7635 data
<< uint32(0x553) << uint32(0x1); // 56
7636 data
<< uint32(0x552) << uint32(0x1); // 57
7637 data
<< uint32(0x551) << uint32(0x1); // 58
7638 data
<< uint32(0x54f) << uint32(0x0); // 59
7639 data
<< uint32(0x54e) << uint32(0x0); // 60
7640 data
<< uint32(0x54d) << uint32(0x1); // 61
7641 data
<< uint32(0x54c) << uint32(0x0); // 62
7642 data
<< uint32(0x54b) << uint32(0x0); // 63
7643 data
<< uint32(0x545) << uint32(0x0); // 64
7644 data
<< uint32(0x543) << uint32(0x1); // 65
7645 data
<< uint32(0x542) << uint32(0x0); // 66
7646 data
<< uint32(0x540) << uint32(0x0); // 67
7647 data
<< uint32(0x53f) << uint32(0x0); // 68
7648 data
<< uint32(0x53e) << uint32(0x0); // 69
7649 data
<< uint32(0x53d) << uint32(0x0); // 70
7650 data
<< uint32(0x53c) << uint32(0x0); // 71
7651 data
<< uint32(0x53b) << uint32(0x0); // 72
7652 data
<< uint32(0x53a) << uint32(0x1); // 73
7653 data
<< uint32(0x539) << uint32(0x0); // 74
7654 data
<< uint32(0x538) << uint32(0x0); // 75
7655 data
<< uint32(0x537) << uint32(0x0); // 76
7656 data
<< uint32(0x534) << uint32(0x0); // 77
7657 data
<< uint32(0x533) << uint32(0x0); // 78
7658 data
<< uint32(0x530) << uint32(0x0); // 79
7659 data
<< uint32(0x52f) << uint32(0x0); // 80
7660 data
<< uint32(0x52d) << uint32(0x1); // 81
7663 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_WS
)
7664 bg
->FillInitialWorldStates(data
);
7667 data
<< uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures
7668 data
<< uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures
7669 data
<< uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
7670 data
<< uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
7671 data
<< uint32(0x60b) << uint32(0x2); // 11 1547 unk
7672 data
<< uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?)
7673 data
<< uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7674 data
<< uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7678 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_AB
)
7679 bg
->FillInitialWorldStates(data
);
7682 data
<< uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance
7683 data
<< uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde
7684 data
<< uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST?
7685 data
<< uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide)
7686 data
<< uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
7687 data
<< uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide)
7688 data
<< uint32(0x6ee) << uint32(0x0); // 13 1774 farm color
7689 data
<< uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM?
7690 data
<< uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources
7691 data
<< uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources
7692 data
<< uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases
7693 data
<< uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases
7694 data
<< uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000)
7695 data
<< uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color
7696 data
<< uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide)
7697 data
<< uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs?
7698 data
<< uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs?
7699 data
<< uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
7700 data
<< uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
7701 data
<< uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide)
7702 data
<< uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color
7703 data
<< uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM?
7704 data
<< uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
7705 data
<< uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide)
7706 data
<< uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color
7707 data
<< uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled)
7708 data
<< uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled)
7709 data
<< uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled)
7710 data
<< uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled)
7711 data
<< uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled)
7712 data
<< uint32(0x745) << uint32(0x2); // 37 1861 unk
7713 data
<< uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800)
7717 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_EY
)
7718 bg
->FillInitialWorldStates(data
);
7721 data
<< uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases
7722 data
<< uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases
7723 data
<< uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict
7724 data
<< uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict
7725 data
<< uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict
7726 data
<< uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict
7727 data
<< uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict
7728 data
<< uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict
7729 data
<< uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start
7730 data
<< uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start
7731 data
<< uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control
7732 data
<< uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control
7733 data
<< uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
7734 data
<< uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control
7735 data
<< uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control
7736 data
<< uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
7737 data
<< uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control
7738 data
<< uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control
7739 data
<< uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no)
7740 data
<< uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control
7741 data
<< uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control
7742 data
<< uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
7743 data
<< uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
7744 data
<< uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
7745 data
<< uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
7746 data
<< uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources
7747 data
<< uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources
7748 data
<< uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant?
7749 data
<< uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
7750 data
<< uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
7751 data
<< uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
7752 data
<< uint32(0xc0d) << uint32(0x17b); // 38 3085 unk
7753 // and some more ... unknown
7756 case 3483: // Hellfire Peninsula
7757 data
<< uint32(0x9ba) << uint32(0x1); // 10
7758 data
<< uint32(0x9b9) << uint32(0x1); // 11
7759 data
<< uint32(0x9b5) << uint32(0x0); // 12
7760 data
<< uint32(0x9b4) << uint32(0x1); // 13
7761 data
<< uint32(0x9b3) << uint32(0x0); // 14
7762 data
<< uint32(0x9b2) << uint32(0x0); // 15
7763 data
<< uint32(0x9b1) << uint32(0x1); // 16
7764 data
<< uint32(0x9b0) << uint32(0x0); // 17
7765 data
<< uint32(0x9ae) << uint32(0x0); // 18 horde pvp objectives captured
7766 data
<< uint32(0x9ac) << uint32(0x0); // 19
7767 data
<< uint32(0x9a8) << uint32(0x0); // 20
7768 data
<< uint32(0x9a7) << uint32(0x0); // 21
7769 data
<< uint32(0x9a6) << uint32(0x1); // 22
7771 case 3519: // Terokkar Forest
7772 data
<< uint32(0xa41) << uint32(0x0); // 10
7773 data
<< uint32(0xa40) << uint32(0x14); // 11
7774 data
<< uint32(0xa3f) << uint32(0x0); // 12
7775 data
<< uint32(0xa3e) << uint32(0x0); // 13
7776 data
<< uint32(0xa3d) << uint32(0x5); // 14
7777 data
<< uint32(0xa3c) << uint32(0x0); // 15
7778 data
<< uint32(0xa87) << uint32(0x0); // 16
7779 data
<< uint32(0xa86) << uint32(0x0); // 17
7780 data
<< uint32(0xa85) << uint32(0x0); // 18
7781 data
<< uint32(0xa84) << uint32(0x0); // 19
7782 data
<< uint32(0xa83) << uint32(0x0); // 20
7783 data
<< uint32(0xa82) << uint32(0x0); // 21
7784 data
<< uint32(0xa81) << uint32(0x0); // 22
7785 data
<< uint32(0xa80) << uint32(0x0); // 23
7786 data
<< uint32(0xa7e) << uint32(0x0); // 24
7787 data
<< uint32(0xa7d) << uint32(0x0); // 25
7788 data
<< uint32(0xa7c) << uint32(0x0); // 26
7789 data
<< uint32(0xa7b) << uint32(0x0); // 27
7790 data
<< uint32(0xa7a) << uint32(0x0); // 28
7791 data
<< uint32(0xa79) << uint32(0x0); // 29
7792 data
<< uint32(0x9d0) << uint32(0x5); // 30
7793 data
<< uint32(0x9ce) << uint32(0x0); // 31
7794 data
<< uint32(0x9cd) << uint32(0x0); // 32
7795 data
<< uint32(0x9cc) << uint32(0x0); // 33
7796 data
<< uint32(0xa88) << uint32(0x0); // 34
7797 data
<< uint32(0xad0) << uint32(0x0); // 35
7798 data
<< uint32(0xacf) << uint32(0x1); // 36
7800 case 3521: // Zangarmarsh
7801 data
<< uint32(0x9e1) << uint32(0x0); // 10
7802 data
<< uint32(0x9e0) << uint32(0x0); // 11
7803 data
<< uint32(0x9df) << uint32(0x0); // 12
7804 data
<< uint32(0xa5d) << uint32(0x1); // 13
7805 data
<< uint32(0xa5c) << uint32(0x0); // 14
7806 data
<< uint32(0xa5b) << uint32(0x1); // 15
7807 data
<< uint32(0xa5a) << uint32(0x0); // 16
7808 data
<< uint32(0xa59) << uint32(0x1); // 17
7809 data
<< uint32(0xa58) << uint32(0x0); // 18
7810 data
<< uint32(0xa57) << uint32(0x0); // 19
7811 data
<< uint32(0xa56) << uint32(0x0); // 20
7812 data
<< uint32(0xa55) << uint32(0x1); // 21
7813 data
<< uint32(0xa54) << uint32(0x0); // 22
7814 data
<< uint32(0x9e7) << uint32(0x0); // 23
7815 data
<< uint32(0x9e6) << uint32(0x0); // 24
7816 data
<< uint32(0x9e5) << uint32(0x0); // 25
7817 data
<< uint32(0xa00) << uint32(0x0); // 26
7818 data
<< uint32(0x9ff) << uint32(0x1); // 27
7819 data
<< uint32(0x9fe) << uint32(0x0); // 28
7820 data
<< uint32(0x9fd) << uint32(0x0); // 29
7821 data
<< uint32(0x9fc) << uint32(0x1); // 30
7822 data
<< uint32(0x9fb) << uint32(0x0); // 31
7823 data
<< uint32(0xa62) << uint32(0x0); // 32
7824 data
<< uint32(0xa61) << uint32(0x1); // 33
7825 data
<< uint32(0xa60) << uint32(0x1); // 34
7826 data
<< uint32(0xa5f) << uint32(0x0); // 35
7828 case 3698: // Nagrand Arena
7829 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_NA
)
7830 bg
->FillInitialWorldStates(data
);
7833 data
<< uint32(0xa0f) << uint32(0x0); // 7
7834 data
<< uint32(0xa10) << uint32(0x0); // 8
7835 data
<< uint32(0xa11) << uint32(0x0); // 9 show
7838 case 3702: // Blade's Edge Arena
7839 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_BE
)
7840 bg
->FillInitialWorldStates(data
);
7843 data
<< uint32(0x9f0) << uint32(0x0); // 7 gold
7844 data
<< uint32(0x9f1) << uint32(0x0); // 8 green
7845 data
<< uint32(0x9f3) << uint32(0x0); // 9 show
7848 case 3968: // Ruins of Lordaeron
7849 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_RL
)
7850 bg
->FillInitialWorldStates(data
);
7853 data
<< uint32(0xbb8) << uint32(0x0); // 7 gold
7854 data
<< uint32(0xbb9) << uint32(0x0); // 8 green
7855 data
<< uint32(0xbba) << uint32(0x0); // 9 show
7858 case 3703: // Shattrath City
7861 data
<< uint32(0x914) << uint32(0x0); // 7
7862 data
<< uint32(0x913) << uint32(0x0); // 8
7863 data
<< uint32(0x912) << uint32(0x0); // 9
7864 data
<< uint32(0x915) << uint32(0x0); // 10
7867 GetSession()->SendPacket(&data
);
7870 uint32
Player::GetXPRestBonus(uint32 xp
)
7872 uint32 rested_bonus
= (uint32
)GetRestBonus(); // xp for each rested bonus
7874 if(rested_bonus
> xp
) // max rested_bonus == xp or (r+x) = 200% xp
7877 SetRestBonus( GetRestBonus() - rested_bonus
);
7879 sLog
.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp
+rested_bonus
,rested_bonus
,GetRestBonus());
7880 return rested_bonus
;
7883 void Player::SetBindPoint(uint64 guid
)
7885 WorldPacket
data(SMSG_BINDER_CONFIRM
, 8);
7886 data
<< uint64(guid
);
7887 GetSession()->SendPacket( &data
);
7890 void Player::SendTalentWipeConfirm(uint64 guid
)
7892 WorldPacket
data(MSG_TALENT_WIPE_CONFIRM
, (8+4));
7893 data
<< uint64(guid
);
7894 data
<< uint32(resetTalentsCost());
7895 GetSession()->SendPacket( &data
);
7898 void Player::SendPetSkillWipeConfirm()
7900 Pet
* pet
= GetPet();
7903 WorldPacket
data(SMSG_PET_UNLEARN_CONFIRM
, (8+4));
7904 data
<< pet
->GetGUID();
7905 data
<< uint32(pet
->resetTalentsCost());
7906 GetSession()->SendPacket( &data
);
7909 /*********************************************************/
7910 /*** STORAGE SYSTEM ***/
7911 /*********************************************************/
7913 void Player::SetVirtualItemSlot( uint8 i
, Item
* item
)
7918 if(!item
->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT
))
7920 uint32 charges
= item
->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
);
7924 item
->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
,charges
-1);
7925 else if(charges
<= 1)
7927 ApplyEnchantment(item
,TEMP_ENCHANTMENT_SLOT
,false);
7928 item
->ClearEnchantment(TEMP_ENCHANTMENT_SLOT
);
7933 void Player::SetSheath( uint32 sheathed
)
7937 case SHEATH_STATE_UNARMED
: // no prepared weapon
7938 SetVirtualItemSlot(0,NULL
);
7939 SetVirtualItemSlot(1,NULL
);
7940 SetVirtualItemSlot(2,NULL
);
7942 case SHEATH_STATE_MELEE
: // prepared melee weapon
7944 SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK
,true));
7945 SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK
,true));
7946 SetVirtualItemSlot(2,NULL
);
7948 case SHEATH_STATE_RANGED
: // prepared ranged weapon
7949 SetVirtualItemSlot(0,NULL
);
7950 SetVirtualItemSlot(1,NULL
);
7951 SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK
,true));
7954 SetVirtualItemSlot(0,NULL
);
7955 SetVirtualItemSlot(1,NULL
);
7956 SetVirtualItemSlot(2,NULL
);
7959 SetByteValue(UNIT_FIELD_BYTES_2
, 0, sheathed
); // this must visualize Sheath changing for other players...
7962 uint8
Player::FindEquipSlot( ItemPrototype
const* proto
, uint32 slot
, bool swap
) const
7964 uint8 pClass
= getClass();
7967 slots
[0] = NULL_SLOT
;
7968 slots
[1] = NULL_SLOT
;
7969 slots
[2] = NULL_SLOT
;
7970 slots
[3] = NULL_SLOT
;
7971 switch( proto
->InventoryType
)
7974 slots
[0] = EQUIPMENT_SLOT_HEAD
;
7977 slots
[0] = EQUIPMENT_SLOT_NECK
;
7979 case INVTYPE_SHOULDERS
:
7980 slots
[0] = EQUIPMENT_SLOT_SHOULDERS
;
7983 slots
[0] = EQUIPMENT_SLOT_BODY
;
7986 slots
[0] = EQUIPMENT_SLOT_CHEST
;
7989 slots
[0] = EQUIPMENT_SLOT_CHEST
;
7992 slots
[0] = EQUIPMENT_SLOT_WAIST
;
7995 slots
[0] = EQUIPMENT_SLOT_LEGS
;
7998 slots
[0] = EQUIPMENT_SLOT_FEET
;
8000 case INVTYPE_WRISTS
:
8001 slots
[0] = EQUIPMENT_SLOT_WRISTS
;
8004 slots
[0] = EQUIPMENT_SLOT_HANDS
;
8006 case INVTYPE_FINGER
:
8007 slots
[0] = EQUIPMENT_SLOT_FINGER1
;
8008 slots
[1] = EQUIPMENT_SLOT_FINGER2
;
8010 case INVTYPE_TRINKET
:
8011 slots
[0] = EQUIPMENT_SLOT_TRINKET1
;
8012 slots
[1] = EQUIPMENT_SLOT_TRINKET2
;
8015 slots
[0] = EQUIPMENT_SLOT_BACK
;
8017 case INVTYPE_WEAPON
:
8019 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8021 // suggest offhand slot only if know dual wielding
8022 // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
8024 slots
[1] = EQUIPMENT_SLOT_OFFHAND
;
8027 case INVTYPE_SHIELD
:
8028 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8030 case INVTYPE_RANGED
:
8031 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8033 case INVTYPE_2HWEAPON
:
8034 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8035 if (CanDualWield() && CanTitanGrip())
8036 slots
[1] = EQUIPMENT_SLOT_OFFHAND
;
8038 case INVTYPE_TABARD
:
8039 slots
[0] = EQUIPMENT_SLOT_TABARD
;
8041 case INVTYPE_WEAPONMAINHAND
:
8042 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8044 case INVTYPE_WEAPONOFFHAND
:
8045 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8047 case INVTYPE_HOLDABLE
:
8048 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8050 case INVTYPE_THROWN
:
8051 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8053 case INVTYPE_RANGEDRIGHT
:
8054 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8057 slots
[0] = INVENTORY_SLOT_BAG_1
;
8058 slots
[1] = INVENTORY_SLOT_BAG_2
;
8059 slots
[2] = INVENTORY_SLOT_BAG_3
;
8060 slots
[3] = INVENTORY_SLOT_BAG_4
;
8064 switch(proto
->SubClass
)
8066 case ITEM_SUBCLASS_ARMOR_LIBRAM
:
8067 if (pClass
== CLASS_PALADIN
)
8068 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8070 case ITEM_SUBCLASS_ARMOR_IDOL
:
8071 if (pClass
== CLASS_DRUID
)
8072 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8074 case ITEM_SUBCLASS_ARMOR_TOTEM
:
8075 if (pClass
== CLASS_SHAMAN
)
8076 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8078 case ITEM_SUBCLASS_ARMOR_MISC
:
8079 if (pClass
== CLASS_WARLOCK
)
8080 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8082 case ITEM_SUBCLASS_ARMOR_SIGIL
:
8083 if (pClass
== CLASS_DEATH_KNIGHT
)
8084 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8093 if( slot
!= NULL_SLOT
)
8095 if( swap
|| !GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
) )
8097 for (int i
= 0; i
< 4; i
++)
8099 if ( slots
[i
] == slot
)
8106 // search free slot at first
8107 for (int i
= 0; i
< 4; i
++)
8109 if ( slots
[i
] != NULL_SLOT
&& !GetItemByPos( INVENTORY_SLOT_BAG_0
, slots
[i
] ) )
8111 // in case 2hand equipped weapon (without titan grip) offhand slot empty but not free
8112 if(slots
[i
]!=EQUIPMENT_SLOT_OFFHAND
|| !IsTwoHandUsed())
8117 // if not found free and can swap return first appropriate from used
8118 for (int i
= 0; i
< 4; i
++)
8120 if ( slots
[i
] != NULL_SLOT
&& swap
)
8129 uint8
Player::CanUnequipItems( uint32 item
, uint32 count
) const
8132 uint32 tempcount
= 0;
8134 uint8 res
= EQUIP_ERR_OK
;
8136 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8138 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8139 if( pItem
&& pItem
->GetEntry() == item
)
8141 uint8 ires
= CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
, false);
8142 if(ires
==EQUIP_ERR_OK
)
8144 tempcount
+= pItem
->GetCount();
8145 if( tempcount
>= count
)
8146 return EQUIP_ERR_OK
;
8152 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8154 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8155 if( pItem
&& pItem
->GetEntry() == item
)
8157 tempcount
+= pItem
->GetCount();
8158 if( tempcount
>= count
)
8159 return EQUIP_ERR_OK
;
8162 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
8164 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8165 if( pItem
&& pItem
->GetEntry() == item
)
8167 tempcount
+= pItem
->GetCount();
8168 if( tempcount
>= count
)
8169 return EQUIP_ERR_OK
;
8173 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8175 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8178 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8180 pItem
= GetItemByPos( i
, j
);
8181 if( pItem
&& pItem
->GetEntry() == item
)
8183 tempcount
+= pItem
->GetCount();
8184 if( tempcount
>= count
)
8185 return EQUIP_ERR_OK
;
8191 // not found req. item count and have unequippable items
8195 uint32
Player::GetItemCount( uint32 item
, bool inBankAlso
, Item
* skipItem
) const
8198 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8200 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8201 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8202 count
+= pItem
->GetCount();
8204 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
8206 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8207 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8208 count
+= pItem
->GetCount();
8210 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8212 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8214 count
+= pBag
->GetItemCount(item
,skipItem
);
8217 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8219 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8221 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8222 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8223 count
+= pItem
->GetGemCountWithID(item
);
8229 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; i
++)
8231 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8232 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8233 count
+= pItem
->GetCount();
8235 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
8237 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8239 count
+= pBag
->GetItemCount(item
,skipItem
);
8242 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8244 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; i
++)
8246 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8247 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8248 count
+= pItem
->GetGemCountWithID(item
);
8256 Item
* Player::GetItemByGuid( uint64 guid
) const
8258 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8260 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8261 if( pItem
&& pItem
->GetGUID() == guid
)
8264 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
8266 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8267 if( pItem
&& pItem
->GetGUID() == guid
)
8271 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8273 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8276 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8278 Item
* pItem
= pBag
->GetItemByPos( j
);
8279 if( pItem
&& pItem
->GetGUID() == guid
)
8284 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
8286 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8289 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8291 Item
* pItem
= pBag
->GetItemByPos( j
);
8292 if( pItem
&& pItem
->GetGUID() == guid
)
8301 Item
* Player::GetItemByPos( uint16 pos
) const
8303 uint8 bag
= pos
>> 8;
8304 uint8 slot
= pos
& 255;
8305 return GetItemByPos( bag
, slot
);
8308 Item
* Player::GetItemByPos( uint8 bag
, uint8 slot
) const
8310 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< BANK_SLOT_BAG_END
|| slot
>= KEYRING_SLOT_START
&& slot
< QUESTBAG_SLOT_END
) )
8311 return m_items
[slot
];
8312 else if(bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
8313 || bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8315 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8317 return pBag
->GetItemByPos(slot
);
8322 Item
* Player::GetWeaponForAttack(WeaponAttackType attackType
, bool useable
) const
8327 case BASE_ATTACK
: slot
= EQUIPMENT_SLOT_MAINHAND
; break;
8328 case OFF_ATTACK
: slot
= EQUIPMENT_SLOT_OFFHAND
; break;
8329 case RANGED_ATTACK
: slot
= EQUIPMENT_SLOT_RANGED
; break;
8330 default: return NULL
;
8333 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, slot
);
8334 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_WEAPON
)
8340 if( item
->IsBroken() || !IsUseEquipedWeapon(attackType
==BASE_ATTACK
) )
8346 Item
* Player::GetShield(bool useable
) const
8348 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
8349 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_ARMOR
)
8355 if( item
->IsBroken())
8361 uint32
Player::GetAttackBySlot( uint8 slot
)
8365 case EQUIPMENT_SLOT_MAINHAND
: return BASE_ATTACK
;
8366 case EQUIPMENT_SLOT_OFFHAND
: return OFF_ATTACK
;
8367 case EQUIPMENT_SLOT_RANGED
: return RANGED_ATTACK
;
8368 default: return MAX_ATTACK
;
8372 bool Player::HasBankBagSlot( uint8 slot
) const
8374 uint32 maxslot
= GetByteValue(PLAYER_BYTES_2
, 2) + BANK_SLOT_BAG_START
;
8375 if( slot
< maxslot
)
8380 bool Player::IsInventoryPos( uint8 bag
, uint8 slot
)
8382 if( bag
== INVENTORY_SLOT_BAG_0
&& slot
== NULL_SLOT
)
8384 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
) )
8386 if( bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8388 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= KEYRING_SLOT_START
&& slot
< QUESTBAG_SLOT_END
) )
8393 bool Player::IsEquipmentPos( uint8 bag
, uint8 slot
)
8395 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< EQUIPMENT_SLOT_END
) )
8397 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8402 bool Player::IsBankPos( uint8 bag
, uint8 slot
)
8404 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
) )
8406 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8408 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8413 bool Player::IsBagPos( uint16 pos
)
8415 uint8 bag
= pos
>> 8;
8416 uint8 slot
= pos
& 255;
8417 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8419 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8424 bool Player::IsValidPos( uint8 bag
, uint8 slot
)
8430 if (bag
== INVENTORY_SLOT_BAG_0
)
8432 // any post selected
8433 if (slot
== NULL_SLOT
)
8437 if (slot
< EQUIPMENT_SLOT_END
)
8441 if (slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
)
8445 if (slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
)
8449 if (slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_END
)
8453 if (slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
)
8457 if (slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
8463 // bag content slots
8464 if (bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8466 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8470 // any post selected
8471 if (slot
== NULL_SLOT
)
8474 return slot
< pBag
->GetBagSize();
8477 // bank bag content slots
8478 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8480 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8484 // any post selected
8485 if (slot
== NULL_SLOT
)
8488 return slot
< pBag
->GetBagSize();
8496 bool Player::HasItemCount( uint32 item
, uint32 count
, bool inBankAlso
) const
8498 uint32 tempcount
= 0;
8499 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8501 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8502 if( pItem
&& pItem
->GetEntry() == item
)
8504 tempcount
+= pItem
->GetCount();
8505 if( tempcount
>= count
)
8509 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
8511 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8512 if( pItem
&& pItem
->GetEntry() == item
)
8514 tempcount
+= pItem
->GetCount();
8515 if( tempcount
>= count
)
8519 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8521 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8523 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8525 Item
* pItem
= GetItemByPos( i
, j
);
8526 if( pItem
&& pItem
->GetEntry() == item
)
8528 tempcount
+= pItem
->GetCount();
8529 if( tempcount
>= count
)
8538 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; i
++)
8540 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8541 if( pItem
&& pItem
->GetEntry() == item
)
8543 tempcount
+= pItem
->GetCount();
8544 if( tempcount
>= count
)
8548 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
8550 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8552 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8554 Item
* pItem
= GetItemByPos( i
, j
);
8555 if( pItem
&& pItem
->GetEntry() == item
)
8557 tempcount
+= pItem
->GetCount();
8558 if( tempcount
>= count
)
8569 Item
* Player::GetItemOrItemWithGemEquipped( uint32 item
) const
8572 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; i
++)
8574 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8575 if( pItem
&& pItem
->GetEntry() == item
)
8579 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(item
);
8580 if (pProto
&& pProto
->GemProperties
)
8582 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; i
++)
8584 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8585 if( pItem
&& pItem
->GetProto()->Socket
[0].Color
)
8587 if (pItem
->GetGemCountWithID(item
) > 0 )
8596 uint8
Player::_CanTakeMoreSimilarItems(uint32 entry
, uint32 count
, Item
* pItem
, uint32
* no_space_count
) const
8598 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(entry
);
8602 *no_space_count
= count
;
8603 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8607 if(pProto
->MaxCount
== 0)
8608 return EQUIP_ERR_OK
;
8610 uint32 curcount
= GetItemCount(pProto
->ItemId
,true,pItem
);
8612 if( curcount
+ count
> pProto
->MaxCount
)
8615 *no_space_count
= count
+curcount
- pProto
->MaxCount
;
8616 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8619 return EQUIP_ERR_OK
;
8622 bool Player::HasItemTotemCategory( uint32 TotemCategory
) const
8625 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8627 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8628 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8631 for(uint8 i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; ++i
)
8633 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8634 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8637 for(uint8 i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8639 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8641 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8643 pItem
= GetItemByPos( i
, j
);
8644 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8652 uint8
Player::_CanStoreItem_InSpecificSlot( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, ItemPrototype
const *pProto
, uint32
& count
, bool swap
, Item
* pSrcItem
) const
8654 Item
* pItem2
= GetItemByPos( bag
, slot
);
8656 // ignore move item (this slot will be empty at move)
8657 if(pItem2
==pSrcItem
)
8662 // empty specific slot - check item fit to slot
8663 if( !pItem2
|| swap
)
8665 if( bag
== INVENTORY_SLOT_BAG_0
)
8668 if(slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_START
+GetMaxKeyringSize() && !(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
))
8669 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8672 if(slot
>= VANITYPET_SLOT_START
&& slot
< VANITYPET_SLOT_END
&& !(pProto
->BagFamily
& BAG_FAMILY_MASK_VANITY_PETS
))
8673 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8675 // currencytoken case
8676 if(slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
&& !(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
))
8677 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8680 if(slot
>= QUESTBAG_SLOT_START
&& slot
< QUESTBAG_SLOT_END
&& !(pProto
->BagFamily
& BAG_FAMILY_MASK_QUEST_ITEMS
))
8681 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8684 if(slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
|| slot
>= PLAYER_SLOT_END
)
8685 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8689 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8691 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8693 ItemPrototype
const* pBagProto
= pBag
->GetProto();
8695 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8697 if( !ItemCanGoIntoBag(pProto
,pBagProto
) )
8698 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8701 // non empty stack with space
8702 need_space
= pProto
->Stackable
;
8704 // non empty slot, check item type
8708 if(pItem2
->GetEntry() != pProto
->ItemId
)
8709 return EQUIP_ERR_ITEM_CANT_STACK
;
8712 if(pItem2
->GetCount() >= pProto
->Stackable
)
8713 return EQUIP_ERR_ITEM_CANT_STACK
;
8715 need_space
= pProto
->Stackable
- pItem2
->GetCount();
8718 if(need_space
> count
)
8721 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | slot
, need_space
);
8722 if(!newPosition
.isContainedIn(dest
))
8724 dest
.push_back(newPosition
);
8725 count
-= need_space
;
8727 return EQUIP_ERR_OK
;
8730 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
8732 // skip specific bag already processed in first called _CanStoreItem_InBag
8734 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8736 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8738 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8740 ItemPrototype
const* pBagProto
= pBag
->GetProto();
8742 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8744 // specialized bag mode or non-specilized
8745 if( non_specialized
!= (pBagProto
->Class
== ITEM_CLASS_CONTAINER
&& pBagProto
->SubClass
== ITEM_SUBCLASS_CONTAINER
) )
8746 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8748 if( !ItemCanGoIntoBag(pProto
,pBagProto
) )
8749 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8751 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8753 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8757 Item
* pItem2
= GetItemByPos( bag
, j
);
8759 // ignore move item (this slot will be empty at move)
8760 if(pItem2
==pSrcItem
)
8763 // if merge skip empty, if !merge skip non-empty
8764 if((pItem2
!=NULL
)!=merge
)
8769 if(pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->Stackable
)
8771 uint32 need_space
= pProto
->Stackable
- pItem2
->GetCount();
8772 if(need_space
> count
)
8775 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
8776 if(!newPosition
.isContainedIn(dest
))
8778 dest
.push_back(newPosition
);
8779 count
-= need_space
;
8782 return EQUIP_ERR_OK
;
8788 uint32 need_space
= pProto
->Stackable
;
8789 if(need_space
> count
)
8792 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
8793 if(!newPosition
.isContainedIn(dest
))
8795 dest
.push_back(newPosition
);
8796 count
-= need_space
;
8799 return EQUIP_ERR_OK
;
8803 return EQUIP_ERR_OK
;
8806 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
8808 for(uint32 j
= slot_begin
; j
< slot_end
; j
++)
8810 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8811 if(INVENTORY_SLOT_BAG_0
==skip_bag
&& j
==skip_slot
)
8814 Item
* pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, j
);
8816 // ignore move item (this slot will be empty at move)
8817 if(pItem2
==pSrcItem
)
8820 // if merge skip empty, if !merge skip non-empty
8821 if((pItem2
!=NULL
)!=merge
)
8826 if(pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->Stackable
)
8828 uint32 need_space
= pProto
->Stackable
- pItem2
->GetCount();
8829 if(need_space
> count
)
8831 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
8832 if(!newPosition
.isContainedIn(dest
))
8834 dest
.push_back(newPosition
);
8835 count
-= need_space
;
8838 return EQUIP_ERR_OK
;
8844 uint32 need_space
= pProto
->Stackable
;
8845 if(need_space
> count
)
8848 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
8849 if(!newPosition
.isContainedIn(dest
))
8851 dest
.push_back(newPosition
);
8852 count
-= need_space
;
8855 return EQUIP_ERR_OK
;
8859 return EQUIP_ERR_OK
;
8862 uint8
Player::_CanStoreItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, uint32 entry
, uint32 count
, Item
*pItem
, bool swap
, uint32
* no_space_count
) const
8864 sLog
.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, entry
, count
);
8866 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(entry
);
8870 *no_space_count
= count
;
8871 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
:EQUIP_ERR_ITEM_NOT_FOUND
;
8874 if(pItem
&& pItem
->IsBindedNotWith(GetGUID()))
8877 *no_space_count
= count
;
8878 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
8881 // check count of items (skip for auto move for same player from bank)
8882 uint32 no_similar_count
= 0; // can't store this amount similar items
8883 uint8 res
= _CanTakeMoreSimilarItems(entry
,count
,pItem
,&no_similar_count
);
8884 if(res
!=EQUIP_ERR_OK
)
8886 if(count
==no_similar_count
)
8889 *no_space_count
= no_similar_count
;
8892 count
-= no_similar_count
;
8896 if( bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
8898 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
8899 if(res
!=EQUIP_ERR_OK
)
8902 *no_space_count
= count
+ no_similar_count
;
8908 if(no_similar_count
==0)
8909 return EQUIP_ERR_OK
;
8912 *no_space_count
= count
+ no_similar_count
;
8913 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8917 // not specific slot or have space for partly store only in specific slot
8920 if( bag
!= NULL_BAG
)
8922 // search stack in bag for merge to
8923 if( pProto
->Stackable
> 1 )
8925 if( bag
== INVENTORY_SLOT_BAG_0
) // inventory
8927 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,QUESTBAG_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
8928 if(res
!=EQUIP_ERR_OK
)
8931 *no_space_count
= count
+ no_similar_count
;
8937 if(no_similar_count
==0)
8938 return EQUIP_ERR_OK
;
8941 *no_space_count
= count
+ no_similar_count
;
8942 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8945 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
8946 if(res
!=EQUIP_ERR_OK
)
8949 *no_space_count
= count
+ no_similar_count
;
8955 if(no_similar_count
==0)
8956 return EQUIP_ERR_OK
;
8959 *no_space_count
= count
+ no_similar_count
;
8960 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8963 else // equipped bag
8965 // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag
8966 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
8967 if(res
!=EQUIP_ERR_OK
)
8968 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
8970 if(res
!=EQUIP_ERR_OK
)
8973 *no_space_count
= count
+ no_similar_count
;
8979 if(no_similar_count
==0)
8980 return EQUIP_ERR_OK
;
8983 *no_space_count
= count
+ no_similar_count
;
8984 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8989 // search free slot in bag for place to
8990 if( bag
== INVENTORY_SLOT_BAG_0
) // inventory
8992 // search free slot - keyring case
8993 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
8995 uint32 keyringSize
= GetMaxKeyringSize();
8996 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
8997 if(res
!=EQUIP_ERR_OK
)
9000 *no_space_count
= count
+ no_similar_count
;
9006 if(no_similar_count
==0)
9007 return EQUIP_ERR_OK
;
9010 *no_space_count
= count
+ no_similar_count
;
9011 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9014 else if(pProto
->BagFamily
& BAG_FAMILY_MASK_VANITY_PETS
)
9016 res
= _CanStoreItem_InInventorySlots(VANITYPET_SLOT_START
,VANITYPET_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9017 if(res
!=EQUIP_ERR_OK
)
9020 *no_space_count
= count
+ no_similar_count
;
9026 if(no_similar_count
==0)
9027 return EQUIP_ERR_OK
;
9030 *no_space_count
= count
+ no_similar_count
;
9031 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9034 else if(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
9036 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9037 if(res
!=EQUIP_ERR_OK
)
9040 *no_space_count
= count
+ no_similar_count
;
9046 if(no_similar_count
==0)
9047 return EQUIP_ERR_OK
;
9050 *no_space_count
= count
+ no_similar_count
;
9051 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9054 else if(pProto
->BagFamily
& BAG_FAMILY_MASK_QUEST_ITEMS
)
9056 res
= _CanStoreItem_InInventorySlots(QUESTBAG_SLOT_START
,QUESTBAG_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9057 if(res
!=EQUIP_ERR_OK
)
9060 *no_space_count
= count
+ no_similar_count
;
9066 if(no_similar_count
==0)
9067 return EQUIP_ERR_OK
;
9070 *no_space_count
= count
+ no_similar_count
;
9071 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9075 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9076 if(res
!=EQUIP_ERR_OK
)
9079 *no_space_count
= count
+ no_similar_count
;
9085 if(no_similar_count
==0)
9086 return EQUIP_ERR_OK
;
9089 *no_space_count
= count
+ no_similar_count
;
9090 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9093 else // equipped bag
9095 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,false,pItem
,NULL_BAG
,slot
);
9096 if(res
!=EQUIP_ERR_OK
)
9097 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,true,pItem
,NULL_BAG
,slot
);
9099 if(res
!=EQUIP_ERR_OK
)
9102 *no_space_count
= count
+ no_similar_count
;
9108 if(no_similar_count
==0)
9109 return EQUIP_ERR_OK
;
9112 *no_space_count
= count
+ no_similar_count
;
9113 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9118 // not specific bag or have space for partly store only in specific bag
9120 // search stack for merge to
9121 if( pProto
->Stackable
> 1 )
9123 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,QUESTBAG_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9124 if(res
!=EQUIP_ERR_OK
)
9127 *no_space_count
= count
+ no_similar_count
;
9133 if(no_similar_count
==0)
9134 return EQUIP_ERR_OK
;
9137 *no_space_count
= count
+ no_similar_count
;
9138 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9141 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9142 if(res
!=EQUIP_ERR_OK
)
9145 *no_space_count
= count
+ no_similar_count
;
9151 if(no_similar_count
==0)
9152 return EQUIP_ERR_OK
;
9155 *no_space_count
= count
+ no_similar_count
;
9156 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9159 if( pProto
->BagFamily
)
9161 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9163 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
9164 if(res
!=EQUIP_ERR_OK
)
9169 if(no_similar_count
==0)
9170 return EQUIP_ERR_OK
;
9173 *no_space_count
= count
+ no_similar_count
;
9174 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9179 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9181 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
9182 if(res
!=EQUIP_ERR_OK
)
9187 if(no_similar_count
==0)
9188 return EQUIP_ERR_OK
;
9191 *no_space_count
= count
+ no_similar_count
;
9192 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9197 // search free slot - special bag case
9198 if( pProto
->BagFamily
)
9200 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9202 uint32 keyringSize
= GetMaxKeyringSize();
9203 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9204 if(res
!=EQUIP_ERR_OK
)
9207 *no_space_count
= count
+ no_similar_count
;
9213 if(no_similar_count
==0)
9214 return EQUIP_ERR_OK
;
9217 *no_space_count
= count
+ no_similar_count
;
9218 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9221 else if(pProto
->BagFamily
& BAG_FAMILY_MASK_VANITY_PETS
)
9223 res
= _CanStoreItem_InInventorySlots(VANITYPET_SLOT_START
,VANITYPET_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9224 if(res
!=EQUIP_ERR_OK
)
9227 *no_space_count
= count
+ no_similar_count
;
9233 if(no_similar_count
==0)
9234 return EQUIP_ERR_OK
;
9237 *no_space_count
= count
+ no_similar_count
;
9238 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9241 else if(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
9243 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9244 if(res
!=EQUIP_ERR_OK
)
9247 *no_space_count
= count
+ no_similar_count
;
9253 if(no_similar_count
==0)
9254 return EQUIP_ERR_OK
;
9257 *no_space_count
= count
+ no_similar_count
;
9258 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9261 else if(pProto
->BagFamily
& BAG_FAMILY_MASK_QUEST_ITEMS
)
9263 res
= _CanStoreItem_InInventorySlots(QUESTBAG_SLOT_START
,QUESTBAG_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9264 if(res
!=EQUIP_ERR_OK
)
9267 *no_space_count
= count
+ no_similar_count
;
9273 if(no_similar_count
==0)
9274 return EQUIP_ERR_OK
;
9277 *no_space_count
= count
+ no_similar_count
;
9278 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9282 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9284 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
9285 if(res
!=EQUIP_ERR_OK
)
9290 if(no_similar_count
==0)
9291 return EQUIP_ERR_OK
;
9294 *no_space_count
= count
+ no_similar_count
;
9295 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9301 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9302 if(res
!=EQUIP_ERR_OK
)
9305 *no_space_count
= count
+ no_similar_count
;
9311 if(no_similar_count
==0)
9312 return EQUIP_ERR_OK
;
9315 *no_space_count
= count
+ no_similar_count
;
9316 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9319 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9321 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
9322 if(res
!=EQUIP_ERR_OK
)
9327 if(no_similar_count
==0)
9328 return EQUIP_ERR_OK
;
9331 *no_space_count
= count
+ no_similar_count
;
9332 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9337 *no_space_count
= count
+ no_similar_count
;
9339 return EQUIP_ERR_INVENTORY_FULL
;
9342 //////////////////////////////////////////////////////////////////////////
9343 uint8
Player::CanStoreItems( Item
**pItems
,int count
) const
9348 int inv_slot_items
[INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
];
9349 int inv_bags
[INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
][MAX_BAG_SIZE
];
9350 int inv_keys
[KEYRING_SLOT_END
-KEYRING_SLOT_START
];
9351 int inv_pets
[VANITYPET_SLOT_END
-VANITYPET_SLOT_START
];
9352 int inv_tokens
[CURRENCYTOKEN_SLOT_END
-CURRENCYTOKEN_SLOT_START
];
9353 int inv_quests
[QUESTBAG_SLOT_END
-QUESTBAG_SLOT_START
];
9355 memset(inv_slot_items
,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
));
9356 memset(inv_bags
,0,sizeof(int)*(INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
)*MAX_BAG_SIZE
);
9357 memset(inv_keys
,0,sizeof(int)*(KEYRING_SLOT_END
-KEYRING_SLOT_START
));
9358 memset(inv_pets
,0,sizeof(int)*(VANITYPET_SLOT_END
-VANITYPET_SLOT_START
));
9359 memset(inv_tokens
,0,sizeof(int)*(CURRENCYTOKEN_SLOT_END
-CURRENCYTOKEN_SLOT_START
));
9360 memset(inv_quests
,0,sizeof(int)*(QUESTBAG_SLOT_END
-QUESTBAG_SLOT_START
));
9362 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
9364 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9366 if (pItem2
&& !pItem2
->IsInTrade())
9368 inv_slot_items
[i
-INVENTORY_SLOT_ITEM_START
] = pItem2
->GetCount();
9372 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; i
++)
9374 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9376 if (pItem2
&& !pItem2
->IsInTrade())
9378 inv_keys
[i
-KEYRING_SLOT_START
] = pItem2
->GetCount();
9382 for(int i
= VANITYPET_SLOT_START
; i
< VANITYPET_SLOT_END
; i
++)
9384 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9386 if (pItem2
&& !pItem2
->IsInTrade())
9388 inv_pets
[i
-VANITYPET_SLOT_START
] = pItem2
->GetCount();
9392 for(int i
= CURRENCYTOKEN_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; i
++)
9394 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9396 if (pItem2
&& !pItem2
->IsInTrade())
9398 inv_tokens
[i
-CURRENCYTOKEN_SLOT_START
] = pItem2
->GetCount();
9402 for(int i
= QUESTBAG_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
9404 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9406 if (pItem2
&& !pItem2
->IsInTrade())
9408 inv_quests
[i
-QUESTBAG_SLOT_START
] = pItem2
->GetCount();
9412 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9414 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
9416 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
9418 pItem2
= GetItemByPos( i
, j
);
9419 if (pItem2
&& !pItem2
->IsInTrade())
9421 inv_bags
[i
-INVENTORY_SLOT_BAG_START
][j
] = pItem2
->GetCount();
9427 // check free space for all items
9428 for (int k
=0;k
<count
;k
++)
9430 Item
*pItem
= pItems
[k
];
9433 if (!pItem
) continue;
9435 sLog
.outDebug( "STORAGE: CanStoreItems %i. item = %u, count = %u", k
+1, pItem
->GetEntry(), pItem
->GetCount());
9436 ItemPrototype
const *pProto
= pItem
->GetProto();
9440 return EQUIP_ERR_ITEM_NOT_FOUND
;
9443 if(pItem
->IsBindedNotWith(GetGUID()))
9444 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9447 ItemPrototype
const *pBagProto
;
9449 // item is 'one item only'
9450 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9451 if(res
!= EQUIP_ERR_OK
)
9454 // search stack for merge to
9455 if( pProto
->Stackable
> 1 )
9457 bool b_found
= false;
9459 for(int t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_END
; t
++)
9461 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9462 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_keys
[t
-KEYRING_SLOT_START
] + pItem
->GetCount() <= pProto
->Stackable
)
9464 inv_keys
[t
-KEYRING_SLOT_START
] += pItem
->GetCount();
9469 if (b_found
) continue;
9471 for(int t
= VANITYPET_SLOT_START
; t
< VANITYPET_SLOT_END
; t
++)
9473 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9474 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_pets
[t
-VANITYPET_SLOT_START
] + pItem
->GetCount() <= pProto
->Stackable
)
9476 inv_pets
[t
-VANITYPET_SLOT_START
] += pItem
->GetCount();
9481 if (b_found
) continue;
9483 for(int t
= CURRENCYTOKEN_SLOT_START
; t
< CURRENCYTOKEN_SLOT_END
; t
++)
9485 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9486 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] + pItem
->GetCount() <= pProto
->Stackable
)
9488 inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] += pItem
->GetCount();
9493 if (b_found
) continue;
9495 for(int t
= QUESTBAG_SLOT_START
; t
< QUESTBAG_SLOT_END
; t
++)
9497 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9498 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_quests
[t
-QUESTBAG_SLOT_START
] + pItem
->GetCount() <= pProto
->Stackable
)
9500 inv_quests
[t
-QUESTBAG_SLOT_START
] += pItem
->GetCount();
9505 if (b_found
) continue;
9507 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; t
++)
9509 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9510 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] + pItem
->GetCount() <= pProto
->Stackable
)
9512 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] += pItem
->GetCount();
9517 if (b_found
) continue;
9519 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; t
++)
9521 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9524 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
9526 pItem2
= GetItemByPos( t
, j
);
9527 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] + pItem
->GetCount() <= pProto
->Stackable
)
9529 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] += pItem
->GetCount();
9536 if (b_found
) continue;
9540 if( pProto
->BagFamily
)
9542 bool b_found
= false;
9543 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9545 uint32 keyringSize
= GetMaxKeyringSize();
9546 for(uint32 t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_START
+keyringSize
; ++t
)
9548 if( inv_keys
[t
-KEYRING_SLOT_START
] == 0 )
9550 inv_keys
[t
-KEYRING_SLOT_START
] = 1;
9557 if (b_found
) continue;
9559 if(pProto
->BagFamily
& BAG_FAMILY_MASK_VANITY_PETS
)
9561 for(uint32 t
= VANITYPET_SLOT_START
; t
< VANITYPET_SLOT_END
; ++t
)
9563 if( inv_pets
[t
-VANITYPET_SLOT_START
] == 0 )
9565 inv_pets
[t
-VANITYPET_SLOT_START
] = 1;
9572 if (b_found
) continue;
9574 if(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
9576 for(uint32 t
= CURRENCYTOKEN_SLOT_START
; t
< CURRENCYTOKEN_SLOT_END
; ++t
)
9578 if( inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] == 0 )
9580 inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] = 1;
9587 if (b_found
) continue;
9589 if(pProto
->BagFamily
& BAG_FAMILY_MASK_QUEST_ITEMS
)
9591 for(uint32 t
= QUESTBAG_SLOT_START
; t
< QUESTBAG_SLOT_END
; ++t
)
9593 if( inv_quests
[t
-QUESTBAG_SLOT_START
] == 0 )
9595 inv_quests
[t
-QUESTBAG_SLOT_START
] = 1;
9602 if (b_found
) continue;
9604 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; t
++)
9606 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9609 pBagProto
= pBag
->GetProto();
9611 // not plain container check
9612 if( pBagProto
&& (pBagProto
->Class
!= ITEM_CLASS_CONTAINER
|| pBagProto
->SubClass
!= ITEM_SUBCLASS_CONTAINER
) &&
9613 ItemCanGoIntoBag(pProto
,pBagProto
) )
9615 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
9617 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9619 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9627 if (b_found
) continue;
9631 bool b_found
= false;
9632 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; t
++)
9634 if( inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] == 0 )
9636 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] = 1;
9641 if (b_found
) continue;
9643 // search free slot in bags
9644 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; t
++)
9646 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9649 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
9651 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9653 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9661 // no free slot found?
