Fixed pvp flag (once again), crash fix
[getmangos.git] / src / game / Player.cpp
bloba4804d91475688db66cd71d7975a0c60445249e0
1 /*
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
19 #include "Common.h"
20 #include "Language.h"
21 #include "Database/DatabaseEnv.h"
22 #include "Log.h"
23 #include "Opcodes.h"
24 #include "ObjectMgr.h"
25 #include "SpellMgr.h"
26 #include "World.h"
27 #include "WorldPacket.h"
28 #include "WorldSession.h"
29 #include "UpdateMask.h"
30 #include "Player.h"
31 #include "SkillDiscovery.h"
32 #include "QuestDef.h"
33 #include "GossipDef.h"
34 #include "UpdateData.h"
35 #include "Channel.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"
42 #include "CellImpl.h"
43 #include "ObjectMgr.h"
44 #include "ObjectAccessor.h"
45 #include "CreatureAI.h"
46 #include "Formulas.h"
47 #include "Group.h"
48 #include "Guild.h"
49 #include "Pet.h"
50 #include "SpellAuras.h"
51 #include "Util.h"
52 #include "Transports.h"
53 #include "Weather.h"
54 #include "BattleGround.h"
55 #include "BattleGroundMgr.h"
56 #include "ArenaTeam.h"
57 #include "Chat.h"
58 #include "Database/DatabaseImpl.h"
59 #include "Spell.h"
60 #include "SocialMgr.h"
61 #include "AchievementMgr.h"
63 #include <cmath>
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)
79 enum CharacterFlags
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()
126 // Taxi nodes
127 memset(m_taximask, 0, sizeof(m_taximask));
130 void PlayerTaxi::InitTaxiNodesForLevel(uint32 race, uint32 level)
132 // capital and taxi hub masks
133 switch(race)
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
147 // new continent starting masks (It will be accessible only at new map)
148 switch(Player::TeamForRace(race))
150 case ALLIANCE: SetTaximaskNode(100); break;
151 case HORDE: SetTaximaskNode(99); break;
153 // level dependent taxi hubs
154 if(level>=68)
155 SetTaximaskNode(213); //Shattered Sun Staging Area
158 void PlayerTaxi::LoadTaxiMask(const char* data)
160 Tokens tokens = StrSplit(data, " ");
162 int index;
163 Tokens::iterator iter;
164 for (iter = tokens.begin(), index = 0;
165 (index < TaxiMaskSize) && (iter != tokens.end()); ++iter, ++index)
167 // load and set bits only for existed taxi nodes
168 m_taximask[index] = sTaxiNodesMask[index] & uint32(atol((*iter).c_str()));
172 void PlayerTaxi::AppendTaximaskTo( ByteBuffer& data, bool all )
174 if(all)
176 for (uint8 i=0; i<TaxiMaskSize; i++)
177 data << uint32(sTaxiNodesMask[i]); // all existed nodes
179 else
181 for (uint8 i=0; i<TaxiMaskSize; i++)
182 data << uint32(m_taximask[i]); // known nodes
186 bool PlayerTaxi::LoadTaxiDestinationsFromString( std::string values )
188 ClearTaxiDestinations();
190 Tokens tokens = StrSplit(values," ");
192 for(Tokens::iterator iter = tokens.begin(); iter != tokens.end(); ++iter)
194 uint32 node = uint32(atol(iter->c_str()));
195 AddTaxiDestination(node);
198 if(m_TaxiDestinations.empty())
199 return true;
201 // Check integrity
202 if(m_TaxiDestinations.size() < 2)
203 return false;
205 for(size_t i = 1; i < m_TaxiDestinations.size(); ++i)
207 uint32 cost;
208 uint32 path;
209 objmgr.GetTaxiPath(m_TaxiDestinations[i-1],m_TaxiDestinations[i],path,cost);
210 if(!path)
211 return false;
214 return true;
217 std::string PlayerTaxi::SaveTaxiDestinationsToString()
219 if(m_TaxiDestinations.empty())
220 return "";
222 std::ostringstream ss;
224 for(size_t i=0; i < m_TaxiDestinations.size(); ++i)
225 ss << m_TaxiDestinations[i] << " ";
227 return ss.str();
230 uint32 PlayerTaxi::GetCurrentTaxiPath() const
232 if(m_TaxiDestinations.size() < 2)
233 return 0;
235 uint32 path;
236 uint32 cost;
238 objmgr.GetTaxiPath(m_TaxiDestinations[0],m_TaxiDestinations[1],path,cost);
240 return path;
243 //== Player ====================================================
245 const int32 Player::ReputationRank_Length[MAX_REPUTATION_RANK] = {36000, 3000, 3000, 3000, 6000, 12000, 21000, 1000};
247 UpdateMask Player::updateVisualBits;
249 Player::Player (WorldSession *session): Unit(), m_achievementMgr(this)
251 m_transport = 0;
253 m_speakTime = 0;
254 m_speakCount = 0;
256 m_objectType |= TYPEMASK_PLAYER;
257 m_objectTypeId = TYPEID_PLAYER;
259 m_valuesCount = PLAYER_END;
261 m_session = session;
263 m_divider = 0;
265 m_ExtraFlags = 0;
266 if(GetSession()->GetSecurity() >= SEC_GAMEMASTER)
267 SetAcceptTicket(true);
269 // players always accept
270 if(GetSession()->GetSecurity() == SEC_PLAYER)
271 SetAcceptWhispers(true);
273 m_curSelection = 0;
274 m_lootGuid = 0;
276 m_comboTarget = 0;
277 m_comboPoints = 0;
279 m_usedTalentCount = 0;
281 m_regenTimer = 0;
282 m_weaponChangeTimer = 0;
284 m_zoneUpdateId = 0;
285 m_zoneUpdateTimer = 0;
287 m_areaUpdateId = 0;
289 m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE);
291 // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
292 // this must help in case next save after mass player load after server startup
293 m_nextSave = urand(m_nextSave/2,m_nextSave*3/2);
295 clearResurrectRequestData();
297 m_SpellModRemoveCount = 0;
299 memset(m_items, 0, sizeof(Item*)*PLAYER_SLOTS_COUNT);
301 m_social = NULL;
303 // group is initialized in the reference constructor
304 SetGroupInvite(NULL);
305 m_groupUpdateMask = 0;
306 m_auraUpdateMask = 0;
308 duel = NULL;
310 m_GuildIdInvited = 0;
311 m_ArenaTeamIdInvited = 0;
313 m_atLoginFlags = AT_LOGIN_NONE;
315 m_dontMove = false;
317 pTrader = 0;
318 ClearTrade();
320 m_cinematic = 0;
322 PlayerTalkClass = new PlayerMenu( GetSession() );
323 m_currentBuybackSlot = BUYBACK_SLOT_START;
325 for ( int aX = 0 ; aX < 8 ; aX++ )
326 m_Tutorials[ aX ] = 0x00;
327 m_TutorialsChanged = false;
329 m_DailyQuestChanged = false;
330 m_lastDailyQuestTime = 0;
332 m_regenTimer = 0;
333 m_weaponChangeTimer = 0;
334 m_breathTimer = 0;
335 m_isunderwater = 0;
336 m_isInWater = false;
337 m_drunkTimer = 0;
338 m_drunk = 0;
339 m_restTime = 0;
340 m_deathTimer = 0;
341 m_deathExpireTime = 0;
343 m_swingErrorMsg = 0;
345 m_DetectInvTimer = 1000;
347 m_bgBattleGroundID = 0;
348 for (int j=0; j < PLAYER_MAX_BATTLEGROUND_QUEUES; j++)
350 m_bgBattleGroundQueueID[j].bgType = 0;
351 m_bgBattleGroundQueueID[j].invited = false;
353 m_bgTeam = 0;
355 m_logintime = time(NULL);
356 m_Last_tick = m_logintime;
357 m_WeaponProficiency = 0;
358 m_ArmorProficiency = 0;
359 m_canParry = false;
360 m_canBlock = false;
361 m_canDualWield = false;
362 m_ammoDPS = 0.0f;
364 m_temporaryUnsummonedPetNumber = 0;
365 //cache for UNIT_CREATED_BY_SPELL to allow
366 //returning reagests for temporarily removed pets
367 //when dying/logging out
368 m_oldpetspell = 0;
370 ////////////////////Rest System/////////////////////
371 time_inn_enter=0;
372 inn_pos_mapid=0;
373 inn_pos_x=0;
374 inn_pos_y=0;
375 inn_pos_z=0;
376 m_rest_bonus=0;
377 rest_type=REST_TYPE_NO;
378 ////////////////////Rest System/////////////////////
380 m_mailsLoaded = false;
381 m_mailsUpdated = false;
382 unReadMails = 0;
383 m_nextMailDelivereTime = 0;
385 m_resetTalentsCost = 0;
386 m_resetTalentsTime = 0;
387 m_itemUpdateQueueBlocked = false;
389 for (int i = 0; i < MAX_MOVE_TYPE; ++i)
390 m_forced_speed_changes[i] = 0;
392 m_stableSlots = 0;
394 /////////////////// Instance System /////////////////////
396 m_HomebindTimer = 0;
397 m_InstanceValid = true;
398 m_dungeonDifficulty = DIFFICULTY_NORMAL;
400 for (int i = 0; i < BASEMOD_END; i++)
402 m_auraBaseMod[i][FLAT_MOD] = 0.0f;
403 m_auraBaseMod[i][PCT_MOD] = 1.0f;
406 // Honor System
407 m_lastHonorUpdateTime = time(NULL);
409 // Player summoning
410 m_summon_expire = 0;
411 m_summon_mapid = 0;
412 m_summon_x = 0.0f;
413 m_summon_y = 0.0f;
414 m_summon_z = 0.0f;
416 //Default movement to run mode
417 m_unit_movement_flags = 0;
419 m_miniPet = 0;
420 m_bgAfkReportedTimer = 0;
421 m_contestedPvPTimer = 0;
423 m_declinedname = NULL;