9663 return EQUIP_ERR_INVENTORY_FULL
;
9666 return EQUIP_ERR_OK
;
9669 //////////////////////////////////////////////////////////////////////////
9670 uint8
Player::CanEquipNewItem( uint8 slot
, uint16
&dest
, uint32 item
, bool swap
) const
9673 Item
*pItem
= Item::CreateItem( item
, 1, this );
9676 uint8 result
= CanEquipItem(slot
, dest
, pItem
, swap
);
9681 return EQUIP_ERR_ITEM_NOT_FOUND
;
9684 uint8
Player::CanEquipItem( uint8 slot
, uint16
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
9689 sLog
.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot
, pItem
->GetEntry(), pItem
->GetCount());
9690 ItemPrototype
const *pProto
= pItem
->GetProto();
9693 // May be here should be more stronger checks; STUNNED checked
9694 // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
9695 if (not_loading
&& hasUnitState(UNIT_STAT_STUNNED
))
9696 return EQUIP_ERR_YOU_ARE_STUNNED
;
9698 if(pItem
->IsBindedNotWith(GetGUID()))
9699 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9701 // check count of items (skip for auto move for same player from bank)
9702 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9703 if(res
!= EQUIP_ERR_OK
)
9706 // do not allow equipping gear except weapons, offhands, projectiles, relics in
9708 // - in-progress arenas
9709 if( !pProto
->CanChangeEquipStateInCombat() )
9712 return EQUIP_ERR_NOT_IN_COMBAT
;
9714 if(BattleGround
* bg
= GetBattleGround())
9715 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
9716 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
9719 if(isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
!= 0)
9720 return EQUIP_ERR_CANT_DO_RIGHT_NOW
; // maybe exist better err
9722 if(IsNonMeleeSpellCasted(false))
9723 return EQUIP_ERR_CANT_DO_RIGHT_NOW
;
9725 uint8 eslot
= FindEquipSlot( pProto
, slot
, swap
);
9726 if( eslot
== NULL_SLOT
)
9727 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9729 uint8 msg
= CanUseItem( pItem
, not_loading
);
9730 if( msg
!= EQUIP_ERR_OK
)
9732 if( !swap
&& GetItemByPos( INVENTORY_SLOT_BAG_0
, eslot
) )
9733 return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE
;
9735 // check unique-equipped on item
9736 if (pProto
->Flags
& ITEM_FLAGS_UNIQUE_EQUIPPED
)
9738 // there is an equip limit on this item
9739 Item
* tItem
= GetItemOrItemWithGemEquipped(pProto
->ItemId
);
9740 if (tItem
&& (!swap
|| tItem
->GetSlot() != eslot
) )
9741 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
9744 // check unique-equipped on gems
9745 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
9747 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
9750 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
9754 ItemPrototype
const* pGem
= objmgr
.GetItemPrototype(enchantEntry
->GemID
);
9755 if(pGem
&& (pGem
->Flags
& ITEM_FLAGS_UNIQUE_EQUIPPED
))
9757 Item
* tItem
= GetItemOrItemWithGemEquipped(enchantEntry
->GemID
);
9758 if(tItem
&& (!swap
|| tItem
->GetSlot() != eslot
))
9759 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
9763 // check unique-equipped special item classes
9764 if (pProto
->Class
== ITEM_CLASS_QUIVER
)
9766 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9768 if( Item
* pBag
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
) )
9770 if( ItemPrototype
const* pBagProto
= pBag
->GetProto() )
9772 if( pBagProto
->Class
==pProto
->Class
&& pBagProto
->SubClass
==pProto
->SubClass
&&
9773 (!swap
|| pBag
->GetSlot() != eslot
) )
9775 if(pBagProto
->SubClass
== ITEM_SUBCLASS_AMMO_POUCH
)
9776 return EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH
;
9778 return EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER
;
9785 uint32 type
= pProto
->InventoryType
;
9787 if(eslot
== EQUIPMENT_SLOT_OFFHAND
)
9789 if (type
== INVTYPE_WEAPON
|| type
== INVTYPE_WEAPONOFFHAND
)
9792 return EQUIP_ERR_CANT_DUAL_WIELD
;
9794 else if (type
== INVTYPE_2HWEAPON
)
9796 if(!CanDualWield() || !CanTitanGrip())
9797 return EQUIP_ERR_CANT_DUAL_WIELD
;
9801 return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED
;
9804 // equip two-hand weapon case (with possible unequip 2 items)
9805 if( type
== INVTYPE_2HWEAPON
)
9807 if (eslot
== EQUIPMENT_SLOT_OFFHAND
)
9809 if (!CanTitanGrip())
9810 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9812 else if (eslot
!= EQUIPMENT_SLOT_MAINHAND
)
9813 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9815 if (!CanTitanGrip())
9817 // offhand item must can be stored in inventory for offhand item and it also must be unequipped
9818 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
9819 ItemPosCountVec off_dest
;
9820 if( offItem
&& (!not_loading
||
9821 CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0
) << 8 | EQUIPMENT_SLOT_OFFHAND
,false) != EQUIP_ERR_OK
||
9822 CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false ) != EQUIP_ERR_OK
) )
9823 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_INVENTORY_FULL
;
9826 dest
= ((INVENTORY_SLOT_BAG_0
<< 8) | eslot
);
9827 return EQUIP_ERR_OK
;
9831 return EQUIP_ERR_ITEM_NOT_FOUND
;
9833 return EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
;
9836 uint8
Player::CanUnequipItem( uint16 pos
, bool swap
) const
9838 // Applied only to equipped items and bank bags
9839 if(!IsEquipmentPos(pos
) && !IsBagPos(pos
))
9840 return EQUIP_ERR_OK
;
9842 Item
* pItem
= GetItemByPos(pos
);
9844 // Applied only to existed equipped item
9846 return EQUIP_ERR_OK
;
9848 sLog
.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos
, pItem
->GetEntry(), pItem
->GetCount());
9850 ItemPrototype
const *pProto
= pItem
->GetProto();
9852 return EQUIP_ERR_ITEM_NOT_FOUND
;
9854 // do not allow unequipping gear except weapons, offhands, projectiles, relics in
9856 // - in-progress arenas
9857 if( !pProto
->CanChangeEquipStateInCombat() )
9860 return EQUIP_ERR_NOT_IN_COMBAT
;
9862 if(BattleGround
* bg
= GetBattleGround())
9863 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
9864 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
9867 if(!swap
&& pItem
->IsBag() && !((Bag
*)pItem
)->IsEmpty())
9868 return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS
;
9870 return EQUIP_ERR_OK
;
9873 uint8
Player::CanBankItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
9876 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
9878 uint32 count
= pItem
->GetCount();
9880 sLog
.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), pItem
->GetCount());
9881 ItemPrototype
const *pProto
= pItem
->GetProto();
9883 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
9885 if( pItem
->IsBindedNotWith(GetGUID()) )
9886 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9888 // check count of items (skip for auto move for same player from bank)
9889 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9890 if(res
!= EQUIP_ERR_OK
)
9894 if( bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
9896 if( pProto
->InventoryType
== INVTYPE_BAG
)
9898 Bag
*pBag
= (Bag
*)pItem
;
9901 if( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
9903 if( !HasBankBagSlot( slot
) )
9904 return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT
;
9905 if( uint8 cantuse
= CanUseItem( pItem
, not_loading
) != EQUIP_ERR_OK
)
9910 if( !pBag
->IsEmpty() )
9911 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
;
9917 if( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
9918 return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
;
9921 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
9922 if(res
!=EQUIP_ERR_OK
)
9926 return EQUIP_ERR_OK
;
9929 // not specific slot or have space for partly store only in specific slot
9932 if( bag
!= NULL_BAG
)
9934 if( pProto
->InventoryType
== INVTYPE_BAG
)
9936 Bag
*pBag
= (Bag
*)pItem
;
9937 if( pBag
&& !pBag
->IsEmpty() )
9938 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
;
9941 // search stack in bag for merge to
9942 if( pProto
->Stackable
> 1 )
9944 if( bag
== INVENTORY_SLOT_BAG_0
)
9946 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9947 if(res
!=EQUIP_ERR_OK
)
9951 return EQUIP_ERR_OK
;
9955 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
9956 if(res
!=EQUIP_ERR_OK
)
9957 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
9959 if(res
!=EQUIP_ERR_OK
)
9963 return EQUIP_ERR_OK
;
9967 // search free slot in bag
9968 if( bag
== INVENTORY_SLOT_BAG_0
)
9970 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9971 if(res
!=EQUIP_ERR_OK
)
9975 return EQUIP_ERR_OK
;
9979 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,false,pItem
,NULL_BAG
,slot
);
9980 if(res
!=EQUIP_ERR_OK
)
9981 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,true,pItem
,NULL_BAG
,slot
);
9983 if(res
!=EQUIP_ERR_OK
)
9987 return EQUIP_ERR_OK
;
9991 // not specific bag or have space for partly store only in specific bag
9993 // search stack for merge to
9994 if( pProto
->Stackable
> 1 )
9997 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9998 if(res
!=EQUIP_ERR_OK
)
10002 return EQUIP_ERR_OK
;
10005 if( pProto
->BagFamily
)
10007 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
10009 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
10010 if(res
!=EQUIP_ERR_OK
)
10014 return EQUIP_ERR_OK
;
10018 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
10020 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
10021 if(res
!=EQUIP_ERR_OK
)
10025 return EQUIP_ERR_OK
;
10029 // search free place in special bag
10030 if( pProto
->BagFamily
)
10032 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
10034 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
10035 if(res
!=EQUIP_ERR_OK
)
10039 return EQUIP_ERR_OK
;
10043 // search free space
10044 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
10045 if(res
!=EQUIP_ERR_OK
)
10049 return EQUIP_ERR_OK
;
10051 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
10053 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
10054 if(res
!=EQUIP_ERR_OK
)
10058 return EQUIP_ERR_OK
;
10060 return EQUIP_ERR_BANK_FULL
;
10063 uint8
Player::CanUseItem( Item
*pItem
, bool not_loading
) const
10067 sLog
.outDebug( "STORAGE: CanUseItem item = %u", pItem
->GetEntry());
10068 if( !isAlive() && not_loading
)
10069 return EQUIP_ERR_YOU_ARE_DEAD
;
10070 //if( isStunned() )
10071 // return EQUIP_ERR_YOU_ARE_STUNNED;
10072 ItemPrototype
const *pProto
= pItem
->GetProto();
10075 if( pItem
->IsBindedNotWith(GetGUID()) )
10076 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
10077 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
10078 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
10079 if( pItem
->GetSkill() != 0 )
10081 if( GetSkillValue( pItem
->GetSkill() ) == 0 )
10082 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10084 if( pProto
->RequiredSkill
!= 0 )
10086 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
10087 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10088 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
10089 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL
;
10091 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
10092 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10093 if( pProto
->RequiredReputationFaction
&& uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
10094 return EQUIP_ERR_CANT_EQUIP_REPUTATION
;
10095 if( getLevel() < pProto
->RequiredLevel
)
10096 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
10097 return EQUIP_ERR_OK
;
10100 return EQUIP_ERR_ITEM_NOT_FOUND
;
10103 bool Player::CanUseItem( ItemPrototype
const *pProto
)
10105 // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
10109 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
10111 if( pProto
->RequiredSkill
!= 0 )
10113 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
10115 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
10118 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
10120 if( getLevel() < pProto
->RequiredLevel
)
10127 uint8
Player::CanUseAmmo( uint32 item
) const
10129 sLog
.outDebug( "STORAGE: CanUseAmmo item = %u", item
);
10131 return EQUIP_ERR_YOU_ARE_DEAD
;
10132 //if( isStunned() )
10133 // return EQUIP_ERR_YOU_ARE_STUNNED;
10134 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype( item
);
10137 if( pProto
->InventoryType
!= INVTYPE_AMMO
)
10138 return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE
;
10139 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
10140 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
10141 if( pProto
->RequiredSkill
!= 0 )
10143 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
10144 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10145 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
10146 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL
;
10148 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
10149 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10150 /*if( GetReputation() < pProto->RequiredReputation )
10151 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
10153 if( getLevel() < pProto
->RequiredLevel
)
10154 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
10156 // Requires No Ammo
10157 if(GetDummyAura(46699))
10158 return EQUIP_ERR_BAG_FULL6
;
10160 return EQUIP_ERR_OK
;
10162 return EQUIP_ERR_ITEM_NOT_FOUND
;
10165 void Player::SetAmmo( uint32 item
)
10171 if( GetUInt32Value(PLAYER_AMMO_ID
) == item
)
10177 uint8 msg
= CanUseAmmo( item
);
10178 if( msg
!= EQUIP_ERR_OK
)
10180 SendEquipError( msg
, NULL
, NULL
);
10185 SetUInt32Value(PLAYER_AMMO_ID
, item
);
10187 _ApplyAmmoBonuses();
10190 void Player::RemoveAmmo()
10192 SetUInt32Value(PLAYER_AMMO_ID
, 0);
10196 if(CanModifyStats())
10197 UpdateDamagePhysical(RANGED_ATTACK
);
10200 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10201 Item
* Player::StoreNewItem( ItemPosCountVec
const& dest
, uint32 item
, bool update
,int32 randomPropertyId
)
10204 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); ++itr
)
10205 count
+= itr
->count
;
10207 Item
*pItem
= Item::CreateItem( item
, count
, this );
10210 ItemAddedQuestCheck( item
, count
);
10211 if(randomPropertyId
)
10212 pItem
->SetItemRandomProperties(randomPropertyId
);
10213 pItem
= StoreItem( dest
, pItem
, update
);
10218 Item
* Player::StoreItem( ItemPosCountVec
const& dest
, Item
* pItem
, bool update
)
10223 Item
* lastItem
= pItem
;
10225 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); )
10227 uint16 pos
= itr
->pos
;
10228 uint32 count
= itr
->count
;
10232 if(itr
== dest
.end())
10234 lastItem
= _StoreItem(pos
,pItem
,count
,false,update
);
10238 lastItem
= _StoreItem(pos
,pItem
,count
,true,update
);
10244 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10245 Item
* Player::_StoreItem( uint16 pos
, Item
*pItem
, uint32 count
, bool clone
, bool update
)
10250 uint8 bag
= pos
>> 8;
10251 uint8 slot
= pos
& 255;
10253 sLog
.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), count
);
10255 Item
*pItem2
= GetItemByPos( bag
, slot
);
10260 pItem
= pItem
->CloneItem(count
,this);
10262 pItem
->SetCount(count
);
10267 if( pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
10268 pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
10269 pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
) )
10270 pItem
->SetBinding( true );
10272 if( bag
== INVENTORY_SLOT_BAG_0
)
10274 m_items
[slot
] = pItem
;
10275 SetUInt64Value( (uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2) ), pItem
->GetGUID() );
10276 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
10277 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
10279 pItem
->SetSlot( slot
);
10280 pItem
->SetContainer( NULL
);
10282 if( IsInWorld() && update
)
10284 pItem
->AddToWorld();
10285 pItem
->SendUpdateToPlayer( this );
10288 pItem
->SetState(ITEM_CHANGED
, this);
10292 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
10295 pBag
->StoreItem( slot
, pItem
, update
);
10296 if( IsInWorld() && update
)
10298 pItem
->AddToWorld();
10299 pItem
->SendUpdateToPlayer( this );
10301 pItem
->SetState(ITEM_CHANGED
, this);
10302 pBag
->SetState(ITEM_CHANGED
, this);
10306 AddEnchantmentDurations(pItem
);
10307 AddItemDurations(pItem
);
10313 if( pItem2
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
10314 pItem2
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
10315 pItem2
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
) )
10316 pItem2
->SetBinding( true );
10318 pItem2
->SetCount( pItem2
->GetCount() + count
);
10319 if( IsInWorld() && update
)
10320 pItem2
->SendUpdateToPlayer( this );
10324 // delete item (it not in any slot currently)
10325 if( IsInWorld() && update
)
10327 pItem
->RemoveFromWorld();
10328 pItem
->DestroyForPlayer( this );
10331 RemoveEnchantmentDurations(pItem
);
10332 RemoveItemDurations(pItem
);
10334 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10335 pItem
->SetState(ITEM_REMOVED
, this);
10337 // AddItemDurations(pItem2); - pItem2 already have duration listed for player
10338 AddEnchantmentDurations(pItem2
);
10340 pItem2
->SetState(ITEM_CHANGED
, this);
10346 Item
* Player::EquipNewItem( uint16 pos
, uint32 item
, bool update
)
10348 Item
*pItem
= Item::CreateItem( item
, 1, this );
10351 ItemAddedQuestCheck( item
, 1 );
10352 Item
* retItem
= EquipItem( pos
, pItem
, update
);
10359 Item
* Player::EquipItem( uint16 pos
, Item
*pItem
, bool update
)
10363 AddEnchantmentDurations(pItem
);
10364 AddItemDurations(pItem
);
10366 uint8 bag
= pos
>> 8;
10367 uint8 slot
= pos
& 255;
10369 Item
*pItem2
= GetItemByPos( bag
, slot
);
10373 VisualizeItem( slot
, pItem
);
10377 ItemPrototype
const *pProto
= pItem
->GetProto();
10379 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10380 if(pProto
&& pProto
->ItemSet
)
10381 AddItemsSetItem(this,pItem
);
10383 _ApplyItemMods(pItem
, slot
, true);
10385 if(pProto
&& isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
== 0)
10387 uint32 cooldownSpell
= SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s
;
10389 if (getClass() == CLASS_ROGUE
)
10390 cooldownSpell
= SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_0s
;
10392 SpellEntry
const* spellProto
= sSpellStore
.LookupEntry(cooldownSpell
);
10395 sLog
.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell
);
10398 m_weaponChangeTimer
= spellProto
->StartRecoveryTime
;
10400 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+4);
10401 data
<< uint64(GetGUID());
10403 data
<< uint32(cooldownSpell
);
10405 GetSession()->SendPacket(&data
);
10410 if( IsInWorld() && update
)
10412 pItem
->AddToWorld();
10413 pItem
->SendUpdateToPlayer( this );
10416 ApplyEquipCooldown(pItem
);
10418 if( slot
== EQUIPMENT_SLOT_MAINHAND
)
10419 UpdateExpertise(BASE_ATTACK
);
10420 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10421 UpdateExpertise(OFF_ATTACK
);
10425 pItem2
->SetCount( pItem2
->GetCount() + pItem
->GetCount() );
10426 if( IsInWorld() && update
)
10427 pItem2
->SendUpdateToPlayer( this );
10429 // delete item (it not in any slot currently)
10430 //pItem->DeleteFromDB();
10431 if( IsInWorld() && update
)
10433 pItem
->RemoveFromWorld();
10434 pItem
->DestroyForPlayer( this );
10437 RemoveEnchantmentDurations(pItem
);
10438 RemoveItemDurations(pItem
);
10440 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10441 pItem
->SetState(ITEM_REMOVED
, this);
10442 pItem2
->SetState(ITEM_CHANGED
, this);
10444 ApplyEquipCooldown(pItem2
);
10453 void Player::QuickEquipItem( uint16 pos
, Item
*pItem
)
10457 AddEnchantmentDurations(pItem
);
10458 AddItemDurations(pItem
);
10460 uint8 slot
= pos
& 255;
10461 VisualizeItem( slot
, pItem
);
10465 pItem
->AddToWorld();
10466 pItem
->SendUpdateToPlayer( this );
10471 void Player::SetVisibleItemSlot(uint8 slot
, Item
*pItem
)
10473 // PLAYER_VISIBLE_ITEM_i_CREATOR // Size: 2
10474 // PLAYER_VISIBLE_ITEM_i_0 // Size: 12
10475 // entry // Size: 1
10476 // inspected enchantments // Size: 6
10478 // PLAYER_VISIBLE_ITEM_i_PROPERTIES // Size: 1 (property,suffix factor)
10479 // PLAYER_VISIBLE_ITEM_i_PAD // Size: 1
10484 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
), pItem
->GetUInt64Value(ITEM_FIELD_CREATOR
));
10486 int VisibleBase
= PLAYER_VISIBLE_ITEM_1_0
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
);
10487 SetUInt32Value(VisibleBase
+ 0, pItem
->GetEntry());
10489 for(int i
= 0; i
< MAX_INSPECTED_ENCHANTMENT_SLOT
; ++i
)
10490 SetUInt32Value(VisibleBase
+ 1 + i
, pItem
->GetEnchantmentId(EnchantmentSlot(i
)));
10492 // Use SetInt16Value to prevent set high part to FFFF for negative value
10493 SetInt16Value( PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0, pItem
->GetItemRandomPropertyId());
10494 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 1 + (slot
* MAX_VISIBLE_ITEM_OFFSET
), pItem
->GetItemSuffixFactor());
10498 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0);
10500 int VisibleBase
= PLAYER_VISIBLE_ITEM_1_0
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
);
10501 SetUInt32Value(VisibleBase
+ 0, 0);
10503 for(int i
= 0; i
< MAX_INSPECTED_ENCHANTMENT_SLOT
; ++i
)
10504 SetUInt32Value(VisibleBase
+ 1 + i
, 0);
10506 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 0 + (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0);
10507 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 1 + (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0);
10511 void Player::VisualizeItem( uint8 slot
, Item
*pItem
)
10516 // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
10517 if( pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
|| pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
|| pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
)
10518 pItem
->SetBinding( true );
10520 sLog
.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot
, pItem
->GetEntry());
10522 m_items
[slot
] = pItem
;
10523 SetUInt64Value( (uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2) ), pItem
->GetGUID() );
10524 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
10525 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
10526 pItem
->SetSlot( slot
);
10527 pItem
->SetContainer( NULL
);
10529 if( slot
< EQUIPMENT_SLOT_END
)
10530 SetVisibleItemSlot(slot
,pItem
);
10532 pItem
->SetState(ITEM_CHANGED
, this);
10535 void Player::RemoveItem( uint8 bag
, uint8 slot
, bool update
)
10537 // note: removeitem does not actually change the item
10538 // it only takes the item out of storage temporarily
10539 // note2: if removeitem is to be used for delinking
10540 // the item must be removed from the player's updatequeue
10542 Item
*pItem
= GetItemByPos( bag
, slot
);
10545 sLog
.outDebug( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10547 RemoveEnchantmentDurations(pItem
);
10548 RemoveItemDurations(pItem
);
10550 if( bag
== INVENTORY_SLOT_BAG_0
)
10552 if ( slot
< INVENTORY_SLOT_BAG_END
)
10554 ItemPrototype
const *pProto
= pItem
->GetProto();
10555 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10557 if(pProto
&& pProto
->ItemSet
)
10558 RemoveItemsSetItem(this,pProto
);
10560 _ApplyItemMods(pItem
, slot
, false);
10562 // remove item dependent auras and casts (only weapon and armor slots)
10563 if(slot
< EQUIPMENT_SLOT_END
)
10564 RemoveItemDependentAurasAndCasts(pItem
);
10566 // remove held enchantments
10567 if ( slot
== EQUIPMENT_SLOT_MAINHAND
)
10569 if (pItem
->GetItemSuffixFactor())
10571 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3
);
10572 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4
);
10576 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0
);
10577 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1
);
10582 m_items
[slot
] = NULL
;
10583 SetUInt64Value((uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
*2)), 0);
10585 if ( slot
< EQUIPMENT_SLOT_END
)
10586 SetVisibleItemSlot(slot
,NULL
);
10590 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
10592 pBag
->RemoveItem(slot
, update
);
10594 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10595 // pItem->SetUInt64Value( ITEM_FIELD_OWNER, 0 ); not clear owner at remove (it will be set at store). This used in mail and auction code
10596 pItem
->SetSlot( NULL_SLOT
);
10597 if( IsInWorld() && update
)
10598 pItem
->SendUpdateToPlayer( this );
10600 if( slot
== EQUIPMENT_SLOT_MAINHAND
)
10601 UpdateExpertise(BASE_ATTACK
);
10602 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10603 UpdateExpertise(OFF_ATTACK
);
10607 // Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
10608 void Player::MoveItemFromInventory(uint8 bag
, uint8 slot
, bool update
)
10610 if(Item
* it
= GetItemByPos(bag
,slot
))
10612 ItemRemovedQuestCheck(it
->GetEntry(),it
->GetCount());
10613 RemoveItem( bag
,slot
,update
);
10614 it
->RemoveFromUpdateQueueOf(this);
10615 if(it
->IsInWorld())
10617 it
->RemoveFromWorld();
10618 it
->DestroyForPlayer( this );
10623 // Common operation need to add item from inventory without delete in trade, guild bank, mail....
10624 void Player::MoveItemToInventory(ItemPosCountVec
const& dest
, Item
* pItem
, bool update
, bool in_characterInventoryDB
)
10626 // update quest counters
10627 ItemAddedQuestCheck(pItem
->GetEntry(),pItem
->GetCount());
10630 Item
* pLastItem
= StoreItem( dest
, pItem
, update
);
10632 // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way)
10633 if(pLastItem
==pItem
)
10635 // update owner for last item (this can be original item with wrong owner
10636 if(pLastItem
->GetOwnerGUID() != GetGUID())
10637 pLastItem
->SetOwnerGUID(GetGUID());
10639 // if this original item then it need create record in inventory
10640 // in case trade we already have item in other player inventory
10641 pLastItem
->SetState(in_characterInventoryDB
? ITEM_CHANGED
: ITEM_NEW
, this);
10645 void Player::DestroyItem( uint8 bag
, uint8 slot
, bool update
)
10647 Item
*pItem
= GetItemByPos( bag
, slot
);
10650 sLog
.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10652 // start from destroy contained items (only equipped bag can have its)
10653 if (pItem
->IsBag() && pItem
->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot
10655 for (int i
= 0; i
< MAX_BAG_SIZE
; i
++)
10656 DestroyItem(slot
,i
,update
);
10659 if(pItem
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_WRAPPED
))
10660 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem
->GetGUIDLow());
10662 RemoveEnchantmentDurations(pItem
);
10663 RemoveItemDurations(pItem
);
10665 ItemRemovedQuestCheck( pItem
->GetEntry(), pItem
->GetCount() );
10667 if( bag
== INVENTORY_SLOT_BAG_0
)
10669 SetUInt64Value((uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
*2)), 0);
10671 // equipment and equipped bags can have applied bonuses
10672 if ( slot
< INVENTORY_SLOT_BAG_END
)
10674 ItemPrototype
const *pProto
= pItem
->GetProto();
10676 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10677 if(pProto
&& pProto
->ItemSet
)
10678 RemoveItemsSetItem(this,pProto
);
10680 _ApplyItemMods(pItem
, slot
, false);
10683 if ( slot
< EQUIPMENT_SLOT_END
)
10685 // remove item dependent auras and casts (only weapon and armor slots)
10686 RemoveItemDependentAurasAndCasts(pItem
);
10688 // equipment visual show
10689 SetVisibleItemSlot(slot
,NULL
);
10692 m_items
[slot
] = NULL
;
10694 else if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
))
10695 pBag
->RemoveItem(slot
, update
);
10697 if( IsInWorld() && update
)
10699 pItem
->RemoveFromWorld();
10700 pItem
->DestroyForPlayer(this);
10703 //pItem->SetOwnerGUID(0);
10704 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10705 pItem
->SetSlot( NULL_SLOT
);
10706 pItem
->SetState(ITEM_REMOVED
, this);
10710 void Player::DestroyItemCount( uint32 item
, uint32 count
, bool update
, bool unequip_check
)
10712 sLog
.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item
, count
);
10714 ItemPrototype
const *pProto
;
10715 uint32 remcount
= 0;
10718 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
10720 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10721 if( pItem
&& pItem
->GetEntry() == item
)
10723 if( pItem
->GetCount() + remcount
<= count
)
10725 // all items in inventory can unequipped
10726 remcount
+= pItem
->GetCount();
10727 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10729 if(remcount
>=count
)
10734 pProto
= pItem
->GetProto();
10735 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10736 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10737 if( IsInWorld() & update
)
10738 pItem
->SendUpdateToPlayer( this );
10739 pItem
->SetState(ITEM_CHANGED
, this);
10744 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
10746 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10747 if( pItem
&& pItem
->GetEntry() == item
)
10749 if( pItem
->GetCount() + remcount
<= count
)
10751 // all keys can be unequipped
10752 remcount
+= pItem
->GetCount();
10753 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10755 if(remcount
>=count
)
10760 pProto
= pItem
->GetProto();
10761 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10762 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10763 if( IsInWorld() & update
)
10764 pItem
->SendUpdateToPlayer( this );
10765 pItem
->SetState(ITEM_CHANGED
, this);
10771 // in inventory bags
10772 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10774 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10776 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
10778 pItem
= pBag
->GetItemByPos(j
);
10779 if( pItem
&& pItem
->GetEntry() == item
)
10781 // all items in bags can be unequipped
10782 if( pItem
->GetCount() + remcount
<= count
)
10784 remcount
+= pItem
->GetCount();
10785 DestroyItem( i
, j
, update
);
10787 if(remcount
>=count
)
10792 pProto
= pItem
->GetProto();
10793 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10794 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10795 if( IsInWorld() && update
)
10796 pItem
->SendUpdateToPlayer( this );
10797 pItem
->SetState(ITEM_CHANGED
, this);
10805 // in equipment and bag list
10806 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10808 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10809 if( pItem
&& pItem
->GetEntry() == item
)
10811 if( pItem
->GetCount() + remcount
<= count
)
10813 if(!unequip_check
|| CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
,false) == EQUIP_ERR_OK
)
10815 remcount
+= pItem
->GetCount();
10816 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10818 if(remcount
>=count
)
10824 pProto
= pItem
->GetProto();
10825 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10826 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10827 if( IsInWorld() & update
)
10828 pItem
->SendUpdateToPlayer( this );
10829 pItem
->SetState(ITEM_CHANGED
, this);
10836 void Player::DestroyZoneLimitedItem( bool update
, uint32 new_zone
)
10838 sLog
.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone
);
10841 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
10843 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10844 if( pItem
&& pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
) )
10845 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10847 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
10849 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10850 if( pItem
&& pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
) )
10851 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10854 // in inventory bags
10855 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10857 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10860 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
10862 Item
* pItem
= pBag
->GetItemByPos(j
);
10863 if( pItem
&& pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
) )
10864 DestroyItem( i
, j
, update
);
10869 // in equipment and bag list
10870 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10872 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10873 if( pItem
&& pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
) )
10874 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10878 void Player::DestroyConjuredItems( bool update
)
10880 // used when entering arena
10881 // destroys all conjured items
10882 sLog
.outDebug( "STORAGE: DestroyConjuredItems" );
10885 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
10887 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10888 if( pItem
&& pItem
->GetProto() &&
10889 (pItem
->GetProto()->Class
== ITEM_CLASS_CONSUMABLE
) &&
10890 (pItem
->GetProto()->Flags
& ITEM_FLAGS_CONJURED
) )
10891 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10894 // in inventory bags
10895 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10897 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10900 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
10902 Item
* pItem
= pBag
->GetItemByPos(j
);
10903 if( pItem
&& pItem
->GetProto() &&
10904 (pItem
->GetProto()->Class
== ITEM_CLASS_CONSUMABLE
) &&
10905 (pItem
->GetProto()->Flags
& ITEM_FLAGS_CONJURED
) )
10906 DestroyItem( i
, j
, update
);
10911 // in equipment and bag list
10912 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10914 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10915 if( pItem
&& pItem
->GetProto() &&
10916 (pItem
->GetProto()->Class
== ITEM_CLASS_CONSUMABLE
) &&
10917 (pItem
->GetProto()->Flags
& ITEM_FLAGS_CONJURED
) )
10918 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10922 void Player::DestroyItemCount( Item
* pItem
, uint32
&count
, bool update
)
10927 sLog
.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem
->GetGUIDLow(),pItem
->GetEntry(), count
);
10929 if( pItem
->GetCount() <= count
)
10931 count
-= pItem
->GetCount();
10933 DestroyItem( pItem
->GetBagSlot(),pItem
->GetSlot(), update
);
10937 ItemRemovedQuestCheck( pItem
->GetEntry(), count
);
10938 pItem
->SetCount( pItem
->GetCount() - count
);
10940 if( IsInWorld() & update
)
10941 pItem
->SendUpdateToPlayer( this );
10942 pItem
->SetState(ITEM_CHANGED
, this);
10946 void Player::SplitItem( uint16 src
, uint16 dst
, uint32 count
)
10948 uint8 srcbag
= src
>> 8;
10949 uint8 srcslot
= src
& 255;
10951 uint8 dstbag
= dst
>> 8;
10952 uint8 dstslot
= dst
& 255;
10954 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
10957 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
10961 // not let split all items (can be only at cheating)
10962 if(pSrcItem
->GetCount() == count
)
10964 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
10968 // not let split more existed items (can be only at cheating)
10969 if(pSrcItem
->GetCount() < count
)
10971 SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT
, pSrcItem
, NULL
);
10975 if(pSrcItem
->m_lootGenerated
) // prevent split looting item (item
10977 //best error message found for attempting to split while looting
10978 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
10982 sLog
.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag
, dstslot
, pSrcItem
->GetEntry(), count
);
10983 Item
*pNewItem
= pSrcItem
->CloneItem( count
, this );
10986 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
10990 if( IsInventoryPos( dst
) )
10992 // change item amount before check (for unique max count check)
10993 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
10995 ItemPosCountVec dest
;
10996 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pNewItem
, false );
10997 if( msg
!= EQUIP_ERR_OK
)
11000 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
11001 SendEquipError( msg
, pSrcItem
, NULL
);
11006 pSrcItem
->SendUpdateToPlayer( this );
11007 pSrcItem
->SetState(ITEM_CHANGED
, this);
11008 StoreItem( dest
, pNewItem
, true);
11010 else if( IsBankPos ( dst
) )
11012 // change item amount before check (for unique max count check)
11013 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
11015 ItemPosCountVec dest
;
11016 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pNewItem
, false );
11017 if( msg
!= EQUIP_ERR_OK
)
11020 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
11021 SendEquipError( msg
, pSrcItem
, NULL
);
11026 pSrcItem
->SendUpdateToPlayer( this );
11027 pSrcItem
->SetState(ITEM_CHANGED
, this);
11028 BankItem( dest
, pNewItem
, true);
11030 else if( IsEquipmentPos ( dst
) )
11032 // change item amount before check (for unique max count check), provide space for splitted items
11033 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
11036 uint8 msg
= CanEquipItem( dstslot
, dest
, pNewItem
, false );
11037 if( msg
!= EQUIP_ERR_OK
)
11040 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
11041 SendEquipError( msg
, pSrcItem
, NULL
);
11046 pSrcItem
->SendUpdateToPlayer( this );
11047 pSrcItem
->SetState(ITEM_CHANGED
, this);
11048 EquipItem( dest
, pNewItem
, true);
11049 AutoUnequipOffhandIfNeed();
11053 void Player::SwapItem( uint16 src
, uint16 dst
)
11055 uint8 srcbag
= src
>> 8;
11056 uint8 srcslot
= src
& 255;
11058 uint8 dstbag
= dst
>> 8;
11059 uint8 dstslot
= dst
& 255;
11061 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
11062 Item
*pDstItem
= GetItemByPos( dstbag
, dstslot
);
11067 sLog
.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag
, dstslot
, pSrcItem
->GetEntry());
11071 SendEquipError( EQUIP_ERR_YOU_ARE_DEAD
, pSrcItem
, pDstItem
);
11075 if(pSrcItem
->m_lootGenerated
) // prevent swap looting item
11077 //best error message found for attempting to swap while looting
11078 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW
, pSrcItem
, NULL
);
11082 // check unequip potability for equipped items and bank bags
11083 if(IsEquipmentPos ( src
) || IsBagPos ( src
))
11085 // bags can be swapped with empty bag slots
11086 uint8 msg
= CanUnequipItem( src
, !IsBagPos ( src
) || IsBagPos ( dst
));
11087 if(msg
!= EQUIP_ERR_OK
)
11089 SendEquipError( msg
, pSrcItem
, pDstItem
);
11094 // prevent put equipped/bank bag in self
11095 if( IsBagPos ( src
) && srcslot
== dstbag
)
11097 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
, pSrcItem
, pDstItem
);
11103 if( IsInventoryPos( dst
) )
11105 ItemPosCountVec dest
;
11106 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pSrcItem
, false );
11107 if( msg
!= EQUIP_ERR_OK
)
11109 SendEquipError( msg
, pSrcItem
, NULL
);
11113 RemoveItem(srcbag
, srcslot
, true);
11114 StoreItem( dest
, pSrcItem
, true);
11116 else if( IsBankPos ( dst
) )
11118 ItemPosCountVec dest
;
11119 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pSrcItem
, false);
11120 if( msg
!= EQUIP_ERR_OK
)
11122 SendEquipError( msg
, pSrcItem
, NULL
);
11126 RemoveItem(srcbag
, srcslot
, true);
11127 BankItem( dest
, pSrcItem
, true);
11129 else if( IsEquipmentPos ( dst
) )
11132 uint8 msg
= CanEquipItem( dstslot
, dest
, pSrcItem
, false );
11133 if( msg
!= EQUIP_ERR_OK
)
11135 SendEquipError( msg
, pSrcItem
, NULL
);
11139 RemoveItem(srcbag
, srcslot
, true);
11140 EquipItem( dest
, pSrcItem
, true);
11141 AutoUnequipOffhandIfNeed();
11144 else // if (!pDstItem)
11146 if(pDstItem
->m_lootGenerated
) // prevent swap looting item
11148 //best error message found for attempting to swap while looting
11149 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW
, pDstItem
, NULL
);
11153 // check unequip potability for equipped items and bank bags
11154 if(IsEquipmentPos ( dst
) || IsBagPos ( dst
))
11156 // bags can be swapped with empty bag slots
11157 uint8 msg
= CanUnequipItem( dst
, !IsBagPos ( dst
) || IsBagPos ( src
) );
11158 if(msg
!= EQUIP_ERR_OK
)
11160 SendEquipError( msg
, pSrcItem
, pDstItem
);
11165 // attempt merge to / fill target item
11168 ItemPosCountVec sDest
;
11170 if( IsInventoryPos( dst
) )
11171 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
11172 else if( IsBankPos ( dst
) )
11173 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
11174 else if( IsEquipmentPos ( dst
) )
11175 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, false );
11179 // can be merge/fill
11180 if(msg
== EQUIP_ERR_OK
)
11182 if( pSrcItem
->GetCount() + pDstItem
->GetCount() <= pSrcItem
->GetProto()->Stackable
)
11184 RemoveItem(srcbag
, srcslot
, true);
11186 if( IsInventoryPos( dst
) )
11187 StoreItem( sDest
, pSrcItem
, true);
11188 else if( IsBankPos ( dst
) )
11189 BankItem( sDest
, pSrcItem
, true);
11190 else if( IsEquipmentPos ( dst
) )
11192 EquipItem( eDest
, pSrcItem
, true);
11193 AutoUnequipOffhandIfNeed();
11198 pSrcItem
->SetCount( pSrcItem
->GetCount() + pDstItem
->GetCount() - pSrcItem
->GetProto()->Stackable
);
11199 pDstItem
->SetCount( pSrcItem
->GetProto()->Stackable
);
11200 pSrcItem
->SetState(ITEM_CHANGED
, this);
11201 pDstItem
->SetState(ITEM_CHANGED
, this);
11204 pSrcItem
->SendUpdateToPlayer( this );
11205 pDstItem
->SendUpdateToPlayer( this );
11212 // impossible merge/fill, do real swap
11215 // check src->dest move possibility
11216 ItemPosCountVec sDest
;
11218 if( IsInventoryPos( dst
) )
11219 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
11220 else if( IsBankPos( dst
) )
11221 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
11222 else if( IsEquipmentPos( dst
) )
11224 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, true );
11225 if( msg
== EQUIP_ERR_OK
)
11226 msg
= CanUnequipItem( eDest
, true );
11229 if( msg
!= EQUIP_ERR_OK
)
11231 SendEquipError( msg
, pSrcItem
, pDstItem
);
11235 // check dest->src move possibility
11236 ItemPosCountVec sDest2
;
11238 if( IsInventoryPos( src
) )
11239 msg
= CanStoreItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
11240 else if( IsBankPos( src
) )
11241 msg
= CanBankItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
11242 else if( IsEquipmentPos( src
) )
11244 msg
= CanEquipItem( srcslot
, eDest2
, pDstItem
, true);
11245 if( msg
== EQUIP_ERR_OK
)
11246 msg
= CanUnequipItem( eDest2
, true);
11249 if( msg
!= EQUIP_ERR_OK
)
11251 SendEquipError( msg
, pDstItem
, pSrcItem
);
11255 // now do moves, remove...
11256 RemoveItem(dstbag
, dstslot
, false);
11257 RemoveItem(srcbag
, srcslot
, false);
11260 if( IsInventoryPos( dst
) )
11261 StoreItem(sDest
, pSrcItem
, true);
11262 else if( IsBankPos( dst
) )
11263 BankItem(sDest
, pSrcItem
, true);
11264 else if( IsEquipmentPos( dst
) )
11265 EquipItem(eDest
, pSrcItem
, true);
11268 if( IsInventoryPos( src
) )
11269 StoreItem(sDest2
, pDstItem
, true);
11270 else if( IsBankPos( src
) )
11271 BankItem(sDest2
, pDstItem
, true);
11272 else if( IsEquipmentPos( src
) )
11273 EquipItem(eDest2
, pDstItem
, true);
11275 AutoUnequipOffhandIfNeed();
11279 void Player::AddItemToBuyBackSlot( Item
*pItem
)
11283 uint32 slot
= m_currentBuybackSlot
;
11284 // if current back slot non-empty search oldest or free
11287 uint32 oldest_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
);
11288 uint32 oldest_slot
= BUYBACK_SLOT_START
;
11290 for(uint32 i
= BUYBACK_SLOT_START
+1; i
< BUYBACK_SLOT_END
; ++i
)
11299 uint32 i_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ i
- BUYBACK_SLOT_START
);
11301 if(oldest_time
> i_time
)
11303 oldest_time
= i_time
;
11309 slot
= oldest_slot
;
11312 RemoveItemFromBuyBackSlot( slot
, true );
11313 sLog
.outDebug( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem
->GetEntry(), slot
);
11315 m_items
[slot
] = pItem
;
11316 time_t base
= time(NULL
);
11317 uint32 etime
= uint32(base
- m_logintime
+ (30 * 3600));
11318 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
11320 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ eslot
* 2, pItem
->GetGUID() );
11321 ItemPrototype
const *pProto
= pItem
->GetProto();
11323 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, pProto
->SellPrice
* pItem
->GetCount() );
11325 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
11326 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, (uint32
)etime
);
11328 // move to next (for non filled list is move most optimized choice)
11329 if(m_currentBuybackSlot
< BUYBACK_SLOT_END
-1)
11330 ++m_currentBuybackSlot
;
11334 Item
* Player::GetItemFromBuyBackSlot( uint32 slot
)
11336 sLog
.outDebug( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot
);
11337 if( slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
11338 return m_items
[slot
];
11342 void Player::RemoveItemFromBuyBackSlot( uint32 slot
, bool del
)
11344 sLog
.outDebug( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot
);
11345 if( slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
11347 Item
*pItem
= m_items
[slot
];
11350 pItem
->RemoveFromWorld();
11351 if(del
) pItem
->SetState(ITEM_REMOVED
, this);
11354 m_items
[slot
] = NULL
;
11356 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
11357 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ eslot
* 2, 0 );
11358 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
11359 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, 0 );
11361 // if current backslot is filled set to now free slot
11362 if(m_items
[m_currentBuybackSlot
])
11363 m_currentBuybackSlot
= slot
;
11367 void Player::SendEquipError( uint8 msg
, Item
* pItem
, Item
*pItem2
)
11369 sLog
.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)",msg
);
11370 WorldPacket
data( SMSG_INVENTORY_CHANGE_FAILURE
, (msg
== EQUIP_ERR_CANT_EQUIP_LEVEL_I
? 22 : 18) );
11371 data
<< uint8(msg
);
11375 data
<< uint64(pItem
? pItem
->GetGUID() : 0);
11376 data
<< uint64(pItem2
? pItem2
->GetGUID() : 0);
11377 data
<< uint8(0); // not 0 there...
11379 if(msg
== EQUIP_ERR_CANT_EQUIP_LEVEL_I
)
11384 if(ItemPrototype
const* proto
= pItem
->GetProto())
11385 level
= proto
->RequiredLevel
;
11387 data
<< uint32(level
); // new 2.4.0
11390 GetSession()->SendPacket(&data
);
11393 void Player::SendBuyError( uint8 msg
, Creature
* pCreature
, uint32 item
, uint32 param
)
11395 sLog
.outDebug( "WORLD: Sent SMSG_BUY_FAILED" );
11396 WorldPacket
data( SMSG_BUY_FAILED
, (8+4+4+1) );
11397 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
11398 data
<< uint32(item
);
11400 data
<< uint32(param
);
11401 data
<< uint8(msg
);
11402 GetSession()->SendPacket(&data
);
11405 void Player::SendSellError( uint8 msg
, Creature
* pCreature
, uint64 guid
, uint32 param
)
11407 sLog
.outDebug( "WORLD: Sent SMSG_SELL_ITEM" );
11408 WorldPacket
data( SMSG_SELL_ITEM
,(8+8+(param
?4:0)+1)); // last check 2.0.10
11409 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
11410 data
<< uint64(guid
);
11412 data
<< uint32(param
);
11413 data
<< uint8(msg
);
11414 GetSession()->SendPacket(&data
);
11417 void Player::ClearTrade()
11420 acceptTrade
= false;
11421 for(int i
= 0; i
< TRADE_SLOT_COUNT
; i
++)
11422 tradeItems
[i
] = NULL_SLOT
;
11425 void Player::TradeCancel(bool sendback
)
11429 // send yellow "Trade canceled" message to both traders
11433 ws
->SendCancelTrade();
11434 ws
= pTrader
->GetSession();
11435 if(!ws
->PlayerLogout())
11436 ws
->SendCancelTrade();
11440 pTrader
->ClearTrade();
11441 // prevent loss of reference
11442 pTrader
->pTrader
= NULL
;
11447 void Player::UpdateItemDuration(uint32 time
, bool realtimeonly
)
11449 if(m_itemDuration
.empty())
11452 sLog
.outDebug("Player::UpdateItemDuration(%u,%u)", time
,realtimeonly
);
11454 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end(); )
11457 ++itr
; // current element can be erased in UpdateDuration
11459 if (realtimeonly
&& item
->GetProto()->Duration
< 0 || !realtimeonly
)
11460 item
->UpdateDuration(this,time
);
11464 void Player::UpdateEnchantTime(uint32 time
)
11466 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(),next
;itr
!= m_enchantDuration
.end();itr
=next
)
11470 if(!itr
->item
->GetEnchantmentId(itr
->slot
))
11472 next
= m_enchantDuration
.erase(itr
);
11474 else if(itr
->leftduration
<= time
)
11476 ApplyEnchantment(itr
->item
,itr
->slot
,false,false);
11477 itr
->item
->ClearEnchantment(itr
->slot
);
11478 next
= m_enchantDuration
.erase(itr
);
11480 else if(itr
->leftduration
> time
)
11482 itr
->leftduration
-= time
;
11488 void Player::AddEnchantmentDurations(Item
*item
)
11490 for(int x
=0;x
<MAX_ENCHANTMENT_SLOT
;++x
)
11492 if(!item
->GetEnchantmentId(EnchantmentSlot(x
)))
11495 uint32 duration
= item
->GetEnchantmentDuration(EnchantmentSlot(x
));
11497 AddEnchantmentDuration(item
,EnchantmentSlot(x
),duration
);
11501 void Player::RemoveEnchantmentDurations(Item
*item
)
11503 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();)
11505 if(itr
->item
== item
)
11507 // save duration in item
11508 item
->SetEnchantmentDuration(EnchantmentSlot(itr
->slot
),itr
->leftduration
);
11509 itr
= m_enchantDuration
.erase(itr
);
11516 void Player::RemoveAllEnchantments(EnchantmentSlot slot
)
11518 // remove enchantments from equipped items first to clean up the m_enchantDuration list
11519 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(),next
;itr
!= m_enchantDuration
.end();itr
=next
)
11522 if(itr
->slot
==slot
)
11524 if(itr
->item
&& itr
->item
->GetEnchantmentId(slot
))
11526 // remove from stats
11527 ApplyEnchantment(itr
->item
,slot
,false,false);
11529 itr
->item
->ClearEnchantment(slot
);
11531 // remove from update list
11532 next
= m_enchantDuration
.erase(itr
);
11538 // remove enchants from inventory items
11539 // NOTE: no need to remove these from stats, since these aren't equipped
11541 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
11543 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11544 if( pItem
&& pItem
->GetEnchantmentId(slot
) )
11545 pItem
->ClearEnchantment(slot
);
11548 // in inventory bags
11549 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
11551 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11554 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
11556 Item
* pItem
= pBag
->GetItemByPos(j
);
11557 if( pItem
&& pItem
->GetEnchantmentId(slot
) )
11558 pItem
->ClearEnchantment(slot
);
11564 // duration == 0 will remove item enchant
11565 void Player::AddEnchantmentDuration(Item
*item
,EnchantmentSlot slot
,uint32 duration
)
11570 if(slot
>= MAX_ENCHANTMENT_SLOT
)
11573 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
11575 if(itr
->item
== item
&& itr
->slot
== slot
)
11577 itr
->item
->SetEnchantmentDuration(itr
->slot
,itr
->leftduration
);
11578 m_enchantDuration
.erase(itr
);
11582 if(item
&& duration
> 0 )
11584 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item
->GetGUID(),slot
,uint32(duration
/1000));
11585 m_enchantDuration
.push_back(EnchantDuration(item
,slot
,duration
));
11589 void Player::ApplyEnchantment(Item
*item
,bool apply
)
11591 for(uint32 slot
= 0; slot
< MAX_ENCHANTMENT_SLOT
; ++slot
)
11592 ApplyEnchantment(item
, EnchantmentSlot(slot
), apply
);
11595 void Player::ApplyEnchantment(Item
*item
,EnchantmentSlot slot
,bool apply
, bool apply_dur
, bool ignore_condition
)
11600 if(!item
->IsEquipped())
11603 if(slot
>= MAX_ENCHANTMENT_SLOT
)
11606 uint32 enchant_id
= item
->GetEnchantmentId(slot
);
11610 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
11614 if(!ignore_condition
&& pEnchant
->EnchantmentCondition
&& !((Player
*)this)->EnchantmentFitsRequirements(pEnchant
->EnchantmentCondition
, -1))
11617 for (int s
=0; s
<3; s
++)
11619 uint32 enchant_display_type
= pEnchant
->type
[s
];
11620 uint32 enchant_amount
= pEnchant
->amount
[s
];
11621 uint32 enchant_spell_id
= pEnchant
->spellid
[s
];
11623 switch(enchant_display_type
)
11625 case ITEM_ENCHANTMENT_TYPE_NONE
:
11627 case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
:
11628 // processed in Player::CastItemCombatSpell
11630 case ITEM_ENCHANTMENT_TYPE_DAMAGE
:
11631 if (item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
11632 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11633 else if (item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
11634 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11635 else if (item
->GetSlot() == EQUIPMENT_SLOT_RANGED
)
11636 HandleStatModifier(UNIT_MOD_DAMAGE_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11638 case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL
:
11639 if(enchant_spell_id
)
11643 int32 basepoints
= 0;
11644 // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
11645 if (item
->GetItemRandomPropertyId())
11647 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11650 // Search enchant_amount
11651 for (int k
=0; k
<3; k
++)
11653 if(item_rand
->enchant_id
[k
] == enchant_id
)
11655 basepoints
= int32((item_rand
->prefix
[k
]*item
->GetItemSuffixFactor()) / 10000 );
11661 // Cast custom spell vs all equal basepoints getted from enchant_amount
11663 CastCustomSpell(this,enchant_spell_id
,&basepoints
,&basepoints
,&basepoints
,true,item
);
11665 CastSpell(this,enchant_spell_id
,true,item
);
11668 RemoveAurasDueToItemSpell(item
,enchant_spell_id
);
11671 case ITEM_ENCHANTMENT_TYPE_RESISTANCE
:
11672 if (!enchant_amount
)
11674 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11677 for (int k
=0; k
<3; k
++)
11679 if(item_rand
->enchant_id
[k
] == enchant_id
)
11681 enchant_amount
= uint32((item_rand
->prefix
[k
]*item
->GetItemSuffixFactor()) / 10000 );
11688 HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START
+ enchant_spell_id
), TOTAL_VALUE
, float(enchant_amount
), apply
);
11690 case ITEM_ENCHANTMENT_TYPE_STAT
:
11692 if (!enchant_amount
)
11694 ItemRandomSuffixEntry
const *item_rand_suffix
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11695 if(item_rand_suffix
)
11697 for (int k
=0; k
<3; k
++)
11699 if(item_rand_suffix
->enchant_id
[k
] == enchant_id
)
11701 enchant_amount
= uint32((item_rand_suffix
->prefix
[k
]*item
->GetItemSuffixFactor()) / 10000 );
11708 sLog
.outDebug("Adding %u to stat nb %u",enchant_amount
,enchant_spell_id
);
11709 switch (enchant_spell_id
)
11711 case ITEM_MOD_AGILITY
:
11712 sLog
.outDebug("+ %u AGILITY",enchant_amount
);
11713 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11714 ApplyStatBuffMod(STAT_AGILITY
, enchant_amount
, apply
);
11716 case ITEM_MOD_STRENGTH
:
11717 sLog
.outDebug("+ %u STRENGTH",enchant_amount
);
11718 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11719 ApplyStatBuffMod(STAT_STRENGTH
, enchant_amount
, apply
);
11721 case ITEM_MOD_INTELLECT
:
11722 sLog
.outDebug("+ %u INTELLECT",enchant_amount
);
11723 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11724 ApplyStatBuffMod(STAT_INTELLECT
, enchant_amount
, apply
);
11726 case ITEM_MOD_SPIRIT
:
11727 sLog
.outDebug("+ %u SPIRIT",enchant_amount
);
11728 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11729 ApplyStatBuffMod(STAT_SPIRIT
, enchant_amount
, apply
);
11731 case ITEM_MOD_STAMINA
:
11732 sLog
.outDebug("+ %u STAMINA",enchant_amount
);
11733 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11734 ApplyStatBuffMod(STAT_STAMINA
, enchant_amount
, apply
);
11736 case ITEM_MOD_DEFENSE_SKILL_RATING
:
11737 ((Player
*)this)->ApplyRatingMod(CR_DEFENSE_SKILL
, enchant_amount
, apply
);
11738 sLog
.outDebug("+ %u DEFENCE", enchant_amount
);
11740 case ITEM_MOD_DODGE_RATING
:
11741 ((Player
*)this)->ApplyRatingMod(CR_DODGE
, enchant_amount
, apply
);
11742 sLog
.outDebug("+ %u DODGE", enchant_amount
);
11744 case ITEM_MOD_PARRY_RATING
:
11745 ((Player
*)this)->ApplyRatingMod(CR_PARRY
, enchant_amount
, apply
);
11746 sLog
.outDebug("+ %u PARRY", enchant_amount
);
11748 case ITEM_MOD_BLOCK_RATING
:
11749 ((Player
*)this)->ApplyRatingMod(CR_BLOCK
, enchant_amount
, apply
);
11750 sLog
.outDebug("+ %u SHIELD_BLOCK", enchant_amount
);
11752 case ITEM_MOD_HIT_MELEE_RATING
:
11753 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
11754 sLog
.outDebug("+ %u MELEE_HIT", enchant_amount
);
11756 case ITEM_MOD_HIT_RANGED_RATING
:
11757 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
11758 sLog
.outDebug("+ %u RANGED_HIT", enchant_amount
);
11760 case ITEM_MOD_HIT_SPELL_RATING
:
11761 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
11762 sLog
.outDebug("+ %u SPELL_HIT", enchant_amount
);
11764 case ITEM_MOD_CRIT_MELEE_RATING
:
11765 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
11766 sLog
.outDebug("+ %u MELEE_CRIT", enchant_amount
);
11768 case ITEM_MOD_CRIT_RANGED_RATING
:
11769 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
11770 sLog
.outDebug("+ %u RANGED_CRIT", enchant_amount
);
11772 case ITEM_MOD_CRIT_SPELL_RATING
:
11773 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
11774 sLog
.outDebug("+ %u SPELL_CRIT", enchant_amount
);
11776 // Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
11778 // case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
11779 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11781 // case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
11782 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11784 // case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
11785 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11787 // case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
11788 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11790 // case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
11791 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11793 // case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
11794 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11796 // case ITEM_MOD_HASTE_MELEE_RATING:
11797 // ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
11799 // case ITEM_MOD_HASTE_RANGED_RATING:
11800 // ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
11802 case ITEM_MOD_HASTE_SPELL_RATING
:
11803 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
11805 case ITEM_MOD_HIT_RATING
:
11806 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
11807 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
11808 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
11809 sLog
.outDebug("+ %u HIT", enchant_amount
);
11811 case ITEM_MOD_CRIT_RATING
:
11812 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
11813 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
11814 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
11815 sLog
.outDebug("+ %u CRITICAL", enchant_amount
);
11817 // Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
11818 // case ITEM_MOD_HIT_TAKEN_RATING:
11819 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11820 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11821 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11823 // case ITEM_MOD_CRIT_TAKEN_RATING:
11824 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11825 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11826 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11828 case ITEM_MOD_RESILIENCE_RATING
:
11829 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, enchant_amount
, apply
);
11830 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, enchant_amount
, apply
);
11831 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, enchant_amount
, apply
);
11832 sLog
.outDebug("+ %u RESILIENCE", enchant_amount
);
11834 case ITEM_MOD_HASTE_RATING
:
11835 ((Player
*)this)->ApplyRatingMod(CR_HASTE_MELEE
, enchant_amount
, apply
);
11836 ((Player
*)this)->ApplyRatingMod(CR_HASTE_RANGED
, enchant_amount
, apply
);
11837 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
11838 sLog
.outDebug("+ %u HASTE", enchant_amount
);
11840 case ITEM_MOD_EXPERTISE_RATING
:
11841 ((Player
*)this)->ApplyRatingMod(CR_EXPERTISE
, enchant_amount
, apply
);
11842 sLog
.outDebug("+ %u EXPERTISE", enchant_amount
);
11844 case ITEM_MOD_ARMOR_PENETRATION_RATING
:
11845 ((Player
*)this)->ApplyRatingMod(CR_ARMOR_PENETRATION
, enchant_amount
, apply
);
11846 sLog
.outDebug("+ %u ARMOR PENETRATION", enchant_amount
);
11853 case ITEM_ENCHANTMENT_TYPE_TOTEM
: // Shaman Rockbiter Weapon
11855 if(getClass() == CLASS_SHAMAN
)
11857 float addValue
= 0.0f
;
11858 if(item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
11860 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/1000.0f
);
11861 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, addValue
, apply
);
11863 else if(item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
11865 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/1000.0f
);
11866 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, addValue
, apply
);
11872 sLog
.outError("Unknown item enchantment display type: %d",enchant_display_type
);
11874 } /*switch(enchant_display_type)*/
11877 // visualize enchantment at player and equipped items
11878 if(slot
< MAX_INSPECTED_ENCHANTMENT_SLOT
)
11880 int VisibleBase
= PLAYER_VISIBLE_ITEM_1_0
+ (item
->GetSlot() * MAX_VISIBLE_ITEM_OFFSET
);
11881 SetUInt32Value(VisibleBase
+ 1 + slot
, apply
? item
->GetEnchantmentId(slot
) : 0);
11889 uint32 duration
= item
->GetEnchantmentDuration(slot
);
11891 AddEnchantmentDuration(item
,slot
,duration
);
11895 // duration == 0 will remove EnchantDuration
11896 AddEnchantmentDuration(item
,slot
,0);
11901 void Player::SendEnchantmentDurations()
11903 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
11905 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr
->item
->GetGUID(),itr
->slot
,uint32(itr
->leftduration
)/1000);
11909 void Player::SendItemDurations()
11911 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end();++itr
)
11913 (*itr
)->SendTimeUpdate(this);
11917 void Player::SendNewItem(Item
*item
, uint32 count
, bool received
, bool created
, bool broadcast
)
11919 if(!item
) // prevent crash
11922 // last check 2.0.10
11923 WorldPacket
data( SMSG_ITEM_PUSH_RESULT
, (8+4+4+4+1+4+4+4+4+4) );
11924 data
<< GetGUID(); // player GUID
11925 data
<< uint32(received
); // 0=looted, 1=from npc
11926 data
<< uint32(created
); // 0=received, 1=created
11927 data
<< uint32(1); // always 0x01 (probably meant to be count of listed items)
11928 data
<< (uint8
)item
->GetBagSlot(); // bagslot
11929 // item slot, but when added to stack: 0xFFFFFFFF
11930 data
<< (uint32
) ((item
->GetCount()==count
) ? item
->GetSlot() : -1);
11931 data
<< uint32(item
->GetEntry()); // item id
11932 data
<< uint32(item
->GetItemSuffixFactor()); // SuffixFactor
11933 data
<< uint32(item
->GetItemRandomPropertyId()); // random item property id
11934 data
<< uint32(count
); // count of items
11935 data
<< GetItemCount(item
->GetEntry()); // count of items in inventory
11937 if (broadcast
&& GetGroup())
11938 GetGroup()->BroadcastPacket(&data
);
11940 GetSession()->SendPacket(&data
);
11943 /*********************************************************/
11944 /*** QUEST SYSTEM ***/
11945 /*********************************************************/
11947 void Player::PrepareQuestMenu( uint64 guid
)
11950 QuestRelations
* pObjectQR
;
11951 QuestRelations
* pObjectQIR
;
11952 Creature
*pCreature
= ObjectAccessor::GetCreature(*this, guid
);
11955 pObject
= (Object
*)pCreature
;
11956 pObjectQR
= &objmgr
.mCreatureQuestRelations
;
11957 pObjectQIR
= &objmgr
.mCreatureQuestInvolvedRelations
;
11961 GameObject
*pGameObject
= ObjectAccessor::GetGameObject(*this, guid
);
11964 pObject
= (Object
*)pGameObject
;
11965 pObjectQR
= &objmgr
.mGOQuestRelations
;
11966 pObjectQIR
= &objmgr
.mGOQuestInvolvedRelations
;
11972 QuestMenu
&qm
= PlayerTalkClass
->GetQuestMenu();
11975 for(QuestRelations::const_iterator i
= pObjectQIR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQIR
->upper_bound(pObject
->GetEntry()); ++i
)
11977 uint32 quest_id
= i
->second
;
11978 QuestStatus status
= GetQuestStatus( quest_id
);
11979 if ( status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus( quest_id
) )
11980 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_REWARD_REP
);
11981 else if ( status
== QUEST_STATUS_INCOMPLETE
)
11982 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_INCOMPLETE
);
11983 else if (status
== QUEST_STATUS_AVAILABLE
)
11984 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_CHAT
);
11987 for(QuestRelations::const_iterator i
= pObjectQR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++i
)
11989 uint32 quest_id
= i
->second
;
11990 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
11991 if(!pQuest
) continue;
11993 QuestStatus status
= GetQuestStatus( quest_id
);
11995 if (pQuest
->IsAutoComplete() && CanTakeQuest(pQuest
, false))
11996 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_REWARD_REP
);
11997 else if ( status
== QUEST_STATUS_NONE
&& CanTakeQuest( pQuest
, false ) )
11998 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_AVAILABLE
);
12002 void Player::SendPreparedQuest( uint64 guid
)
12004 QuestMenu
& questMenu
= PlayerTalkClass
->GetQuestMenu();
12005 if( questMenu
.Empty() )
12008 QuestMenuItem
const& qmi0
= questMenu
.GetItem( 0 );
12010 uint32 status
= qmi0
.m_qIcon
;
12012 // single element case
12013 if ( questMenu
.MenuItemCount() == 1 )
12015 // Auto open -- maybe also should verify there is no greeting
12016 uint32 quest_id
= qmi0
.m_qId
;
12017 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
12020 if( status
== DIALOG_STATUS_REWARD_REP
&& !GetQuestRewardStatus( quest_id
) )
12021 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, CanRewardQuest(pQuest
,false), true );
12022 else if( status
== DIALOG_STATUS_INCOMPLETE
)
12023 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, false, true );
12024 // Send completable on repeatable quest if player don't have quest
12025 else if( pQuest
->IsRepeatable() && !pQuest
->IsDaily() )
12026 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, CanCompleteRepeatableQuest(pQuest
), true );
12028 PlayerTalkClass
->SendQuestGiverQuestDetails( pQuest
, guid
, true );
12031 // multiply entries
12037 std::string title
= "";
12038 Creature
*pCreature
= ObjectAccessor::GetCreature(*this, guid
);
12041 uint32 textid
= pCreature
->GetNpcTextId();
12042 GossipText
* gossiptext
= objmgr
.GetGossipText(textid
);
12045 qe
._Delay
= 0; //TEXTEMOTE_MESSAGE; //zyg: player emote
12046 qe
._Emote
= 0; //TEXTEMOTE_HELLO; //zyg: NPC emote
12051 qe
= gossiptext
->Options
[0].Emotes
[0];
12053 if(!gossiptext
->Options
[0].Text_0
.empty())
12055 title
= gossiptext
->Options
[0].Text_0
;
12057 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
12060 NpcTextLocale
const *nl
= objmgr
.GetNpcTextLocale(textid
);
12063 if (nl
->Text_0
[0].size() > loc_idx
&& !nl
->Text_0
[0][loc_idx
].empty())
12064 title
= nl
->Text_0
[0][loc_idx
];
12070 title
= gossiptext
->Options
[0].Text_1
;
12072 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
12075 NpcTextLocale
const *nl
= objmgr
.GetNpcTextLocale(textid
);
12078 if (nl
->Text_1
[0].size() > loc_idx
&& !nl
->Text_1
[0][loc_idx
].empty())
12079 title
= nl
->Text_1
[0][loc_idx
];
12085 PlayerTalkClass
->SendQuestGiverQuestList( qe
, title
, guid
);
12089 bool Player::IsActiveQuest( uint32 quest_id
) const
12091 QuestStatusMap::const_iterator itr
= mQuestStatus
.find(quest_id
);
12093 return itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
;
12096 Quest
const * Player::GetNextQuest( uint64 guid
, Quest
const *pQuest
)
12099 QuestRelations
* pObjectQR
;
12100 QuestRelations
* pObjectQIR
;
12102 Creature
*pCreature
= ObjectAccessor::GetCreature(*this, guid
);
12105 pObject
= (Object
*)pCreature
;
12106 pObjectQR
= &objmgr
.mCreatureQuestRelations
;
12107 pObjectQIR
= &objmgr
.mCreatureQuestInvolvedRelations
;
12111 GameObject
*pGameObject
= ObjectAccessor::GetGameObject(*this, guid
);
12114 pObject
= (Object
*)pGameObject
;
12115 pObjectQR
= &objmgr
.mGOQuestRelations
;
12116 pObjectQIR
= &objmgr
.mGOQuestInvolvedRelations
;
12122 uint32 nextQuestID
= pQuest
->GetNextQuestInChain();
12123 for(QuestRelations::const_iterator itr
= pObjectQR
->lower_bound(pObject
->GetEntry()); itr
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++itr
)
12125 if (itr
->second
== nextQuestID
)
12126 return objmgr
.GetQuestTemplate(nextQuestID
);
12132 bool Player::CanSeeStartQuest( Quest
const *pQuest
)
12134 if( SatisfyQuestRace( pQuest
, false ) && SatisfyQuestSkillOrClass( pQuest
, false ) &&
12135 SatisfyQuestExclusiveGroup( pQuest
, false ) && SatisfyQuestReputation( pQuest
, false ) &&
12136 SatisfyQuestPreviousQuest( pQuest
, false ) && SatisfyQuestNextChain( pQuest
, false ) &&
12137 SatisfyQuestPrevChain( pQuest
, false ) && SatisfyQuestDay( pQuest
, false ) )
12139 return getLevel() + sWorld
.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF
) >= pQuest
->GetMinLevel();
12145 bool Player::CanTakeQuest( Quest
const *pQuest
, bool msg
)
12147 return SatisfyQuestStatus( pQuest
, msg
) && SatisfyQuestExclusiveGroup( pQuest
, msg
)
12148 && SatisfyQuestRace( pQuest
, msg
) && SatisfyQuestLevel( pQuest
, msg
)
12149 && SatisfyQuestSkillOrClass( pQuest
, msg
) && SatisfyQuestReputation( pQuest
, msg
)
12150 && SatisfyQuestPreviousQuest( pQuest
, msg
) && SatisfyQuestTimed( pQuest
, msg
)
12151 && SatisfyQuestNextChain( pQuest
, msg
) && SatisfyQuestPrevChain( pQuest
, msg
)
12152 && SatisfyQuestDay( pQuest
, msg
);
12155 bool Player::CanAddQuest( Quest
const *pQuest
, bool msg
)
12157 if( !SatisfyQuestLog( msg
) )
12160 uint32 srcitem
= pQuest
->GetSrcItemId();
12163 uint32 count
= pQuest
->GetSrcItemCount();
12164 ItemPosCountVec dest
;
12165 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
12167 // player already have max number (in most case 1) source item, no additional item needed and quest can be added.
12168 if( msg
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
12170 else if( msg
!= EQUIP_ERR_OK
)
12172 SendEquipError( msg
, NULL
, NULL
);
12179 bool Player::CanCompleteQuest( uint32 quest_id
)
12183 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12184 if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
12185 return false; // not allow re-complete quest
12187 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12192 // auto complete quest
12193 if (qInfo
->IsAutoComplete() && CanTakeQuest(qInfo
, false))
12196 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
12199 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12201 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12203 if( qInfo
->ReqItemCount
[i
]!= 0 && q_status
.m_itemcount
[i
] < qInfo
->ReqItemCount
[i
] )
12208 if ( qInfo
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
12210 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12212 if( qInfo
->ReqCreatureOrGOId
[i
] == 0 )
12215 if( qInfo
->ReqCreatureOrGOCount
[i
] != 0 && q_status
.m_creatureOrGOcount
[i
] < qInfo
->ReqCreatureOrGOCount
[i
] )
12220 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_EXPLORATION_OR_EVENT
) && !q_status
.m_explored
)
12223 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && q_status
.m_timer
== 0 )
12226 if ( qInfo
->GetRewOrReqMoney() < 0 )
12228 if ( GetMoney() < uint32(-qInfo
->GetRewOrReqMoney()) )
12232 uint32 repFacId
= qInfo
->GetRepObjectiveFaction();
12233 if ( repFacId
&& GetReputation(repFacId
) < qInfo
->GetRepObjectiveValue() )
12242 bool Player::CanCompleteRepeatableQuest( Quest
const *pQuest
)
12244 // Solve problem that player don't have the quest and try complete it.
12245 // if repeatable she must be able to complete event if player don't have it.
12246 // Seem that all repeatable quest are DELIVER Flag so, no need to add more.