426 Player::~Player ()
428 CleanupsBeforeDelete();
430 // it must be unloaded already in PlayerLogout and accessed only for loggined player
431 //m_social = NULL;
433 // Note: buy back item already deleted from DB when player was saved
434 for(int i = 0; i < PLAYER_SLOTS_COUNT; ++i)
436 if(m_items[i])
437 delete m_items[i];
439 CleanupChannels();
441 for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
442 delete itr->second;
444 //all mailed items should be deleted, also all mail should be deallocated
445 for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end();++itr)
446 delete *itr;
448 for (ItemMap::iterator iter = mMitems.begin(); iter != mMitems.end(); ++iter)
449 delete iter->second; //if item is duplicated... then server may crash ... but that item should be deallocated
451 delete PlayerTalkClass;
453 if (m_transport)
455 m_transport->RemovePassenger(this);
458 for(size_t x = 0; x < ItemSetEff.size(); x++)
459 if(ItemSetEff[x])
460 delete ItemSetEff[x];
462 // clean up player-instance binds, may unload some instance saves
463 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
464 for(BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
465 itr->second.save->RemovePlayer(this);
467 delete m_declinedname;
470 void Player::CleanupsBeforeDelete()
472 if(m_uint32Values) // only for fully created Object
474 TradeCancel(false);
475 DuelComplete(DUEL_INTERUPTED);
477 Unit::CleanupsBeforeDelete();
480 bool Player::Create( uint32 guidlow, std::string name, uint8 race, uint8 class_, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair, uint8 outfitId )
482 Object::_Create(guidlow, 0, HIGHGUID_PLAYER);
484 m_name = name;
486 PlayerInfo const* info = objmgr.GetPlayerInfo(race, class_);
487 if(!info)
489 sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
490 return false;
493 for (int i = 0; i < PLAYER_SLOTS_COUNT; i++)
494 m_items[i] = NULL;
496 //for(int j = BUYBACK_SLOT_START; j < BUYBACK_SLOT_END; j++)
498 // SetUInt64Value(PLAYER_FIELD_VENDORBUYBACK_SLOT_1+j*2,0);
499 // SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1+j,0);
500 // SetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1+j,0);
503 m_race = race;
504 m_class = class_;
506 SetMapId(info->mapId);
507 Relocate(info->positionX,info->positionY,info->positionZ);
509 ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(class_);
510 if(!cEntry)
512 sLog.outError("Class %u not found in DBC (Wrong DBC files?)",class_);
513 return false;
516 uint8 powertype = cEntry->powerType;
518 uint32 unitfield;
520 switch(powertype)
522 case POWER_ENERGY:
523 case POWER_MANA:
524 unitfield = 0x00000000;
525 break;
526 case POWER_RAGE:
527 unitfield = 0x00110000;
528 break;
529 case POWER_RUNIC_POWER:
530 unitfield = 0x0000EE00; //TODO: find correct unitfield here
531 break;
532 default:
533 sLog.outError("Invalid default powertype %u for player (class %u)",powertype,class_);
534 return false;
537 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, DEFAULT_WORLD_OBJECT_SIZE );
538 SetFloatValue(UNIT_FIELD_COMBATREACH, 1.5f );
540 switch(gender)
542 case GENDER_FEMALE:
543 SetDisplayId(info->displayId_f );
544 SetNativeDisplayId(info->displayId_f );
545 break;
546 case GENDER_MALE:
547 SetDisplayId(info->displayId_m );
548 SetNativeDisplayId(info->displayId_m );
549 break;
550 default:
551 sLog.outError("Invalid gender %u for player",gender);
552 return false;
553 break;
556 setFactionForRace(m_race);
558 SetUInt32Value(UNIT_FIELD_BYTES_0, ( ( race ) | ( class_ << 8 ) | ( gender << 16 ) | ( powertype << 24 ) ) );
559 SetUInt32Value(UNIT_FIELD_BYTES_1, unitfield);
560 SetByteValue(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_PVP );
561 SetUInt32Value(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE );
562 SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f); // fix cast time showed in spell tooltip on client
564 //-1 is default value
565 SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, uint32(-1));
567 SetUInt32Value(PLAYER_BYTES, (skin | (face << 8) | (hairStyle << 16) | (hairColor << 24)));
568 SetUInt32Value(PLAYER_BYTES_2, (facialHair | (0x00 << 8) | (0x00 << 16) | (0x02 << 24)));
569 SetByteValue(PLAYER_BYTES_3, 0, gender);
571 SetUInt32Value( PLAYER_GUILDID, 0 );
572 SetUInt32Value( PLAYER_GUILDRANK, 0 );
573 SetUInt32Value( PLAYER_GUILD_TIMESTAMP, 0 );
575 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES, 0 ); // 0=disabled
576 SetUInt32Value( PLAYER_CHOSEN_TITLE, 0 );
577 SetUInt32Value( PLAYER_FIELD_KILLS, 0 );
578 SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORBALE_KILLS, 0 );
579 SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION, 0 );
580 SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0 );
582 for(uint32 i = 0; i < sGlyphSlotStore.GetNumRows(); ++i)
584 GlyphSlotEntry const * gs = sGlyphSlotStore.LookupEntry(i);
585 if(gs && gs->Order)
586 SetGlyphSlot(gs->Order - 1, gs->Id);
589 // set starting level
590 if(getClass() == CLASS_DEATH_KNIGHT)
591 SetUInt32Value(UNIT_FIELD_LEVEL, 55);
592 else
593 SetUInt32Value( UNIT_FIELD_LEVEL, sWorld.getConfig(CONFIG_START_PLAYER_LEVEL) );
595 // Played time
596 m_Last_tick = time(NULL);
597 m_Played_time[0] = 0;
598 m_Played_time[1] = 0;
600 // base stats and related field values
601 InitStatsForLevel();
602 InitTaxiNodesForLevel();
603 InitGlyphsForLevel();
604 InitTalentForLevel();
605 InitPrimaryProffesions(); // to max set before any spell added
607 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
608 UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
609 SetHealth(GetMaxHealth());
610 if (getPowerType()==POWER_MANA)
612 UpdateMaxPower(POWER_MANA); // Update max Mana (for add bonus from intelect)
613 SetPower(POWER_MANA,GetMaxPower(POWER_MANA));
616 learnDefaultSpells(true);
618 std::list<uint16>::const_iterator action_itr[4];
619 for(int i=0; i<4; i++)
620 action_itr[i] = info->action[i].begin();
622 for (; action_itr[0]!=info->action[0].end() && action_itr[1]!=info->action[1].end();)
624 uint16 taction[4];
625 for(int i=0; i<4 ;i++)
626 taction[i] = (*action_itr[i]);
628 addActionButton((uint8)taction[0], taction[1], (uint8)taction[2], (uint8)taction[3]);
630 for(int i=0; i<4 ;i++)
631 ++action_itr[i];
634 for (PlayerCreateInfoItems::const_iterator item_id_itr = info->item.begin(); item_id_itr!=info->item.end(); ++item_id_itr++)
636 uint32 titem_id = item_id_itr->item_id;
637 uint32 titem_amount = item_id_itr->item_amount;
639 sLog.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id, titem_amount);
641 // attempt equip
642 uint16 eDest;
643 uint8 msg = CanEquipNewItem( NULL_SLOT, eDest, titem_id, titem_amount, false );
644 if( msg == EQUIP_ERR_OK )
646 EquipNewItem( eDest, titem_id, titem_amount, true);
647 AutoUnequipOffhandIfNeed();
648 continue; // equipped, to next
651 // attempt store
652 ItemPosCountVec sDest;
653 // store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
654 msg = CanStoreNewItem( INVENTORY_SLOT_BAG_0, NULL_SLOT, sDest, titem_id, titem_amount );
655 if( msg == EQUIP_ERR_OK )
657 StoreNewItem( sDest, titem_id, true, Item::GenerateItemRandomPropertyId(titem_id) );
658 continue; // stored, to next
661 // item can't be added
662 sLog.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id,race,class_,msg);
665 // bags and main-hand weapon must equipped at this moment
666 // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
667 // or ammo not equipped in special bag
668 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
670 if(Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
672 uint16 eDest;
673 // equip offhand weapon/shield if it attempt equipped before main-hand weapon
674 uint8 msg = CanEquipItem( NULL_SLOT, eDest, pItem, false );
675 if( msg == EQUIP_ERR_OK )
677 RemoveItem(INVENTORY_SLOT_BAG_0, i,true);