12247 if( !CanTakeQuest(pQuest
, false) )
12250 if (pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12251 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12252 if( pQuest
->ReqItemId
[i
] && pQuest
->ReqItemCount
[i
] && !HasItemCount(pQuest
->ReqItemId
[i
],pQuest
->ReqItemCount
[i
]) )
12255 if( !CanRewardQuest(pQuest
, false) )
12261 bool Player::CanRewardQuest( Quest
const *pQuest
, bool msg
)
12263 // not auto complete quest and not completed quest (only cheating case, then ignore without message)
12264 if(!pQuest
->IsAutoComplete() && GetQuestStatus(pQuest
->GetQuestId()) != QUEST_STATUS_COMPLETE
)
12267 // daily quest can't be rewarded (25 daily quest already completed)
12268 if(!SatisfyQuestDay(pQuest
,true))
12271 // rewarded and not repeatable quest (only cheating case, then ignore without message)
12272 if(GetQuestRewardStatus(pQuest
->GetQuestId()))
12275 // prevent receive reward with quest items in bank
12276 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12278 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12280 if( pQuest
->ReqItemCount
[i
]!= 0 &&
12281 GetItemCount(pQuest
->ReqItemId
[i
]) < pQuest
->ReqItemCount
[i
] )
12284 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, NULL
, NULL
);
12290 // prevent receive reward with low money and GetRewOrReqMoney() < 0
12291 if(pQuest
->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest
->GetRewOrReqMoney()) )
12297 bool Player::CanRewardQuest( Quest
const *pQuest
, uint32 reward
, bool msg
)
12299 // prevent receive reward with quest items in bank or for not completed quest
12300 if(!CanRewardQuest(pQuest
,msg
))
12303 if ( pQuest
->GetRewChoiceItemsCount() > 0 )
12305 if( pQuest
->RewChoiceItemId
[reward
] )
12307 ItemPosCountVec dest
;
12308 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewChoiceItemId
[reward
], pQuest
->RewChoiceItemCount
[reward
] );
12309 if( res
!= EQUIP_ERR_OK
)
12311 SendEquipError( res
, NULL
, NULL
);
12317 if ( pQuest
->GetRewItemsCount() > 0 )
12319 for (uint32 i
= 0; i
< pQuest
->GetRewItemsCount(); ++i
)
12321 if( pQuest
->RewItemId
[i
] )
12323 ItemPosCountVec dest
;
12324 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewItemId
[i
], pQuest
->RewItemCount
[i
] );
12325 if( res
!= EQUIP_ERR_OK
)
12327 SendEquipError( res
, NULL
, NULL
);
12337 void Player::AddQuest( Quest
const *pQuest
, Object
*questGiver
)
12339 uint16 log_slot
= FindQuestSlot( 0 );
12340 assert(log_slot
< MAX_QUEST_LOG_SIZE
);
12342 uint32 quest_id
= pQuest
->GetQuestId();
12344 // if not exist then created with set uState==NEW and rewarded=false
12345 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
12346 if (questStatusData
.uState
!= QUEST_NEW
)
12347 questStatusData
.uState
= QUEST_CHANGED
;
12349 // check for repeatable quests status reset
12350 questStatusData
.m_status
= QUEST_STATUS_INCOMPLETE
;
12351 questStatusData
.m_explored
= false;
12353 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12355 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12356 questStatusData
.m_itemcount
[i
] = 0;
12359 if ( pQuest
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
12361 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12362 questStatusData
.m_creatureOrGOcount
[i
] = 0;
12365 GiveQuestSourceItem( pQuest
);
12366 AdjustQuestReqItemCount( pQuest
);
12368 if( pQuest
->GetRepObjectiveFaction() )
12369 SetFactionVisibleForFactionId(pQuest
->GetRepObjectiveFaction());
12372 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) )
12374 uint32 limittime
= pQuest
->GetLimitTime();
12376 // shared timed quest
12377 if(questGiver
&& questGiver
->GetTypeId()==TYPEID_PLAYER
)
12378 limittime
= ((Player
*)questGiver
)->getQuestStatusMap()[quest_id
].m_timer
/ 1000;
12380 AddTimedQuest( quest_id
);
12381 questStatusData
.m_timer
= limittime
* 1000;
12382 qtime
= static_cast<uint32
>(time(NULL
)) + limittime
;
12385 questStatusData
.m_timer
= 0;
12387 SetQuestSlot(log_slot
, quest_id
, qtime
);
12389 //starting initial quest script
12390 if(questGiver
&& pQuest
->GetQuestStartScript()!=0)
12391 sWorld
.ScriptsStart(sQuestStartScripts
, pQuest
->GetQuestStartScript(), questGiver
, this);
12393 UpdateForQuestsGO();
12396 void Player::CompleteQuest( uint32 quest_id
)
12400 SetQuestStatus( quest_id
, QUEST_STATUS_COMPLETE
);
12402 uint16 log_slot
= FindQuestSlot( quest_id
);
12403 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12404 SetQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
12406 if(Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
))
12408 if( qInfo
->HasFlag(QUEST_FLAGS_AUTO_REWARDED
) )
12409 RewardQuest(qInfo
,0,this,false);
12411 SendQuestComplete( quest_id
);
12416 void Player::IncompleteQuest( uint32 quest_id
)
12420 SetQuestStatus( quest_id
, QUEST_STATUS_INCOMPLETE
);
12422 uint16 log_slot
= FindQuestSlot( quest_id
);
12423 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12424 RemoveQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
12428 void Player::RewardQuest( Quest
const *pQuest
, uint32 reward
, Object
* questGiver
, bool announce
)
12430 uint32 quest_id
= pQuest
->GetQuestId();
12432 for (int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++ )
12434 if ( pQuest
->ReqItemId
[i
] )
12435 DestroyItemCount( pQuest
->ReqItemId
[i
], pQuest
->ReqItemCount
[i
], true);
12438 //if( qInfo->HasSpecialFlag( QUEST_FLAGS_TIMED ) )
12439 // SetTimedQuest( 0 );
12440 m_timedquests
.erase(pQuest
->GetQuestId());
12442 if ( pQuest
->GetRewChoiceItemsCount() > 0 )
12444 if( pQuest
->RewChoiceItemId
[reward
] )
12446 ItemPosCountVec dest
;
12447 if( CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewChoiceItemId
[reward
], pQuest
->RewChoiceItemCount
[reward
] ) == EQUIP_ERR_OK
)
12449 Item
* item
= StoreNewItem( dest
, pQuest
->RewChoiceItemId
[reward
], true);
12450 SendNewItem(item
, pQuest
->RewChoiceItemCount
[reward
], true, false);
12455 if ( pQuest
->GetRewItemsCount() > 0 )
12457 for (uint32 i
=0; i
< pQuest
->GetRewItemsCount(); ++i
)
12459 if( pQuest
->RewItemId
[i
] )
12461 ItemPosCountVec dest
;
12462 if( CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewItemId
[i
], pQuest
->RewItemCount
[i
] ) == EQUIP_ERR_OK
)
12464 Item
* item
= StoreNewItem( dest
, pQuest
->RewItemId
[i
], true);
12465 SendNewItem(item
, pQuest
->RewItemCount
[i
], true, false);
12471 RewardReputation( pQuest
);
12473 if( pQuest
->GetRewSpellCast() > 0 )
12474 CastSpell( this, pQuest
->GetRewSpellCast(), true);
12475 else if( pQuest
->GetRewSpell() > 0)
12476 CastSpell( this, pQuest
->GetRewSpell(), true);
12478 uint16 log_slot
= FindQuestSlot( quest_id
);
12479 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12480 SetQuestSlot(log_slot
,0);
12482 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12484 // Not give XP in case already completed once repeatable quest
12485 uint32 XP
= q_status
.m_rewarded
? 0 : uint32(pQuest
->XPValue( this )*sWorld
.getRate(RATE_XP_QUEST
));
12487 if ( getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
12488 GiveXP( XP
, NULL
);
12490 ModifyMoney( int32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
)) );
12492 // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
12493 ModifyMoney( pQuest
->GetRewOrReqMoney() );
12496 if(pQuest
->GetRewHonorableKills())
12497 RewardHonor(NULL
, 0, MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorableKills()));
12500 if(pQuest
->GetCharTitleId())
12502 if(CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
12503 SetTitle(titleEntry
);
12506 // Send reward mail
12507 if(pQuest
->GetRewMailTemplateId())
12509 MailMessageType mailType
;
12510 uint32 senderGuidOrEntry
;
12511 switch(questGiver
->GetTypeId())
12514 mailType
= MAIL_CREATURE
;
12515 senderGuidOrEntry
= questGiver
->GetEntry();
12517 case TYPEID_GAMEOBJECT
:
12518 mailType
= MAIL_GAMEOBJECT
;
12519 senderGuidOrEntry
= questGiver
->GetEntry();
12522 mailType
= MAIL_ITEM
;
12523 senderGuidOrEntry
= questGiver
->GetEntry();
12525 case TYPEID_PLAYER
:
12526 mailType
= MAIL_NORMAL
;
12527 senderGuidOrEntry
= questGiver
->GetGUIDLow();
12530 mailType
= MAIL_NORMAL
;
12531 senderGuidOrEntry
= GetGUIDLow();
12535 Loot questMailLoot
;
12537 questMailLoot
.FillLoot(pQuest
->GetQuestId(), LootTemplates_QuestMail
, this);
12540 MailItemsInfo mi
; // item list preparing
12542 for(size_t i
= 0; mi
.size() < MAX_MAIL_ITEMS
&& i
< questMailLoot
.items
.size(); ++i
)
12544 if(LootItem
* lootitem
= questMailLoot
.LootItemInSlot(i
,this))
12546 if(Item
* item
= Item::CreateItem(lootitem
->itemid
,lootitem
->count
,this))
12548 item
->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12549 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
12554 for(size_t i
= 0; mi
.size() < MAX_MAIL_ITEMS
&& i
< questMailLoot
.quest_items
.size(); ++i
)
12556 if(LootItem
* lootitem
= questMailLoot
.LootItemInSlot(i
+questMailLoot
.items
.size(),this))
12558 if(Item
* item
= Item::CreateItem(lootitem
->itemid
,lootitem
->count
,this))
12560 item
->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12561 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
12566 WorldSession::SendMailTo(this, mailType
, MAIL_STATIONERY_NORMAL
, senderGuidOrEntry
, GetGUIDLow(), "", 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
,pQuest
->GetRewMailDelaySecs(),pQuest
->GetRewMailTemplateId());
12569 if(pQuest
->IsDaily())
12571 SetDailyQuestStatus(quest_id
);
12572 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST
, 1);
12575 if ( !pQuest
->IsRepeatable() )
12576 SetQuestStatus(quest_id
, QUEST_STATUS_COMPLETE
);
12578 SetQuestStatus(quest_id
, QUEST_STATUS_NONE
);
12580 q_status
.m_rewarded
= true;
12583 SendQuestReward( pQuest
, XP
, questGiver
);
12585 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12586 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT
);
12587 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST
);
12590 void Player::FailQuest( uint32 quest_id
)
12594 IncompleteQuest( quest_id
);
12596 uint16 log_slot
= FindQuestSlot( quest_id
);
12597 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12599 SetQuestSlotTimer(log_slot
, 1 );
12600 SetQuestSlotState(log_slot
,QUEST_STATE_FAIL
);
12602 SendQuestFailed( quest_id
);
12606 void Player::FailTimedQuest( uint32 quest_id
)
12610 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12612 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12613 q_status
.m_timer
= 0;
12615 IncompleteQuest( quest_id
);
12617 uint16 log_slot
= FindQuestSlot( quest_id
);
12618 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12620 SetQuestSlotTimer(log_slot
, 1 );
12621 SetQuestSlotState(log_slot
,QUEST_STATE_FAIL
);
12623 SendQuestTimerFailed( quest_id
);
12627 bool Player::SatisfyQuestSkillOrClass( Quest
const* qInfo
, bool msg
)
12629 int32 zoneOrSort
= qInfo
->GetZoneOrSort();
12630 int32 skillOrClass
= qInfo
->GetSkillOrClass();
12632 // skip zone zoneOrSort and 0 case skillOrClass
12633 if( zoneOrSort
>= 0 && skillOrClass
== 0 )
12636 int32 questSort
= -zoneOrSort
;
12637 uint8 reqSortClass
= ClassByQuestSort(questSort
);
12639 // check class sort cases in zoneOrSort
12640 if( reqSortClass
!= 0 && getClass() != reqSortClass
)
12643 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12648 if( skillOrClass
< 0 )
12650 uint8 reqClass
= -int32(skillOrClass
);
12651 if(getClass() != reqClass
)
12654 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12659 else if( skillOrClass
> 0 )
12661 uint32 reqSkill
= skillOrClass
;
12662 if( GetSkillValue( reqSkill
) < qInfo
->GetRequiredSkillValue() )
12665 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12673 bool Player::SatisfyQuestLevel( Quest
const* qInfo
, bool msg
)
12675 if( getLevel() < qInfo
->GetMinLevel() )
12678 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12684 bool Player::SatisfyQuestLog( bool msg
)
12687 if( FindQuestSlot(0) < MAX_QUEST_LOG_SIZE
)
12692 WorldPacket
data( SMSG_QUESTLOG_FULL
, 0 );
12693 GetSession()->SendPacket( &data
);
12694 sLog
.outDebug( "WORLD: Sent QUEST_LOG_FULL_MESSAGE" );
12699 bool Player::SatisfyQuestPreviousQuest( Quest
const* qInfo
, bool msg
)
12701 // No previous quest (might be first quest in a series)
12702 if( qInfo
->prevQuests
.empty())
12705 for(Quest::PrevQuests::const_iterator iter
= qInfo
->prevQuests
.begin(); iter
!= qInfo
->prevQuests
.end(); ++iter
)
12707 uint32 prevId
= abs(*iter
);
12709 QuestStatusMap::iterator i_prevstatus
= mQuestStatus
.find( prevId
);
12710 Quest
const* qPrevInfo
= objmgr
.GetQuestTemplate(prevId
);
12712 if( qPrevInfo
&& i_prevstatus
!= mQuestStatus
.end() )
12714 // If any of the positive previous quests completed, return true
12715 if( *iter
> 0 && i_prevstatus
->second
.m_rewarded
)
12717 // skip one-from-all exclusive group
12718 if(qPrevInfo
->GetExclusiveGroup() >= 0)
12721 // each-from-all exclusive group ( < 0)
12722 // can be start if only all quests in prev quest exclusive group completed and rewarded
12723 ObjectMgr::ExclusiveQuestGroups::iterator iter
= objmgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
12724 ObjectMgr::ExclusiveQuestGroups::iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
12726 assert(iter
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
12728 for(; iter
!= end
; ++iter
)
12730 uint32 exclude_Id
= iter
->second
;
12732 // skip checked quest id, only state of other quests in group is interesting
12733 if(exclude_Id
== prevId
)
12736 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12738 // alternative quest from group also must be completed and rewarded(reported)
12739 if( i_exstatus
== mQuestStatus
.end() || !i_exstatus
->second
.m_rewarded
)
12742 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12748 // If any of the negative previous quests active, return true
12749 if( *iter
< 0 && (i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
12750 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
))))
12752 // skip one-from-all exclusive group
12753 if(qPrevInfo
->GetExclusiveGroup() >= 0)
12756 // each-from-all exclusive group ( < 0)
12757 // can be start if only all quests in prev quest exclusive group active
12758 ObjectMgr::ExclusiveQuestGroups::iterator iter
= objmgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
12759 ObjectMgr::ExclusiveQuestGroups::iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
12761 assert(iter
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
12763 for(; iter
!= end
; ++iter
)
12765 uint32 exclude_Id
= iter
->second
;
12767 // skip checked quest id, only state of other quests in group is interesting
12768 if(exclude_Id
== prevId
)
12771 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12773 // alternative quest from group also must be active
12774 if( i_exstatus
== mQuestStatus
.end() ||
12775 i_exstatus
->second
.m_status
!= QUEST_STATUS_INCOMPLETE
&&
12776 (i_prevstatus
->second
.m_status
!= QUEST_STATUS_COMPLETE
|| GetQuestRewardStatus(prevId
)) )
12779 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12788 // Has only positive prev. quests in non-rewarded state
12789 // and negative prev. quests in non-active state
12791 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12796 bool Player::SatisfyQuestRace( Quest
const* qInfo
, bool msg
)
12798 uint32 reqraces
= qInfo
->GetRequiredRaces();
12799 if ( reqraces
== 0 )
12801 if( (reqraces
& getRaceMask()) == 0 )
12804 SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE
);
12810 bool Player::SatisfyQuestReputation( Quest
const* qInfo
, bool msg
)
12812 uint32 fIdMin
= qInfo
->GetRequiredMinRepFaction(); //Min required rep
12813 if(fIdMin
&& GetReputation(fIdMin
) < qInfo
->GetRequiredMinRepValue())
12816 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12820 uint32 fIdMax
= qInfo
->GetRequiredMaxRepFaction(); //Max required rep
12821 if(fIdMax
&& GetReputation(fIdMax
) >= qInfo
->GetRequiredMaxRepValue())
12824 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12831 bool Player::SatisfyQuestStatus( Quest
const* qInfo
, bool msg
)
12833 QuestStatusMap::iterator itr
= mQuestStatus
.find( qInfo
->GetQuestId() );
12834 if ( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
)
12837 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON
);
12843 bool Player::SatisfyQuestTimed( Quest
const* qInfo
, bool msg
)
12845 if ( (find(m_timedquests
.begin(), m_timedquests
.end(), qInfo
->GetQuestId()) != m_timedquests
.end()) && qInfo
->HasFlag(QUEST_MANGOS_FLAGS_TIMED
) )
12848 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ONLY_ONE_TIMED
);
12854 bool Player::SatisfyQuestExclusiveGroup( Quest
const* qInfo
, bool msg
)
12856 // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
12857 if(qInfo
->GetExclusiveGroup() <= 0)
12860 ObjectMgr::ExclusiveQuestGroups::iterator iter
= objmgr
.mExclusiveQuestGroups
.lower_bound(qInfo
->GetExclusiveGroup());
12861 ObjectMgr::ExclusiveQuestGroups::iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qInfo
->GetExclusiveGroup());
12863 assert(iter
!=end
); // always must be found if qInfo->ExclusiveGroup != 0
12865 for(; iter
!= end
; ++iter
)
12867 uint32 exclude_Id
= iter
->second
;
12869 // skip checked quest id, only state of other quests in group is interesting
12870 if(exclude_Id
== qInfo
->GetQuestId())
12873 // not allow have daily quest if daily quest from exclusive group already recently completed
12874 Quest
const* Nquest
= objmgr
.GetQuestTemplate(exclude_Id
);
12875 if( !SatisfyQuestDay(Nquest
, false) )
12878 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12882 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12884 // alternative quest already started or completed
12885 if( i_exstatus
!= mQuestStatus
.end()
12886 && (i_exstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
|| i_exstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
12889 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12896 bool Player::SatisfyQuestNextChain( Quest
const* qInfo
, bool msg
)
12898 if(!qInfo
->GetNextQuestInChain())
12901 // next quest in chain already started or completed
12902 QuestStatusMap::iterator itr
= mQuestStatus
.find( qInfo
->GetNextQuestInChain() );
12903 if( itr
!= mQuestStatus
.end()
12904 && (itr
->second
.m_status
== QUEST_STATUS_COMPLETE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
12907 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12911 // check for all quests further up the chain
12912 // only necessary if there are quest chains with more than one quest that can be skipped
12913 //return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg );
12917 bool Player::SatisfyQuestPrevChain( Quest
const* qInfo
, bool msg
)
12919 // No previous quest in chain
12920 if( qInfo
->prevChainQuests
.empty())
12923 for(Quest::PrevChainQuests::const_iterator iter
= qInfo
->prevChainQuests
.begin(); iter
!= qInfo
->prevChainQuests
.end(); ++iter
)
12925 uint32 prevId
= *iter
;
12927 QuestStatusMap::iterator i_prevstatus
= mQuestStatus
.find( prevId
);
12929 if( i_prevstatus
!= mQuestStatus
.end() )
12931 // If any of the previous quests in chain active, return false
12932 if( i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
12933 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
)))
12936 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12941 // check for all quests further down the chain
12942 // only necessary if there are quest chains with more than one quest that can be skipped
12943 //if( !SatisfyQuestPrevChain( prevId, msg ) )
12947 // No previous quest in chain active
12951 bool Player::SatisfyQuestDay( Quest
const* qInfo
, bool msg
)
12953 if(!qInfo
->IsDaily())
12956 bool have_slot
= false;
12957 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
12959 uint32 id
= GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
);
12960 if(qInfo
->GetQuestId()==id
)
12970 SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING
);
12977 bool Player::GiveQuestSourceItem( Quest
const *pQuest
)
12979 uint32 srcitem
= pQuest
->GetSrcItemId();
12982 uint32 count
= pQuest
->GetSrcItemCount();
12986 ItemPosCountVec dest
;
12987 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
12988 if( msg
== EQUIP_ERR_OK
)
12990 Item
* item
= StoreNewItem(dest
, srcitem
, true);
12991 SendNewItem(item
, count
, true, false);
12994 // player already have max amount required item, just report success
12995 else if( msg
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
12998 SendEquipError( msg
, NULL
, NULL
);
13005 bool Player::TakeQuestSourceItem( uint32 quest_id
, bool msg
)
13007 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13010 uint32 srcitem
= qInfo
->GetSrcItemId();
13013 uint32 count
= qInfo
->GetSrcItemCount();
13017 // exist one case when destroy source quest item not possible:
13018 // non un-equippable item (equipped non-empty bag, for example)
13019 uint8 res
= CanUnequipItems(srcitem
,count
);
13020 if(res
!= EQUIP_ERR_OK
)
13023 SendEquipError( res
, NULL
, NULL
);
13027 DestroyItemCount(srcitem
, count
, true, true);
13033 bool Player::GetQuestRewardStatus( uint32 quest_id
) const
13035 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13038 // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
13039 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13040 if( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
13041 && !qInfo
->IsRepeatable() )
13042 return itr
->second
.m_rewarded
;
13049 QuestStatus
Player::GetQuestStatus( uint32 quest_id
) const
13053 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13054 if( itr
!= mQuestStatus
.end() )
13055 return itr
->second
.m_status
;
13057 return QUEST_STATUS_NONE
;
13060 bool Player::CanShareQuest(uint32 quest_id
) const
13062 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13063 if( qInfo
&& qInfo
->HasFlag(QUEST_FLAGS_SHARABLE
) )
13065 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13066 if( itr
!= mQuestStatus
.end() )
13067 return itr
->second
.m_status
== QUEST_STATUS_NONE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
;
13072 void Player::SetQuestStatus( uint32 quest_id
, QuestStatus status
)
13074 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13077 if( status
== QUEST_STATUS_NONE
|| status
== QUEST_STATUS_INCOMPLETE
|| status
== QUEST_STATUS_COMPLETE
)
13079 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) )
13080 m_timedquests
.erase(qInfo
->GetQuestId());
13083 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
13085 q_status
.m_status
= status
;
13086 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13089 UpdateForQuestsGO();
13092 // not used in MaNGOS, but used in scripting code
13093 uint32
Player::GetReqKillOrCastCurrentCount(uint32 quest_id
, int32 entry
)
13095 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13099 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13100 if ( qInfo
->ReqCreatureOrGOId
[j
] == entry
)
13101 return mQuestStatus
[quest_id
].m_creatureOrGOcount
[j
];
13106 void Player::AdjustQuestReqItemCount( Quest
const* pQuest
)
13108 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13110 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
13112 uint32 reqitemcount
= pQuest
->ReqItemCount
[i
];
13113 if( reqitemcount
!= 0 )
13115 uint32 quest_id
= pQuest
->GetQuestId();
13116 uint32 curitemcount
= GetItemCount(pQuest
->ReqItemId
[i
],true);
13118 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
13119 q_status
.m_itemcount
[i
] = std::min(curitemcount
, reqitemcount
);
13120 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13126 uint16
Player::FindQuestSlot( uint32 quest_id
) const
13128 for ( uint16 i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
13129 if ( GetQuestSlotQuestId(i
) == quest_id
)
13132 return MAX_QUEST_LOG_SIZE
;
13135 void Player::AreaExploredOrEventHappens( uint32 questId
)
13139 uint16 log_slot
= FindQuestSlot( questId
);
13140 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13142 QuestStatusData
& q_status
= mQuestStatus
[questId
];
13144 if(!q_status
.m_explored
)
13146 q_status
.m_explored
= true;
13147 if (q_status
.uState
!= QUEST_NEW
)
13148 q_status
.uState
= QUEST_CHANGED
;
13151 if( CanCompleteQuest( questId
) )
13152 CompleteQuest( questId
);
13156 //not used in mangosd, function for external script library
13157 void Player::GroupEventHappens( uint32 questId
, WorldObject
const* pEventObject
)
13159 if( Group
*pGroup
= GetGroup() )
13161 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
13163 Player
*pGroupGuy
= itr
->getSource();
13165 // for any leave or dead (with not released body) group member at appropriate distance
13166 if( pGroupGuy
&& pGroupGuy
->IsAtGroupRewardDistance(pEventObject
) && !pGroupGuy
->GetCorpse() )
13167 pGroupGuy
->AreaExploredOrEventHappens(questId
);
13171 AreaExploredOrEventHappens(questId
);
13174 void Player::ItemAddedQuestCheck( uint32 entry
, uint32 count
)
13176 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
13178 uint32 questid
= GetQuestSlotQuestId(i
);
13179 if ( questid
== 0 )
13182 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13184 if ( q_status
.m_status
!= QUEST_STATUS_INCOMPLETE
)
13187 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13188 if( !qInfo
|| !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13191 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13193 uint32 reqitem
= qInfo
->ReqItemId
[j
];
13194 if ( reqitem
== entry
)
13196 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
13197 uint32 curitemcount
= q_status
.m_itemcount
[j
];
13198 if ( curitemcount
< reqitemcount
)
13200 uint32 additemcount
= ( curitemcount
+ count
<= reqitemcount
? count
: reqitemcount
- curitemcount
);
13201 q_status
.m_itemcount
[j
] += additemcount
;
13202 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13204 SendQuestUpdateAddItem( qInfo
, j
, additemcount
);
13206 if ( CanCompleteQuest( questid
) )
13207 CompleteQuest( questid
);
13212 UpdateForQuestsGO();
13213 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM
, entry
);
13216 void Player::ItemRemovedQuestCheck( uint32 entry
, uint32 count
)
13218 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
13220 uint32 questid
= GetQuestSlotQuestId(i
);
13223 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13226 if( !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13229 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13231 uint32 reqitem
= qInfo
->ReqItemId
[j
];
13232 if ( reqitem
== entry
)
13234 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13236 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
13237 uint32 curitemcount
;
13238 if( q_status
.m_status
!= QUEST_STATUS_COMPLETE
)
13239 curitemcount
= q_status
.m_itemcount
[j
];
13241 curitemcount
= GetItemCount(entry
,true);
13242 if ( curitemcount
< reqitemcount
+ count
)
13244 uint32 remitemcount
= ( curitemcount
<= reqitemcount
? count
: count
+ reqitemcount
- curitemcount
);
13245 q_status
.m_itemcount
[j
] = curitemcount
- remitemcount
;
13246 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13248 IncompleteQuest( questid
);
13254 UpdateForQuestsGO();
13257 void Player::KilledMonster( uint32 entry
, uint64 guid
)
13259 uint32 addkillcount
= 1;
13260 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE
, entry
, addkillcount
);
13261 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
13263 uint32 questid
= GetQuestSlotQuestId(i
);
13267 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13270 // just if !ingroup || !noraidgroup || raidgroup
13271 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13272 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
&& (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo
->GetType() == QUEST_TYPE_RAID
))
13274 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
13276 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13278 // skip GO activate objective or none
13279 if(qInfo
->ReqCreatureOrGOId
[j
] <=0)
13282 // skip Cast at creature objective
13283 if(qInfo
->ReqSpell
[j
] !=0 )
13286 uint32 reqkill
= qInfo
->ReqCreatureOrGOId
[j
];
13288 if ( reqkill
== entry
)
13290 uint32 reqkillcount
= qInfo
->ReqCreatureOrGOCount
[j
];
13291 uint32 curkillcount
= q_status
.m_creatureOrGOcount
[j
];
13292 if ( curkillcount
< reqkillcount
)
13294 q_status
.m_creatureOrGOcount
[j
] = curkillcount
+ addkillcount
;
13295 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13297 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curkillcount
, addkillcount
);
13299 if ( CanCompleteQuest( questid
) )
13300 CompleteQuest( questid
);
13302 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13311 void Player::CastedCreatureOrGO( uint32 entry
, uint64 guid
, uint32 spell_id
)
13313 bool isCreature
= IS_CREATURE_GUID(guid
);
13315 uint32 addCastCount
= 1;
13316 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
13318 uint32 questid
= GetQuestSlotQuestId(i
);
13322 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13326 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13328 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13330 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
13332 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13334 // skip kill creature objective (0) or wrong spell casts
13335 if(qInfo
->ReqSpell
[j
] != spell_id
)
13338 uint32 reqTarget
= 0;
13342 // creature activate objectives
13343 if(qInfo
->ReqCreatureOrGOId
[j
] > 0)
13344 // checked at quest_template loading
13345 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
13349 // GO activate objective
13350 if(qInfo
->ReqCreatureOrGOId
[j
] < 0)
13351 // checked at quest_template loading
13352 reqTarget
= - qInfo
->ReqCreatureOrGOId
[j
];
13355 // other not this creature/GO related objectives
13356 if( reqTarget
!= entry
)
13359 uint32 reqCastCount
= qInfo
->ReqCreatureOrGOCount
[j
];
13360 uint32 curCastCount
= q_status
.m_creatureOrGOcount
[j
];
13361 if ( curCastCount
< reqCastCount
)
13363 q_status
.m_creatureOrGOcount
[j
] = curCastCount
+ addCastCount
;
13364 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13366 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curCastCount
, addCastCount
);
13369 if ( CanCompleteQuest( questid
) )
13370 CompleteQuest( questid
);
13372 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13380 void Player::TalkedToCreature( uint32 entry
, uint64 guid
)
13382 uint32 addTalkCount
= 1;
13383 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
13385 uint32 questid
= GetQuestSlotQuestId(i
);
13389 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13393 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13395 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13397 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
13399 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13401 // skip spell casts and Gameobject objectives
13402 if(qInfo
->ReqSpell
[j
] > 0 || qInfo
->ReqCreatureOrGOId
[j
] < 0)
13405 uint32 reqTarget
= 0;
13407 if(qInfo
->ReqCreatureOrGOId
[j
] > 0) // creature activate objectives
13408 // checked at quest_template loading
13409 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
13413 if ( reqTarget
== entry
)
13415 uint32 reqTalkCount
= qInfo
->ReqCreatureOrGOCount
[j
];
13416 uint32 curTalkCount
= q_status
.m_creatureOrGOcount
[j
];
13417 if ( curTalkCount
< reqTalkCount
)
13419 q_status
.m_creatureOrGOcount
[j
] = curTalkCount
+ addTalkCount
;
13420 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13422 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curTalkCount
, addTalkCount
);
13424 if ( CanCompleteQuest( questid
) )
13425 CompleteQuest( questid
);
13427 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13436 void Player::MoneyChanged( uint32 count
)
13438 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
13440 uint32 questid
= GetQuestSlotQuestId(i
);
13444 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13445 if( qInfo
&& qInfo
->GetRewOrReqMoney() < 0 )
13447 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13449 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13451 if(int32(count
) >= -qInfo
->GetRewOrReqMoney())
13453 if ( CanCompleteQuest( questid
) )
13454 CompleteQuest( questid
);
13457 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
13459 if(int32(count
) < -qInfo
->GetRewOrReqMoney())
13460 IncompleteQuest( questid
);
13466 bool Player::HasQuestForItem( uint32 itemid
) const
13468 for( QuestStatusMap::const_iterator i
= mQuestStatus
.begin( ); i
!= mQuestStatus
.end( ); ++i
)
13470 QuestStatusData
const& q_status
= i
->second
;
13472 if (q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13474 Quest
const* qinfo
= objmgr
.GetQuestTemplate(i
->first
);
13478 // hide quest if player is in raid-group and quest is no raid quest
13479 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
13482 // There should be no mixed ReqItem/ReqSource drop
13483 // This part for ReqItem drop
13484 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13486 if(itemid
== qinfo
->ReqItemId
[j
] && q_status
.m_itemcount
[j
] < qinfo
->ReqItemCount
[j
] )
13489 // This part - for ReqSource
13490 for (int j
= 0; j
< QUEST_SOURCE_ITEM_IDS_COUNT
; j
++)
13492 // examined item is a source item
13493 if (qinfo
->ReqSourceId
[j
] == itemid
&& qinfo
->ReqSourceRef
[j
] > 0 && qinfo
->ReqSourceRef
[j
] <= QUEST_OBJECTIVES_COUNT
)
13495 uint32 idx
= qinfo
->ReqSourceRef
[j
]-1;
13497 // total count of created ReqItems and SourceItems is less than ReqItemCount
13498 if(qinfo
->ReqItemId
[idx
] != 0 &&
13499 q_status
.m_itemcount
[idx
] * qinfo
->ReqSourceCount
[j
] + GetItemCount(itemid
,true) < qinfo
->ReqItemCount
[idx
] * qinfo
->ReqSourceCount
[j
])
13502 // total count of casted ReqCreatureOrGOs and SourceItems is less than ReqCreatureOrGOCount
13503 if (qinfo
->ReqCreatureOrGOId
[idx
] != 0)
13505 if(q_status
.m_creatureOrGOcount
[idx
] * qinfo
->ReqSourceCount
[j
] + GetItemCount(itemid
,true) < qinfo
->ReqCreatureOrGOCount
[idx
] * qinfo
->ReqSourceCount
[j
])
13508 // spell with SPELL_EFFECT_QUEST_COMPLETE or SPELL_EFFECT_SEND_EVENT (with script) case
13509 else if(qinfo
->ReqSpell
[idx
] != 0)
13511 // not casted and need more reagents/item for use.
13512 if(!q_status
.m_explored
&& GetItemCount(itemid
,true) < qinfo
->ReqSourceCount
[j
])
13522 void Player::SendQuestComplete( uint32 quest_id
)
13526 WorldPacket
data( SMSG_QUESTUPDATE_COMPLETE
, 4 );
13527 data
<< uint32(quest_id
);
13528 GetSession()->SendPacket( &data
);
13529 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id
);
13533 void Player::SendQuestReward( Quest
const *pQuest
, uint32 XP
, Object
* questGiver
)
13535 uint32 questid
= pQuest
->GetQuestId();
13536 sLog
.outDebug( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid
);
13537 WorldPacket
data( SMSG_QUESTGIVER_QUEST_COMPLETE
, (4+4+4+4+4) );
13538 data
<< uint32(questid
);
13540 if ( getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
13542 data
<< uint32(XP
);
13543 data
<< uint32(pQuest
->GetRewOrReqMoney());
13548 data
<< uint32(pQuest
->GetRewOrReqMoney() + int32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
)));
13551 data
<< uint32(10*MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorableKills()));
13552 data
<< uint32(pQuest
->GetBonusTalents()); // bonus talents
13553 GetSession()->SendPacket( &data
);
13555 if (pQuest
->GetQuestCompleteScript() != 0)
13556 sWorld
.ScriptsStart(sQuestEndScripts
, pQuest
->GetQuestCompleteScript(), questGiver
, this);
13559 void Player::SendQuestFailed( uint32 quest_id
)
13563 WorldPacket
data( SMSG_QUESTGIVER_QUEST_FAILED
, 4+4 );
13565 data
<< uint32(0); // failed reason (4 for inventory is full)
13566 GetSession()->SendPacket( &data
);
13567 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
13571 void Player::SendQuestTimerFailed( uint32 quest_id
)
13575 WorldPacket
data( SMSG_QUESTUPDATE_FAILEDTIMER
, 4 );
13577 GetSession()->SendPacket( &data
);
13578 sLog
.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
13582 void Player::SendCanTakeQuestResponse( uint32 msg
)
13584 WorldPacket
data( SMSG_QUESTGIVER_QUEST_INVALID
, 4 );
13585 data
<< uint32(msg
);
13586 GetSession()->SendPacket( &data
);
13587 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
13590 void Player::SendPushToPartyResponse( Player
*pPlayer
, uint32 msg
)
13594 WorldPacket
data( MSG_QUEST_PUSH_RESULT
, (8+1) );
13595 data
<< uint64(pPlayer
->GetGUID());
13596 data
<< uint8(msg
); // valid values: 0-8
13597 GetSession()->SendPacket( &data
);
13598 sLog
.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT");
13602 void Player::SendQuestUpdateAddItem( Quest
const* pQuest
, uint32 item_idx
, uint32 count
)
13604 WorldPacket
data( SMSG_QUESTUPDATE_ADD_ITEM
, 0 );
13605 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" );
13606 //data << pQuest->ReqItemId[item_idx];
13608 GetSession()->SendPacket( &data
);
13611 void Player::SendQuestUpdateAddCreatureOrGo( Quest
const* pQuest
, uint64 guid
, uint32 creatureOrGO_idx
, uint32 old_count
, uint32 add_count
)
13613 assert(old_count
+ add_count
< 256 && "mob/GO count store in 8 bits 2^8 = 256 (0..256)");
13615 int32 entry
= pQuest
->ReqCreatureOrGOId
[ creatureOrGO_idx
];
13617 // client expected gameobject template id in form (id|0x80000000)
13618 entry
= (-entry
) | 0x80000000;
13620 WorldPacket
data( SMSG_QUESTUPDATE_ADD_KILL
, (4*4+8) );
13621 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" );
13622 data
<< uint32(pQuest
->GetQuestId());
13623 data
<< uint32(entry
);
13624 data
<< uint32(old_count
+ add_count
);
13625 data
<< uint32(pQuest
->ReqCreatureOrGOCount
[ creatureOrGO_idx
]);
13626 data
<< uint64(guid
);
13627 GetSession()->SendPacket(&data
);
13629 uint16 log_slot
= FindQuestSlot( pQuest
->GetQuestId() );
13630 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13631 SetQuestSlotCounter(log_slot
,creatureOrGO_idx
,GetQuestSlotCounter(log_slot
,creatureOrGO_idx
)+add_count
);
13634 /*********************************************************/
13635 /*** LOAD SYSTEM ***/
13636 /*********************************************************/
13638 bool Player::MinimalLoadFromDB( QueryResult
*result
, uint32 guid
)
13640 bool delete_result
= true;
13643 // 0 1 2 3 4 5 6 7 8 9
13644 result
= CharacterDatabase
.PQuery("SELECT guid, data, name, position_x, position_y, position_z, map, totaltime, leveltime, at_login FROM characters WHERE guid = '%u'",guid
);
13645 if(!result
) return false;
13647 else delete_result
= false;
13649 Field
*fields
= result
->Fetch();
13651 if(!LoadValues( fields
[1].GetString()))
13653 sLog
.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded for character list.",GUID_LOPART(guid
));
13654 if(delete_result
) delete result
;
13658 // overwrite possible wrong/corrupted guid
13659 SetUInt64Value(OBJECT_FIELD_GUID
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
13661 m_name
= fields
[2].GetCppString();
13663 Relocate(fields
[3].GetFloat(),fields
[4].GetFloat(),fields
[5].GetFloat());
13664 SetMapId(fields
[6].GetUInt32());
13665 // the instance id is not needed at character enum
13667 m_Played_time
[0] = fields
[7].GetUInt32();
13668 m_Played_time
[1] = fields
[8].GetUInt32();
13670 m_atLoginFlags
= fields
[9].GetUInt32();
13672 // I don't see these used anywhere ..
13675 _LoadBoundInstances();*/
13677 if (delete_result
) delete result
;
13679 for (int i
= 0; i
< PLAYER_SLOTS_COUNT
; i
++)
13682 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
) )
13683 m_deathState
= DEAD
;
13688 void Player::_LoadDeclinedNames(QueryResult
* result
)
13694 delete m_declinedname
;
13696 m_declinedname
= new DeclinedName
;
13697 Field
*fields
= result
->Fetch();
13698 for(int i
= 0; i
< MAX_DECLINED_NAME_CASES
; ++i
)
13699 m_declinedname
->name
[i
] = fields
[i
].GetCppString();
13704 void Player::_LoadArenaTeamInfo(QueryResult
*result
)
13706 // arenateamid, played_week, played_season, personal_rating
13707 memset((void*)&m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
], 0, sizeof(uint32
)*18);
13713 Field
*fields
= result
->Fetch();
13715 uint32 arenateamid
= fields
[0].GetUInt32();
13716 uint32 played_week
= fields
[1].GetUInt32();
13717 uint32 played_season
= fields
[2].GetUInt32();
13718 uint32 personal_rating
= fields
[3].GetUInt32();
13720 ArenaTeam
* aTeam
= objmgr
.GetArenaTeamById(arenateamid
);
13723 sLog
.outError("Player::_LoadArenaTeamInfo: couldn't load arenateam %u, week %u, season %u, rating %u", arenateamid
, played_week
, played_season
, personal_rating
);
13726 uint8 arenaSlot
= aTeam
->GetSlot();
13728 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6] = arenateamid
; // TeamID
13729 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 1] = ((aTeam
->GetCaptain() == GetGUID()) ? (uint32
)0 : (uint32
)1); // Captain 0, member 1
13730 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 2] = played_week
; // Played Week
13731 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 3] = played_season
; // Played Season
13732 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 4] = 0; // Unk
13733 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 5] = personal_rating
; // Personal Rating
13735 }while (result
->NextRow());
13739 bool Player::LoadPositionFromDB(uint32
& mapid
, float& x
,float& y
,float& z
,float& o
, bool& in_flight
, uint64 guid
)
13741 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid
));
13745 Field
*fields
= result
->Fetch();
13747 x
= fields
[0].GetFloat();
13748 y
= fields
[1].GetFloat();
13749 z
= fields
[2].GetFloat();
13750 o
= fields
[3].GetFloat();
13751 mapid
= fields
[4].GetUInt32();
13752 in_flight
= !fields
[5].GetCppString().empty();
13758 bool Player::LoadValuesArrayFromDB(Tokens
& data
, uint64 guid
)
13760 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid
));
13764 Field
*fields
= result
->Fetch();
13766 data
= StrSplit(fields
[0].GetCppString(), " ");
13773 uint32
Player::GetUInt32ValueFromArray(Tokens
const& data
, uint16 index
)
13775 if(index
>= data
.size())
13778 return (uint32
)atoi(data
[index
].c_str());
13781 float Player::GetFloatValueFromArray(Tokens
const& data
, uint16 index
)
13784 uint32 temp
= Player::GetUInt32ValueFromArray(data
,index
);
13785 memcpy(&result
, &temp
, sizeof(result
));
13790 uint32
Player::GetUInt32ValueFromDB(uint16 index
, uint64 guid
)
13793 if(!LoadValuesArrayFromDB(data
,guid
))
13796 return GetUInt32ValueFromArray(data
,index
);
13799 float Player::GetFloatValueFromDB(uint16 index
, uint64 guid
)
13802 uint32 temp
= Player::GetUInt32ValueFromDB(index
, guid
);
13803 memcpy(&result
, &temp
, sizeof(result
));
13808 bool Player::LoadFromDB( uint32 guid
, SqlQueryHolder
*holder
)
13810 //// 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
13811 //QueryResult *result = CharacterDatabase.PQuery("SELECT guid, account, data, name, race, class, position_x, position_y, position_z, map, orientation, taximask, cinematic, totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, online, death_expire_time, taxi_path, dungeon_difficulty, arena_pending_points FROM characters WHERE guid = '%u'", guid);
13812 QueryResult
*result
= holder
->GetResult(PLAYER_LOGIN_QUERY_LOADFROM
);
13816 sLog
.outError("ERROR: Player (GUID: %u) not found in table `characters`, can't load. ",guid
);
13820 Field
*fields
= result
->Fetch();
13822 uint32 dbAccountId
= fields
[1].GetUInt32();
13824 // check if the character's account in the db and the logged in account match.
13825 // player should be able to load/delete character only with correct account!
13826 if( dbAccountId
!= GetSession()->GetAccountId() )
13828 sLog
.outError("ERROR: Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid
,GetSession()->GetAccountId(),dbAccountId
);
13833 Object::_Create( guid
, 0, HIGHGUID_PLAYER
);
13835 m_name
= fields
[3].GetCppString();
13837 // check name limitations
13838 if(!ObjectMgr::IsValidName(m_name
) || GetSession()->GetSecurity() == SEC_PLAYER
&& objmgr
.IsReservedName(m_name
))
13841 CharacterDatabase
.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME
),guid
);
13845 if(!LoadValues( fields
[2].GetString()))
13847 sLog
.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded.",GUID_LOPART(guid
));
13852 // overwrite possible wrong/corrupted guid
13853 SetUInt64Value(OBJECT_FIELD_GUID
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
13855 // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
13856 for(uint8 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
13858 SetUInt64Value( (uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2) ), 0 );
13859 SetVisibleItemSlot(slot
,NULL
);
13863 delete m_items
[slot
];
13864 m_items
[slot
] = NULL
;
13868 // update money limits
13869 if(GetMoney() > MAX_MONEY_AMOUNT
)
13870 SetMoney(MAX_MONEY_AMOUNT
);
13872 sLog
.outDebug("Load Basic value of player %s is: ", m_name
.c_str());
13875 m_race
= fields
[4].GetUInt8();
13876 //Need to call it to initialize m_team (m_team can be calculated from m_race)
13877 //Other way is to saves m_team into characters table.
13878 setFactionForRace(m_race
);
13881 m_class
= fields
[5].GetUInt8();
13883 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(m_race
, m_class
);
13886 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
13891 InitPrimaryProffesions(); // to max set before any spell loaded
13893 uint32 transGUID
= fields
[24].GetUInt32();
13894 Relocate(fields
[6].GetFloat(),fields
[7].GetFloat(),fields
[8].GetFloat(),fields
[10].GetFloat());
13895 SetFallInformation(0, fields
[8].GetFloat());
13896 SetMapId(fields
[9].GetUInt32());
13897 SetDifficulty(fields
[32].GetUInt32()); // may be changed in _LoadGroup
13899 _LoadGroup(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP
));
13901 _LoadArenaTeamInfo(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADARENAINFO
));
13903 uint32 arena_currency
= GetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
) + fields
[33].GetUInt32();
13904 if (arena_currency
> sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
))
13905 arena_currency
= sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
);
13907 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, arena_currency
);
13909 // check arena teams integrity
13910 for(uint32 arena_slot
= 0; arena_slot
< MAX_ARENA_SLOT
; ++arena_slot
)
13912 uint32 arena_team_id
= GetArenaTeamId(arena_slot
);
13916 if(ArenaTeam
* at
= objmgr
.GetArenaTeamById(arena_team_id
))
13917 if(at
->HaveMember(GetGUID()))
13920 // arena team not exist or not member, cleanup fields
13921 for(int j
=0; j
< 6; ++j
)
13922 SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arena_slot
* 6 + j
, 0);
13925 _LoadBoundInstances(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES
));
13927 if(!IsPositionValid())
13929 sLog
.outError("ERROR: Player (guidlow %d) have invalid coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",guid
,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
13931 SetMapId(info
->mapId
);
13932 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
,0.0f
);
13936 m_movementInfo
.t_x
= 0.0f
;
13937 m_movementInfo
.t_y
= 0.0f
;
13938 m_movementInfo
.t_z
= 0.0f
;
13939 m_movementInfo
.t_o
= 0.0f
;
13942 // load the player's map here if it's not already loaded
13943 Map
*map
= GetMap();
13944 // since the player may not be bound to the map yet, make sure subsequent
13945 // getmap calls won't create new maps
13946 SetInstanceId(map
->GetInstanceId());
13948 SaveRecallPosition();
13950 if (transGUID
!= 0)
13952 m_movementInfo
.t_x
= fields
[20].GetFloat();
13953 m_movementInfo
.t_y
= fields
[21].GetFloat();
13954 m_movementInfo
.t_z
= fields
[22].GetFloat();
13955 m_movementInfo
.t_o
= fields
[23].GetFloat();
13957 if( !MaNGOS::IsValidMapCoord(
13958 GetPositionX()+m_movementInfo
.t_x
,GetPositionY()+m_movementInfo
.t_y
,
13959 GetPositionZ()+m_movementInfo
.t_z
,GetOrientation()+m_movementInfo
.t_o
) ||
13960 // transport size limited
13961 m_movementInfo
.t_x
> 50 || m_movementInfo
.t_y
> 50 || m_movementInfo
.t_z
> 50 )
13963 sLog
.outError("ERROR: Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
13964 guid
,GetPositionX()+m_movementInfo
.t_x
,GetPositionY()+m_movementInfo
.t_y
,
13965 GetPositionZ()+m_movementInfo
.t_z
,GetOrientation()+m_movementInfo
.t_o
);
13967 SetMapId(info
->mapId
);
13968 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
,0.0f
);
13970 m_movementInfo
.t_x
= 0.0f
;
13971 m_movementInfo
.t_y
= 0.0f
;
13972 m_movementInfo
.t_z
= 0.0f
;
13973 m_movementInfo
.t_o
= 0.0f
;
13979 if (transGUID
!= 0)
13981 for (MapManager::TransportSet::iterator iter
= MapManager::Instance().m_Transports
.begin(); iter
!= MapManager::Instance().m_Transports
.end(); ++iter
)
13983 if( (*iter
)->GetGUIDLow() == transGUID
)
13985 m_transport
= *iter
;
13986 m_transport
->AddPassenger(this);
13987 SetMapId(m_transport
->GetMapId());
13994 sLog
.outError("ERROR: Player (guidlow %d) have invalid transport guid (%u). Teleport to default race/class locations.",
13997 SetMapId(info
->mapId
);
13998 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
,0.0f
);
14000 m_movementInfo
.t_x
= 0.0f
;
14001 m_movementInfo
.t_y
= 0.0f
;
14002 m_movementInfo
.t_z
= 0.0f
;
14003 m_movementInfo
.t_o
= 0.0f
;
14009 time_t now
= time(NULL
);
14010 time_t logoutTime
= time_t(fields
[16].GetUInt64());
14012 // since last logout (in seconds)
14013 uint64 time_diff
= uint64(now
- logoutTime
);
14015 // set value, including drunk invisibility detection
14016 // calculate sobering. after 15 minutes logged out, the player will be sober again
14018 if(time_diff
> 15*MINUTE
)
14021 soberFactor
= 1-time_diff
/(15.0f
*MINUTE
);
14022 uint16 newDrunkenValue
= uint16(soberFactor
*(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFE));
14023 SetDrunkValue(newDrunkenValue
);
14025 m_rest_bonus
= fields
[15].GetFloat();
14026 //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
14027 float bubble0
= 0.031;
14028 //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
14029 float bubble1
= 0.125;
14031 if((int32
)fields
[16].GetUInt32() > 0)
14033 float bubble
= fields
[17].GetUInt32() > 0
14034 ? bubble1
*sWorld
.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY
)
14035 : bubble0
*sWorld
.getRate(RATE_REST_OFFLINE_IN_WILDERNESS
);
14037 SetRestBonus(GetRestBonus()+ time_diff
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
14040 m_cinematic
= fields
[12].GetUInt32();
14041 m_Played_time
[0]= fields
[13].GetUInt32();
14042 m_Played_time
[1]= fields
[14].GetUInt32();
14044 m_resetTalentsCost
= fields
[18].GetUInt32();
14045 m_resetTalentsTime
= time_t(fields
[19].GetUInt64());
14047 // reserve some flags
14048 uint32 old_safe_flags
= GetUInt32Value(PLAYER_FLAGS
) & ( PLAYER_FLAGS_HIDE_CLOAK
| PLAYER_FLAGS_HIDE_HELM
);
14050 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
) )
14051 SetUInt32Value(PLAYER_FLAGS
, 0 | old_safe_flags
);
14053 m_taxi
.LoadTaxiMask( fields
[11].GetString() ); // must be before InitTaxiNodesForLevel
14055 uint32 extraflags
= fields
[25].GetUInt32();
14057 m_stableSlots
= fields
[26].GetUInt32();
14058 if(m_stableSlots
> 4)
14060 sLog
.outError("Player can have not more 4 stable slots, but have in DB %u",uint32(m_stableSlots
));
14064 m_atLoginFlags
= fields
[27].GetUInt32();
14067 // Update Honor kills data
14068 m_lastHonorUpdateTime
= logoutTime
;
14069 UpdateHonorFields();
14071 m_deathExpireTime
= (time_t)fields
[30].GetUInt64();
14072 if(m_deathExpireTime
> now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
)
14073 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
-1;
14075 std::string taxi_nodes
= fields
[31].GetCppString();
14079 // clear channel spell data (if saved at channel spell casting)
14080 SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT
, 0);
14081 SetUInt32Value(UNIT_CHANNEL_SPELL
,0);
14083 // clear charm/summon related fields
14086 SetCharmerGUID(NULL
);
14087 SetOwnerGUID(NULL
);
14088 SetCreatorGUID(NULL
);
14090 // reset some aura modifiers before aura apply
14092 SetUInt32Value(PLAYER_TRACK_CREATURES
, 0 );
14093 SetUInt32Value(PLAYER_TRACK_RESOURCES
, 0 );
14095 // reset skill modifiers and set correct unlearn flags
14096 for (uint32 i
= 0; i
< PLAYER_MAX_SKILLS
; i
++)
14098 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
14100 // set correct unlearn bit
14101 uint32 id
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
14104 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(id
);
14105 if(!pSkill
) continue;
14107 // enable unlearn button for primary professions only
14108 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
14109 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,1));
14111 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
14114 // make sure the unit is considered out of combat for proper loading
14117 // make sure the unit is considered not in duel for proper loading
14118 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
14119 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
14121 // remember loaded power/health values to restore after stats initialization and modifier applying
14122 uint32 savedHealth
= GetHealth();
14123 uint32 savedPower
[MAX_POWERS
];
14124 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
14125 savedPower
[i
] = GetPower(Powers(i
));
14127 // reset stats before loading any modifiers
14128 InitStatsForLevel();
14129 InitTaxiNodesForLevel();
14130 InitGlyphsForLevel();
14133 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
14135 //mails are loaded only when needed ;-) - when player in game click on mailbox.
14138 _LoadAuras(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS
), time_diff
);
14140 // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
14141 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
) )
14142 m_deathState
= DEAD
;
14144 _LoadSpells(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS
));
14146 // after spell load
14147 InitTalentForLevel();
14148 learnSkillRewardedSpells();
14150 // after spell load, learn rewarded spell if need also
14151 _LoadQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS
));
14152 _LoadDailyQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS
));
14154 _LoadTutorials(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADTUTORIALS
));
14156 // must be before inventory (some items required reputation check)
14157 _LoadReputation(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION
));
14159 _LoadInventory(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY
), time_diff
);
14161 // update items with duration and realtime
14162 UpdateItemDuration(time_diff
, true);
14164 _LoadActions(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS
));
14166 // unread mails and next delivery time, actual mails not loaded
14167 _LoadMailInit(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT
), holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE
));
14169 m_social
= sSocialMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST
), GetGUIDLow());
14171 if(!_LoadHomeBind(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND
)))
14174 // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
14175 // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
14176 if(uint32 curTitle
= GetUInt32Value(PLAYER_CHOSEN_TITLE
))
14178 if(!HasTitle(curTitle
))
14179 SetUInt32Value(PLAYER_CHOSEN_TITLE
,0);
14182 // Not finish taxi flight path
14183 if(!m_taxi
.LoadTaxiDestinationsFromString(taxi_nodes
))
14185 // problems with taxi path loading
14186 TaxiNodesEntry
const* nodeEntry
= NULL
;
14187 if(uint32 node_id
= m_taxi
.GetTaxiSource())
14188 nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
14190 if(!nodeEntry
) // don't know taxi start node, to homebind
14192 sLog
.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow());
14193 SetMapId(m_homebindMapId
);
14194 Relocate( m_homebindX
, m_homebindY
, m_homebindZ
,0.0f
);
14195 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14197 else // have start node, to it
14199 sLog
.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
14200 SetMapId(nodeEntry
->map_id
);
14201 Relocate(nodeEntry
->x
, nodeEntry
->y
, nodeEntry
->z
,0.0f
);
14202 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14204 m_taxi
.ClearTaxiDestinations();
14206 else if(uint32 node_id
= m_taxi
.GetTaxiSource())
14208 // save source node as recall coord to prevent recall and fall from sky
14209 TaxiNodesEntry
const* nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
14210 assert(nodeEntry
); // checked in m_taxi.LoadTaxiDestinationsFromString
14211 m_recallMap
= nodeEntry
->map_id
;
14212 m_recallX
= nodeEntry
->x
;
14213 m_recallY
= nodeEntry
->y
;
14214 m_recallZ
= nodeEntry
->z
;
14216 // flight will started later
14219 _LoadSpellCooldowns(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS
));
14221 // Spell code allow apply any auras to dead character in load time in aura/spell/item loading
14222 // Do now before stats re-calculation cleanup for ghost state unexpected auras
14224 RemoveAllAurasOnDeath();
14226 //apply all stat bonuses from items and auras
14227 SetCanModifyStats(true);
14230 // restore remembered power/health values (but not more max values)
14231 SetHealth(savedHealth
> GetMaxHealth() ? GetMaxHealth() : savedHealth
);
14232 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
14233 SetPower(Powers(i
),savedPower
[i
] > GetMaxPower(Powers(i
)) ? GetMaxPower(Powers(i
)) : savedPower
[i
]);
14235 sLog
.outDebug("The value of player %s after load item and aura is: ", m_name
.c_str());
14239 if(GetSession()->GetSecurity() > SEC_PLAYER
)
14241 switch(sWorld
.getConfig(CONFIG_GM_LOGIN_STATE
))
14244 case 0: break; // disable
14245 case 1: SetGameMaster(true); break; // enable
14246 case 2: // save state
14247 if(extraflags
& PLAYER_EXTRA_GM_ON
)
14248 SetGameMaster(true);
14252 switch(sWorld
.getConfig(CONFIG_GM_ACCEPT_TICKETS
))
14255 case 0: break; // disable
14256 case 1: SetAcceptTicket(true); break; // enable
14257 case 2: // save state
14258 if(extraflags
& PLAYER_EXTRA_GM_ACCEPT_TICKETS
)
14259 SetAcceptTicket(true);
14263 switch(sWorld
.getConfig(CONFIG_GM_CHAT
))
14266 case 0: break; // disable
14267 case 1: SetGMChat(true); break; // enable
14268 case 2: // save state
14269 if(extraflags
& PLAYER_EXTRA_GM_CHAT
)
14274 switch(sWorld
.getConfig(CONFIG_GM_WISPERING_TO
))
14277 case 0: break; // disable
14278 case 1: SetAcceptWhispers(true); break; // enable
14279 case 2: // save state
14280 if(extraflags
& PLAYER_EXTRA_ACCEPT_WHISPERS
)
14281 SetAcceptWhispers(true);
14286 _LoadDeclinedNames(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES
));
14288 m_achievementMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS
), holder
->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS
));
14289 m_achievementMgr
.CheckAllAchievementCriteria();
14293 bool Player::isAllowedToLoot(Creature
* creature
)
14295 if(Player
* recipient
= creature
->GetLootRecipient())
14297 if (recipient
== this)
14299 if( Group
* otherGroup
= recipient
->GetGroup())
14301 Group
* thisGroup
= GetGroup();
14304 return thisGroup
== otherGroup
;
14309 // prevent other players from looting if the recipient got disconnected
14310 return !creature
->hasLootRecipient();
14313 void Player::_LoadActions(QueryResult
*result
)
14315 m_actionButtons
.clear();
14317 //QueryResult *result = CharacterDatabase.PQuery("SELECT button,action,type,misc FROM character_action WHERE guid = '%u' ORDER BY button",GetGUIDLow());
14323 Field
*fields
= result
->Fetch();
14325 uint8 button
= fields
[0].GetUInt8();
14327 addActionButton(button
, fields
[1].GetUInt16(), fields
[2].GetUInt8(), fields
[3].GetUInt8());
14329 m_actionButtons
[button
].uState
= ACTIONBUTTON_UNCHANGED
;
14331 while( result
->NextRow() );
14337 void Player::_LoadAuras(QueryResult
*result
, uint32 timediff
)
14340 for (int i
= 0; i
< TOTAL_AURAS
; i
++)
14341 m_modAuras
[i
].clear();
14343 //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
14349 Field
*fields
= result
->Fetch();
14350 uint64 caster_guid
= fields
[0].GetUInt64();
14351 uint32 spellid
= fields
[1].GetUInt32();
14352 uint32 effindex
= fields
[2].GetUInt32();
14353 uint32 stackcount
= fields
[3].GetUInt32();
14354 int32 damage
= (int32
)fields
[4].GetUInt32();
14355 int32 maxduration
= (int32
)fields
[5].GetUInt32();
14356 int32 remaintime
= (int32
)fields
[6].GetUInt32();
14357 int32 remaincharges
= (int32
)fields
[7].GetUInt32();
14359 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellid
);
14362 sLog
.outError("Unknown aura (spellid %u, effindex %u), ignore.",spellid
,effindex
);
14368 sLog
.outError("Invalid effect index (spellid %u, effindex %u), ignore.",spellid
,effindex
);
14372 // negative effects should continue counting down after logout
14373 if (remaintime
!= -1 && !IsPositiveEffect(spellid
, effindex
))
14375 if(remaintime
<= int32(timediff
))
14378 remaintime
-= timediff
;
14381 // prevent wrong values of remaincharges
14382 if(spellproto
->procCharges
)
14384 if(remaincharges
<= 0 || remaincharges
> spellproto
->procCharges
)
14385 remaincharges
= spellproto
->procCharges
;
14388 remaincharges
= -1;
14390 //do not load single target auras (unless they were cast by the player)
14391 if (caster_guid
!= GetGUID() && IsSingleTargetSpell(spellproto
))
14394 for(uint32 i
=0; i
<stackcount
; i
++)
14396 Aura
* aura
= CreateAura(spellproto
, effindex
, NULL
, this, NULL
);
14398 damage
= aura
->GetModifier()->m_amount
;
14399 aura
->SetLoadedState(caster_guid
,damage
,maxduration
,remaintime
,remaincharges
);
14401 sLog
.outString("Added aura spellid %u, effect %u", spellproto
->Id
, effindex
);
14404 while( result
->NextRow() );
14409 if(m_class
== CLASS_WARRIOR
)
14410 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
14413 void Player::LoadCorpse()
14417 ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
14421 if(Corpse
*corpse
= GetCorpse())
14423 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, corpse
&& !sMapStore
.LookupEntry(corpse
->GetMapId())->Instanceable() );
14427 //Prevent Dead Player login without corpse
14428 ResurrectPlayer(0.5f
);
14433 void Player::_LoadInventory(QueryResult
*result
, uint32 timediff
)
14435 //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());
14436 std::map
<uint64
, Bag
*> bagMap
; // fast guid lookup for bags
14437 //NOTE: the "order by `bag`" is important because it makes sure
14438 //the bagMap is filled before items in the bags are loaded
14439 //NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?)
14440 //expected to be equipped before offhand items (TODO: fixme)
14442 uint32 zone
= GetZoneId();
14446 std::list
<Item
*> problematicItems
;
14448 // prevent items from being added to the queue when stored
14449 m_itemUpdateQueueBlocked
= true;
14452 Field
*fields
= result
->Fetch();
14453 uint32 bag_guid
= fields
[1].GetUInt32();
14454 uint8 slot
= fields
[2].GetUInt8();
14455 uint32 item_guid
= fields
[3].GetUInt32();
14456 uint32 item_id
= fields
[4].GetUInt32();
14458 ItemPrototype
const * proto
= objmgr
.GetItemPrototype(item_id
);
14462 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14463 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid
);
14464 sLog
.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id
);
14468 Item
*item
= NewItemOrBag(proto
);
14470 if(!item
->LoadFromDB(item_guid
, GetGUID(), result
))
14472 sLog
.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id
);
14473 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14474 item
->FSetState(ITEM_REMOVED
);
14475 item
->SaveToDB(); // it also deletes item object !
14479 // not allow have in alive state item limited to another map/zone
14480 if(isAlive() && item
->IsLimitedToAnotherMapOrZone(GetMapId(),zone
) )
14482 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14483 item
->FSetState(ITEM_REMOVED
);
14484 item
->SaveToDB(); // it also deletes item object !
14488 // "Conjured items disappear if you are logged out for more than 15 minutes"
14489 if ((timediff
> 15*60) && (item
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_CONJURED
)))
14491 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14492 item
->FSetState(ITEM_REMOVED
);
14493 item
->SaveToDB(); // it also deletes item object !
14497 bool success
= true;
14501 // the item is not in a bag
14502 item
->SetContainer( NULL
);
14503 item
->SetSlot(slot
);
14505 if( IsInventoryPos( INVENTORY_SLOT_BAG_0
, slot
) )
14507 ItemPosCountVec dest
;
14508 if( CanStoreItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false ) == EQUIP_ERR_OK
)
14509 item
= StoreItem(dest
, item
, true);
14513 else if( IsEquipmentPos( INVENTORY_SLOT_BAG_0
, slot
) )
14516 if( CanEquipItem( slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
14517 QuickEquipItem(dest
, item
);
14521 else if( IsBankPos( INVENTORY_SLOT_BAG_0
, slot
) )
14523 ItemPosCountVec dest
;
14524 if( CanBankItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
14525 item
= BankItem(dest
, item
, true);
14532 // store bags that may contain items in them
14533 if(item
->IsBag() && IsBagPos(item
->GetPos()))
14534 bagMap
[item_guid
] = (Bag
*)item
;
14539 item
->SetSlot(NULL_SLOT
);
14540 // the item is in a bag, find the bag
14541 std::map
<uint64
, Bag
*>::iterator itr
= bagMap
.find(bag_guid
);
14542 if(itr
!= bagMap
.end())
14543 itr
->second
->StoreItem(slot
, item
, true );
14548 // item's state may have changed after stored
14550 item
->SetState(ITEM_UNCHANGED
, this);
14553 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
);
14554 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14555 problematicItems
.push_back(item
);
14557 } while (result
->NextRow());
14560 m_itemUpdateQueueBlocked
= false;
14562 // send by mail problematic items
14563 while(!problematicItems
.empty())
14566 MailItemsInfo mi
; // item list preparing
14568 for(int i
= 0; !problematicItems
.empty() && i
< MAX_MAIL_ITEMS
; ++i
)
14570 Item
* item
= problematicItems
.front();
14571 problematicItems
.pop_front();
14573 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
14576 std::string subject
= GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM
);
14578 WorldSession::SendMailTo(this, MAIL_NORMAL
, MAIL_STATIONERY_GM
, GetGUIDLow(), GetGUIDLow(), subject
, 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
);
14582 _ApplyAllItemMods();
14585 // load mailed item which should receive current player
14586 void Player::_LoadMailedItems(Mail
*mail
)
14588 // data needs to be at first place for Item::LoadFromDB
14589 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
);
14595 Field
*fields
= result
->Fetch();
14596 uint32 item_guid_low
= fields
[1].GetUInt32();
14597 uint32 item_template
= fields
[2].GetUInt32();
14599 mail
->AddItem(item_guid_low
, item_template
);
14601 ItemPrototype
const *proto
= objmgr
.GetItemPrototype(item_template
);
14605 sLog
.outError( "Player %u have unknown item_template (ProtoType) in mailed items(GUID: %u template: %u) in mail (%u), deleted.", GetGUIDLow(), item_guid_low
, item_template
,mail
->messageID
);
14606 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
14607 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low
);
14611 Item
*item
= NewItemOrBag(proto
);
14613 if(!item
->LoadFromDB(item_guid_low
, 0, result
))
14615 sLog
.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail
->messageID
, item_guid_low
);
14616 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
14617 item
->FSetState(ITEM_REMOVED
);
14618 item
->SaveToDB(); // it also deletes item object !
14623 } while (result
->NextRow());
14628 void Player::_LoadMailInit(QueryResult
*resultUnread
, QueryResult
*resultDelivery
)
14630 //set a count of unread mails
14631 //QueryResult *resultMails = CharacterDatabase.PQuery("SELECT COUNT(id) FROM mail WHERE receiver = '%u' AND (checked & 1)=0 AND deliver_time <= '" I64FMTD "'", GUID_LOPART(playerGuid),(uint64)cTime);
14634 Field
*fieldMail
= resultUnread
->Fetch();
14635 unReadMails
= fieldMail
[0].GetUInt8();
14636 delete resultUnread
;
14639 // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
14640 //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
14641 if (resultDelivery
)
14643 Field
*fieldMail
= resultDelivery
->Fetch();
14644 m_nextMailDelivereTime
= (time_t)fieldMail
[0].GetUInt64();
14645 delete resultDelivery
;
14649 void Player::_LoadMail()
14652 //mails are in right order 0 1 2 3 4 5 6 7 8 9 10 11 12 13
14653 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());
14658 Field
*fields
= result
->Fetch();
14659 Mail
*m
= new Mail
;
14660 m
->messageID
= fields
[0].GetUInt32();
14661 m
->messageType
= fields
[1].GetUInt8();
14662 m
->sender
= fields
[2].GetUInt32();
14663 m
->receiver
= fields
[3].GetUInt32();
14664 m
->subject
= fields
[4].GetCppString();
14665 m
->itemTextId
= fields
[5].GetUInt32();
14666 bool has_items
= fields
[6].GetBool();
14667 m
->expire_time
= (time_t)fields
[7].GetUInt64();
14668 m
->deliver_time
= (time_t)fields
[8].GetUInt64();
14669 m
->money
= fields
[9].GetUInt32();
14670 m
->COD
= fields
[10].GetUInt32();
14671 m
->checked
= fields
[11].GetUInt32();
14672 m
->stationery
= fields
[12].GetUInt8();
14673 m
->mailTemplateId
= fields
[13].GetInt16();
14675 if(m
->mailTemplateId
&& !sMailTemplateStore
.LookupEntry(m
->mailTemplateId
))
14677 sLog
.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m
->messageID
, m
->mailTemplateId
);
14678 m
->mailTemplateId
= 0;
14681 m
->state
= MAIL_STATE_UNCHANGED
;
14684 _LoadMailedItems(m
);
14686 m_mail
.push_back(m
);
14687 } while( result
->NextRow() );
14690 m_mailsLoaded
= true;
14693 void Player::LoadPet()
14695 //fixme: the pet should still be loaded if the player is not in world
14696 // just not added to the map
14699 Pet
*pet
= new Pet
;
14700 if(!pet
->LoadPetFromDB(this,0,0,true))
14705 void Player::_LoadQuestStatus(QueryResult
*result
)
14707 mQuestStatus
.clear();
14711 //// 0 1 2 3 4 5 6 7 8 9 10 11 12
14712 //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());
14718 Field
*fields
= result
->Fetch();
14720 uint32 quest_id
= fields
[0].GetUInt32();
14721 // used to be new, no delete?
14722 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
14726 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
14728 uint32 qstatus
= fields
[1].GetUInt32();
14729 if(qstatus
< MAX_QUEST_STATUS
)
14730 questStatusData
.m_status
= QuestStatus(qstatus
);
14733 questStatusData
.m_status
= QUEST_STATUS_NONE
;
14734 sLog
.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id
,qstatus
);
14737 questStatusData
.m_rewarded
= ( fields
[2].GetUInt8() > 0 );
14738 questStatusData
.m_explored
= ( fields
[3].GetUInt8() > 0 );
14740 time_t quest_time
= time_t(fields
[4].GetUInt64());
14742 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && !GetQuestRewardStatus(quest_id
) && questStatusData
.m_status
!= QUEST_STATUS_NONE
)
14744 AddTimedQuest( quest_id
);
14746 if (quest_time
<= sWorld
.GetGameTime())
14747 questStatusData
.m_timer
= 1;
14749 questStatusData
.m_timer
= (quest_time
- sWorld
.GetGameTime()) * 1000;
14754 questStatusData
.m_creatureOrGOcount
[0] = fields
[5].GetUInt32();
14755 questStatusData
.m_creatureOrGOcount
[1] = fields
[6].GetUInt32();
14756 questStatusData
.m_creatureOrGOcount
[2] = fields
[7].GetUInt32();
14757 questStatusData
.m_creatureOrGOcount
[3] = fields
[8].GetUInt32();
14758 questStatusData
.m_itemcount
[0] = fields
[9].GetUInt32();
14759 questStatusData
.m_itemcount
[1] = fields
[10].GetUInt32();
14760 questStatusData
.m_itemcount
[2] = fields
[11].GetUInt32();
14761 questStatusData
.m_itemcount
[3] = fields
[12].GetUInt32();
14763 questStatusData
.uState
= QUEST_UNCHANGED
;
14765 // add to quest log
14766 if( slot
< MAX_QUEST_LOG_SIZE
&&
14767 ( questStatusData
.m_status
==QUEST_STATUS_INCOMPLETE
||
14768 questStatusData
.m_status
==QUEST_STATUS_COMPLETE
&&
14769 (!questStatusData
.m_rewarded
|| pQuest
->IsDaily()) ) )
14771 SetQuestSlot(slot
,quest_id
,quest_time
);
14773 if(questStatusData
.m_status
== QUEST_STATUS_COMPLETE
)
14774 SetQuestSlotState(slot
,QUEST_STATE_COMPLETE
);
14776 for(uint8 idx
= 0; idx
< QUEST_OBJECTIVES_COUNT
; ++idx
)
14777 if(questStatusData
.m_creatureOrGOcount
[idx
])
14778 SetQuestSlotCounter(slot
,idx
,questStatusData
.m_creatureOrGOcount
[idx
]);
14783 if(questStatusData
.m_rewarded
)
14785 // learn rewarded spell if unknown
14786 learnQuestRewardedSpells(pQuest
);
14788 // set rewarded title if any
14789 if(pQuest
->GetCharTitleId())
14791 if(CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
14792 SetTitle(titleEntry
);
14796 sLog
.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData
.m_status
, quest_id
, GetGUIDLow());
14799 while( result
->NextRow() );
14804 // clear quest log tail
14805 for ( uint16 i
= slot
; i
< MAX_QUEST_LOG_SIZE
; ++i
)
14809 void Player::_LoadDailyQuestStatus(QueryResult
*result
)
14811 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
14812 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
14814 //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
14818 uint32 quest_daily_idx
= 0;
14822 if(quest_daily_idx
>= PLAYER_MAX_DAILY_QUESTS
) // max amount with exist data in query
14824 sLog
.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow());
14828 Field
*fields
= result
->Fetch();
14830 uint32 quest_id
= fields
[0].GetUInt32();
14832 // save _any_ from daily quest times (it must be after last reset anyway)
14833 m_lastDailyQuestTime
= (time_t)fields
[1].GetUInt64();
14835 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
14839 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
14842 sLog
.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id
, GetGUIDLow());
14844 while( result
->NextRow() );
14849 m_DailyQuestChanged
= false;
14852 void Player::_LoadReputation(QueryResult
*result
)
14854 m_factions
.clear();
14856 // Set initial reputations (so everything is nifty before DB data load)
14857 SetInitialFactions();
14859 //QueryResult *result = CharacterDatabase.PQuery("SELECT faction,standing,flags FROM character_reputation WHERE guid = '%u'",GetGUIDLow());
14865 Field
*fields
= result
->Fetch();
14867 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(fields
[0].GetUInt32());
14868 if( factionEntry
&& (factionEntry
->reputationListID
>= 0))
14870 FactionState
* faction
= &m_factions
[factionEntry
->reputationListID
];
14872 // update standing to current
14873 faction
->Standing
= int32(fields
[1].GetUInt32());
14875 uint32 dbFactionFlags
= fields
[2].GetUInt32();
14877 if( dbFactionFlags
& FACTION_FLAG_VISIBLE
)
14878 SetFactionVisible(faction
); // have internal checks for forced invisibility
14880 if( dbFactionFlags
& FACTION_FLAG_INACTIVE
)
14881 SetFactionInactive(faction
,true); // have internal checks for visibility requirement
14883 if( dbFactionFlags
& FACTION_FLAG_AT_WAR
) // DB at war
14884 SetFactionAtWar(faction
,true); // have internal checks for FACTION_FLAG_PEACE_FORCED
14885 else // DB not at war
14887 // allow remove if visible (and then not FACTION_FLAG_INVISIBLE_FORCED or FACTION_FLAG_HIDDEN)
14888 if( faction
->Flags
& FACTION_FLAG_VISIBLE
)
14889 SetFactionAtWar(faction
,false); // have internal checks for FACTION_FLAG_PEACE_FORCED
14892 // set atWar for hostile
14893 if(GetReputationRank(factionEntry
) <= REP_HOSTILE
)
14894 SetFactionAtWar(faction
,true);
14896 // reset changed flag if values similar to saved in DB
14897 if(faction
->Flags
==dbFactionFlags
)
14898 faction
->Changed
= false;
14901 while( result
->NextRow() );
14907 void Player::_LoadSpells(QueryResult
*result
)
14909 for (PlayerSpellMap::iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
14910 delete itr
->second
;
14913 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,slot,active FROM character_spell WHERE guid = '%u'",GetGUIDLow());
14919 Field
*fields
= result
->Fetch();
14921 addSpell(fields
[0].GetUInt16(), fields
[2].GetBool(), false, true, fields
[1].GetUInt16(), fields
[3].GetBool());
14923 while( result
->NextRow() );
14929 void Player::_LoadTutorials(QueryResult
*result
)
14931 //QueryResult *result = CharacterDatabase.PQuery("SELECT tut0,tut1,tut2,tut3,tut4,tut5,tut6,tut7 FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetAccountId(), realmid);
14937 Field
*fields
= result
->Fetch();
14939 for (int iI
=0; iI
<8; iI
++)
14940 m_Tutorials
[iI
] = fields
[iI
].GetUInt32();
14942 while( result
->NextRow() );
14947 m_TutorialsChanged
= false;
14950 void Player::_LoadGroup(QueryResult
*result
)
14952 //QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
14955 uint64 leaderGuid
= MAKE_NEW_GUID((*result
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
14957 Group
* group
= objmgr
.GetGroupByLeader(leaderGuid
);
14960 uint8 subgroup
= group
->GetMemberGroup(GetGUID());
14961 SetGroup(group
, subgroup
);
14962 if(getLevel() >= LEVELREQUIREMENT_HEROIC
)
14964 // the group leader may change the instance difficulty while the player is offline
14965 SetDifficulty(group
->GetDifficulty());
14971 void Player::_LoadBoundInstances(QueryResult
*result
)
14973 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
14974 m_boundInstances
[i
].clear();
14976 Group
*group
= GetGroup();
14978 //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));
14983 Field
*fields
= result
->Fetch();
14984 bool perm
= fields
[1].GetBool();
14985 uint32 mapId
= fields
[2].GetUInt32();
14986 uint32 instanceId
= fields
[0].GetUInt32();
14987 uint8 difficulty
= fields
[3].GetUInt8();
14988 time_t resetTime
= (time_t)fields
[4].GetUInt64();
14989 // the resettime for normal instances is only saved when the InstanceSave is unloaded
14990 // so the value read from the DB may be wrong here but only if the InstanceSave is loaded
14991 // and in that case it is not used
14995 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
);
14996 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
15000 // since non permanent binds are always solo bind, they can always be reset
15001 InstanceSave
*save
= sInstanceSaveManager
.AddInstanceSave(mapId
, instanceId
, difficulty
, resetTime
, !perm
, true);
15002 if(save
) BindToInstance(save
, perm
, true);
15003 } while(result
->NextRow());
15008 InstancePlayerBind
* Player::GetBoundInstance(uint32 mapid
, uint8 difficulty
)
15010 // some instances only have one difficulty
15011 const MapEntry
* entry
= sMapStore
.LookupEntry(mapid
);
15012 if(!entry
|| !entry
->SupportsHeroicMode()) difficulty
= DIFFICULTY_NORMAL
;
15014 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
15015 if(itr
!= m_boundInstances
[difficulty
].end())
15016 return &itr
->second
;
15021 void Player::UnbindInstance(uint32 mapid
, uint8 difficulty
, bool unload
)
15023 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
15024 UnbindInstance(itr
, difficulty
, unload
);
15027 void Player::UnbindInstance(BoundInstancesMap::iterator
&itr
, uint8 difficulty
, bool unload
)
15029 if(itr
!= m_boundInstances
[difficulty
].end())
15031 if(!unload
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr
->second
.save
->GetInstanceId());
15032 itr
->second
.save
->RemovePlayer(this); // save can become invalid
15033 m_boundInstances
[difficulty
].erase(itr
++);
15037 InstancePlayerBind
* Player::BindToInstance(InstanceSave
*save
, bool permanent
, bool load
)
15041 InstancePlayerBind
& bind
= m_boundInstances
[save
->GetDifficulty()][save
->GetMapId()];
15044 // update the save when the group kills a boss
15045 if(permanent
!= bind
.perm
|| save
!= bind
.save
)
15046 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());
15049 if(!load
) CharacterDatabase
.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save
->GetInstanceId(), permanent
);
15051 if(bind
.save
!= save
)
15053 if(bind
.save
) bind
.save
->RemovePlayer(this);
15054 save
->AddPlayer(this);
15057 if(permanent
) save
->SetCanReset(false);
15060 bind
.perm
= permanent
;
15061 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());
15068 void Player::SendRaidInfo()
15070 WorldPacket
data(SMSG_RAID_INSTANCE_INFO
, 4);
15072 uint32 counter
= 0, i
;
15073 for(i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
15074 for (BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15075 if(itr
->second
.perm
) counter
++;
15078 for(i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
15080 for (BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15082 if(itr
->second
.perm
)
15084 InstanceSave
*save
= itr
->second
.save
;
15085 data
<< (save
->GetMapId());
15086 data
<< (uint32
)(save
->GetResetTime() - time(NULL
));
15087 data
<< save
->GetInstanceId();
15088 data
<< uint32(counter
);
15093 GetSession()->SendPacket(&data
);
15097 - called on every successful teleportation to a map
15099 void Player::SendSavedInstances()
15101 bool hasBeenSaved
= false;
15104 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
15106 for (BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15108 if(itr
->second
.perm
) // only permanent binds are sent
15110 hasBeenSaved
= true;
15116 //Send opcode 811. true or false means, whether you have current raid/heroic instances
15117 data
.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP
);
15118 data
<< uint32(hasBeenSaved
);
15119 GetSession()->SendPacket(&data
);
15124 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
15126 for (BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15128 if(itr
->second
.perm
)
15130 data
.Initialize(SMSG_UPDATE_LAST_INSTANCE
);
15131 data
<< uint32(itr
->second
.save
->GetMapId());
15132 GetSession()->SendPacket(&data
);
15138 /// convert the player's binds to the group
15139 void Player::ConvertInstancesToGroup(Player
*player
, Group
*group
, uint64 player_guid
)
15141 bool has_binds
= false;
15142 bool has_solo
= false;
15144 if(player
) { player_guid
= player
->GetGUID(); if(!group
) group
= player
->GetGroup(); }
15145 assert(player_guid
);
15147 // copy all binds to the group, when changing leader it's assumed the character
15148 // will not have any solo binds
15152 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
15154 for (BoundInstancesMap::iterator itr
= player
->m_boundInstances
[i
].begin(); itr
!= player
->m_boundInstances
[i
].end();)
15157 if(group
) group
->BindToInstance(itr
->second
.save
, itr
->second
.perm
, true);
15158 // permanent binds are not removed
15159 if(!itr
->second
.perm
)
15161 player
->UnbindInstance(itr
, i
, true); // increments itr
15170 // if the player's not online we don't know what binds it has
15171 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
));
15172 // the following should not get executed when changing leaders
15173 if(!player
|| has_solo
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid
));
15176 bool Player::_LoadHomeBind(QueryResult
*result
)
15179 //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
15182 Field
*fields
= result
->Fetch();
15183 m_homebindMapId
= fields
[0].GetUInt32();
15184 m_homebindZoneId
= fields
[1].GetUInt16();
15185 m_homebindX
= fields
[2].GetFloat();
15186 m_homebindY
= fields
[3].GetFloat();
15187 m_homebindZ
= fields
[4].GetFloat();
15190 // accept saved data only for valid position (and non instanceable)
15191 if( MapManager::IsValidMapCoord(m_homebindMapId
,m_homebindX
,m_homebindY
,m_homebindZ
) &&
15192 !sMapStore
.LookupEntry(m_homebindMapId
)->Instanceable() )
15197 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
15202 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(getRace(), getClass());
15203 if(!info
) return false;
15205 m_homebindMapId
= info
->mapId
;
15206 m_homebindZoneId
= info
->zoneId
;
15207 m_homebindX
= info
->positionX
;
15208 m_homebindY
= info
->positionY
;
15209 m_homebindZ
= info
->positionZ
;
15211 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
);
15214 DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f\n",
15215 m_homebindMapId
, m_homebindZoneId
, m_homebindX
, m_homebindY
, m_homebindZ
);
15220 /*********************************************************/
15221 /*** SAVE SYSTEM ***/
15222 /*********************************************************/
15224 void Player::SaveToDB()
15226 // delay auto save at any saves (manual, in code, or autosave)
15227 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
15229 // first save/honor gain after midnight will also update the player's honor fields
15230 UpdateHonorFields();
15232 // players aren't saved on battleground maps
15233 uint32 mapid
= IsBeingTeleported() ? GetTeleportDest().mapid
: GetMapId();
15234 const MapEntry
* me
= sMapStore
.LookupEntry(mapid
);
15235 if(!me
|| me
->IsBattleGroundOrArena())
15238 int is_save_resting
= HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
) ? 1 : 0;
15239 //save, far from tavern/city
15240 //save, but in tavern/city
15241 sLog
.outDebug("The value of player %s at save: ", m_name
.c_str());
15244 // save state (after auras removing), if aura remove some flags then it must set it back by self)
15245 uint32 tmp_bytes
= GetUInt32Value(UNIT_FIELD_BYTES_1
);
15246 uint32 tmp_bytes2
= GetUInt32Value(UNIT_FIELD_BYTES_2
);
15247 uint32 tmp_flags
= GetUInt32Value(UNIT_FIELD_FLAGS
);
15248 uint32 tmp_pflags
= GetUInt32Value(PLAYER_FLAGS
);
15249 uint32 tmp_displayid
= GetDisplayId();
15251 // Set player sit state to standing on save, also stealth and shifted form
15252 SetByteValue(UNIT_FIELD_BYTES_1
, 0, 0); // stand state
15253 SetByteValue(UNIT_FIELD_BYTES_2
, 3, 0); // shapeshift
15254 SetByteValue(UNIT_FIELD_BYTES_1
, 3, 0); // stand flags?