678 EquipItem( eDest, pItem, true);
680 // move other items to more appropriate slots (ammo not equipped in special bag)
681 else
683 ItemPosCountVec sDest;
684 msg = CanStoreItem( NULL_BAG, NULL_SLOT, sDest, pItem, false );
685 if( msg == EQUIP_ERR_OK )
687 RemoveItem(INVENTORY_SLOT_BAG_0, i,true);
688 pItem = StoreItem( sDest, pItem, true);
691 // if this is ammo then use it
692 uint8 msg = CanUseAmmo( pItem->GetProto()->ItemId );
693 if( msg == EQUIP_ERR_OK )
694 SetAmmo( pItem->GetProto()->ItemId );
698 // all item positions resolved
700 return true;
703 void Player::StartMirrorTimer(MirrorTimerType Type, uint32 MaxValue)
705 uint32 BreathRegen = (uint32)-1;
707 WorldPacket data(SMSG_START_MIRROR_TIMER, (21));
708 data << (uint32)Type;
709 data << MaxValue;
710 data << MaxValue;
711 data << BreathRegen;
712 data << (uint8)0;
713 data << (uint32)0; // spell id
714 GetSession()->SendPacket(&data);
717 void Player::ModifyMirrorTimer(MirrorTimerType Type, uint32 MaxValue, uint32 CurrentValue, uint32 Regen)
719 if(Type==BREATH_TIMER)
720 m_breathTimer = ((MaxValue + 1000) - CurrentValue) / Regen;
722 WorldPacket data(SMSG_START_MIRROR_TIMER, (21));
723 data << (uint32)Type;
724 data << CurrentValue;
725 data << MaxValue;
726 data << Regen;
727 data << (uint8)0;
728 data << (uint32)0; // spell id
729 GetSession()->SendPacket( &data );
732 void Player::StopMirrorTimer(MirrorTimerType Type)
734 if(Type==BREATH_TIMER)
735 m_breathTimer = 0;
737 WorldPacket data(SMSG_STOP_MIRROR_TIMER, 4);
738 data << (uint32)Type;
739 GetSession()->SendPacket( &data );
742 void Player::EnvironmentalDamage(uint64 guid, EnviromentalDamage type, uint32 damage)
744 WorldPacket data(SMSG_ENVIRONMENTALDAMAGELOG, (21));
745 data << (uint64)guid;
746 data << (uint8)(type!=DAMAGE_FALL_TO_VOID ? type : DAMAGE_FALL);
747 data << (uint32)damage;
748 data << (uint32)0;
749 data << (uint32)0;
750 //m_session->SendPacket(&data);
751 //Let other players see that you get damage
752 SendMessageToSet(&data, true);
753 DealDamage(this, damage, NULL, SELF_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
755 if(type==DAMAGE_FALL && !isAlive()) // DealDamage not apply item durability loss at self damage
757 DEBUG_LOG("We are fall to death, loosing 10 percents durability");
758 DurabilityLossAll(0.10f,false);
759 // durability lost message
760 WorldPacket data(SMSG_DURABILITY_DAMAGE_DEATH, 0);
761 GetSession()->SendPacket(&data);
765 void Player::HandleDrowning()
767 if(!m_isunderwater)
768 return;
770 //if have water breath , then remove bar
771 if(waterbreath || isGameMaster() || !isAlive())
773 StopMirrorTimer(BREATH_TIMER);
774 m_isunderwater = 0;
775 return;
778 uint32 UnderWaterTime = 1*MINUTE*1000; // default leangthL 1 min
780 AuraList const& mModWaterBreathing = GetAurasByType(SPELL_AURA_MOD_WATER_BREATHING);
781 for(AuraList::const_iterator i = mModWaterBreathing.begin(); i != mModWaterBreathing.end(); ++i)
782 UnderWaterTime = uint32(UnderWaterTime * (100.0f + (*i)->GetModifier()->m_amount) / 100.0f);
784 if ((m_isunderwater & 0x01) && !(m_isunderwater & 0x80) && isAlive())
786 //single trigger timer
787 if (!(m_isunderwater & 0x02))
789 m_isunderwater|= 0x02;
790 m_breathTimer = UnderWaterTime + 1000;
792 //single trigger "Breathbar"
793 if ( m_breathTimer <= UnderWaterTime && !(m_isunderwater & 0x04))
795 m_isunderwater|= 0x04;
796 StartMirrorTimer(BREATH_TIMER, UnderWaterTime);
798 //continius trigger drowning "Damage"
799 if ((m_breathTimer == 0) && (m_isunderwater & 0x01))
801 //TODO: Check this formula
802 uint64 guid = GetGUID();
803 uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1);
805 EnvironmentalDamage(guid, DAMAGE_DROWNING,damage);
806 m_breathTimer = 2000;
809 //single trigger retract bar
810 else if (!(m_isunderwater & 0x01) && !(m_isunderwater & 0x08) && (m_isunderwater & 0x02) && (m_breathTimer > 0) && isAlive())
812 m_isunderwater = 0x08;
814 uint32 BreathRegen = 10;
815 ModifyMirrorTimer(BREATH_TIMER, UnderWaterTime, m_breathTimer,BreathRegen);
816 m_isunderwater = 0x10;
818 //remove bar
819 else if ((m_breathTimer < 50) && !(m_isunderwater & 0x01) && (m_isunderwater == 0x10))
821 StopMirrorTimer(BREATH_TIMER);
822 m_isunderwater = 0;
826 void Player::HandleLava()
828 bool ValidArea = false;
830 if ((m_isunderwater & 0x80) && isAlive())
832 //Single trigger Set BreathTimer
833 if (!(m_isunderwater & 0x80))
835 m_isunderwater|= 0x04;
836 m_breathTimer = 1000;
838 //Reset BreathTimer and still in the lava
839 if (!m_breathTimer)
841 uint64 guid = GetGUID();
842 uint32 damage = urand(600, 700); // TODO: Get more detailed information about lava damage
843 uint32 dmgZone = GetZoneId(); // TODO: Find correct "lava dealing zone" flag in Area Table
845 // Deal lava damage only in lava zones.
846 switch(dmgZone)
848 case 0x8D:
849 ValidArea = false;
850 break;
851 case 0x94:
852 ValidArea = false;
853 break;
854 case 0x2CE:
855 ValidArea = false;
856 break;
857 case 0x2CF:
858 ValidArea = false;
859 break;
860 default:
861 if (dmgZone / 5 & 0x408)
862 ValidArea = true;
865 // if is valid area and is not gamemaster then deal damage
866 if ( ValidArea && !isGameMaster() )
867 EnvironmentalDamage(guid, DAMAGE_LAVA, damage);
869 m_breathTimer = 1000;
873 //Death timer disabled and WaterFlags reset
874 else if (m_deathState == DEAD)
876 m_breathTimer = 0;
877 m_isunderwater = 0;
881 ///The player sobers by 256 every 10 seconds
882 void Player::HandleSobering()
884 m_drunkTimer = 0;
886 uint32 drunk = (m_drunk <= 256) ? 0 : (m_drunk - 256);
887 SetDrunkValue(drunk);
890 DrunkenState Player::GetDrunkenstateByValue(uint16 value)
892 if(value >= 23000)
893 return DRUNKEN_SMASHED;
894 if(value >= 12800)
895 return DRUNKEN_DRUNK;
896 if(value & 0xFFFE)
897 return DRUNKEN_TIPSY;
898 return DRUNKEN_SOBER;
901 void Player::SetDrunkValue(uint16 newDrunkenValue, uint32 itemId)
903 uint32 oldDrunkenState = Player::GetDrunkenstateByValue(m_drunk);
905 m_drunk = newDrunkenValue;
906 SetUInt32Value(PLAYER_BYTES_3,(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFF0001) | (m_drunk & 0xFFFE));
908 uint32 newDrunkenState = Player::GetDrunkenstateByValue(m_drunk);
910 // special drunk invisibility detection
911 if(newDrunkenState >= DRUNKEN_DRUNK)
912 m_detectInvisibilityMask |= (1<<6);
913 else
914 m_detectInvisibilityMask &= ~(1<<6);
916 if(newDrunkenState == oldDrunkenState)
917 return;
919 WorldPacket data(SMSG_CROSSED_INEBRIATION_THRESHOLD, (8+4+4));
920 data << GetGUID();
921 data << uint32(newDrunkenState);
922 data << uint32(itemId);
924 SendMessageToSet(&data, true);
927 void Player::Update( uint32 p_time )
929 if(!IsInWorld())
930 return;
932 // undelivered mail
933 if(m_nextMailDelivereTime && m_nextMailDelivereTime <= time(NULL))
935 SendNewMail();
936 ++unReadMails;
938 // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
939 m_nextMailDelivereTime = 0;
942 Unit::Update( p_time );
944 // update player only attacks
945 if(uint32 ranged_att = getAttackTimer(RANGED_ATTACK))
947 setAttackTimer(RANGED_ATTACK, (p_time >= ranged_att ? 0 : ranged_att - p_time) );
950 if(uint32 off_att = getAttackTimer(OFF_ATTACK))
952 setAttackTimer(OFF_ATTACK, (p_time >= off_att ? 0 : off_att - p_time) );
955 time_t now = time (NULL);
957 UpdatePvPFlag(now);
959 UpdateContestedPvP(p_time);
961 UpdateDuelFlag(now);
963 CheckDuelDistance(now);
965 UpdateAfkReport(now);
967 CheckExploreSystem();
969 // Update items that have just a limited lifetime
970 if (now>m_Last_tick)
971 UpdateItemDuration(uint32(now- m_Last_tick));
973 if (!m_timedquests.empty())
975 std::set<uint32>::iterator iter = m_timedquests.begin();
976 while (iter != m_timedquests.end())
978 QuestStatusData& q_status = mQuestStatus[*iter];
979 if( q_status.m_timer <= p_time )
981 uint32 quest_id = *iter;