15255 RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_STUNNED
);
15256 SetDisplayId(GetNativeDisplayId());
15258 bool inworld
= IsInWorld();
15260 CharacterDatabase
.BeginTransaction();
15262 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow());
15264 std::string sql_name
= m_name
;
15265 CharacterDatabase
.escape_string(sql_name
);
15267 std::ostringstream ss
;
15268 ss
<< "INSERT INTO characters (guid,account,name,race,class,"
15269 "map, dungeon_difficulty, position_x, position_y, position_z, orientation, data, "
15270 "taximask, online, cinematic, "
15271 "totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, "
15272 "trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, "
15273 "death_expire_time, taxi_path, arena_pending_points) VALUES ("
15274 << GetGUIDLow() << ", "
15275 << GetSession()->GetAccountId() << ", '"
15276 << sql_name
<< "', "
15278 << m_class
<< ", ";
15280 bool save_to_dest
= false;
15281 if(IsBeingTeleported())
15283 // don't save to battlegrounds or arenas
15284 const MapEntry
*entry
= sMapStore
.LookupEntry(GetTeleportDest().mapid
);
15285 if(entry
&& entry
->map_type
!= MAP_BATTLEGROUND
&& entry
->map_type
!= MAP_ARENA
)
15286 save_to_dest
= true;
15291 ss
<< GetMapId() << ", "
15292 << (uint32
)GetDifficulty() << ", "
15293 << finiteAlways(GetPositionX()) << ", "
15294 << finiteAlways(GetPositionY()) << ", "
15295 << finiteAlways(GetPositionZ()) << ", "
15296 << finiteAlways(GetOrientation()) << ", '";
15300 ss
<< GetTeleportDest().mapid
<< ", "
15301 << (uint32
)GetDifficulty() << ", "
15302 << finiteAlways(GetTeleportDest().x
) << ", "
15303 << finiteAlways(GetTeleportDest().y
) << ", "
15304 << finiteAlways(GetTeleportDest().z
) << ", "
15305 << finiteAlways(GetTeleportDest().o
) << ", '";
15309 for( i
= 0; i
< m_valuesCount
; i
++ )
15311 ss
<< GetUInt32Value(i
) << " ";
15316 for( i
= 0; i
< 8; i
++ )
15317 ss
<< m_taxi
.GetTaximask(i
) << " ";
15320 ss
<< (inworld
? 1 : 0);
15326 ss
<< m_Played_time
[0];
15328 ss
<< m_Played_time
[1];
15331 ss
<< finiteAlways(m_rest_bonus
);
15333 ss
<< (uint64
)time(NULL
);
15335 ss
<< is_save_resting
;
15337 ss
<< m_resetTalentsCost
;
15339 ss
<< (uint64
)m_resetTalentsTime
;
15342 ss
<< finiteAlways(m_movementInfo
.t_x
);
15344 ss
<< finiteAlways(m_movementInfo
.t_y
);
15346 ss
<< finiteAlways(m_movementInfo
.t_z
);
15348 ss
<< finiteAlways(m_movementInfo
.t_o
);
15351 ss
<< m_transport
->GetGUIDLow();
15356 ss
<< m_ExtraFlags
;
15359 ss
<< uint32(m_stableSlots
); // to prevent save uint8 as char
15362 ss
<< uint32(m_atLoginFlags
);
15368 ss
<< (uint64
)m_deathExpireTime
;
15371 ss
<< m_taxi
.SaveTaxiDestinationsToString();
15374 CharacterDatabase
.Execute( ss
.str().c_str() );
15376 if(m_mailsUpdated
) //save mails only when needed
15380 _SaveQuestStatus();
15381 _SaveDailyQuestStatus();
15384 _SaveSpellCooldowns();
15389 CharacterDatabase
.CommitTransaction();
15391 // restore state (before aura apply, if aura remove flag then aura must set it ack by self)
15392 SetDisplayId(tmp_displayid
);
15393 SetUInt32Value(UNIT_FIELD_BYTES_1
, tmp_bytes
);
15394 SetUInt32Value(UNIT_FIELD_BYTES_2
, tmp_bytes2
);
15395 SetUInt32Value(UNIT_FIELD_FLAGS
, tmp_flags
);
15396 SetUInt32Value(PLAYER_FLAGS
, tmp_pflags
);
15398 // save pet (hunter pet level and experience and all type pets health/mana).
15399 if(Pet
* pet
= GetPet())
15400 pet
->SavePetToDB(PET_SAVE_AS_CURRENT
);
15401 m_achievementMgr
.SaveToDB();
15404 // fast save function for item/money cheating preventing - save only inventory and money state
15405 void Player::SaveInventoryAndGoldToDB()
15408 //money is in data field
15409 SaveDataFieldToDB();
15412 void Player::_SaveActions()
15414 for(ActionButtonList::iterator itr
= m_actionButtons
.begin(); itr
!= m_actionButtons
.end(); )
15416 switch (itr
->second
.uState
)
15418 case ACTIONBUTTON_NEW
:
15419 CharacterDatabase
.PExecute("INSERT INTO character_action (guid,button,action,type,misc) VALUES ('%u', '%u', '%u', '%u', '%u')",
15420 GetGUIDLow(), (uint32
)itr
->first
, (uint32
)itr
->second
.action
, (uint32
)itr
->second
.type
, (uint32
)itr
->second
.misc
);
15421 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
15424 case ACTIONBUTTON_CHANGED
:
15425 CharacterDatabase
.PExecute("UPDATE character_action SET action = '%u', type = '%u', misc= '%u' WHERE guid= '%u' AND button= '%u' ",
15426 (uint32
)itr
->second
.action
, (uint32
)itr
->second
.type
, (uint32
)itr
->second
.misc
, GetGUIDLow(), (uint32
)itr
->first
);
15427 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
15430 case ACTIONBUTTON_DELETED
:
15431 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u'", GetGUIDLow(), (uint32
)itr
->first
);
15432 m_actionButtons
.erase(itr
++);
15441 void Player::_SaveAuras()
15443 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
15445 AuraMap
const& auras
= GetAuras();
15450 spellEffectPair lastEffectPair
= auras
.begin()->first
;
15451 uint32 stackCounter
= 1;
15453 for(AuraMap::const_iterator itr
= auras
.begin(); ; ++itr
)
15455 if(itr
== auras
.end() || lastEffectPair
!= itr
->first
)
15457 AuraMap::const_iterator itr2
= itr
;
15458 // save previous spellEffectPair to db
15460 SpellEntry
const *spellInfo
= itr2
->second
->GetSpellProto();
15462 //skip all auras from spells that are passive or need a shapeshift
15463 if (!(itr2
->second
->IsPassive() || itr2
->second
->IsRemovedOnShapeLost()))
15465 //do not save single target auras (unless they were cast by the player)
15466 if (!(itr2
->second
->GetCasterGUID() != GetGUID() && IsSingleTargetSpell(spellInfo
)))
15469 // or apply at cast SPELL_AURA_MOD_SHAPESHIFT or SPELL_AURA_MOD_STEALTH auras
15470 for (i
= 0; i
< 3; i
++)
15471 if (spellInfo
->EffectApplyAuraName
[i
] == SPELL_AURA_MOD_SHAPESHIFT
||
15472 spellInfo
->EffectApplyAuraName
[i
] == SPELL_AURA_MOD_STEALTH
)
15477 CharacterDatabase
.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges) "
15478 "VALUES ('%u', '" I64FMTD
"' ,'%u', '%u', '%u', '%d', '%d', '%d', '%d')",
15479 GetGUIDLow(), itr2
->second
->GetCasterGUID(), (uint32
)itr2
->second
->GetId(), (uint32
)itr2
->second
->GetEffIndex(), stackCounter
, itr2
->second
->GetModifier()->m_amount
,int(itr2
->second
->GetAuraMaxDuration()),int(itr2
->second
->GetAuraDuration()),int(itr2
->second
->m_procCharges
));
15484 if(itr
== auras
.end())
15488 if (lastEffectPair
== itr
->first
)
15492 lastEffectPair
= itr
->first
;
15498 void Player::_SaveInventory()
15500 // force items in buyback slots to new state
15501 // and remove those that aren't already
15502 for (uint8 i
= BUYBACK_SLOT_START
; i
< BUYBACK_SLOT_END
; i
++)
15504 Item
*item
= m_items
[i
];
15505 if (!item
|| item
->GetState() == ITEM_NEW
) continue;
15506 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
15507 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item
->GetGUIDLow());
15508 m_items
[i
]->FSetState(ITEM_NEW
);
15511 // update enchantment durations
15512 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
15514 itr
->item
->SetEnchantmentDuration(itr
->slot
,itr
->leftduration
);
15518 if (m_itemUpdateQueue
.empty()) return;
15520 // do not save if the update queue is corrupt
15521 bool error
= false;
15522 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); i
++)
15524 Item
*item
= m_itemUpdateQueue
[i
];
15525 if(!item
|| item
->GetState() == ITEM_REMOVED
) continue;
15526 Item
*test
= GetItemByPos( item
->GetBagSlot(), item
->GetSlot());
15530 sLog
.outError("Player(GUID: %u Name: %s)::_SaveInventory - the bag(%d) and slot(%d) values for the item with guid %d are incorrect, the player doesn't have an item at that position!", GetGUIDLow(), GetName(), item
->GetBagSlot(), item
->GetSlot(), item
->GetGUIDLow());
15533 else if (test
!= item
)
15535 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());
15542 sLog
.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
15543 ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED
);
15547 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); i
++)
15549 Item
*item
= m_itemUpdateQueue
[i
];
15550 if(!item
) continue;
15552 Bag
*container
= item
->GetContainer();
15553 uint32 bag_guid
= container
? container
->GetGUIDLow() : 0;
15555 switch(item
->GetState())
15558 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());
15561 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());
15564 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
15566 case ITEM_UNCHANGED
:
15570 item
->SaveToDB(); // item have unchanged inventory record and can be save standalone
15572 m_itemUpdateQueue
.clear();
15575 void Player::_SaveMail()
15577 if (!m_mailsLoaded
)
15580 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
15583 if (m
->state
== MAIL_STATE_CHANGED
)
15585 CharacterDatabase
.PExecute("UPDATE mail SET itemTextId = '%u',has_items = '%u',expire_time = '" I64FMTD
"', deliver_time = '" I64FMTD
"',money = '%u',cod = '%u',checked = '%u' WHERE id = '%u'",
15586 m
->itemTextId
, m
->HasItems() ? 1 : 0, (uint64
)m
->expire_time
, (uint64
)m
->deliver_time
, m
->money
, m
->COD
, m
->checked
, m
->messageID
);
15587 if(m
->removedItems
.size())
15589 for(std::vector
<uint32
>::iterator itr2
= m
->removedItems
.begin(); itr2
!= m
->removedItems
.end(); ++itr2
)
15590 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2
);
15591 m
->removedItems
.clear();
15593 m
->state
= MAIL_STATE_UNCHANGED
;
15595 else if (m
->state
== MAIL_STATE_DELETED
)
15598 for(std::vector
<MailItemInfo
>::iterator itr2
= m
->items
.begin(); itr2
!= m
->items
.end(); ++itr2
)
15599 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2
->item_guid
);
15601 CharacterDatabase
.PExecute("DELETE FROM item_text WHERE id = '%u'", m
->itemTextId
);
15602 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", m
->messageID
);
15603 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m
->messageID
);
15607 //deallocate deleted mails...
15608 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); )
15610 if ((*itr
)->state
== MAIL_STATE_DELETED
)
15615 itr
= m_mail
.begin();
15621 m_mailsUpdated
= false;
15624 void Player::_SaveQuestStatus()
15626 // we don't need transactions here.
15627 for( QuestStatusMap::iterator i
= mQuestStatus
.begin( ); i
!= mQuestStatus
.end( ); ++i
)
15629 switch (i
->second
.uState
)
15632 CharacterDatabase
.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) "
15633 "VALUES ('%u', '%u', '%u', '%u', '%u', '" I64FMTD
"', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
15634 GetGUIDLow(), i
->first
, i
->second
.m_status
, i
->second
.m_rewarded
, i
->second
.m_explored
, uint64(i
->second
.m_timer
/ 1000 + sWorld
.GetGameTime()), i
->second
.m_creatureOrGOcount
[0], i
->second
.m_creatureOrGOcount
[1], i
->second
.m_creatureOrGOcount
[2], i
->second
.m_creatureOrGOcount
[3], i
->second
.m_itemcount
[0], i
->second
.m_itemcount
[1], i
->second
.m_itemcount
[2], i
->second
.m_itemcount
[3]);
15636 case QUEST_CHANGED
:
15637 CharacterDatabase
.PExecute("UPDATE character_queststatus SET status = '%u',rewarded = '%u',explored = '%u',timer = '" I64FMTD
"',mobcount1 = '%u',mobcount2 = '%u',mobcount3 = '%u',mobcount4 = '%u',itemcount1 = '%u',itemcount2 = '%u',itemcount3 = '%u',itemcount4 = '%u' WHERE guid = '%u' AND quest = '%u' ",
15638 i
->second
.m_status
, i
->second
.m_rewarded
, i
->second
.m_explored
, uint64(i
->second
.m_timer
/ 1000 + sWorld
.GetGameTime()), i
->second
.m_creatureOrGOcount
[0], i
->second
.m_creatureOrGOcount
[1], i
->second
.m_creatureOrGOcount
[2], i
->second
.m_creatureOrGOcount
[3], i
->second
.m_itemcount
[0], i
->second
.m_itemcount
[1], i
->second
.m_itemcount
[2], i
->second
.m_itemcount
[3], GetGUIDLow(), i
->first
);
15640 case QUEST_UNCHANGED
:
15643 i
->second
.uState
= QUEST_UNCHANGED
;
15647 void Player::_SaveDailyQuestStatus()
15649 if(!m_DailyQuestChanged
)
15652 m_DailyQuestChanged
= false;
15654 // save last daily quest time for all quests: we need only mostly reset time for reset check anyway
15656 // we don't need transactions here.
15657 CharacterDatabase
.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow());
15658 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
15659 if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
15660 CharacterDatabase
.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" I64FMTD
"')",
15661 GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
),uint64(m_lastDailyQuestTime
));
15664 void Player::_SaveReputation()
15666 for(FactionStateList::iterator itr
= m_factions
.begin(); itr
!= m_factions
.end(); ++itr
)
15668 if (itr
->second
.Changed
)
15670 CharacterDatabase
.PExecute("DELETE FROM character_reputation WHERE guid = '%u' AND faction='%u'", GetGUIDLow(), itr
->second
.ID
);
15671 CharacterDatabase
.PExecute("INSERT INTO character_reputation (guid,faction,standing,flags) VALUES ('%u', '%u', '%i', '%u')", GetGUIDLow(), itr
->second
.ID
, itr
->second
.Standing
, itr
->second
.Flags
);
15672 itr
->second
.Changed
= false;
15677 void Player::_SaveSpells()
15679 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(), next
= m_spells
.begin(); itr
!= m_spells
.end(); itr
= next
)
15682 if (itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->state
== PLAYERSPELL_CHANGED
)
15683 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr
->first
);
15684 if (itr
->second
->state
== PLAYERSPELL_NEW
|| itr
->second
->state
== PLAYERSPELL_CHANGED
)
15685 CharacterDatabase
.PExecute("INSERT INTO character_spell (guid,spell,slot,active,disabled) VALUES ('%u', '%u', '%u','%u','%u')", GetGUIDLow(), itr
->first
, itr
->second
->slotId
,itr
->second
->active
? 1 : 0,itr
->second
->disabled
? 1 : 0);
15687 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
15688 _removeSpell(itr
->first
);
15690 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
15694 void Player::_SaveTutorials()
15696 if(!m_TutorialsChanged
)
15700 // it's better than rebuilding indexes multiple times
15701 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT count(*) AS r FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetSession()->GetAccountId(), realmID
);
15704 Rows
= result
->Fetch()[0].GetUInt32();
15710 CharacterDatabase
.PExecute("UPDATE character_tutorial SET tut0='%u', tut1='%u', tut2='%u', tut3='%u', tut4='%u', tut5='%u', tut6='%u', tut7='%u' WHERE account = '%u' AND realmid = '%u'",
15711 m_Tutorials
[0], m_Tutorials
[1], m_Tutorials
[2], m_Tutorials
[3], m_Tutorials
[4], m_Tutorials
[5], m_Tutorials
[6], m_Tutorials
[7], GetSession()->GetAccountId(), realmID
);
15715 CharacterDatabase
.PExecute("INSERT INTO character_tutorial (account,realmid,tut0,tut1,tut2,tut3,tut4,tut5,tut6,tut7) VALUES ('%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')", GetSession()->GetAccountId(), realmID
, m_Tutorials
[0], m_Tutorials
[1], m_Tutorials
[2], m_Tutorials
[3], m_Tutorials
[4], m_Tutorials
[5], m_Tutorials
[6], m_Tutorials
[7]);
15718 m_TutorialsChanged
= false;
15721 void Player::outDebugValues() const
15723 if(!sLog
.IsOutDebug()) // optimize disabled debug output
15726 sLog
.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA
));
15727 sLog
.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY
), GetStat(STAT_STRENGTH
));
15728 sLog
.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT
), GetStat(STAT_SPIRIT
));
15729 sLog
.outDebug("STAMINA is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_STAMINA
), GetStat(STAT_SPIRIT
));
15730 sLog
.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE
));
15731 sLog
.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY
), GetResistance(SPELL_SCHOOL_FIRE
));
15732 sLog
.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE
), GetResistance(SPELL_SCHOOL_FROST
));
15733 sLog
.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW
), GetResistance(SPELL_SCHOOL_ARCANE
));
15734 sLog
.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE
), GetFloatValue(UNIT_FIELD_MAXDAMAGE
));
15735 sLog
.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
));
15736 sLog
.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
));
15737 sLog
.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK
), GetAttackTime(RANGED_ATTACK
));
15740 /*********************************************************/
15741 /*** FLOOD FILTER SYSTEM ***/
15742 /*********************************************************/
15744 void Player::UpdateSpeakTime()
15746 // ignore chat spam protection for GMs in any mode
15747 if(GetSession()->GetSecurity() > SEC_PLAYER
)
15750 time_t current
= time (NULL
);
15751 if(m_speakTime
> current
)
15753 uint32 max_count
= sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT
);
15758 if(m_speakCount
>= max_count
)
15760 // prevent overwrite mute time, if message send just before mutes set, for example.
15761 time_t new_mute
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MUTE_TIME
);
15762 if(GetSession()->m_muteTime
< new_mute
)
15763 GetSession()->m_muteTime
= new_mute
;
15771 m_speakTime
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY
);
15774 bool Player::CanSpeak() const
15776 return GetSession()->m_muteTime
<= time (NULL
);
15779 /*********************************************************/
15780 /*** LOW LEVEL FUNCTIONS:Notifiers ***/
15781 /*********************************************************/
15783 void Player::SendAttackSwingNotInRange()
15785 WorldPacket
data(SMSG_ATTACKSWING_NOTINRANGE
, 0);
15786 GetSession()->SendPacket( &data
);
15789 void Player::SavePositionInDB(uint32 mapid
, float x
,float y
,float z
,float o
,uint32 zone
,uint64 guid
)
15791 std::ostringstream ss
;
15792 ss
<< "UPDATE characters SET position_x='"<<x
<<"',position_y='"<<y
15793 << "',position_z='"<<z
<<"',orientation='"<<o
<<"',map='"<<mapid
15794 << "',zone='"<<zone
<<"',trans_x='0',trans_y='0',trans_z='0',"
15795 << "transguid='0',taxi_path='' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
15796 sLog
.outDebug(ss
.str().c_str());
15797 CharacterDatabase
.Execute(ss
.str().c_str());
15800 void Player::SaveDataFieldToDB()
15802 std::ostringstream ss
;
15803 ss
<<"UPDATE characters SET data='";
15805 for(uint16 i
= 0; i
< m_valuesCount
; i
++ )
15807 ss
<< GetUInt32Value(i
) << " ";
15809 ss
<<"' WHERE guid='"<< GUID_LOPART(GetGUIDLow()) <<"'";
15811 CharacterDatabase
.Execute(ss
.str().c_str());
15814 bool Player::SaveValuesArrayInDB(Tokens
const& tokens
, uint64 guid
)
15816 std::ostringstream ss2
;
15817 ss2
<<"UPDATE characters SET data='";
15819 for (Tokens::const_iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
, ++i
)
15821 ss2
<<tokens
[i
]<<" ";
15823 ss2
<<"' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
15825 return CharacterDatabase
.Execute(ss2
.str().c_str());
15828 void Player::SetUInt32ValueInArray(Tokens
& tokens
,uint16 index
, uint32 value
)
15831 snprintf(buf
,11,"%u",value
);
15833 if(index
>= tokens
.size())
15836 tokens
[index
] = buf
;
15839 void Player::SetUInt32ValueInDB(uint16 index
, uint32 value
, uint64 guid
)
15842 if(!LoadValuesArrayFromDB(tokens
,guid
))
15845 if(index
>= tokens
.size())
15849 snprintf(buf
,11,"%u",value
);
15850 tokens
[index
] = buf
;
15852 SaveValuesArrayInDB(tokens
,guid
);
15855 void Player::SetFloatValueInDB(uint16 index
, float value
, uint64 guid
)
15858 memcpy(&temp
, &value
, sizeof(value
));
15859 Player::SetUInt32ValueInDB(index
, temp
, guid
);
15862 void Player::Customize(uint64 guid
, uint8 gender
, uint8 skin
, uint8 face
, uint8 hairStyle
, uint8 hairColor
, uint8 facialHair
)
15865 if(!LoadValuesArrayFromDB(tokens
, guid
))
15868 uint32 unit_bytes0
= GetUInt32ValueFromArray(tokens
, UNIT_FIELD_BYTES_0
);
15869 uint8 race
= unit_bytes0
& 0xFF;
15870 uint8 class_
= (unit_bytes0
>> 8) & 0xFF;
15872 PlayerInfo
const* info
= objmgr
.GetPlayerInfo(race
, class_
);
15876 unit_bytes0
&= ~(0xFF << 16);
15877 unit_bytes0
|= (gender
<< 16);
15878 SetUInt32ValueInArray(tokens
, UNIT_FIELD_BYTES_0
, unit_bytes0
);
15880 SetUInt32ValueInArray(tokens
, UNIT_FIELD_DISPLAYID
, gender
? info
->displayId_f
: info
->displayId_m
);
15881 SetUInt32ValueInArray(tokens
, UNIT_FIELD_NATIVEDISPLAYID
, gender
? info
->displayId_f
: info
->displayId_m
);
15883 SetUInt32ValueInArray(tokens
, PLAYER_BYTES
, (skin
| (face
<< 8) | (hairStyle
<< 16) | (hairColor
<< 24)));
15885 uint32 player_bytes2
= GetUInt32ValueFromArray(tokens
, PLAYER_BYTES_2
);
15886 player_bytes2
&= ~0xFF;
15887 player_bytes2
|= facialHair
;
15888 SetUInt32ValueInArray(tokens
, PLAYER_BYTES_2
, player_bytes2
);
15890 uint32 player_bytes3
= GetUInt32ValueFromArray(tokens
, PLAYER_BYTES_3
);
15891 player_bytes3
&= ~0xFF;
15892 player_bytes3
|= gender
;
15893 SetUInt32ValueInArray(tokens
, PLAYER_BYTES_3
, player_bytes3
);
15895 SaveValuesArrayInDB(tokens
, guid
);
15898 void Player::SendAttackSwingNotStanding()
15900 WorldPacket
data(SMSG_ATTACKSWING_NOTSTANDING
, 0);
15901 GetSession()->SendPacket( &data
);
15904 void Player::SendAttackSwingDeadTarget()
15906 WorldPacket
data(SMSG_ATTACKSWING_DEADTARGET
, 0);
15907 GetSession()->SendPacket( &data
);
15910 void Player::SendAttackSwingCantAttack()
15912 WorldPacket
data(SMSG_ATTACKSWING_CANT_ATTACK
, 0);
15913 GetSession()->SendPacket( &data
);
15916 void Player::SendAttackSwingCancelAttack()
15918 WorldPacket
data(SMSG_CANCEL_COMBAT
, 0);
15919 GetSession()->SendPacket( &data
);
15922 void Player::SendAttackSwingBadFacingAttack()
15924 WorldPacket
data(SMSG_ATTACKSWING_BADFACING
, 0);
15925 GetSession()->SendPacket( &data
);
15928 void Player::SendAutoRepeatCancel()
15930 WorldPacket
data(SMSG_CANCEL_AUTO_REPEAT
, GetPackGUID().size());
15931 data
.append(GetPackGUID()); // may be it's target guid
15932 GetSession()->SendPacket( &data
);
15935 void Player::PlaySound(uint32 Sound
, bool OnlySelf
)
15937 WorldPacket
data(SMSG_PLAY_SOUND
, 4);
15940 GetSession()->SendPacket( &data
);
15942 SendMessageToSet( &data
, true );
15945 void Player::SendExplorationExperience(uint32 Area
, uint32 Experience
)
15947 WorldPacket
data( SMSG_EXPLORATION_EXPERIENCE
, 8 );
15949 data
<< Experience
;
15950 GetSession()->SendPacket(&data
);
15953 void Player::SendDungeonDifficulty(bool IsInGroup
)
15955 uint8 val
= 0x00000001;
15956 WorldPacket
data(MSG_SET_DUNGEON_DIFFICULTY
, 12);
15957 data
<< (uint32
)GetDifficulty();
15958 data
<< uint32(val
);
15959 data
<< uint32(IsInGroup
);
15960 GetSession()->SendPacket(&data
);
15963 void Player::SendResetFailedNotify(uint32 mapid
)
15965 WorldPacket
data(SMSG_RESET_FAILED_NOTIFY
, 4);
15966 data
<< uint32(mapid
);
15967 GetSession()->SendPacket(&data
);
15970 /// Reset all solo instances and optionally send a message on success for each
15971 void Player::ResetInstances(uint8 method
)
15973 // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
15975 // we assume that when the difficulty changes, all instances that can be reset will be
15976 uint8 dif
= GetDifficulty();
15978 for (BoundInstancesMap::iterator itr
= m_boundInstances
[dif
].begin(); itr
!= m_boundInstances
[dif
].end();)
15980 InstanceSave
*p
= itr
->second
.save
;
15981 const MapEntry
*entry
= sMapStore
.LookupEntry(itr
->first
);
15982 if(!entry
|| !p
->CanReset())
15988 if(method
== INSTANCE_RESET_ALL
)
15990 // the "reset all instances" method can only reset normal maps
15991 if(dif
== DIFFICULTY_HEROIC
|| entry
->map_type
== MAP_RAID
)
15998 // if the map is loaded, reset it
15999 Map
*map
= MapManager::Instance().FindMap(p
->GetMapId(), p
->GetInstanceId());
16000 if(map
&& map
->IsDungeon())
16001 ((InstanceMap
*)map
)->Reset(method
);
16003 // since this is a solo instance there should not be any players inside
16004 if(method
== INSTANCE_RESET_ALL
|| method
== INSTANCE_RESET_CHANGE_DIFFICULTY
)
16005 SendResetInstanceSuccess(p
->GetMapId());
16008 m_boundInstances
[dif
].erase(itr
++);
16010 // the following should remove the instance save from the manager and delete it as well
16011 p
->RemovePlayer(this);
16015 void Player::SendResetInstanceSuccess(uint32 MapId
)
16017 WorldPacket
data(SMSG_INSTANCE_RESET
, 4);
16019 GetSession()->SendPacket(&data
);
16022 void Player::SendResetInstanceFailed(uint32 reason
, uint32 MapId
)
16024 // TODO: find what other fail reasons there are besides players in the instance
16025 WorldPacket
data(SMSG_INSTANCE_RESET_FAILED
, 4);
16028 GetSession()->SendPacket(&data
);
16031 /*********************************************************/
16032 /*** Update timers ***/
16033 /*********************************************************/
16035 ///checks the 15 afk reports per 5 minutes limit
16036 void Player::UpdateAfkReport(time_t currTime
)
16038 if(m_bgAfkReportedTimer
<= currTime
)
16040 m_bgAfkReportedCount
= 0;
16041 m_bgAfkReportedTimer
= currTime
+5*MINUTE
;
16045 void Player::UpdateContestedPvP(uint32 diff
)
16047 if(!m_contestedPvPTimer
||isInCombat())
16049 if(m_contestedPvPTimer
<= diff
)
16051 ResetContestedPvP();
16054 m_contestedPvPTimer
-= diff
;
16057 void Player::UpdatePvPFlag(time_t currTime
)
16061 if(pvpInfo
.endTimer
== 0 || currTime
< (pvpInfo
.endTimer
+ 300))
16067 void Player::UpdateDuelFlag(time_t currTime
)
16069 if(!duel
|| duel
->startTimer
== 0 ||currTime
< duel
->startTimer
+ 3)
16072 SetUInt32Value(PLAYER_DUEL_TEAM
, 1);
16073 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 2);
16075 duel
->startTimer
= 0;
16076 duel
->startTime
= currTime
;
16077 duel
->opponent
->duel
->startTimer
= 0;
16078 duel
->opponent
->duel
->startTime
= currTime
;
16081 void Player::RemovePet(Pet
* pet
, PetSaveMode mode
, bool returnreagent
)
16086 if(returnreagent
&& (pet
|| m_temporaryUnsummonedPetNumber
))
16088 //returning of reagents only for players, so best done here
16089 uint32 spellId
= pet
? pet
->GetUInt32Value(UNIT_CREATED_BY_SPELL
) : m_oldpetspell
;
16090 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellId
);
16094 for(uint32 i
= 0; i
< 7; ++i
)
16096 if(spellInfo
->Reagent
[i
] > 0)
16098 ItemPosCountVec dest
; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
16099 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, spellInfo
->Reagent
[i
], spellInfo
->ReagentCount
[i
] );
16100 if( msg
== EQUIP_ERR_OK
)
16102 Item
* item
= StoreNewItem( dest
, spellInfo
->Reagent
[i
], true);
16104 SendNewItem(item
,spellInfo
->ReagentCount
[i
],true,false);
16109 m_temporaryUnsummonedPetNumber
= 0;
16112 if(!pet
|| pet
->GetOwnerGUID()!=GetGUID())
16115 // only if current pet in slot
16116 switch(pet
->getPetType())
16122 m_guardianPets
.erase(pet
->GetGUID());
16125 if(GetPetGUID() == pet
->GetGUID())
16134 switch(pet
->GetEntry())
16136 //warlock pets except imp are removed(?) when logging out
16141 mode
= PET_SAVE_NOT_IN_SLOT
;
16146 pet
->SavePetToDB(mode
);
16148 pet
->CleanupsBeforeDelete();
16149 pet
->AddObjectToRemoveList();
16150 pet
->m_removed
= true;
16152 if(pet
->isControlled())
16154 WorldPacket
data(SMSG_PET_SPELLS
, 8);
16157 GetSession()->SendPacket(&data
);
16160 SetGroupUpdateFlag(GROUP_UPDATE_PET
);
16164 void Player::RemoveMiniPet()
16166 if(Pet
* pet
= GetMiniPet())
16168 pet
->Remove(PET_SAVE_AS_DELETED
);
16173 Pet
* Player::GetMiniPet()
16177 return ObjectAccessor::GetPet(m_miniPet
);
16180 void Player::RemoveGuardians()
16182 while(!m_guardianPets
.empty())
16184 uint64 guid
= *m_guardianPets
.begin();
16185 if(Pet
* pet
= ObjectAccessor::GetPet(guid
))
16186 pet
->Remove(PET_SAVE_AS_DELETED
);
16188 m_guardianPets
.erase(guid
);
16192 bool Player::HasGuardianWithEntry(uint32 entry
)
16194 // pet guid middle part is entry (and creature also)
16195 // and in guardian list must be guardians with same entry _always_
16196 for(GuardianPetList::const_iterator itr
= m_guardianPets
.begin(); itr
!= m_guardianPets
.end(); ++itr
)
16197 if(GUID_ENPART(*itr
)==entry
)
16203 void Player::Uncharm()
16205 Unit
* charm
= GetCharm();
16209 charm
->RemoveSpellsCausingAura(SPELL_AURA_MOD_CHARM
);
16210 charm
->RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS
);
16213 void Player::BuildPlayerChat(WorldPacket
*data
, uint8 msgtype
, const std::string
& text
, uint32 language
) const
16215 *data
<< (uint8
)msgtype
;
16216 *data
<< (uint32
)language
;
16217 *data
<< (uint64
)GetGUID();
16218 *data
<< (uint32
)language
; //language 2.1.0 ?
16219 *data
<< (uint64
)GetGUID();
16220 *data
<< (uint32
)(text
.length()+1);
16222 *data
<< (uint8
)chatTag();
16225 void Player::Say(const std::string
& text
, const uint32 language
)
16227 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16228 BuildPlayerChat(&data
, CHAT_MSG_SAY
, text
, language
);
16229 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_SAY
),true);
16232 void Player::Yell(const std::string
& text
, const uint32 language
)
16234 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16235 BuildPlayerChat(&data
, CHAT_MSG_YELL
, text
, language
);
16236 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_YELL
),true);
16239 void Player::TextEmote(const std::string
& text
)
16241 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16242 BuildPlayerChat(&data
, CHAT_MSG_EMOTE
, text
, LANG_UNIVERSAL
);
16243 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE
),true, !sWorld
.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT
) );
16246 void Player::Whisper(const std::string
& text
, uint32 language
,uint64 receiver
)
16248 if (language
!= LANG_ADDON
) // if not addon data
16249 language
= LANG_UNIVERSAL
; // whispers should always be readable
16251 Player
*rPlayer
= objmgr
.GetPlayer(receiver
);
16253 // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode
16254 if(!rPlayer
->isDND() || isGameMaster())
16256 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16257 BuildPlayerChat(&data
, CHAT_MSG_WHISPER
, text
, language
);
16258 rPlayer
->GetSession()->SendPacket(&data
);
16260 data
.Initialize(SMSG_MESSAGECHAT
, 200);
16261 rPlayer
->BuildPlayerChat(&data
, CHAT_MSG_REPLY
, text
, language
);
16262 GetSession()->SendPacket(&data
);
16266 // announce to player that player he is whispering to is dnd and cannot receive his message
16267 ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND
, rPlayer
->GetName(), rPlayer
->dndMsg
.c_str());
16270 if(!isAcceptWhispers())
16272 SetAcceptWhispers(true);
16273 ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON
);
16276 // announce to player that player he is whispering to is afk
16277 if(rPlayer
->isAFK())
16278 ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK
, rPlayer
->GetName(), rPlayer
->afkMsg
.c_str());
16280 // if player whisper someone, auto turn of dnd to be able to receive an answer
16281 if(isDND() && !rPlayer
->isGameMaster())
16285 void Player::PetSpellInitialize()
16287 Pet
* pet
= GetPet();
16292 sLog
.outDebug("Pet Spells Groups");
16294 CharmInfo
*charmInfo
= pet
->GetCharmInfo();
16296 WorldPacket
data(SMSG_PET_SPELLS
, 8+4+4+4+10*4);
16297 data
<< uint64(pet
->GetGUID());
16298 data
<< uint32(pet
->GetCreatureInfo()->family
); // creature family (required for pet talents)
16300 data
<< uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState()) << uint16(0);
16303 for(uint32 i
= 0; i
< 10; i
++)
16305 data
<< uint32(charmInfo
->GetActionBarEntry(i
)->Raw
);
16308 size_t spellsCountPos
= data
.wpos();
16312 data
<< uint8(addlist
); // placeholder
16314 if(pet
->isControlled() && ((pet
->getPetType() == HUNTER_PET
) || ((pet
->GetCreatureInfo()->type
== CREATURE_TYPE_DEMON
) && (getClass() == CLASS_WARLOCK
))))
16317 for (PetSpellMap::iterator itr
= pet
->m_spells
.begin(); itr
!= pet
->m_spells
.end(); ++itr
)
16319 if(itr
->second
->state
== PETSPELL_REMOVED
)
16322 data
<< uint16(itr
->first
);
16323 data
<< uint16(itr
->second
->active
); // pet spell active state isn't boolean
16328 data
.put
<uint8
>(spellsCountPos
, addlist
);
16330 uint8 cooldownsCount
= pet
->m_CreatureSpellCooldowns
.size() + pet
->m_CreatureCategoryCooldowns
.size();
16331 data
<< uint8(cooldownsCount
);
16333 time_t curTime
= time(NULL
);
16335 for(CreatureSpellCooldowns::const_iterator itr
= pet
->m_CreatureSpellCooldowns
.begin(); itr
!= pet
->m_CreatureSpellCooldowns
.end(); ++itr
)
16337 time_t cooldown
= 0;
16339 if(itr
->second
> curTime
)
16340 cooldown
= (itr
->second
- curTime
) * 1000;
16342 data
<< uint16(itr
->first
); // spellid
16343 data
<< uint16(0); // spell category?
16344 data
<< uint32(itr
->second
); // cooldown
16345 data
<< uint32(0); // category cooldown
16348 for(CreatureSpellCooldowns::const_iterator itr
= pet
->m_CreatureCategoryCooldowns
.begin(); itr
!= pet
->m_CreatureCategoryCooldowns
.end(); ++itr
)
16350 time_t cooldown
= 0;
16352 if(itr
->second
> curTime
)
16353 cooldown
= (itr
->second
- curTime
) * 1000;
16355 data
<< uint16(itr
->first
); // spellid
16356 data
<< uint16(0); // spell category?
16357 data
<< uint32(0); // cooldown
16358 data
<< uint32(itr
->second
); // category cooldown
16361 GetSession()->SendPacket(&data
);
16364 void Player::PossessSpellInitialize()
16366 Unit
* charm
= GetCharm();
16371 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
16375 sLog
.outError("Player::PossessSpellInitialize(): charm ("I64FMTD
") has no charminfo!", charm
->GetGUID());
16380 WorldPacket
data(SMSG_PET_SPELLS
, 16+40+1+4*addlist
+25);// first line + actionbar + spellcount + spells + last adds
16383 data
<< uint64(charm
->GetGUID());
16384 data
<< uint32(0x00000000);
16386 data
<< uint8(0) << uint8(0) << uint16(0);
16388 for(uint32 i
= 0; i
< 10; i
++) //40
16390 data
<< uint16(charmInfo
->GetActionBarEntry(i
)->SpellOrAction
) << uint16(charmInfo
->GetActionBarEntry(i
)->Type
);
16393 data
<< uint8(addlist
); //1
16396 data
<< uint8(count
); // cooldowns count
16398 GetSession()->SendPacket(&data
);
16401 void Player::CharmSpellInitialize()
16403 Unit
* charm
= GetCharm();
16408 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
16411 sLog
.outError("Player::CharmSpellInitialize(): the player's charm ("I64FMTD
") has no charminfo!", charm
->GetGUID());
16417 if(charm
->GetTypeId() != TYPEID_PLAYER
)
16419 CreatureInfo
const *cinfo
= ((Creature
*)charm
)->GetCreatureInfo();
16421 if(cinfo
&& cinfo
->type
== CREATURE_TYPE_DEMON
&& getClass() == CLASS_WARLOCK
)
16423 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
16425 if(charmInfo
->GetCharmSpell(i
)->spellId
)
16431 WorldPacket
data(SMSG_PET_SPELLS
, 16+40+1+4*addlist
+25);// first line + actionbar + spellcount + spells + last adds
16433 data
<< uint64(charm
->GetGUID());
16434 data
<< uint32(0x00000000);
16436 if(charm
->GetTypeId() != TYPEID_PLAYER
)
16437 data
<< uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState());
16439 data
<< uint8(0) << uint8(0);
16442 for(uint32 i
= 0; i
< 10; i
++) //40
16444 data
<< uint16(charmInfo
->GetActionBarEntry(i
)->SpellOrAction
) << uint16(charmInfo
->GetActionBarEntry(i
)->Type
);
16447 data
<< uint8(addlist
); //1
16451 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
16453 CharmSpellEntry
*cspell
= charmInfo
->GetCharmSpell(i
);
16454 if(cspell
->spellId
)
16456 data
<< uint16(cspell
->spellId
);
16457 data
<< uint16(cspell
->active
);
16463 data
<< uint8(count
); // cooldowns count
16465 GetSession()->SendPacket(&data
);
16468 bool Player::IsAffectedBySpellmod(SpellEntry
const *spellInfo
, SpellModifier
*mod
, Spell
const* spell
)
16470 if (!mod
|| !spellInfo
)
16473 if(mod
->charges
== -1 && mod
->lastAffected
) // marked as expired but locked until spell casting finish
16475 // prevent apply to any spell except spell that trigger expire
16478 if(mod
->lastAffected
!= spell
)
16481 else if(mod
->lastAffected
!= FindCurrentSpellBySpellId(spellInfo
->Id
))
16485 return spellmgr
.IsAffectedByMod(spellInfo
, mod
);
16488 void Player::AddSpellMod(SpellModifier
* mod
, bool apply
)
16490 uint16 Opcode
= (mod
->type
== SPELLMOD_FLAT
) ? SMSG_SET_FLAT_SPELL_MODIFIER
: SMSG_SET_PCT_SPELL_MODIFIER
;
16492 for(int eff
=0;eff
<96;++eff
)
16496 if (eff
<64) _mask
= uint64(1) << (eff
- 0);
16497 else _mask2
= uint64(1) << (eff
-64);
16498 if ( mod
->mask
& _mask
|| mod
->mask2
& _mask2
)
16501 for (SpellModList::iterator itr
= m_spellMods
[mod
->op
].begin(); itr
!= m_spellMods
[mod
->op
].end(); ++itr
)
16503 if ((*itr
)->type
== mod
->type
&& ((*itr
)->mask
& _mask
|| (*itr
)->mask2
& _mask2
))
16504 val
+= (*itr
)->value
;
16506 val
+= apply
? mod
->value
: -(mod
->value
);
16507 WorldPacket
data(Opcode
, (1+1+4));
16508 data
<< uint8(eff
);
16509 data
<< uint8(mod
->op
);
16510 data
<< int32(val
);
16511 SendDirectMessage(&data
);
16516 m_spellMods
[mod
->op
].push_back(mod
);
16519 if (mod
->charges
== -1)
16520 --m_SpellModRemoveCount
;
16521 m_spellMods
[mod
->op
].remove(mod
);
16526 void Player::RemoveSpellMods(Spell
const* spell
)
16528 if(!spell
|| (m_SpellModRemoveCount
== 0))
16531 for(int i
=0;i
<MAX_SPELLMOD
;++i
)
16533 for (SpellModList::iterator itr
= m_spellMods
[i
].begin(); itr
!= m_spellMods
[i
].end();)
16535 SpellModifier
*mod
= *itr
;
16538 if (mod
&& mod
->charges
== -1 && (mod
->lastAffected
== spell
|| mod
->lastAffected
==NULL
))
16540 RemoveAurasDueToSpell(mod
->spellId
);
16541 if (m_spellMods
[i
].empty())
16544 itr
= m_spellMods
[i
].begin();
16550 // send Proficiency
16551 void Player::SendProficiency(uint8 pr1
, uint32 pr2
)
16553 WorldPacket
data(SMSG_SET_PROFICIENCY
, 8);
16554 data
<< pr1
<< pr2
;
16555 GetSession()->SendPacket (&data
);
16558 void Player::RemovePetitionsAndSigns(uint64 guid
, uint32 type
)
16560 QueryResult
*result
= NULL
;
16562 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
16564 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16567 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.
16568 { // and SendPetitionQueryOpcode reads data from the DB
16569 Field
*fields
= result
->Fetch();
16570 uint64 ownerguid
= MAKE_NEW_GUID(fields
[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
16571 uint64 petitionguid
= MAKE_NEW_GUID(fields
[1].GetUInt32(), 0, HIGHGUID_ITEM
);
16573 // send update if charter owner in game
16574 Player
* owner
= objmgr
.GetPlayer(ownerguid
);
16576 owner
->GetSession()->SendPetitionQueryOpcode(petitionguid
);
16578 } while ( result
->NextRow() );
16583 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
16585 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16588 CharacterDatabase
.BeginTransaction();
16591 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid
));
16592 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid
));
16596 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16597 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16599 CharacterDatabase
.CommitTransaction();
16602 void Player::LeaveAllArenaTeams(uint64 guid
)
16604 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
));
16610 Field
*fields
= result
->Fetch();
16611 uint32 at_id
= fields
[0].GetUInt32();
16614 ArenaTeam
* at
= objmgr
.GetArenaTeamById(at_id
);
16616 at
->DelMember(guid
);
16618 } while (result
->NextRow());
16623 void Player::SetRestBonus (float rest_bonus_new
)
16625 // Prevent resting on max level
16626 if(getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
16627 rest_bonus_new
= 0;
16629 if(rest_bonus_new
< 0)
16630 rest_bonus_new
= 0;
16632 float rest_bonus_max
= (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)*1.5/2;
16634 if(rest_bonus_new
> rest_bonus_max
)
16635 m_rest_bonus
= rest_bonus_max
;
16637 m_rest_bonus
= rest_bonus_new
;
16639 // update data for client
16640 if(m_rest_bonus
>10)
16641 SetByteValue(PLAYER_BYTES_2
, 3, 0x01); // Set Reststate = Rested
16642 else if(m_rest_bonus
<=1)
16643 SetByteValue(PLAYER_BYTES_2
, 3, 0x02); // Set Reststate = Normal
16646 SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE
, uint32(m_rest_bonus
));
16649 void Player::HandleStealthedUnitsDetection()
16651 std::list
<Unit
*> stealthedUnits
;
16653 CellPair
p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
16655 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
16656 cell
.SetNoCreate();
16658 MaNGOS::AnyStealthedCheck u_check
;
16659 MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
> searcher(stealthedUnits
, u_check
);
16661 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, WorldTypeMapContainer
> world_unit_searcher(searcher
);
16662 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, GridTypeMapContainer
> grid_unit_searcher(searcher
);
16664 CellLock
<GridReadGuard
> cell_lock(cell
, p
);
16665 cell_lock
->Visit(cell_lock
, world_unit_searcher
, *GetMap());
16666 cell_lock
->Visit(cell_lock
, grid_unit_searcher
, *GetMap());
16668 for (std::list
<Unit
*>::iterator i
= stealthedUnits
.begin(); i
!= stealthedUnits
.end();)
16672 i
= stealthedUnits
.erase(i
);
16676 if ((*i
)->isVisibleForOrDetect(this,true))
16679 (*i
)->SendUpdateToPlayer(this);
16680 m_clientGUIDs
.insert((*i
)->GetGUID());
16682 #ifdef MANGOS_DEBUG
16683 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
16684 sLog
.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i
)->GetGUIDLow(),(*i
)->GetTypeId(),GetGUIDLow(),GetDistance(*i
));
16687 // target aura duration for caster show only if target exist at caster client
16688 // send data at target visibility change (adding to client)
16689 if((*i
)!=this && (*i
)->isType(TYPEMASK_UNIT
))
16690 SendAurasForTarget(*i
);
16692 i
= stealthedUnits
.erase(i
);
16700 bool Player::ActivateTaxiPathTo(std::vector
<uint32
> const& nodes
, uint32 mount_id
, Creature
* npc
)
16702 if(nodes
.size() < 2)
16705 // not let cheating with start flight mounted
16708 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16709 data
<< uint32(ERR_TAXIPLAYERALREADYMOUNTED
);
16710 GetSession()->SendPacket(&data
);
16714 if( m_ShapeShiftFormSpellId
&& m_form
!= FORM_BATTLESTANCE
&& m_form
!= FORM_BERSERKERSTANCE
&& m_form
!= FORM_DEFENSIVESTANCE
&& m_form
!= FORM_SHADOW
)
16716 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16717 data
<< uint32(ERR_TAXIPLAYERSHAPESHIFTED
);
16718 GetSession()->SendPacket(&data
);
16722 // 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
16723 if(GetSession()->isLogingOut() ||
16724 (!m_currentSpells
[CURRENT_GENERIC_SPELL
] ||
16725 m_currentSpells
[CURRENT_GENERIC_SPELL
]->m_spellInfo
->Effect
[0] != SPELL_EFFECT_SEND_TAXI
)&&
16726 IsNonMeleeSpellCasted(false) ||
16729 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16730 data
<< uint32(ERR_TAXIPLAYERBUSY
);
16731 GetSession()->SendPacket(&data
);
16735 if(HasFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_DISABLE_MOVE
))
16738 uint32 sourcenode
= nodes
[0];
16740 // starting node too far away (cheat?)
16741 TaxiNodesEntry
const* node
= sTaxiNodesStore
.LookupEntry(sourcenode
);
16742 if( !node
|| node
->map_id
!= GetMapId() ||
16743 (node
->x
- GetPositionX())*(node
->x
- GetPositionX())+
16744 (node
->y
- GetPositionY())*(node
->y
- GetPositionY())+
16745 (node
->z
- GetPositionZ())*(node
->z
- GetPositionZ()) >
16746 (2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
) )
16748 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16749 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
16750 GetSession()->SendPacket(&data
);
16754 // Prepare to flight start now
16756 // stop combat at start taxi flight if any
16759 // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
16762 // clean not finished taxi path if any
16763 m_taxi
.ClearTaxiDestinations();
16765 // 0 element current node
16766 m_taxi
.AddTaxiDestination(sourcenode
);
16768 // fill destinations path tail
16769 uint32 sourcepath
= 0;
16770 uint32 totalcost
= 0;
16772 uint32 prevnode
= sourcenode
;
16773 uint32 lastnode
= 0;
16775 for(uint32 i
= 1; i
< nodes
.size(); ++i
)
16779 lastnode
= nodes
[i
];
16780 objmgr
.GetTaxiPath(prevnode
, lastnode
, path
, cost
);
16784 m_taxi
.ClearTaxiDestinations();
16790 if(prevnode
== sourcenode
)
16793 m_taxi
.AddTaxiDestination(lastnode
);
16795 prevnode
= lastnode
;
16798 if(!mount_id
) // if not provide then attempt use default.
16799 mount_id
= objmgr
.GetTaxiMount(sourcenode
, GetTeam());
16801 if (mount_id
== 0 || sourcepath
== 0)
16803 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16804 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
16805 GetSession()->SendPacket(&data
);
16806 m_taxi
.ClearTaxiDestinations();
16810 uint32 money
= GetMoney();
16814 totalcost
= (uint32
)ceil(totalcost
*GetReputationPriceDiscount(npc
));
16817 if(money
< totalcost
)
16819 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16820 data
<< uint32(ERR_TAXINOTENOUGHMONEY
);
16821 GetSession()->SendPacket(&data
);
16822 m_taxi
.ClearTaxiDestinations();
16826 //Checks and preparations done, DO FLIGHT
16827 ModifyMoney(-(int32
)totalcost
);
16829 // prevent stealth flight
16830 RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH
);
16832 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16833 data
<< uint32(ERR_TAXIOK
);
16834 GetSession()->SendPacket(&data
);
16836 sLog
.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY");
16838 GetSession()->SendDoFlight(mount_id
, sourcepath
);
16843 void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask
, uint32 unTimeMs
)
16845 // last check 2.0.10
16846 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+m_spells
.size()*8);
16848 data
<< uint8(0x0); // flags (0x1, 0x2)
16849 time_t curTime
= time(NULL
);
16850 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
16852 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
16854 uint32 unSpellId
= itr
->first
;
16855 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(unSpellId
);
16862 // Not send cooldown for this spells
16863 if (spellInfo
->Attributes
& SPELL_ATTR_DISABLED_WHILE_ACTIVE
)
16866 if((idSchoolMask
& GetSpellSchoolMask(spellInfo
)) && GetSpellCooldownDelay(unSpellId
) < unTimeMs
)
16869 data
<< unTimeMs
; // in m.secs
16870 AddSpellCooldown(unSpellId
, 0, curTime
+ unTimeMs
/1000);
16873 GetSession()->SendPacket(&data
);
16876 void Player::InitDataForForm(bool reapplyMods
)
16878 SpellShapeshiftEntry
const* ssEntry
= sSpellShapeshiftStore
.LookupEntry(m_form
);
16879 if(ssEntry
&& ssEntry
->attackSpeed
)
16881 SetAttackTime(BASE_ATTACK
,ssEntry
->attackSpeed
);
16882 SetAttackTime(OFF_ATTACK
,ssEntry
->attackSpeed
);
16883 SetAttackTime(RANGED_ATTACK
, BASE_ATTACK_TIME
);
16886 SetRegularAttackTime();
16892 if(getPowerType()!=POWER_ENERGY
)
16893 setPowerType(POWER_ENERGY
);
16897 case FORM_DIREBEAR
:
16899 if(getPowerType()!=POWER_RAGE
)
16900 setPowerType(POWER_RAGE
);
16903 default: // 0, for example
16905 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(getClass());
16906 if(cEntry
&& cEntry
->powerType
< MAX_POWERS
&& uint32(getPowerType()) != cEntry
->powerType
)
16907 setPowerType(Powers(cEntry
->powerType
));
16912 // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
16914 UpdateEquipSpellsAtFormChange();
16916 UpdateAttackPowerAndDamage();
16917 UpdateAttackPowerAndDamage(true);
16920 // Return true is the bought item has a max count to force refresh of window by caller
16921 bool Player::BuyItemFromVendor(uint64 vendorguid
, uint32 item
, uint8 count
, uint64 bagguid
, uint8 slot
)
16923 // cheating attempt
16924 if(count
< 1) count
= 1;
16929 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype( item
);
16932 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, NULL
, item
, 0);
16936 Creature
*pCreature
= ObjectAccessor::GetNPCIfCanInteractWith(*this, vendorguid
,UNIT_NPC_FLAG_VENDOR
);
16939 sLog
.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid
)) );
16940 SendBuyError( BUY_ERR_DISTANCE_TOO_FAR
, NULL
, item
, 0);
16944 VendorItemData
const* vItems
= pCreature
->GetVendorItems();
16945 if(!vItems
|| vItems
->Empty())
16947 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
16951 size_t vendor_slot
= vItems
->FindItemSlot(item
);
16952 if(vendor_slot
>= vItems
->GetItemCount())
16954 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
16958 VendorItem
const* crItem
= vItems
->m_items
[vendor_slot
];
16960 // check current item amount if it limited
16961 if( crItem
->maxcount
!= 0 )
16963 if(pCreature
->GetVendorItemCurrentCount(crItem
) < pProto
->BuyCount
* count
)
16965 SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD
, pCreature
, item
, 0);
16970 if( uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
16972 SendBuyError( BUY_ERR_REPUTATION_REQUIRE
, pCreature
, item
, 0);
16976 if(crItem
->ExtendedCost
)
16978 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
16981 sLog
.outError("Item %u have wrong ExtendedCost field value %u", pProto
->ItemId
, crItem
->ExtendedCost
);
16985 // honor points price
16986 if(GetHonorPoints() < (iece
->reqhonorpoints
* count
))
16988 SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS
, NULL
, NULL
);
16992 // arena points price
16993 if(GetArenaPoints() < (iece
->reqarenapoints
* count
))
16995 SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS
, NULL
, NULL
);
17000 for (uint8 i
= 0; i
< 5; ++i
)
17002 if(iece
->reqitem
[i
] && !HasItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
)))
17004 SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS
, NULL
, NULL
);
17009 // check for personal arena rating requirement
17010 if( GetMaxPersonalArenaRatingRequirement() < iece
->reqpersonalarenarating
)
17012 // probably not the proper equip err
17013 SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK
,NULL
,NULL
);
17018 uint32 price
= pProto
->BuyPrice
* count
;
17020 // reputation discount
17021 price
= uint32(floor(price
* GetReputationPriceDiscount(pCreature
)));
17023 if( GetMoney() < price
)
17025 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, pCreature
, item
, 0);
17029 uint8 bag
= 0; // init for case invalid bagGUID
17031 if (bagguid
!= NULL_BAG
&& slot
!= NULL_SLOT
)
17034 if( bagguid
== GetGUID() )
17036 bag
= INVENTORY_SLOT_BAG_0
;
17040 for (int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
;i
++)
17042 pBag
= (Bag
*)GetItemByPos(INVENTORY_SLOT_BAG_0
,i
);
17045 if( bagguid
== pBag
->GetGUID() )
17055 if( IsInventoryPos( bag
, slot
) || (bagguid
== NULL_BAG
&& slot
== NULL_SLOT
) )
17057 ItemPosCountVec dest
;
17058 uint8 msg
= CanStoreNewItem( bag
, slot
, dest
, item
, pProto
->BuyCount
* count
);
17059 if( msg
!= EQUIP_ERR_OK
)
17061 SendEquipError( msg
, NULL
, NULL
);
17065 ModifyMoney( -(int32
)price
);
17066 if(crItem
->ExtendedCost
) // case for new honor system
17068 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17069 if(iece
->reqhonorpoints
)
17070 ModifyHonorPoints( - int32(iece
->reqhonorpoints
* count
));
17071 if(iece
->reqarenapoints
)
17072 ModifyArenaPoints( - int32(iece
->reqarenapoints
* count
));
17073 for (uint8 i
= 0; i
< 5; ++i
)
17075 if(iece
->reqitem
[i
])
17076 DestroyItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
), true);
17080 if(Item
*it
= StoreNewItem( dest
, item
, true ))
17082 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
17084 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
17085 data
<< pCreature
->GetGUID();
17086 data
<< (uint32
)(vendor_slot
+1); // numbered from 1 at client
17087 data
<< (uint32
)(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
17088 data
<< (uint32
)count
;
17089 GetSession()->SendPacket(&data
);
17091 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
17094 else if( IsEquipmentPos( bag
, slot
) )
17096 if(pProto
->BuyCount
* count
!= 1)
17098 SendEquipError( EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
, NULL
, NULL
);
17103 uint8 msg
= CanEquipNewItem( slot
, dest
, item
, false );
17104 if( msg
!= EQUIP_ERR_OK
)
17106 SendEquipError( msg
, NULL
, NULL
);
17110 ModifyMoney( -(int32
)price
);
17111 if(crItem
->ExtendedCost
) // case for new honor system
17113 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17114 if(iece
->reqhonorpoints
)
17115 ModifyHonorPoints( - int32(iece
->reqhonorpoints
));
17116 if(iece
->reqarenapoints
)
17117 ModifyArenaPoints( - int32(iece
->reqarenapoints
));
17118 for (uint8 i
= 0; i
< 5; ++i
)
17120 if(iece
->reqitem
[i
])
17121 DestroyItemCount(iece
->reqitem
[i
], iece
->reqitemcount
[i
], true);
17125 if(Item
*it
= EquipNewItem( dest
, item
, true ))
17127 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
17129 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
17130 data
<< pCreature
->GetGUID();
17131 data
<< (uint32
)(vendor_slot
+1); // numbered from 1 at client
17132 data
<< (uint32
)(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
17133 data
<< (uint32
)count
;
17134 GetSession()->SendPacket(&data
);
17136 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
17138 AutoUnequipOffhandIfNeed();
17143 SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
, NULL
, NULL
);
17147 return crItem
->maxcount
!=0;
17150 uint32
Player::GetMaxPersonalArenaRatingRequirement()
17152 // returns the maximal personal arena rating that can be used to purchase items requiring this condition
17153 // the personal rating of the arena team must match the required limit as well
17154 // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
17155 uint32 max_personal_rating
= 0;
17156 for(int i
= 0; i
< MAX_ARENA_SLOT
; ++i
)
17158 if(ArenaTeam
* at
= objmgr
.GetArenaTeamById(GetArenaTeamId(i
)))
17160 uint32 p_rating
= GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (i
* 6) + 5);
17161 uint32 t_rating
= at
->GetRating();
17162 p_rating
= p_rating
<t_rating
? p_rating
: t_rating
;
17163 if(max_personal_rating
< p_rating
)
17164 max_personal_rating
= p_rating
;
17167 return max_personal_rating
;
17170 void Player::UpdateHomebindTime(uint32 time
)
17172 // GMs never get homebind timer online
17173 if (m_InstanceValid
|| isGameMaster())
17175 if(m_HomebindTimer
) // instance valid, but timer not reset
17178 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
17181 GetSession()->SendPacket(&data
);
17183 // instance is valid, reset homebind timer
17184 m_HomebindTimer
= 0;
17186 else if (m_HomebindTimer
> 0)
17188 if (time
>= m_HomebindTimer
)
17190 // teleport to homebind location
17191 TeleportTo(m_homebindMapId
, m_homebindX
, m_homebindY
, m_homebindZ
, GetOrientation());
17194 m_HomebindTimer
-= time
;
17198 // instance is invalid, start homebind timer
17199 m_HomebindTimer
= 60000;
17200 // send message to player
17201 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
17202 data
<< m_HomebindTimer
;
17204 GetSession()->SendPacket(&data
);
17205 sLog
.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow());
17209 void Player::UpdatePvP(bool state
, bool ovrride
)
17211 if(!state
|| ovrride
)
17214 if(Pet
* pet
= GetPet())
17215 pet
->SetPvP(state
);
17216 if(Unit
* charmed
= GetCharm())
17217 charmed
->SetPvP(state
);
17219 pvpInfo
.endTimer
= 0;
17223 if(pvpInfo
.endTimer
!= 0)
17224 pvpInfo
.endTimer
= time(NULL
);
17229 if(Pet
* pet
= GetPet())
17230 pet
->SetPvP(state
);
17231 if(Unit
* charmed
= GetCharm())
17232 charmed
->SetPvP(state
);
17237 void Player::AddSpellCooldown(uint32 spellid
, uint32 itemid
, time_t end_time
)
17241 sc
.itemid
= itemid
;
17242 m_spellCooldowns
[spellid
] = sc
;
17245 void Player::SendCooldownEvent(SpellEntry
const *spellInfo
)
17247 if ( !(spellInfo
->Attributes
& SPELL_ATTR_DISABLED_WHILE_ACTIVE
) )
17250 // Get spell cooldown
17251 int32 cooldown
= GetSpellRecoveryTime(spellInfo
);
17253 ApplySpellMod(spellInfo
->Id
, SPELLMOD_COOLDOWN
, cooldown
);
17257 AddSpellCooldown(spellInfo
->Id
, 0, time(NULL
) + cooldown
/ 1000);
17259 WorldPacket
data(SMSG_COOLDOWN_EVENT
, (4+8));
17260 data
<< spellInfo
->Id
;
17262 SendDirectMessage(&data
);
17264 //slot to be excluded while counting
17265 bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition
, int8 slot
)
17267 if(!enchantmentcondition
)
17270 SpellItemEnchantmentConditionEntry
const *Condition
= sSpellItemEnchantmentConditionStore
.LookupEntry(enchantmentcondition
);
17275 uint8 curcount
[4] = {0, 0, 0, 0};
17277 //counting current equipped gem colors
17278 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
17282 Item
*pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
17283 if(pItem2
&& pItem2
->GetProto()->Socket
[0].Color
)
17285 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17287 uint32 enchant_id
= pItem2
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17291 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17295 uint32 gemid
= enchantEntry
->GemID
;
17299 ItemPrototype
const* gemProto
= sItemStorage
.LookupEntry
<ItemPrototype
>(gemid
);
17303 GemPropertiesEntry
const* gemProperty
= sGemPropertiesStore
.LookupEntry(gemProto
->GemProperties
);
17307 uint8 GemColor
= gemProperty
->color
;
17309 for(uint8 b
= 0, tmpcolormask
= 1; b
< 4; b
++, tmpcolormask
<<= 1)
17311 if(tmpcolormask
& GemColor
)
17318 bool activate
= true;
17320 for(int i
= 0; i
< 5; i
++)
17322 if(!Condition
->Color
[i
])
17325 uint32 _cur_gem
= curcount
[Condition
->Color
[i
] - 1];
17327 // if have <CompareColor> use them as count, else use <value> from Condition
17328 uint32 _cmp_gem
= Condition
->CompareColor
[i
] ? curcount
[Condition
->CompareColor
[i
] - 1]: Condition
->Value
[i
];
17330 switch(Condition
->Comparator
[i
])
17332 case 2: // requires less <color> than (<value> || <comparecolor>) gems
17333 activate
&= (_cur_gem
< _cmp_gem
) ? true : false;
17335 case 3: // requires more <color> than (<value> || <comparecolor>) gems
17336 activate
&= (_cur_gem
> _cmp_gem
) ? true : false;
17338 case 5: // requires at least <color> than (<value> || <comparecolor>) gems
17339 activate
&= (_cur_gem
>= _cmp_gem
) ? true : false;
17344 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");
17349 void Player::CorrectMetaGemEnchants(uint8 exceptslot
, bool apply
)
17351 //cycle all equipped items
17352 for(uint32 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
17354 //enchants for the slot being socketed are handled by Player::ApplyItemMods
17355 if(slot
== exceptslot
)
17358 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
17360 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
)
17363 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17365 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17369 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17373 uint32 condition
= enchantEntry
->EnchantmentCondition
;
17376 //was enchant active with/without item?
17377 bool wasactive
= EnchantmentFitsRequirements(condition
, apply
? exceptslot
: -1);
17378 //should it now be?
17379 if(wasactive
^ EnchantmentFitsRequirements(condition
, apply
? -1 : exceptslot
))
17381 // ignore item gem conditions
17382 //if state changed, (dis)apply enchant
17383 ApplyEnchantment(pItem
,EnchantmentSlot(enchant_slot
),!wasactive
,true,true);
17390 //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
17391 void Player::ToggleMetaGemsActive(uint8 exceptslot
, bool apply
)
17393 //cycle all equipped items
17394 for(int slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
17396 //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
17397 if(slot
== exceptslot
)
17400 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
17402 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
) //if item has no sockets or no item is equipped go to next item
17405 //cycle all (gem)enchants
17406 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17408 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17409 if(!enchant_id
) //if no enchant go to next enchant(slot)
17412 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17416 //only metagems to be (de)activated, so only enchants with condition
17417 uint32 condition
= enchantEntry
->EnchantmentCondition
;
17419 ApplyEnchantment(pItem
,EnchantmentSlot(enchant_slot
), apply
);
17424 void Player::LeaveBattleground(bool teleportToEntryPoint
)
17426 if(BattleGround
*bg
= GetBattleGround())
17428 bool need_debuf
= bg
->isBattleGround() && (bg
->GetStatus() == STATUS_IN_PROGRESS
) && sWorld
.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER
);
17430 bg
->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint
, true);
17432 // call after remove to be sure that player resurrected for correct cast
17434 CastSpell(this, 26013, true); // Deserter
17438 bool Player::CanJoinToBattleground() const
17440 // check Deserter debuff
17441 if(GetDummyAura(26013))
17447 bool Player::CanReportAfkDueToLimit()
17449 // a player can complain about 15 people per 5 minutes
17450 if(m_bgAfkReportedCount
>= 15)
17452 ++m_bgAfkReportedCount
;
17456 ///This player has been blamed to be inactive in a battleground
17457 void Player::ReportedAfkBy(Player
* reporter
)
17459 BattleGround
*bg
= GetBattleGround();
17460 if(!bg
|| bg
!= reporter
->GetBattleGround() || GetTeam() != reporter
->GetTeam())
17463 // check if player has 'Idle' or 'Inactive' debuff
17464 if(m_bgAfkReporter
.find(reporter
->GetGUIDLow())==m_bgAfkReporter
.end() && !HasAura(43680,0) && !HasAura(43681,0) && reporter
->CanReportAfkDueToLimit())
17466 m_bgAfkReporter
.insert(reporter
->GetGUIDLow());
17467 // 3 players have to complain to apply debuff
17468 if(m_bgAfkReporter
.size() >= 3)
17470 // cast 'Idle' spell
17471 CastSpell(this, 43680, true);
17472 m_bgAfkReporter
.clear();
17477 bool Player::IsVisibleInGridForPlayer( Player
* pl
) const
17479 // gamemaster in GM mode see all, including ghosts
17480 if(pl
->isGameMaster() && GetSession()->GetSecurity() <= pl
->GetSession()->GetSecurity())
17483 // It seems in battleground everyone sees everyone, except the enemy-faction ghosts
17484 if (InBattleGround())
17486 if (!(isAlive() || m_deathTimer
> 0) && !IsFriendlyTo(pl
) )
17491 // Live player see live player or dead player with not realized corpse
17492 if(pl
->isAlive() || pl
->m_deathTimer
> 0)
17494 return isAlive() || m_deathTimer
> 0;
17497 // Ghost see other friendly ghosts, that's for sure
17498 if(!(isAlive() || m_deathTimer
> 0) && IsFriendlyTo(pl
))
17501 // Dead player see live players near own corpse
17504 Corpse
*corpse
= pl
->GetCorpse();
17507 // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
17508 if(corpse
->IsWithinDistInMap(this,(20+25)*sWorld
.getRate(RATE_CREATURE_AGGRO
)))
17513 // and not see any other
17517 bool Player::IsVisibleGloballyFor( Player
* u
) const
17522 // Always can see self
17526 // Visible units, always are visible for all players
17527 if (GetVisibility() == VISIBILITY_ON
)
17530 // GMs are visible for higher gms (or players are visible for gms)
17531 if (u
->GetSession()->GetSecurity() > SEC_PLAYER
)
17532 return GetSession()->GetSecurity() <= u
->GetSession()->GetSecurity();
17534 // non faction visibility non-breakable for non-GMs
17535 if (GetVisibility() == VISIBILITY_OFF
)
17538 // non-gm stealth/invisibility not hide from global player lists
17542 void Player::UpdateVisibilityOf(WorldObject
* target
)
17544 if(HaveAtClient(target
))
17546 if(!target
->isVisibleForInState(this,true))
17548 target
->DestroyForPlayer(this);
17549 m_clientGUIDs
.erase(target
->GetGUID());
17551 #ifdef MANGOS_DEBUG
17552 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17553 sLog
.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
17559 if(target
->isVisibleForInState(this,false))
17561 target
->SendUpdateToPlayer(this);
17562 if(target
->GetTypeId()!=TYPEID_GAMEOBJECT
||!((GameObject
*)target
)->IsTransport())
17563 m_clientGUIDs
.insert(target
->GetGUID());
17565 #ifdef MANGOS_DEBUG
17566 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17567 sLog
.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
17570 // target aura duration for caster show only if target exist at caster client
17571 // send data at target visibility change (adding to client)
17572 if(target
!=this && target
->isType(TYPEMASK_UNIT
))
17573 SendAurasForTarget((Unit
*)target
);
17575 if(target
->GetTypeId()==TYPEID_UNIT
&& ((Creature
*)target
)->isAlive())
17576 ((Creature
*)target
)->SendMonsterMoveWithSpeedToCurrentDestination(this);
17582 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, T
* target
)
17584 s64
.insert(target
->GetGUID());
17588 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, GameObject
* target
)
17590 if(!target
->IsTransport())
17591 s64
.insert(target
->GetGUID());
17595 void Player::UpdateVisibilityOf(T
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
)
17597 if(HaveAtClient(target
))
17599 if(!target
->isVisibleForInState(this,true))
17601 target
->BuildOutOfRangeUpdateBlock(&data
);
17602 m_clientGUIDs
.erase(target
->GetGUID());
17604 #ifdef MANGOS_DEBUG
17605 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17606 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
));
17612 if(target
->isVisibleForInState(this,false))
17614 visibleNow
.insert(target
);
17615 target
->BuildUpdate(data_updates
);
17616 target
->BuildCreateUpdateBlockForPlayer(&data
, this);
17617 UpdateVisibilityOf_helper(m_clientGUIDs
,target
);
17619 #ifdef MANGOS_DEBUG
17620 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17621 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
));
17627 template void Player::UpdateVisibilityOf(Player
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17628 template void Player::UpdateVisibilityOf(Creature
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17629 template void Player::UpdateVisibilityOf(Corpse
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17630 template void Player::UpdateVisibilityOf(GameObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17631 template void Player::UpdateVisibilityOf(DynamicObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17633 void Player::InitPrimaryProffesions()
17635 SetFreePrimaryProffesions(sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
));
17638 void Player::SendComboPoints()
17640 Unit
*combotarget
= ObjectAccessor::GetUnit(*this, m_comboTarget
);
17643 WorldPacket
data(SMSG_UPDATE_COMBO_POINTS
, combotarget
->GetPackGUID().size()+1);
17644 data
.append(combotarget
->GetPackGUID());
17645 data
<< uint8(m_comboPoints
);
17646 GetSession()->SendPacket(&data
);
17650 void Player::AddComboPoints(Unit
* target
, int8 count
)
17655 // without combo points lost (duration checked in aura)
17656 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
17658 if(target
->GetGUID() == m_comboTarget
)
17660 m_comboPoints
+= count
;
17665 if(Unit
* target
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
17666 target
->RemoveComboPointHolder(GetGUIDLow());
17668 m_comboTarget
= target
->GetGUID();
17669 m_comboPoints
= count
;
17671 target
->AddComboPointHolder(GetGUIDLow());
17674 if (m_comboPoints
> 5) m_comboPoints
= 5;
17675 if (m_comboPoints
< 0) m_comboPoints
= 0;
17680 void Player::ClearComboPoints()
17685 // without combopoints lost (duration checked in aura)
17686 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
17692 if(Unit
* target
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
17693 target
->RemoveComboPointHolder(GetGUIDLow());
17698 void Player::SetGroup(Group
*group
, int8 subgroup
)
17700 if(group
== NULL
) m_group
.unlink();
17703 // never use SetGroup without a subgroup unless you specify NULL for group
17704 assert(subgroup
>= 0);
17705 m_group
.link(group
, this);
17706 m_group
.setSubGroup((uint8
)subgroup
);
17710 void Player::SendInitialPacketsBeforeAddToMap()
17712 WorldPacket
data(SMSG_SET_REST_START_OBSOLETE
, 4);
17713 data
<< uint32(0); // unknown, may be rest state time or experience
17714 GetSession()->SendPacket(&data
);
17717 data
.Initialize(SMSG_BINDPOINTUPDATE
, 5*4);
17718 data
<< m_homebindX
<< m_homebindY
<< m_homebindZ
;
17719 data
<< (uint32
) m_homebindMapId
;
17720 data
<< (uint32
) m_homebindZoneId
;
17721 GetSession()->SendPacket(&data
);
17723 // SMSG_SET_PROFICIENCY
17724 // SMSG_UPDATE_AURA_DURATION
17727 data
.Initialize(SMSG_TUTORIAL_FLAGS
, 8*4);
17728 for (int i
= 0; i
< 8; ++i
)
17729 data
<< uint32( GetTutorialInt(i
) );
17730 GetSession()->SendPacket(&data
);
17732 SendInitialSpells();
17734 data
.Initialize(SMSG_SEND_UNLEARN_SPELLS
, 4);
17735 data
<< uint32(0); // count, for(count) uint32;
17736 GetSession()->SendPacket(&data
);
17738 SendInitialActionButtons();
17739 SendInitialReputations();
17740 m_achievementMgr
.SendAllAchievementData();
17741 UpdateZone(GetZoneId());
17742 SendInitWorldStates();
17744 // SMSG_SET_AURA_SINGLE
17746 data
.Initialize(SMSG_LOGIN_SETTIMESPEED
, 8);
17747 data
<< uint32(secsToTimeBitFields(sWorld
.GetGameTime()));
17748 data
<< (float)0.01666667f
; // game speed
17749 GetSession()->SendPacket( &data
);
17751 data
.Initialize(SMSG_TIME_SYNC_REQ
, 4); // new 2.0.x, enable movement
17752 data
<< uint32(0x00000000); // on blizz it increments periodically
17753 GetSession()->SendPacket(&data
);
17755 // set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment
17756 if(HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
) || isInFlight())
17757 AddUnitMovementFlag(MOVEMENTFLAG_FLYING2
);
17762 void Player::SendInitialPacketsAfterAddToMap()
17764 WorldPacket
data(SMSG_TIME_SYNC_REQ
, 4); // new 2.0.x, enable movement
17765 data
<< uint32(0x00000000); // on blizz it increments periodically
17766 GetSession()->SendPacket(&data
);
17768 CastSpell(this, 836, true); // LOGINEFFECT
17770 // set some aura effects that send packet to player client after add player to map
17771 // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
17772 // same auras state lost at far teleport, send it one more time in this case also
17773 static const AuraType auratypes
[] =
17775 SPELL_AURA_MOD_FEAR
, SPELL_AURA_TRANSFORM
, SPELL_AURA_WATER_WALK
,
17776 SPELL_AURA_FEATHER_FALL
, SPELL_AURA_HOVER
, SPELL_AURA_SAFE_FALL
,
17777 SPELL_AURA_FLY
, SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
, SPELL_AURA_NONE
17779 for(AuraType
const* itr
= &auratypes
[0]; itr
&& itr
[0] != SPELL_AURA_NONE
; ++itr
)
17781 Unit::AuraList
const& auraList
= GetAurasByType(*itr
);
17782 if(!auraList
.empty())
17783 auraList
.front()->ApplyModifier(true,true);
17786 if(HasAuraType(SPELL_AURA_MOD_STUN
))
17787 SetMovement(MOVE_ROOT
);
17789 // manual send package (have code in ApplyModifier(true,true); that don't must be re-applied.