982 ++iter; // current iter will be removed in FailTimedQuest
983 FailTimedQuest( quest_id );
985 else
987 q_status.m_timer -= p_time;
988 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
989 ++iter;
994 if (hasUnitState(UNIT_STAT_MELEE_ATTACKING))
996 Unit *pVictim = getVictim();
997 if( !IsNonMeleeSpellCasted(false) && pVictim)
999 // default combat reach 10
1000 // TODO add weapon,skill check
1002 float pldistance = ATTACK_DISTANCE;
1004 if (isAttackReady(BASE_ATTACK))
1006 if(!IsWithinDistInMap(pVictim, pldistance))
1008 setAttackTimer(BASE_ATTACK,100);
1009 if(m_swingErrorMsg != 1) // send single time (client auto repeat)
1011 SendAttackSwingNotInRange();
1012 m_swingErrorMsg = 1;
1015 //120 degrees of radiant range
1016 else if( !HasInArc( 2*M_PI/3, pVictim ))
1018 setAttackTimer(BASE_ATTACK,100);
1019 if(m_swingErrorMsg != 2) // send single time (client auto repeat)
1021 SendAttackSwingBadFacingAttack();
1022 m_swingErrorMsg = 2;
1025 else
1027 m_swingErrorMsg = 0; // reset swing error state
1029 // prevent base and off attack in same time, delay attack at 0.2 sec
1030 if(haveOffhandWeapon())
1032 uint32 off_att = getAttackTimer(OFF_ATTACK);
1033 if(off_att < ATTACK_DISPLAY_DELAY)
1034 setAttackTimer(OFF_ATTACK,ATTACK_DISPLAY_DELAY);
1036 AttackerStateUpdate(pVictim, BASE_ATTACK);
1037 resetAttackTimer(BASE_ATTACK);
1041 if ( haveOffhandWeapon() && isAttackReady(OFF_ATTACK))
1043 if(!IsWithinDistInMap(pVictim, pldistance))
1045 setAttackTimer(OFF_ATTACK,100);
1047 else if( !HasInArc( 2*M_PI/3, pVictim ))
1049 setAttackTimer(OFF_ATTACK,100);
1051 else
1053 // prevent base and off attack in same time, delay attack at 0.2 sec
1054 uint32 base_att = getAttackTimer(BASE_ATTACK);
1055 if(base_att < ATTACK_DISPLAY_DELAY)
1056 setAttackTimer(BASE_ATTACK,ATTACK_DISPLAY_DELAY);
1057 // do attack
1058 AttackerStateUpdate(pVictim, OFF_ATTACK);
1059 resetAttackTimer(OFF_ATTACK);
1063 Unit *owner = pVictim->GetOwner();
1064 Unit *u = owner ? owner : pVictim;
1065 if(u->IsPvP() && (!duel || duel->opponent != u))
1067 UpdatePvP(true);
1068 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
1073 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING))
1075 if(roll_chance_i(3) && GetTimeInnEnter() > 0) //freeze update
1077 int time_inn = time(NULL)-GetTimeInnEnter();
1078 if (time_inn >= 10) //freeze update
1080 float bubble = 0.125*sWorld.getRate(RATE_REST_INGAME);
1081 //speed collect rest bonus (section/in hour)
1082 SetRestBonus( GetRestBonus()+ time_inn*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble );
1083 UpdateInnerTime(time(NULL));
1088 if(m_regenTimer > 0)
1090 if(p_time >= m_regenTimer)
1091 m_regenTimer = 0;
1092 else
1093 m_regenTimer -= p_time;
1096 if (m_weaponChangeTimer > 0)
1098 if(p_time >= m_weaponChangeTimer)
1099 m_weaponChangeTimer = 0;
1100 else
1101 m_weaponChangeTimer -= p_time;
1104 if (m_zoneUpdateTimer > 0)
1106 if(p_time >= m_zoneUpdateTimer)
1108 uint32 newzone = GetZoneId();
1109 if( m_zoneUpdateId != newzone )
1110 UpdateZone(newzone); // also update area
1111 else
1113 // use area updates as well
1114 // needed for free far all arenas for example
1115 uint32 newarea = GetAreaId();
1116 if( m_areaUpdateId != newarea )
1117 UpdateArea(newarea);
1119 m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
1122 else
1123 m_zoneUpdateTimer -= p_time;
1126 if (isAlive())
1128 RegenerateAll();
1131 if (m_deathState == JUST_DIED)
1133 KillPlayer();
1136 if(m_nextSave > 0)
1138 if(p_time >= m_nextSave)
1140 // m_nextSave reseted in SaveToDB call
1141 SaveToDB();
1142 sLog.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
1144 else
1146 m_nextSave -= p_time;
1150 //Breathtimer
1151 if(m_breathTimer > 0)
1153 if(p_time >= m_breathTimer)
1154 m_breathTimer = 0;
1155 else
1156 m_breathTimer -= p_time;
1160 //Handle Water/drowning
1161 HandleDrowning();
1163 //Handle lava
1164 HandleLava();
1166 //Handle detect stealth players
1167 if (m_DetectInvTimer > 0)
1169 if (p_time >= m_DetectInvTimer)
1171 m_DetectInvTimer = 3000;
1172 HandleStealthedUnitsDetection();
1174 else
1175 m_DetectInvTimer -= p_time;
1178 // Played time
1179 if (now > m_Last_tick)
1181 uint32 elapsed = uint32(now - m_Last_tick);
1182 m_Played_time[0] += elapsed; // Total played time
1183 m_Played_time[1] += elapsed; // Level played time
1184 m_Last_tick = now;
1187 if (m_drunk)
1189 m_drunkTimer += p_time;
1191 if (m_drunkTimer > 10000)
1192 HandleSobering();
1195 // not auto-free ghost from body in instances
1196 if(m_deathTimer > 0 && !GetBaseMap()->Instanceable())
1198 if(p_time >= m_deathTimer)
1200 m_deathTimer = 0;
1201 BuildPlayerRepop();
1202 RepopAtGraveyard();
1204 else
1205 m_deathTimer -= p_time;
1208 UpdateEnchantTime(p_time);
1209 UpdateHomebindTime(p_time);
1211 // group update
1212 SendUpdateToOutOfRangeGroupMembers();
1214 Pet* pet = GetPet();
1215 if(pet && !IsWithinDistInMap(pet, OWNER_MAX_DISTANCE))
1217 RemovePet(pet, PET_SAVE_NOT_IN_SLOT, true);
1218 return;
1222 void Player::setDeathState(DeathState s)
1224 uint32 ressSpellId = 0;
1226 bool cur = isAlive();
1228 if(s == JUST_DIED && cur)
1230 // drunken state is cleared on death
1231 SetDrunkValue(0);
1232 // lost combo points at any target (targeted combo points clear in Unit::setDeathState)
1233 ClearComboPoints();
1235 clearResurrectRequestData();
1237 // remove form before other mods to prevent incorrect stats calculation
1238 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId);
1240 //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
1241 RemovePet(NULL, PET_SAVE_NOT_IN_SLOT, true);
1243 // remove uncontrolled pets
1244 RemoveMiniPet();
1245 RemoveGuardians();
1247 // save value before aura remove in Unit::setDeathState
1248 ressSpellId = GetUInt32Value(PLAYER_SELF_RES_SPELL);
1250 // passive spell
1251 if(!ressSpellId)
1252 ressSpellId = GetResurrectionSpellId();
1254 Unit::setDeathState(s);
1256 // restore resurrection spell id for player after aura remove
1257 if(s == JUST_DIED && cur && ressSpellId)
1258 SetUInt32Value(PLAYER_SELF_RES_SPELL, ressSpellId);
1260 if(isAlive() && !cur)
1262 //clear aura case after resurrection by another way (spells will be applied before next death)
1263 SetUInt32Value(PLAYER_SELF_RES_SPELL, 0);
1265 // restore default warrior stance
1266 if(getClass()== CLASS_WARRIOR)
1267 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE,true);
1271 void Player::BuildEnumData( QueryResult * result, WorldPacket * p_data )
1273 *p_data << GetGUID();
1274 *p_data << m_name;
1276 *p_data << getRace();
1277 uint8 pClass = getClass();
1278 *p_data << pClass;
1279 *p_data << getGender();
1281 uint32 bytes = GetUInt32Value(PLAYER_BYTES);
1282 *p_data << uint8(bytes);
1283 *p_data << uint8(bytes >> 8);
1284 *p_data << uint8(bytes >> 16);
1285 *p_data << uint8(bytes >> 24);
1287 bytes = GetUInt32Value(PLAYER_BYTES_2);
1288 *p_data << uint8(bytes);
1290 *p_data << uint8(getLevel()); // player level
1291 // do not use GetMap! it will spawn a new instance since the bound instances are not loaded
1292 uint32 zoneId = MapManager::Instance().GetZoneId(GetMapId(), GetPositionX(),GetPositionY());
1294 *p_data << zoneId;
1295 *p_data << GetMapId();
1297 *p_data << GetPositionX();
1298 *p_data << GetPositionY();
1299 *p_data << GetPositionZ();
1301 *p_data << GetUInt32Value(PLAYER_GUILDID); // guild id
1303 uint32 char_flags = 0;
1304 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM))
1305 char_flags |= CHARACTER_FLAG_HIDE_HELM;
1306 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK))
1307 char_flags |= CHARACTER_FLAG_HIDE_CLOAK;
1308 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
1309 char_flags |= CHARACTER_FLAG_GHOST;
1310 if(HasAtLoginFlag(AT_LOGIN_RENAME))
1311 char_flags |= CHARACTER_FLAG_RENAME;
1312 // always send the flag if declined names aren't used