17790 if(HasAuraType(SPELL_AURA_MOD_ROOT
))
17792 WorldPacket
data(SMSG_FORCE_MOVE_ROOT
, 10);
17793 data
.append(GetPackGUID());
17795 SendMessageToSet(&data
,true);
17798 SendAurasForTarget(this);
17799 SendEnchantmentDurations(); // must be after add to map
17800 SendItemDurations(); // must be after add to map
17803 void Player::SendUpdateToOutOfRangeGroupMembers()
17805 if (m_groupUpdateMask
== GROUP_UPDATE_FLAG_NONE
)
17807 if(Group
* group
= GetGroup())
17808 group
->UpdatePlayerOutOfRange(this);
17810 m_groupUpdateMask
= GROUP_UPDATE_FLAG_NONE
;
17811 m_auraUpdateMask
= 0;
17812 if(Pet
*pet
= GetPet())
17813 pet
->ResetAuraUpdateMask();
17816 void Player::SendTransferAborted(uint32 mapid
, uint8 reason
, uint8 arg
)
17818 WorldPacket
data(SMSG_TRANSFER_ABORTED
, 4+2);
17819 data
<< uint32(mapid
);
17820 data
<< uint8(reason
); // transfer abort reason
17823 case TRANSFER_ABORT_INSUF_EXPAN_LVL
:
17824 case TRANSFER_ABORT_DIFFICULTY
:
17825 case TRANSFER_ABORT_UNIQUE_MESSAGE
:
17826 data
<< uint8(arg
);
17829 GetSession()->SendPacket(&data
);
17832 void Player::SendInstanceResetWarning(uint32 mapid
, uint32 time
)
17834 // type of warning, based on the time remaining until reset
17837 type
= RAID_INSTANCE_WELCOME
;
17838 else if(time
> 900 && time
<= 3600)
17839 type
= RAID_INSTANCE_WARNING_HOURS
;
17840 else if(time
> 300 && time
<= 900)
17841 type
= RAID_INSTANCE_WARNING_MIN
;
17843 type
= RAID_INSTANCE_WARNING_MIN_SOON
;
17844 WorldPacket
data(SMSG_RAID_INSTANCE_MESSAGE
, 4+4+4);
17845 data
<< uint32(type
);
17846 data
<< uint32(mapid
);
17847 data
<< uint32(time
);
17848 GetSession()->SendPacket(&data
);
17851 void Player::ApplyEquipCooldown( Item
* pItem
)
17853 for(int i
= 0; i
<5; ++i
)
17855 _Spell
const& spellData
= pItem
->GetProto()->Spells
[i
];
17858 if( !spellData
.SpellId
)
17861 // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
17862 if( spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_USE
)
17865 AddSpellCooldown(spellData
.SpellId
, pItem
->GetEntry(), time(NULL
) + 30);
17867 WorldPacket
data(SMSG_ITEM_COOLDOWN
, 12);
17868 data
<< pItem
->GetGUID();
17869 data
<< uint32(spellData
.SpellId
);
17870 GetSession()->SendPacket(&data
);
17874 void Player::resetSpells()
17876 // not need after this call
17877 if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS
))
17879 m_atLoginFlags
= m_atLoginFlags
& ~AT_LOGIN_RESET_SPELLS
;
17880 CharacterDatabase
.PExecute("UPDATE characters SET at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_SPELLS
), GetGUIDLow());
17883 // make full copy of map (spells removed and marked as deleted at another spell remove
17884 // and we can't use original map for safe iterative with visit each spell at loop end
17885 PlayerSpellMap smap
= GetSpellMap();
17887 for(PlayerSpellMap::const_iterator iter
= smap
.begin();iter
!= smap
.end(); ++iter
)
17888 removeSpell(iter
->first
); // only iter->first can be accessed, object by iter->second can be deleted already
17890 learnDefaultSpells();
17891 learnQuestRewardedSpells();
17894 void Player::learnDefaultSpells(bool loading
)
17896 // learn default race/class spells
17897 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(getRace(),getClass());
17898 std::list
<CreateSpellPair
>::const_iterator spell_itr
;
17899 for (spell_itr
= info
->spell
.begin(); spell_itr
!=info
->spell
.end(); ++spell_itr
)
17901 uint16 tspell
= spell_itr
->first
;
17904 sLog
.outDebug("PLAYER: Adding initial spell, id = %u",tspell
);
17905 if(loading
|| !spell_itr
->second
) // not care about passive spells or loading case
17906 addSpell(tspell
,spell_itr
->second
);
17907 else // but send in normal spell in game learn case
17908 learnSpell(tspell
);
17913 void Player::learnQuestRewardedSpells(Quest
const* quest
)
17915 uint32 spell_id
= quest
->GetRewSpellCast();
17917 // skip quests without rewarded spell
17921 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
17925 // check learned spells state
17926 bool found
= false;
17927 for(int i
=0; i
< 3; ++i
)
17929 if(spellInfo
->Effect
[i
] == SPELL_EFFECT_LEARN_SPELL
&& !HasSpell(spellInfo
->EffectTriggerSpell
[i
]))
17936 // skip quests with not teaching spell or already known spell
17940 // prevent learn non first rank unknown profession and second specialization for same profession)
17941 uint32 learned_0
= spellInfo
->EffectTriggerSpell
[0];
17942 if( spellmgr
.GetSpellRank(learned_0
) > 1 && !HasSpell(learned_0
) )
17944 // not have first rank learned (unlearned prof?)
17945 uint32 first_spell
= spellmgr
.GetFirstSpellInChain(learned_0
);
17946 if( !HasSpell(first_spell
) )
17949 SpellEntry
const *learnedInfo
= sSpellStore
.LookupEntry(learned_0
);
17954 if(learnedInfo
->Effect
[0]==SPELL_EFFECT_TRADE_SKILL
&& learnedInfo
->Effect
[1]==0)
17956 // search other specialization for same prof
17957 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
17959 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->first
==learned_0
)
17962 SpellEntry
const *itrInfo
= sSpellStore
.LookupEntry(itr
->first
);
17966 // compare only specializations
17967 if(itrInfo
->Effect
[0]!=SPELL_EFFECT_TRADE_SKILL
|| itrInfo
->Effect
[1]!=0)
17970 // compare same chain spells
17971 if(spellmgr
.GetFirstSpellInChain(itr
->first
) != first_spell
)
17974 // now we have 2 specialization, learn possible only if found is lesser specialization rank
17975 if(!spellmgr
.IsHighRankOfSpell(learned_0
,itr
->first
))
17981 CastSpell( this, spell_id
, true);
17984 void Player::learnQuestRewardedSpells()
17986 // learn spells received from quest completing
17987 for(QuestStatusMap::const_iterator itr
= mQuestStatus
.begin(); itr
!= mQuestStatus
.end(); ++itr
)
17989 // skip no rewarded quests
17990 if(!itr
->second
.m_rewarded
)
17993 Quest
const* quest
= objmgr
.GetQuestTemplate(itr
->first
);
17997 learnQuestRewardedSpells(quest
);
18001 void Player::learnSkillRewardedSpells(uint32 skill_id
)
18003 uint32 raceMask
= getRaceMask();
18004 uint32 classMask
= getClassMask();
18005 for (uint32 j
=0; j
<sSkillLineAbilityStore
.GetNumRows(); ++j
)
18007 SkillLineAbilityEntry
const *pAbility
= sSkillLineAbilityStore
.LookupEntry(j
);
18008 if (!pAbility
|| pAbility
->skillId
!=skill_id
|| pAbility
->learnOnGetSkill
!= ABILITY_LEARNED_ON_GET_PROFESSION_SKILL
)
18010 // Check race if set
18011 if (pAbility
->racemask
&& !(pAbility
->racemask
& raceMask
))
18013 // Check class if set
18014 if (pAbility
->classmask
&& !(pAbility
->classmask
& classMask
))
18017 if (sSpellStore
.LookupEntry(pAbility
->spellId
))
18019 // Ok need learn spell
18020 learnSpell(pAbility
->spellId
);
18025 void Player::learnSkillRewardedSpells()
18027 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
18029 if(!GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
18032 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
18034 learnSkillRewardedSpells(pskill
);
18038 void Player::SendAurasForTarget(Unit
*target
)
18040 if(target
->GetVisibleAuras()->empty()) // speedup things
18043 WorldPacket
data(SMSG_AURA_UPDATE_ALL
);
18044 data
.append(target
->GetPackGUID());
18046 Unit::VisibleAuraMap
const *visibleAuras
= target
->GetVisibleAuras();
18047 for(Unit::VisibleAuraMap::const_iterator itr
= visibleAuras
->begin(); itr
!= visibleAuras
->end(); ++itr
)
18049 for(uint32 j
= 0; j
< 3; ++j
)
18051 if(Aura
*aura
= target
->GetAura(itr
->second
, j
))
18053 data
<< uint8(aura
->GetAuraSlot());
18054 data
<< uint32(aura
->GetId());
18058 uint8 auraFlags
= aura
->GetAuraFlags();
18060 data
<< uint8(auraFlags
);
18062 data
<< uint8(aura
->GetAuraLevel());
18064 data
<< uint8(aura
->m_procCharges
>= 0 ? aura
->m_procCharges
: 0 );
18066 if(!(auraFlags
& AFLAG_NOT_CASTER
))
18068 data
<< uint8(0); // packed GUID of someone (caster?)
18071 if(auraFlags
& AFLAG_DURATION
) // include aura duration
18073 data
<< uint32(aura
->GetAuraMaxDuration());
18074 data
<< uint32(aura
->GetAuraDuration());
18082 GetSession()->SendPacket(&data
);
18085 void Player::SetDailyQuestStatus( uint32 quest_id
)
18087 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
18089 if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
18091 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
18092 m_lastDailyQuestTime
= time(NULL
); // last daily quest time
18093 m_DailyQuestChanged
= true;
18099 void Player::ResetDailyQuestStatus()
18101 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
18102 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
18104 // DB data deleted in caller
18105 m_DailyQuestChanged
= false;
18106 m_lastDailyQuestTime
= 0;
18109 BattleGround
* Player::GetBattleGround() const
18111 if(GetBattleGroundId()==0)
18114 return sBattleGroundMgr
.GetBattleGround(GetBattleGroundId());
18117 bool Player::InArena() const
18119 BattleGround
*bg
= GetBattleGround();
18120 if(!bg
|| !bg
->isArena())
18126 bool Player::GetBGAccessByLevel(uint32 bgTypeId
) const
18128 // get a template bg instead of running one
18129 BattleGround
*bg
= sBattleGroundMgr
.GetBattleGroundTemplate(bgTypeId
);
18133 if(getLevel() < bg
->GetMinLevel() || getLevel() > bg
->GetMaxLevel())
18139 uint32
Player::GetMinLevelForBattleGroundQueueId(uint32 queue_id
)
18147 return 10*(queue_id
+1);
18150 uint32
Player::GetMaxLevelForBattleGroundQueueId(uint32 queue_id
)
18153 return 255; // hardcoded max level
18155 return 10*(queue_id
+2)-1;
18158 uint32
Player::GetBattleGroundQueueIdFromLevel() const
18160 uint32 level
= getLevel();
18163 else if (level
> 79)
18166 return level
/10 - 1; // 20..29 -> 1, 30-39 -> 2, ...
18168 assert(bgTypeId < MAX_BATTLEGROUND_TYPES);
18169 BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
18171 return (getLevel() - bg->GetMinLevel()) / 10;*/
18174 float Player::GetReputationPriceDiscount( Creature
const* pCreature
) const
18176 FactionTemplateEntry
const* vendor_faction
= pCreature
->getFactionTemplateEntry();
18177 if(!vendor_faction
)
18180 ReputationRank rank
= GetReputationRank(vendor_faction
->faction
);
18181 if(rank
<= REP_NEUTRAL
)
18184 return 1.0f
- 0.05f
* (rank
- REP_NEUTRAL
);
18187 bool Player::IsSpellFitByClassAndRace( uint32 spell_id
) const
18189 uint32 racemask
= getRaceMask();
18190 uint32 classmask
= getClassMask();
18192 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
18193 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
18195 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
18197 // skip wrong race skills
18198 if( _spell_idx
->second
->racemask
&& (_spell_idx
->second
->racemask
& racemask
) == 0)
18201 // skip wrong class skills
18202 if( _spell_idx
->second
->classmask
&& (_spell_idx
->second
->classmask
& classmask
) == 0)
18208 bool Player::HasQuestForGO(int32 GOId
)
18210 for( QuestStatusMap::iterator i
= mQuestStatus
.begin( ); i
!= mQuestStatus
.end( ); ++i
)
18212 QuestStatusData qs
=i
->second
;
18213 if (qs
.m_status
== QUEST_STATUS_INCOMPLETE
)
18215 Quest
const* qinfo
= objmgr
.GetQuestTemplate(i
->first
);
18219 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
18222 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
18224 if (qinfo
->ReqCreatureOrGOId
[j
]>=0) //skip non GO case
18227 if((-1)*GOId
== qinfo
->ReqCreatureOrGOId
[j
] && qs
.m_creatureOrGOcount
[j
] < qinfo
->ReqCreatureOrGOCount
[j
])
18235 void Player::UpdateForQuestsGO()
18237 if(m_clientGUIDs
.empty())
18241 WorldPacket packet
;
18242 for(ClientGUIDs::iterator itr
=m_clientGUIDs
.begin(); itr
!=m_clientGUIDs
.end(); ++itr
)
18244 if(IS_GAMEOBJECT_GUID(*itr
))
18246 GameObject
*obj
= HashMapHolder
<GameObject
>::Find(*itr
);
18248 obj
->BuildValuesUpdateBlockForPlayer(&udata
,this);
18251 udata
.BuildPacket(&packet
);
18252 GetSession()->SendPacket(&packet
);
18255 void Player::SummonIfPossible(bool agree
)
18259 m_summon_expire
= 0;
18263 // expire and auto declined
18264 if(m_summon_expire
< time(NULL
))
18267 // stop taxi flight at summon
18270 GetMotionMaster()->MovementExpired();
18271 m_taxi
.ClearTaxiDestinations();
18274 // drop flag at summon
18275 if(BattleGround
*bg
= GetBattleGround())
18276 bg
->EventPlayerDroppedFlag(this);
18278 m_summon_expire
= 0;
18280 TeleportTo(m_summon_mapid
, m_summon_x
, m_summon_y
, m_summon_z
,GetOrientation());
18283 void Player::RemoveItemDurations( Item
*item
)
18285 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end(); ++itr
)
18289 m_itemDuration
.erase(itr
);
18295 void Player::AddItemDurations( Item
*item
)
18297 if(item
->GetUInt32Value(ITEM_FIELD_DURATION
))
18299 m_itemDuration
.push_back(item
);
18300 item
->SendTimeUpdate(this);
18304 void Player::AutoUnequipOffhandIfNeed()
18306 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
18310 // need unequip for 2h-weapon without TitanGrip
18311 if (!IsTwoHandUsed())
18314 ItemPosCountVec off_dest
;
18315 uint8 off_msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false );
18316 if( off_msg
== EQUIP_ERR_OK
)
18318 RemoveItem(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
, true);
18319 StoreItem( off_dest
, offItem
, true );
18323 sLog
.outError("Player::EquipItem: Can's store offhand item at 2hand item equip for player (GUID: %u).",GetGUIDLow());
18327 bool Player::HasItemFitToSpellReqirements(SpellEntry
const* spellInfo
, Item
const* ignoreItem
)
18329 if(spellInfo
->EquippedItemClass
< 0)
18332 // scan other equipped items for same requirements (mostly 2 daggers/etc)
18333 // for optimize check 2 used cases only
18334 switch(spellInfo
->EquippedItemClass
)
18336 case ITEM_CLASS_WEAPON
:
18338 for(int i
= EQUIPMENT_SLOT_MAINHAND
; i
< EQUIPMENT_SLOT_TABARD
; ++i
)
18339 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
18340 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18344 case ITEM_CLASS_ARMOR
:
18346 // tabard not have dependent spells
18347 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_MAINHAND
; ++i
)
18348 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
18349 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18352 // shields can be equipped to offhand slot
18353 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
))
18354 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18357 // ranged slot can have some armor subclasses
18358 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_RANGED
))
18359 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18365 sLog
.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo
->EquippedItemClass
);
18372 bool Player::CanNoReagentCast(SpellEntry
const* spellInfo
) const
18374 // don't take reagents for spells with SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
18375 if (spellInfo
->AttributesEx5
& SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
&&
18376 HasFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PREPARATION
))
18379 // Check no reagent use mask
18380 uint64 noReagentMask_0_1
= GetUInt64Value(PLAYER_NO_REAGENT_COST_1
);
18381 uint32 noReagentMask_2
= GetUInt64Value(PLAYER_NO_REAGENT_COST_1
+2);
18382 if (spellInfo
->SpellFamilyFlags
& noReagentMask_0_1
||
18383 spellInfo
->SpellFamilyFlags2
& noReagentMask_2
)
18389 void Player::RemoveItemDependentAurasAndCasts( Item
* pItem
)
18391 AuraMap
& auras
= GetAuras();
18392 for(AuraMap::iterator itr
= auras
.begin(); itr
!= auras
.end(); )
18394 Aura
* aura
= itr
->second
;
18396 // skip passive (passive item dependent spells work in another way) and not self applied auras
18397 SpellEntry
const* spellInfo
= aura
->GetSpellProto();
18398 if(aura
->IsPassive() || aura
->GetCasterGUID()!=GetGUID())
18404 // skip if not item dependent or have alternative item
18405 if(HasItemFitToSpellReqirements(spellInfo
,pItem
))
18411 // no alt item, remove aura, restart check
18412 RemoveAurasDueToSpell(aura
->GetId());
18413 itr
= auras
.begin();
18416 // currently casted spells can be dependent from item
18417 for (uint32 i
= 0; i
< CURRENT_MAX_SPELL
; i
++)
18419 if( m_currentSpells
[i
] && m_currentSpells
[i
]->getState()!=SPELL_STATE_DELAYED
&&
18420 !HasItemFitToSpellReqirements(m_currentSpells
[i
]->m_spellInfo
,pItem
) )
18425 uint32
Player::GetResurrectionSpellId()
18427 // search priceless resurrection possibilities
18429 uint32 spell_id
= 0;
18430 AuraList
const& dummyAuras
= GetAurasByType(SPELL_AURA_DUMMY
);
18431 for(AuraList::const_iterator itr
= dummyAuras
.begin(); itr
!= dummyAuras
.end(); ++itr
)
18433 // Soulstone Resurrection // prio: 3 (max, non death persistent)
18434 if( prio
< 2 && (*itr
)->GetSpellProto()->SpellVisual
[0] == 99 && (*itr
)->GetSpellProto()->SpellIconID
== 92 )
18436 switch((*itr
)->GetId())
18438 case 20707: spell_id
= 3026; break; // rank 1
18439 case 20762: spell_id
= 20758; break; // rank 2
18440 case 20763: spell_id
= 20759; break; // rank 3
18441 case 20764: spell_id
= 20760; break; // rank 4
18442 case 20765: spell_id
= 20761; break; // rank 5
18443 case 27239: spell_id
= 27240; break; // rank 6
18445 sLog
.outError("Unhandled spell %%u: S.Resurrection",(*itr
)->GetId());
18451 // Twisting Nether // prio: 2 (max)
18452 else if((*itr
)->GetId()==23701 && roll_chance_i(10))
18459 // Reincarnation (passive spell) // prio: 1
18460 if(prio
< 1 && HasSpell(20608) && !HasSpellCooldown(21169) && HasItemCount(17030,1))
18466 bool Player::RewardPlayerAndGroupAtKill(Unit
* pVictim
)
18468 bool PvP
= pVictim
->isCharmedOwnedByPlayerOrPlayer();
18470 // prepare data for near group iteration (PvP and !PvP cases)
18472 bool honored_kill
= false;
18474 if(Group
*pGroup
= GetGroup())
18477 uint32 sum_level
= 0;
18478 Player
* member_with_max_level
= NULL
;
18479 Player
* not_gray_member_with_max_level
= NULL
;
18481 pGroup
->GetDataForXPAtKill(pVictim
,count
,sum_level
,member_with_max_level
,not_gray_member_with_max_level
);
18483 if(member_with_max_level
)
18485 /// not get Xp in PvP or no not gray players in group
18486 xp
= (PvP
|| !not_gray_member_with_max_level
) ? 0 : MaNGOS::XP::Gain(not_gray_member_with_max_level
, pVictim
);
18488 /// skip in check PvP case (for speed, not used)
18489 bool is_raid
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsRaid() && pGroup
->isRaidGroup();
18490 bool is_dungeon
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsDungeon();
18491 float group_rate
= MaNGOS::XP::xp_in_group_rate(count
,is_raid
);
18493 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
18495 Player
* pGroupGuy
= itr
->getSource();
18499 if(!pGroupGuy
->IsAtGroupRewardDistance(pVictim
))
18500 continue; // member (alive or dead) or his corpse at req. distance
18502 // honor can be in PvP and !PvP (racial leader) cases (for alive)
18503 if(pGroupGuy
->isAlive() && pGroupGuy
->RewardHonor(pVictim
,count
) && pGroupGuy
==this)
18504 honored_kill
= true;
18506 // xp and reputation only in !PvP case
18509 float rate
= group_rate
* float(pGroupGuy
->getLevel()) / sum_level
;
18511 // if is in dungeon then all receive full reputation at kill
18512 // rewarded any alive/dead/near_corpse group member
18513 pGroupGuy
->RewardReputation(pVictim
,is_dungeon
? 1.0f
: rate
);
18515 // XP updated only for alive group member
18516 if(pGroupGuy
->isAlive() && not_gray_member_with_max_level
&&
18517 pGroupGuy
->getLevel() <= not_gray_member_with_max_level
->getLevel())
18519 uint32 itr_xp
= (member_with_max_level
== not_gray_member_with_max_level
) ? uint32(xp
*rate
) : uint32((xp
*rate
/2)+1);
18521 pGroupGuy
->GiveXP(itr_xp
, pVictim
);
18522 if(Pet
* pet
= pGroupGuy
->GetPet())
18523 pet
->GivePetXP(itr_xp
/2);
18526 // quest objectives updated only for alive group member or dead but with not released body
18527 if(pGroupGuy
->isAlive()|| !pGroupGuy
->GetCorpse())
18529 // normal creature (not pet/etc) can be only in !PvP case
18530 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
18531 pGroupGuy
->KilledMonster(pVictim
->GetEntry(), pVictim
->GetGUID());
18537 else // if (!pGroup)
18539 xp
= PvP
? 0 : MaNGOS::XP::Gain(this, pVictim
);
18541 // honor can be in PvP and !PvP (racial leader) cases
18542 if(RewardHonor(pVictim
,1))
18543 honored_kill
= true;
18545 // xp and reputation only in !PvP case
18548 RewardReputation(pVictim
,1);
18549 GiveXP(xp
, pVictim
);
18551 if(Pet
* pet
= GetPet())
18552 pet
->GivePetXP(xp
);
18554 // normal creature (not pet/etc) can be only in !PvP case
18555 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
18556 KilledMonster(pVictim
->GetEntry(),pVictim
->GetGUID());
18559 return xp
|| honored_kill
;
18562 bool Player::IsAtGroupRewardDistance(WorldObject
const* pRewardSource
) const
18564 if(pRewardSource
->GetDistance(this) <= sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
))
18570 Corpse
* corpse
= GetCorpse();
18574 return pRewardSource
->GetDistance(corpse
) <= sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
);
18577 uint32
Player::GetBaseWeaponSkillValue (WeaponAttackType attType
) const
18579 Item
* item
= GetWeaponForAttack(attType
,true);
18581 // unarmed only with base attack
18582 if(attType
!= BASE_ATTACK
&& !item
)
18585 // weapon skill or (unarmed for base attack)
18586 uint32 skill
= item
? item
->GetSkill() : SKILL_UNARMED
;
18587 return GetBaseSkillValue(skill
);
18590 void Player::ResurectUsingRequestData()
18592 /// Teleport before resurrecting, otherwise the player might get attacked from creatures near his corpse
18593 TeleportTo(m_resurrectMap
, m_resurrectX
, m_resurrectY
, m_resurrectZ
, GetOrientation());
18595 ResurrectPlayer(0.0f
,false);
18597 if(GetMaxHealth() > m_resurrectHealth
)
18598 SetHealth( m_resurrectHealth
);
18600 SetHealth( GetMaxHealth() );
18602 if(GetMaxPower(POWER_MANA
) > m_resurrectMana
)
18603 SetPower(POWER_MANA
, m_resurrectMana
);
18605 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
) );
18607 SetPower(POWER_RAGE
, 0 );
18609 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
) );
18611 SpawnCorpseBones();
18614 void Player::SetClientControl(Unit
* target
, uint8 allowMove
)
18616 WorldPacket
data(SMSG_CLIENT_CONTROL_UPDATE
, target
->GetPackGUID().size()+1);
18617 data
.append(target
->GetPackGUID());
18618 data
<< uint8(allowMove
);
18619 GetSession()->SendPacket(&data
);
18622 void Player::UpdateZoneDependentAuras( uint32 newZone
)
18624 // remove new continent flight forms
18625 uint32 v_map
= GetVirtualMapForMapAndZone(GetMapId(), newZone
);
18626 if( !isGameMaster() && v_map
!= 530 && v_map
!= 571)
18628 RemoveSpellsCausingAura(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
);
18629 RemoveSpellsCausingAura(SPELL_AURA_FLY
);
18632 // Some spells applied at enter into zone (with subzones)
18634 // NOTE: these are removed by RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP);
18635 if ( newZone
== 2367 ) // Old Hillsbrad Foothills
18637 uint32 spellid
= 0;
18639 if( GetTeam() == HORDE
)
18640 spellid
= getGender() == GENDER_FEMALE
? 35481 : 35480;
18641 // and some alliance races
18642 else if( getRace() == RACE_NIGHTELF
|| getRace() == RACE_DRAENEI
)
18643 spellid
= getGender() == GENDER_FEMALE
? 35483 : 35482;
18645 if(spellid
&& !HasAura(spellid
,0) )
18646 CastSpell(this,spellid
,true);
18650 void Player::UpdateAreaDependentAuras( uint32 newArea
)
18652 // remove auras from spells with area limitations
18653 for(AuraMap::iterator iter
= m_Auras
.begin(); iter
!= m_Auras
.end();)
18655 // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
18656 if(!IsSpellAllowedInLocation(iter
->second
->GetSpellProto(),GetMapId(),m_zoneUpdateId
,newArea
))
18662 // unmount if enter in this subzone
18664 RemoveSpellsCausingAura(SPELL_AURA_MOUNTED
);
18665 // Dragonmaw Illusion
18666 else if( newArea
== 3759 || newArea
== 3966 || newArea
== 3939 )
18668 if( GetDummyAura(40214) )
18670 if( !HasAura(40216,0) )
18671 CastSpell(this,40216,true);
18672 if( !HasAura(42016,0) )
18673 CastSpell(this,42016,true);
18678 uint32
Player::GetCorpseReclaimDelay(bool pvp
) const
18680 if( pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18681 !pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18683 return copseReclaimDelay
[0];
18686 time_t now
= time(NULL
);
18687 // 0..2 full period
18688 uint32 count
= (now
< m_deathExpireTime
) ? (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
: 0;
18689 return copseReclaimDelay
[count
];
18692 void Player::UpdateCorpseReclaimDelay()
18694 bool pvp
= m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
;
18696 if( pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18697 !pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18700 time_t now
= time(NULL
);
18701 if(now
< m_deathExpireTime
)
18703 // full and partly periods 1..3
18704 uint32 count
= (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
+1;
18705 if(count
< MAX_DEATH_COUNT
)
18706 m_deathExpireTime
= now
+(count
+1)*DEATH_EXPIRE_STEP
;
18708 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
;
18711 m_deathExpireTime
= now
+DEATH_EXPIRE_STEP
;
18714 void Player::SendCorpseReclaimDelay(bool load
)
18716 Corpse
* corpse
= GetCorpse();
18723 if(corpse
->GetGhostTime() > m_deathExpireTime
)
18726 bool pvp
= corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
;
18729 if( pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18730 !pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18732 count
= (m_deathExpireTime
-corpse
->GetGhostTime())/DEATH_EXPIRE_STEP
;
18733 if(count
>=MAX_DEATH_COUNT
)
18734 count
= MAX_DEATH_COUNT
-1;
18739 time_t expected_time
= corpse
->GetGhostTime()+copseReclaimDelay
[count
];
18741 time_t now
= time(NULL
);
18742 if(now
>= expected_time
)
18745 delay
= expected_time
-now
;
18748 delay
= GetCorpseReclaimDelay(corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
);
18750 //! corpse reclaim delay 30 * 1000ms or longer at often deaths
18751 WorldPacket
data(SMSG_CORPSE_RECLAIM_DELAY
, 4);
18752 data
<< uint32(delay
*1000);
18753 GetSession()->SendPacket( &data
);
18756 Player
* Player::GetNextRandomRaidMember(float radius
)
18758 Group
*pGroup
= GetGroup();
18762 std::vector
<Player
*> nearMembers
;
18763 nearMembers
.reserve(pGroup
->GetMembersCount());
18765 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
18767 Player
* Target
= itr
->getSource();
18769 // IsHostileTo check duel and controlled by enemy
18770 if( Target
&& Target
!= this && IsWithinDistInMap(Target
, radius
) &&
18771 !Target
->HasInvisibilityAura() && !IsHostileTo(Target
) )
18772 nearMembers
.push_back(Target
);
18775 if (nearMembers
.empty())
18778 uint32 randTarget
= urand(0,nearMembers
.size()-1);
18779 return nearMembers
[randTarget
];
18782 PartyResult
Player::CanUninviteFromGroup() const
18784 const Group
* grp
= GetGroup();
18786 return PARTY_RESULT_YOU_NOT_IN_GROUP
;
18788 if(!grp
->IsLeader(GetGUID()) && !grp
->IsAssistant(GetGUID()))
18789 return PARTY_RESULT_YOU_NOT_LEADER
;
18791 if(InBattleGround())
18792 return PARTY_RESULT_INVITE_RESTRICTED
;
18794 return PARTY_RESULT_OK
;
18797 void Player::UpdateUnderwaterState( Map
* m
, float x
, float y
, float z
)
18799 float water_z
= m
->GetWaterLevel(x
,y
);
18800 float height_z
= m
->GetHeight(x
,y
,z
, false); // use .map base surface height
18801 uint8 flag1
= m
->GetTerrainType(x
,y
);
18803 //!Underwater check, not in water if underground or above water level
18804 if (height_z
<= INVALID_HEIGHT
|| z
< (height_z
-2) || z
> (water_z
- 2) )
18805 m_isunderwater
&= 0x7A;
18806 else if ((z
< (water_z
- 2)) && (flag1
& 0x01))
18807 m_isunderwater
|= 0x01;
18809 //!in lava check, anywhere under lava level
18810 if ((height_z
<= INVALID_HEIGHT
|| z
< (height_z
- 0)) && (flag1
== 0x00) && IsInWater())
18811 m_isunderwater
|= 0x80;
18814 void Player::SetCanParry( bool value
)
18816 if(m_canParry
==value
)
18819 m_canParry
= value
;
18820 UpdateParryPercentage();
18823 void Player::SetCanBlock( bool value
)
18825 if(m_canBlock
==value
)
18828 m_canBlock
= value
;
18829 UpdateBlockPercentage();
18832 bool ItemPosCount::isContainedIn(ItemPosCountVec
const& vec
) const
18834 for(ItemPosCountVec::const_iterator itr
= vec
.begin(); itr
!= vec
.end();++itr
)
18835 if(itr
->pos
== pos
)
18841 bool Player::isAllowUseBattleGroundObject()
18843 return ( //InBattleGround() && // in battleground - not need, check in other cases
18844 !IsMounted() && // not mounted
18845 !HasStealthAura() && // not stealthed
18846 !HasInvisibilityAura() && // not invisible
18847 !HasAura(SPELL_RECENTLY_DROPPED_FLAG
, 0) && // can't pickup
18848 isAlive() // live player
18852 uint32
Player::GetBarberShopCost(uint8 newhairstyle
, uint8 newhaircolor
, uint8 newfacialhair
)
18854 uint32 level
= getLevel();
18856 if(level
> GT_MAX_LEVEL
)
18857 level
= GT_MAX_LEVEL
; // max level in this dbc
18859 uint8 hairstyle
= GetByteValue(PLAYER_BYTES
, 2);
18860 uint8 haircolor
= GetByteValue(PLAYER_BYTES
, 3);
18861 uint8 facialhair
= GetByteValue(PLAYER_BYTES_2
, 0);
18863 if((hairstyle
== newhairstyle
) && (haircolor
== newhaircolor
) && (facialhair
== newfacialhair
))
18866 GtBarberShopCostBaseEntry
const *bsc
= sGtBarberShopCostBaseStore
.LookupEntry(level
- 1);
18868 if(!bsc
) // shouldn't happen
18873 if(hairstyle
!= newhairstyle
)
18874 cost
+= bsc
->cost
; // full price
18876 if((haircolor
!= newhaircolor
) && (hairstyle
== newhairstyle
))
18877 cost
+= bsc
->cost
* 0.5f
; // +1/2 of price
18879 if(facialhair
!= newfacialhair
)
18880 cost
+= bsc
->cost
* 0.75f
; // +3/4 of price
18882 return uint32(cost
);
18885 void Player::InitGlyphsForLevel()
18887 uint32 level
= getLevel();
18890 // 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level
18892 value
|= (0x01 | 0x02);
18902 SetUInt32Value(PLAYER_GLYPHS_ENABLED
, value
);
18905 void Player::EnterVehicle(Vehicle
*vehicle
)
18907 VehicleEntry
const *ve
= sVehicleStore
.LookupEntry(vehicle
->GetVehicleId());
18911 VehicleSeatEntry
const *veSeat
= sVehicleSeatStore
.LookupEntry(ve
->m_seatID
[0]);
18915 vehicle
->SetCharmerGUID(GetGUID());
18916 vehicle
->RemoveFlag(UNIT_NPC_FLAGS
, UNIT_NPC_FLAG_SPELLCLICK
);
18917 vehicle
->SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_UNKNOWN5
);
18918 vehicle
->setFaction(getFaction());
18920 SetCharm(vehicle
); // charm
18921 SetFarSight(vehicle
->GetGUID()); // set view
18923 SetClientControl(vehicle
, 1); // redirect controls to vehicle
18925 WorldPacket
data(SMSG_ON_CANCEL_EXPECTED_RIDE_VEHICLE_AURA
, 0);
18926 GetSession()->SendPacket(&data
);
18928 data
.Initialize(MSG_MOVE_TELEPORT_ACK
, 30);
18929 data
.append(GetPackGUID());
18930 data
<< uint32(0); // counter?
18931 data
<< uint32(MOVEMENTFLAG_ONTRANSPORT
); // transport
18932 data
<< uint16(0); // special flags
18933 data
<< uint32(getMSTime()); // time
18934 data
<< vehicle
->GetPositionX(); // x
18935 data
<< vehicle
->GetPositionY(); // y
18936 data
<< vehicle
->GetPositionZ(); // z
18937 data
<< vehicle
->GetOrientation(); // o
18938 // transport part, TODO: load/calculate seat offsets
18939 data
<< uint64(vehicle
->GetGUID()); // transport guid
18940 data
<< float(veSeat
->m_attachmentOffsetX
); // transport offsetX
18941 data
<< float(veSeat
->m_attachmentOffsetY
); // transport offsetY
18942 data
<< float(veSeat
->m_attachmentOffsetZ
); // transport offsetZ
18943 data
<< float(0); // transport orientation
18944 data
<< uint32(getMSTime()); // transport time
18945 data
<< uint8(0); // seat
18946 // end of transport part
18947 data
<< uint32(0); // fall time
18948 GetSession()->SendPacket(&data
);
18950 data
.Initialize(SMSG_PET_SPELLS
, 8+4+4+4+4*10+1+1);
18951 data
<< uint64(vehicle
->GetGUID());
18952 data
<< uint32(0x00000000);
18953 data
<< uint32(0x00000000);
18954 data
<< uint32(0x00000101);
18956 for(uint32 i
= 0; i
< 10; ++i
)
18957 data
<< uint16(0) << uint8(0) << uint8(i
+8);
18961 GetSession()->SendPacket(&data
);
18964 void Player::ExitVehicle(Vehicle
*vehicle
)
18966 vehicle
->SetCharmerGUID(0);
18967 vehicle
->SetFlag(UNIT_NPC_FLAGS
, UNIT_NPC_FLAG_SPELLCLICK
);
18968 vehicle
->RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_UNKNOWN5
);
18969 vehicle
->setFaction((GetTeam() == ALLIANCE
) ? vehicle
->GetCreatureInfo()->faction_A
: vehicle
->GetCreatureInfo()->faction_H
);
18974 SetClientControl(vehicle
, 0);
18976 WorldPacket
data(MSG_MOVE_TELEPORT_ACK
, 30);
18977 data
.append(GetPackGUID());
18978 data
<< uint32(0); // counter?
18979 data
<< uint32(MOVEMENTFLAG_FLY_UNK1
); // fly unk
18980 data
<< uint16(0x40); // special flags
18981 data
<< uint32(getMSTime()); // time
18982 data
<< vehicle
->GetPositionX(); // x
18983 data
<< vehicle
->GetPositionY(); // y
18984 data
<< vehicle
->GetPositionZ(); // z
18985 data
<< vehicle
->GetOrientation(); // o
18986 data
<< uint32(0); // fall time
18987 GetSession()->SendPacket(&data
);
18989 data
.Initialize(SMSG_PET_SPELLS
, 8+4);
18992 GetSession()->SendPacket(&data
);
18994 // only for flyable vehicles?
18995 CastSpell(this, 45472, true); // Parachute
18998 bool Player::HasTitle(uint32 bitIndex
)
19000 if (bitIndex
> 128)
19003 uint32 fieldIndexOffset
= bitIndex
/32;
19004 uint32 flag
= 1 << (bitIndex
%32);
19005 return HasFlag(PLAYER__FIELD_KNOWN_TITLES
+fieldIndexOffset
, flag
);
19008 void Player::SetTitle(CharTitlesEntry
const* title
)
19010 uint32 fieldIndexOffset
= title
->bit_index
/32;
19011 uint32 flag
= 1 << (title
->bit_index
%32);
19012 SetFlag(PLAYER__FIELD_KNOWN_TITLES
+fieldIndexOffset
, flag
);
19015 void Player::ConvertRune(uint8 index
, uint8 newType
)
19017 SetCurrentRune(index
, newType
);
19019 WorldPacket
data(SMSG_CONVERT_RUNE
, 2);
19020 data
<< uint8(index
);
19021 data
<< uint8(newType
);
19022 GetSession()->SendPacket(&data
);
19025 void Player::ResyncRunes(uint8 count
)
19027 WorldPacket
data(SMSG_RESYNC_RUNES
, count
* 2);
19028 for(uint32 i
= 0; i
< count
; ++i
)
19030 data
<< uint8(GetCurrentRune(i
)); // rune type
19031 data
<< uint8(255 - (GetRuneCooldown(i
) * 51)); // passed cooldown time (0-255)
19033 GetSession()->SendPacket(&data
);
19036 void Player::AddRunePower(uint8 index
)
19038 WorldPacket
data(SMSG_ADD_RUNE_POWER
, 4);
19039 data
<< uint32(1 << index
); // mask (0x00-0x3F probably)
19040 GetSession()->SendPacket(&data
);
19043 void Player::InitRunes()
19045 if(getClass() != CLASS_DEATH_KNIGHT
)
19048 m_runes
= new Runes
;
19050 m_runes
->runeState
= 0;
19052 for(uint32 i
= 0; i
< MAX_RUNES
; ++i
)
19054 SetBaseRune(i
, i
/ 2); // init base types
19055 SetCurrentRune(i
, i
/ 2); // init current types
19056 SetRuneCooldown(i
, 0); // reset cooldowns
19057 m_runes
->SetRuneState(i
);
19060 for(uint32 i
= 0; i
< NUM_RUNE_TYPES
; ++i
)
19061 SetFloatValue(PLAYER_RUNE_REGEN_1
+ i
, 0.1f
);