1313 // to let the client select a default method of declining the name
1314 if(!sWorld.getConfig(CONFIG_DECLINED_NAMES_USED) || (result && result->Fetch()[12].GetCppString() != ""))
1315 char_flags |= CHARACTER_FLAG_DECLINED;
1317 *p_data << (uint32)char_flags; // character flags
1318 *p_data << (uint32)0; // new wotlk
1319 *p_data << (uint8)1; // unknown
1321 // Pets info
1323 uint32 petDisplayId = 0;
1324 uint32 petLevel = 0;
1325 uint32 petFamily = 0;
1327 // show pet at selection character in character list only for non-ghost character
1328 if(result && isAlive() && (pClass == CLASS_WARLOCK || pClass == CLASS_HUNTER))
1330 Field* fields = result->Fetch();
1332 uint32 entry = fields[9].GetUInt32();
1333 CreatureInfo const* cInfo = sCreatureStorage.LookupEntry<CreatureInfo>(entry);
1334 if(cInfo)
1336 petDisplayId = fields[10].GetUInt32();
1337 petLevel = fields[11].GetUInt32();
1338 petFamily = cInfo->family;
1342 *p_data << (uint32)petDisplayId;
1343 *p_data << (uint32)petLevel;
1344 *p_data << (uint32)petFamily;
1347 /*ItemPrototype const *items[EQUIPMENT_SLOT_END];
1348 for (int i = 0; i < EQUIPMENT_SLOT_END; i++)
1349 items[i] = NULL;
1351 QueryResult *result = CharacterDatabase.PQuery("SELECT slot,item_template FROM character_inventory WHERE guid = '%u' AND bag = 0",GetGUIDLow());
1352 if (result)
1356 Field *fields = result->Fetch();
1357 uint8 slot = fields[0].GetUInt8() & 255;
1358 uint32 item_id = fields[1].GetUInt32();
1359 if( slot >= EQUIPMENT_SLOT_END )
1360 continue;
1362 items[slot] = objmgr.GetItemPrototype(item_id);
1363 if(!items[slot])
1365 sLog.outError( "Player::BuildEnumData: Player %s have unknown item (id: #%u) in inventory, skipped.", GetName(),item_id );
1366 continue;
1368 } while (result->NextRow());
1369 delete result;
1372 for (uint8 slot = 0; slot < EQUIPMENT_SLOT_END; slot++)
1374 uint32 visualbase = PLAYER_VISIBLE_ITEM_1_0 + (slot * MAX_VISIBLE_ITEM_OFFSET);
1375 uint32 item_id = GetUInt32Value(visualbase);
1376 const ItemPrototype * proto = objmgr.GetItemPrototype(item_id);
1377 SpellItemEnchantmentEntry const *enchant = NULL;
1379 for(uint8 enchantSlot = PERM_ENCHANTMENT_SLOT; enchantSlot<=TEMP_ENCHANTMENT_SLOT; enchantSlot++)
1381 uint32 enchantId = GetUInt32Value(visualbase+1+enchantSlot);
1382 if(enchant = sSpellItemEnchantmentStore.LookupEntry(enchantId))
1383 break;
1386 if (proto != NULL)
1388 *p_data << (uint32)proto->DisplayInfoID;
1389 *p_data << (uint8)proto->InventoryType;
1390 *p_data << (uint32)(enchant?enchant->aura_id:0);
1392 else
1394 *p_data << (uint32)0;
1395 *p_data << (uint8)0;
1396 *p_data << (uint32)0; // enchant?
1399 *p_data << (uint32)0; // first bag display id
1400 *p_data << (uint8)0; // first bag inventory type
1401 *p_data << (uint32)0; // enchant?
1404 bool Player::ToggleAFK()
1406 ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
1408 bool state = HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
1410 // afk player not allowed in battleground
1411 if(state && InBattleGround())
1412 LeaveBattleground();
1414 return state;
1417 bool Player::ToggleDND()
1419 ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
1421 return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
1424 uint8 Player::chatTag() const
1426 // it's bitmask
1427 // 0x8 - ??
1428 // 0x4 - gm
1429 // 0x2 - dnd
1430 // 0x1 - afk
1431 if(isGMChat())
1432 return 4;
1433 else if(isDND())
1434 return 3;
1435 if(isAFK())
1436 return 1;
1437 else
1438 return 0;
1441 bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options)
1443 if(!MapManager::IsValidMapCoord(mapid, x, y, z, orientation))
1445 sLog.outError("TeleportTo: invalid map %d or absent instance template.", mapid);
1446 return false;
1449 // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
1450 Pet* pet = GetPet();
1452 MapEntry const* mEntry = sMapStore.LookupEntry(mapid);
1454 // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
1455 if(!InBattleGround() && mEntry->IsBattleGround() && !GetSession()->GetSecurity())
1456 return false;
1458 // client without expansion support
1459 if(GetSession()->Expansion() < mEntry->Expansion())
1461 sLog.outDebug("Player %s using client without required expansion tried teleport to non accessable map %u", GetName(), mapid);
1463 if(GetTransport())
1464 RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
1466 SendTransferAborted(mapid, TRANSFER_ABORT_INSUF_EXPAN_LVL, mEntry->Expansion());
1468 return false; // normal client can't teleport to this map...
1470 else
1472 sLog.outDebug("Player %s will teleported to map %u", GetName(), mapid);
1475 // if we were on a transport, leave
1476 if (!(options & TELE_TO_NOT_LEAVE_TRANSPORT) && m_transport)
1478 m_transport->RemovePassenger(this);
1479 m_transport = NULL;
1480 m_movementInfo.t_x = 0.0f;
1481 m_movementInfo.t_y = 0.0f;
1482 m_movementInfo.t_z = 0.0f;
1483 m_movementInfo.t_o = 0.0f;
1484 m_movementInfo.t_time = 0;
1487 SetSemaphoreTeleport(true);
1489 // The player was ported to another map and looses the duel immediatly.
1490 // We have to perform this check before the teleport, otherwise the
1491 // ObjectAccessor won't find the flag.
1492 if (duel && this->GetMapId()!=mapid)
1494 GameObject* obj = ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER));
1495 if (obj)
1496 DuelComplete(DUEL_FLED);
1499 // reset movement flags at teleport, because player will continue move with these flags after teleport
1500 SetUnitMovementFlags(0);
1502 if ((this->GetMapId() == mapid) && (!m_transport))
1504 // prepare zone change detect
1505 uint32 old_zone = GetZoneId();
1507 // near teleport
1508 if(!GetSession()->PlayerLogout())
1510 WorldPacket data;
1511 BuildTeleportAckMsg(&data, x, y, z, orientation);
1512 GetSession()->SendPacket(&data);
1513 SetPosition( x, y, z, orientation, true);
1515 else
1516 // this will be used instead of the current location in SaveToDB
1517 m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
1519 //BuildHeartBeatMsg(&data);
1520 //SendMessageToSet(&data, true);
1521 if (!(options & TELE_TO_NOT_UNSUMMON_PET))
1523 //same map, only remove pet if out of range
1524 if(pet && !IsWithinDistInMap(pet, OWNER_MAX_DISTANCE))
1526 if(pet->isControlled() && !pet->isTemporarySummoned() )
1527 m_temporaryUnsummonedPetNumber = pet->GetCharmInfo()->GetPetNumber();
1528 else
1529 m_temporaryUnsummonedPetNumber = 0;
1531 RemovePet(pet, PET_SAVE_NOT_IN_SLOT);
1535 if(!(options & TELE_TO_NOT_LEAVE_COMBAT))
1536 CombatStop();
1538 if (!(options & TELE_TO_NOT_UNSUMMON_PET))
1540 // resummon pet
1541 if(pet && m_temporaryUnsummonedPetNumber)
1543 Pet* NewPet = new Pet;
1544 if(!NewPet->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber, true))
1545 delete NewPet;
1547 m_temporaryUnsummonedPetNumber = 0;
1551 if(!GetSession()->PlayerLogout())
1553 // don't reset teleport semaphore while logging out, otherwise m_teleport_dest won't be used in Player::SaveToDB
1554 SetSemaphoreTeleport(false);
1556 UpdateZone(GetZoneId());
1559 // new zone
1560 if(old_zone != GetZoneId())
1562 // honorless target
1563 if(pvpInfo.inHostileArea)
1564 CastSpell(this, 2479, true);
1567 else
1569 // far teleport to another map
1570 Map* oldmap = IsInWorld() ? MapManager::Instance().GetMap(GetMapId(), this) : NULL;
1571 // check if we can enter before stopping combat / removing pet / totems / interrupting spells
1573 // Check enter rights before map getting to avoid creating instance copy for player
1574 // this check not dependent from map instance copy and same for all instance copies of selected map
1575 if (!MapManager::Instance().CanPlayerEnter(mapid, this))
1577 SetSemaphoreTeleport(false);
1578 return false;
1581 // If the map is not created, assume it is possible to enter it.
1582 // It will be created in the WorldPortAck.
1583 Map *map = MapManager::Instance().FindMap(mapid);
1584 if (!map || map->CanEnter(this))
1586 SetSelection(0);
1588 CombatStop();
1590 ResetContestedPvP();
1592 // remove player from battleground on far teleport (when changing maps)
1593 if(BattleGround const* bg = GetBattleGround())
1595 // Note: at battleground join battleground id set before teleport
1596 // and we already will found "current" battleground
1597 // just need check that this is targeted map or leave
1598 if(bg->GetMapId() != mapid)
1599 LeaveBattleground(false); // don't teleport to entry point
1602 // remove pet on map change
1603 if (pet)
1605 //leaving map -> delete pet right away (doing this later will cause problems)
1606 if(pet->isControlled() && !pet->isTemporarySummoned())
1607 m_temporaryUnsummonedPetNumber = pet->GetCharmInfo()->GetPetNumber();
1608 else
1609 m_temporaryUnsummonedPetNumber = 0;
1611 RemovePet(pet, PET_SAVE_NOT_IN_SLOT);
1614 // remove all dyn objects
1615 RemoveAllDynObjects();
1617 // stop spellcasting
1618 // not attempt interrupt teleportation spell at caster teleport
1619 if(!(options & TELE_TO_SPELL))
1620 if(IsNonMeleeSpellCasted(true))
1621 InterruptNonMeleeSpells(true);
1623 if(!GetSession()->PlayerLogout())
1625 // send transfer packets
1626 WorldPacket data(SMSG_TRANSFER_PENDING, (4+4+4));
1627 data << uint32(mapid);
1628 if (m_transport)
1630 data << m_transport->GetEntry() << GetMapId();
1632 GetSession()->SendPacket(&data);
1634 data.Initialize(SMSG_NEW_WORLD, (20));
1635 if (m_transport)
1637 data << (uint32)mapid << m_movementInfo.t_x << m_movementInfo.t_y << m_movementInfo.t_z << m_movementInfo.t_o;
1639 else
1641 data << (uint32)mapid << (float)x << (float)y << (float)z << (float)orientation;
1643 GetSession()->SendPacket( &data );
1644 SendSavedInstances();
1646 // remove from old map now
1647 if(oldmap) oldmap->Remove(this, false);
1650 // new final coordinates
1651 float final_x = x;
1652 float final_y = y;
1653 float final_z = z;
1654 float final_o = orientation;
1656 if(m_transport)
1658 final_x += m_movementInfo.t_x;
1659 final_y += m_movementInfo.t_y;
1660 final_z += m_movementInfo.t_z;
1661 final_o += m_movementInfo.t_o;
1664 m_teleport_dest = WorldLocation(mapid, final_x, final_y, final_z, final_o);
1665 // if the player is saved before worldportack (at logout for example)
1666 // this will be used instead of the current location in SaveToDB
1668 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP);
1670 // move packet sent by client always after far teleport
1671 // SetPosition(final_x, final_y, final_z, final_o, true);
1672 SetDontMove(true);
1674 // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
1676 else
1677 return false;
1679 return true;
1682 void Player::AddToWorld()
1684 ///- Do not add/remove the player from the object storage
1685 ///- It will crash when updating the ObjectAccessor
1686 ///- The player should only be added when logging in
1687 Unit::AddToWorld();
1689 for(int i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; i++)
1691 if(m_items[i])
1692 m_items[i]->AddToWorld();
1696 void Player::RemoveFromWorld()
1698 // cleanup
1699 if(IsInWorld())
1701 ///- Release charmed creatures, unsummon totems and remove pets/guardians
1702 Uncharm();
1703 UnsummonAllTotems();
1704 RemoveMiniPet();
1705 RemoveGuardians();
1708 for(int i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; i++)
1710 if(m_items[i])
1711 m_items[i]->RemoveFromWorld();
1714 ///- Do not add/remove the player from the object storage
1715 ///- It will crash when updating the ObjectAccessor
1716 ///- The player should only be removed when logging out
1717 Unit::RemoveFromWorld();
1720 void Player::RewardRage( uint32 damage, uint32 weaponSpeedHitFactor, bool attacker )
1722 float addRage;
1724 float rageconversion = ((0.0091107836 * getLevel()*getLevel())+3.225598133*getLevel())+4.2652911;
1726 if(attacker)
1728 addRage = ((damage/rageconversion*7.5 + weaponSpeedHitFactor)/2);
1730 // talent who gave more rage on attack
1731 addRage *= 1.0f + GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT) / 100.0f;
1733 else
1735 addRage = damage/rageconversion*2.5;
1737 // Berserker Rage effect
1738 if(HasAura(18499,0))
1739 addRage *= 1.3;
1742 addRage *= sWorld.getRate(RATE_POWER_RAGE_INCOME);
1744 ModifyPower(POWER_RAGE, uint32(addRage*10));
1747 void Player::RegenerateAll()
1749 if (m_regenTimer != 0)
1750 return;
1751 uint32 regenDelay = 2000;
1753 // Not in combat or they have regeneration
1754 if( !isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) ||
1755 HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT) || IsPolymorphed() )
1757 RegenerateHealth();
1758 if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN))
1759 Regenerate(POWER_RAGE);
1762 Regenerate( POWER_ENERGY );
1764 Regenerate( POWER_MANA );
1766 Regenerate( POWER_RUNIC_POWER );
1768 m_regenTimer = regenDelay;
1771 void Player::Regenerate(Powers power)
1773 uint32 curValue = GetPower(power);
1774 uint32 maxValue = GetMaxPower(power);
1776 float addvalue = 0.0f;
1778 switch (power)
1780 case POWER_MANA:
1782 bool recentCast = IsUnderLastManaUseEffect();
1783 float ManaIncreaseRate = sWorld.getRate(RATE_POWER_MANA);
1784 if (recentCast)
1786 // Mangos Updates Mana in intervals of 2s, which is correct
1787 addvalue = GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER) * ManaIncreaseRate * 2.00f;
1789 else
1791 addvalue = GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER) * ManaIncreaseRate * 2.00f;
1793 } break;
1794 case POWER_RAGE: // Regenerate rage
1796 float RageDecreaseRate = sWorld.getRate(RATE_POWER_RAGE_LOSS);
1797 addvalue = 30 * RageDecreaseRate; // 3 rage by tick
1798 } break;
1799 case POWER_ENERGY: // Regenerate energy (rogue)
1800 addvalue = 20;
1801 break;
1802 case POWER_RUNIC_POWER:
1803 addvalue = 100; // TODO: find correct regen rate
1804 break;
1805 case POWER_FOCUS:
1806 case POWER_HAPPINESS:
1807 break;
1810 // Mana regen calculated in Player::UpdateManaRegen()
1811 // Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras
1812 if(power != POWER_MANA)
1814 AuraList const& ModPowerRegenPCTAuras = GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT);
1815 for(AuraList::const_iterator i = ModPowerRegenPCTAuras.begin(); i != ModPowerRegenPCTAuras.end(); ++i)
1816 if ((*i)->GetModifier()->m_miscvalue == power)
1817 addvalue *= ((*i)->GetModifier()->m_amount + 100) / 100.0f;
1820 if (power != POWER_RAGE)
1822 curValue += uint32(addvalue);
1823 if (curValue > maxValue)
1824 curValue = maxValue;
1826 else
1828 if(curValue <= uint32(addvalue))
1829 curValue = 0;
1830 else
1831 curValue -= uint32(addvalue);
1833 SetPower(power, curValue);
1836 void Player::RegenerateHealth()
1838 uint32 curValue = GetHealth();
1839 uint32 maxValue = GetMaxHealth();
1841 if (curValue >= maxValue) return;
1843 float HealthIncreaseRate = sWorld.getRate(RATE_HEALTH);
1845 float addvalue = 0.0f;
1847 // polymorphed case
1848 if ( IsPolymorphed() )
1849 addvalue = GetMaxHealth()/3;
1850 // normal regen case (maybe partly in combat case)
1851 else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) )
1853 addvalue = OCTRegenHPPerSpirit()* HealthIncreaseRate;
1854 if (!isInCombat())
1856 AuraList const& mModHealthRegenPct = GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT);
1857 for(AuraList::const_iterator i = mModHealthRegenPct.begin(); i != mModHealthRegenPct.end(); ++i)
1858 addvalue *= (100.0f + (*i)->GetModifier()->m_amount) / 100.0f;
1860 else if(HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
1861 addvalue *= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT) / 100.0f;
1863 if(!IsStandState())
1864 addvalue *= 1.5;
1867 // always regeneration bonus (including combat)
1868 addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT);
1870 if(addvalue < 0)
1871 addvalue = 0;
1873 ModifyHealth(int32(addvalue));
1876 bool Player::CanInteractWithNPCs(bool alive) const
1878 if(alive && !isAlive())
1879 return false;
1880 if(isInFlight())
1881 return false;
1883 return true;
1886 bool Player::IsUnderWater() const
1888 return IsInWater() &&
1889 GetPositionZ() < (MapManager::Instance().GetBaseMap(GetMapId())->GetWaterLevel(GetPositionX(),GetPositionY())-2);
1892 void Player::SetInWater(bool apply)
1894 if(m_isInWater==apply)
1895 return;
1897 //define player in water by opcodes
1898 //move player's guid into HateOfflineList of those mobs
1899 //which can't swim and move guid back into ThreatList when
1900 //on surface.
1901 //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
1902 m_isInWater = apply;
1904 // remove auras that need water/land
1905 RemoveAurasWithInterruptFlags(apply ? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER : AURA_INTERRUPT_FLAG_NOT_UNDERWATER);
1907 getHostilRefManager().updateThreatTables();
1910 void Player::SetGameMaster(bool on)
1912 if(on)
1914 m_ExtraFlags |= PLAYER_EXTRA_GM_ON;
1915 setFaction(35);
1916 SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
1918 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP);
1919 ResetContestedPvP();
1921 getHostilRefManager().setOnlineOfflineState(false);
1922 CombatStop();
1924 else
1926 m_ExtraFlags &= ~ PLAYER_EXTRA_GM_ON;
1927 setFactionForRace(getRace());
1928 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
1930 // restore FFA PvP Server state
1931 if(sWorld.IsFFAPvPRealm())
1932 SetFlag(PLAYER_FLAGS,PLAYER_FLAGS_FFA_PVP);
1934 // restore FFA PvP area state, remove not allowed for GM mounts
1935 UpdateArea(m_areaUpdateId);
1937 getHostilRefManager().setOnlineOfflineState(true);
1940 ObjectAccessor::UpdateVisibilityForPlayer(this);
1943 void Player::SetGMVisible(bool on)
1945 if(on)
1947 m_ExtraFlags &= ~PLAYER_EXTRA_GM_INVISIBLE; //remove flag
1949 // Reapply stealth/invisibility if active or show if not any
1950 if(HasAuraType(SPELL_AURA_MOD_STEALTH))
1951 SetVisibility(VISIBILITY_GROUP_STEALTH);
1952 else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY))
1953 SetVisibility(VISIBILITY_GROUP_INVISIBILITY);
1954 else
1955 SetVisibility(VISIBILITY_ON);
1957 else
1959 m_ExtraFlags |= PLAYER_EXTRA_GM_INVISIBLE; //add flag
1961 SetAcceptWhispers(false);
1962 SetGameMaster(true);
1964 SetVisibility(VISIBILITY_OFF);
1968 bool Player::IsGroupVisibleFor(Player* p) const
1970 switch(sWorld.getConfig(CONFIG_GROUP_VISIBILITY))
1972 default: return IsInSameGroupWith(p);
1973 case 1: return IsInSameRaidWith(p);
1974 case 2: return GetTeam()==p->GetTeam();
1978 bool Player::IsInSameGroupWith(Player const* p) const
1980 return p==this || GetGroup() != NULL &&
1981 GetGroup() == p->GetGroup() &&
1982 GetGroup()->SameSubGroup((Player*)this, (Player*)p);
1985 ///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
1986 /// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
1987 void Player::UninviteFromGroup()
1989 if(GetGroupInvite()) // uninvited invitee
1991 Group* group = GetGroupInvite();
1992 group->RemoveInvite(this);
1994 if(group->GetMembersCount() <= 1) // group has just 1 member => disband
1996 if(group->IsCreated())
1998 group->Disband(true);
1999 objmgr.RemoveGroup(group);
2001 else
2002 group->RemoveAllInvites();
2004 delete group;
2009 void Player::RemoveFromGroup(Group* group, uint64 guid)
2011 if(group)
2013 if (group->RemoveMember(guid, 0) <= 1)
2015 // group->Disband(); already disbanded in RemoveMember
2016 objmgr.RemoveGroup(group);
2017 delete group;
2018 // removemember sets the player's group pointer to NULL
2023 void Player::SendLogXPGain(uint32 GivenXP, Unit* victim, uint32 RestXP)
2025 WorldPacket data(SMSG_LOG_XPGAIN, 21);
2026 data << uint64(victim ? victim->GetGUID() : 0); // guid
2027 data << uint32(GivenXP+RestXP); // given experience
2028 data << uint8(victim ? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
2029 if(victim)
2031 data << uint32(GivenXP); // experience without rested bonus
2032 data << float(1); // 1 - none 0 - 100% group bonus output
2034 data << uint8(0); // new 2.4.0
2035 GetSession()->SendPacket(&data);
2038 void Player::GiveXP(uint32 xp, Unit* victim)
2040 if ( xp < 1 )
2041 return;
2043 if(!isAlive())
2044 return;
2046 uint32 level = getLevel();
2048 // XP to money conversion processed in Player::RewardQuest
2049 if(level >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
2050 return;
2052 // handle SPELL_AURA_MOD_XP_PCT auras
2053 Unit::AuraList const& ModXPPctAuras = GetAurasByType(SPELL_AURA_MOD_XP_PCT);
2054 for(Unit::AuraList::const_iterator i = ModXPPctAuras.begin();i != ModXPPctAuras.end(); ++i)
2055 xp = uint32(xp*(1.0f + (*i)->GetModifier()->m_amount / 100.0f));
2057 // XP resting bonus for kill
2058 uint32 rested_bonus_xp = victim ? GetXPRestBonus(xp) : 0;
2060 SendLogXPGain(xp,victim,rested_bonus_xp);
2062 uint32 curXP = GetUInt32Value(PLAYER_XP);
2063 uint32 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
2064 uint32 newXP = curXP + xp + rested_bonus_xp;
2066 while( newXP >= nextLvlXP && level < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
2068 newXP -= nextLvlXP;
2070 if ( level < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
2071 GiveLevel(level + 1);
2073 level = getLevel();
2074 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
2077 SetUInt32Value(PLAYER_XP, newXP);
2080 // Update player to next level
2081 // Current player experience not update (must be update by caller)
2082 void Player::GiveLevel(uint32 level)
2084 if ( level == getLevel() )
2085 return;
2087 PlayerLevelInfo info;
2088 objmgr.GetPlayerLevelInfo(getRace(),getClass(),level,&info);
2090 PlayerClassLevelInfo classInfo;
2091 objmgr.GetPlayerClassLevelInfo(getClass(),level,&classInfo);
2093 // send levelup info to client
2094 WorldPacket data(SMSG_LEVELUP_INFO, (4+4+MAX_POWERS*4+MAX_STATS*4));
2095 data << uint32(level);
2096 data << uint32(int32(classInfo.basehealth) - int32(GetCreateHealth()));
2097 // for(int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6)
2098 data << uint32(int32(classInfo.basemana) - int32(GetCreateMana()));
2099 data << uint32(0);
2100 data << uint32(0);
2101 data << uint32(0);
2102 data << uint32(0);
2103 data << uint32(0);
2104 data << uint32(0);
2105 // end for
2106 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i) // Stats loop (0-4)
2107 data << uint32(int32(info.stats[i]) - GetCreateStat(Stats(i)));
2109 GetSession()->SendPacket(&data);
2111 SetUInt32Value(PLAYER_NEXT_LEVEL_XP, MaNGOS::XP::xp_to_level(level));
2113 //update level, max level of skills
2114 if(getLevel()!= level)
2115 m_Played_time[1] = 0; // Level Played Time reset
2116 SetLevel(level);
2117 UpdateMaxSkills();
2119 // save base values (bonuses already included in stored stats
2120 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
2121 SetCreateStat(Stats(i), info.stats[i]);
2123 SetCreateHealth(classInfo.basehealth);
2124 SetCreateMana(classInfo.basemana);
2126 InitTalentForLevel();
2127 InitTaxiNodesForLevel();
2128 InitGlyphsForLevel();
2130 UpdateAllStats();
2132 // set current level health and mana/energy to maximum after applying all mods.
2133 SetHealth(GetMaxHealth());
2134 SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
2135 SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
2136 if(GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
2137 SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
2138 SetPower(POWER_FOCUS, 0);
2139 SetPower(POWER_HAPPINESS, 0);
2141 // give level to summoned pet
2142 Pet* pet = GetPet();
2143 if(pet && pet->getPetType()==SUMMON_PET)
2144 pet->GivePetLevel(level);
2145 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL);
2148 void Player::InitTalentForLevel()
2150 uint32 level = getLevel();
2151 // talents base at level diff ( talents = level - 9 but some can be used already)
2152 if(level < 10)
2154 // Remove all talent points
2155 if(m_usedTalentCount > 0) // Free any used talents
2157 resetTalents(true);
2158 SetFreeTalentPoints(0);
2161 else
2163 uint32 talentPointsForLevel = uint32((level-9)*sWorld.getRate(RATE_TALENT));
2164 // if used more that have then reset
2165 if(m_usedTalentCount > talentPointsForLevel)
2167 if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR)
2168 resetTalents(true);
2169 else
2170 SetFreeTalentPoints(0);
2172 // else update amount of free points
2173 else
2174 SetFreeTalentPoints(talentPointsForLevel-m_usedTalentCount);
2178 void Player::InitStatsForLevel(bool reapplyMods)
2180 if(reapplyMods) //reapply stats values only on .reset stats (level) command
2181 _RemoveAllStatBonuses();
2183 PlayerClassLevelInfo classInfo;
2184 objmgr.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo);
2186 PlayerLevelInfo info;
2187 objmgr.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info);
2189 SetUInt32Value(PLAYER_FIELD_MAX_LEVEL, sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) );
2190 SetUInt32Value(PLAYER_NEXT_LEVEL_XP, MaNGOS::XP::xp_to_level(getLevel()));
2192 UpdateMaxSkills ();
2194 // set default cast time multiplier
2195 SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f);
2197 // reset size before reapply auras
2198 SetFloatValue(OBJECT_FIELD_SCALE_X,1.0f);
2200 // save base values (bonuses already included in stored stats
2201 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
2202 SetCreateStat(Stats(i), info.stats[i]);
2204 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
2205 SetStat(Stats(i), info.stats[i]);
2207 SetCreateHealth(classInfo.basehealth);
2209 //set create powers
2210 SetCreateMana(classInfo.basemana);
2212 SetArmor(int32(m_createStats[STAT_AGILITY]*2));
2214 InitStatBuffMods();
2216 //reset rating fields values
2217 for(uint16 index = PLAYER_FIELD_COMBAT_RATING_1; index < PLAYER_FIELD_COMBAT_RATING_1 + MAX_COMBAT_RATING; ++index)
2218 SetUInt32Value(index, 0);
2220 SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS,0);
2221 for (int i = 0; i < 7; i++)
2223 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG+i, 0);
2224 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS+i, 0);
2225 SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT+i, 1.00f);
2228 //reset attack power, damage and attack speed fields
2229 SetFloatValue(UNIT_FIELD_BASEATTACKTIME, 2000.0f );
2230 SetFloatValue(UNIT_FIELD_BASEATTACKTIME + 1, 2000.0f ); // offhand attack time
2231 SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME, 2000.0f );
2233 SetFloatValue(UNIT_FIELD_MINDAMAGE, 0.0f );
2234 SetFloatValue(UNIT_FIELD_MAXDAMAGE, 0.0f );
2235 SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE, 0.0f );
2236 SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE, 0.0f );
2237 SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE, 0.0f );
2238 SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE, 0.0f );
2240 SetUInt32Value(UNIT_FIELD_ATTACK_POWER, 0 );
2241 SetUInt32Value(UNIT_FIELD_ATTACK_POWER_MODS, 0 );
2242 SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER,0.0f);
2243 SetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER, 0 );
2244 SetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS,0 );
2245 SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER,0.0f);
2247 // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2248 SetFloatValue(PLAYER_CRIT_PERCENTAGE,0.0f);
2249 SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE,0.0f);
2250 SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE,0.0f);
2252 // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2253 for (uint8 i = 0; i < 7; ++i)
2254 SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1+i, 0.0f);
2256 SetFloatValue(PLAYER_PARRY_PERCENTAGE, 0.0f);
2257 SetFloatValue(PLAYER_BLOCK_PERCENTAGE, 0.0f);
2258 SetUInt32Value(PLAYER_SHIELD_BLOCK, 0);
2260 // Dodge percentage
2261 SetFloatValue(PLAYER_DODGE_PERCENTAGE, 0.0f);
2263 // set armor (resistance 0) to original value (create_agility*2)
2264 SetArmor(int32(m_createStats[STAT_AGILITY]*2));
2265 SetResistanceBuffMods(SpellSchools(0), true, 0.0f);
2266 SetResistanceBuffMods(SpellSchools(0), false, 0.0f);
2267 // set other resistance to original value (0)
2268 for (int i = 1; i < MAX_SPELL_SCHOOL; i++)
2270 SetResistance(SpellSchools(i), 0);
2271 SetResistanceBuffMods(SpellSchools(i), true, 0.0f);
2272 SetResistanceBuffMods(SpellSchools(i), false, 0.0f);
2275 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE,0);
2276 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE,0);
2277 for(int i = 0; i < MAX_SPELL_SCHOOL; ++i)
2279 SetFloatValue(UNIT_FIELD_POWER_COST_MODIFIER+i,0.0f);
2280 SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER+i,0.0f);
2282 // Init data for form but skip reapply item mods for form
2283 InitDataForForm(reapplyMods);
2285 // save new stats
2286 for (int i = POWER_MANA; i < MAX_POWERS; i++)
2287 SetMaxPower(Powers(i), uint32(GetCreatePowers(Powers(i))));
2289 SetMaxHealth(classInfo.basehealth); // stamina bonus will applied later
2291 // cleanup mounted state (it will set correctly at aura loading if player saved at mount.
2292 SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, 0);
2294 // cleanup unit flags (will be re-applied if need at aura load).
2295 RemoveFlag( UNIT_FIELD_FLAGS,
2296 UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_NOT_ATTACKABLE_1 |
2297 UNIT_FLAG_PET_IN_COMBAT | UNIT_FLAG_SILENCED | UNIT_FLAG_PACIFIED |
2298 UNIT_FLAG_STUNNED | UNIT_FLAG_IN_COMBAT | UNIT_FLAG_DISARMED |
2299 UNIT_FLAG_CONFUSED | UNIT_FLAG_FLEEING | UNIT_FLAG_NOT_SELECTABLE |
2300 UNIT_FLAG_SKINNABLE | UNIT_FLAG_MOUNT | UNIT_FLAG_TAXI_FLIGHT );
2301 SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE ); // must be set
2303 // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
2304 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK | PLAYER_FLAGS_DND | PLAYER_FLAGS_GM | PLAYER_FLAGS_GHOST | PLAYER_FLAGS_FFA_PVP);
2306 SetByteValue(UNIT_FIELD_BYTES_1, 2, 0x00); // one form stealth modified bytes
2308 // restore if need some important flags
2309 SetUInt32Value(PLAYER_FIELD_BYTES2, 0 ); // flags empty by default
2311 if(reapplyMods) //reapply stats values only on .reset stats (level) command
2312 _ApplyAllStatBonuses();
2314 // set current level health and mana/energy to maximum after applying all mods.
2315 SetHealth(GetMaxHealth());
2316 SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
2317 SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
2318 if(GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
2319 SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
2320 SetPower(POWER_FOCUS, 0);
2321 SetPower(POWER_HAPPINESS, 0);
2322 SetPower(POWER_RUNIC_POWER, 0);
2325 void Player::SendInitialSpells()
2327 uint16 spellCount = 0;
2329 WorldPacket data(SMSG_INITIAL_SPELLS, (1+2+4*m_spells.size()+2+m_spellCooldowns.size()*(2+2+2+4+4)));
2330 data << uint8(0);
2332 size_t countPos = data.wpos();
2333 data << uint16(spellCount); // spell count placeholder
2335 for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
2337 if(itr->second->state == PLAYERSPELL_REMOVED)
2338 continue;
2340 if(!itr->second->active || itr->second->disabled)
2341 continue;
2343 data << uint16(itr->first);
2344 //data << uint16(itr->second->slotId);
2345 data << uint16(0); // it's not slot id
2347 spellCount +=1;
2350 data.put<uint16>(countPos,spellCount); // write real count value
2352 uint16 spellCooldowns = m_spellCooldowns.size();
2353 data << uint16(spellCooldowns);
2354 for(SpellCooldowns::const_iterator itr=m_spellCooldowns.begin(); itr!=m_spellCooldowns.end(); itr++)
2356 SpellEntry const *sEntry = sSpellStore.LookupEntry(itr->first);
2357 if(!sEntry)
2358 continue;
2360 data << uint16(itr->first);
2362 time_t cooldown = 0;
2363 time_t curTime = time(NULL);
2364 if(itr->second.end > curTime)
2365 cooldown = (itr->second.end-curTime)*1000;
2367 data << uint16(itr->second.itemid); // cast item id
2368 data << uint16(sEntry->Category); // spell category
2369 if(sEntry->Category) // may be wrong, but anyway better than nothing...
2371 data << uint32(0);
2372 data << uint32(cooldown);
2374 else
2376 data << uint32(cooldown);
2377 data << uint32(0);
2381 GetSession()->SendPacket(&data);
2383 sLog.outDetail( "CHARACTER: Sent Initial Spells" );
2386 void Player::RemoveMail(uint32 id)
2388 for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end();++itr)
2390 if ((*itr)->messageID == id)
2392 //do not delete item, because Player::removeMail() is called when returning mail to sender.
2393 m_mail.erase(itr);
2394 return;
2399 void Player::SendMailResult(uint32 mailId, uint32 mailAction, uint32 mailError, uint32 equipError, uint32 item_guid, uint32 item_count)
2401 WorldPacket data(SMSG_SEND_MAIL_RESULT, (4+4+4+(mailError == MAIL_ERR_BAG_FULL?4:(mailAction == MAIL_ITEM_TAKEN?4+4:0))));
2402 data << (uint32) mailId;
2403 data << (uint32) mailAction;
2404 data << (uint32) mailError;
2405 if ( mailError == MAIL_ERR_BAG_FULL )
2406 data << (uint32) equipError;
2407 else if( mailAction == MAIL_ITEM_TAKEN )
2409 data << (uint32) item_guid; // item guid low?
2410 data << (uint32) item_count; // item count?
2412 GetSession()->SendPacket(&data);
2415 void Player::SendNewMail()
2417 // deliver undelivered mail
2418 WorldPacket data(SMSG_RECEIVED_MAIL, 4);
2419 data << (uint32) 0;
2420 GetSession()->SendPacket(&data);
2423 void Player::UpdateNextMailTimeAndUnreads()
2425 // calculate next delivery time (min. from non-delivered mails
2426 // and recalculate unReadMail
2427 time_t cTime = time(NULL);
2428 m_nextMailDelivereTime = 0;
2429 unReadMails = 0;
2430 for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
2432 if((*itr)->deliver_time > cTime)
2434 if(!m_nextMailDelivereTime || m_nextMailDelivereTime > (*itr)->deliver_time)
2435 m_nextMailDelivereTime = (*itr)->deliver_time;
2437 else if(((*itr)->checked & MAIL_CHECK_MASK_READ) == 0)
2438 ++unReadMails;
2442 void Player::AddNewMailDeliverTime(time_t deliver_time)
2444 if(deliver_time <= time(NULL)) // ready now
2446 ++unReadMails;
2447 SendNewMail();
2449 else // not ready and no have ready mails
2451 if(!m_nextMailDelivereTime || m_nextMailDelivereTime > deliver_time)
2452 m_nextMailDelivereTime = deliver_time;
2456 bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool loading, uint16 slot_id, bool disabled)
2458 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
2459 if (!spellInfo)
2461 // do character spell book cleanup (all characters)
2462 if(loading && !learning) // spell load case
2464 sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id);
2465 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id);
2467 else
2468 sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id);
2470 return false;
2473 if(!SpellMgr::IsSpellValid(spellInfo,this,false))
2475 // do character spell book cleanup (all characters)
2476 if(loading && !learning) // spell load case
2478 sLog.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id);
2479 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id);
2481 else
2482 sLog.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id);
2484 return false;
2487 PlayerSpellState state = learning ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED;
2489 bool disabled_case = false;
2490 bool superceded_old = false;
2492 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
2493 if (itr != m_spells.end())
2495 // update active state for known spell
2496 if(itr->second->active != active && itr->second->state != PLAYERSPELL_REMOVED && !itr->second->disabled)
2498 itr->second->active = active;
2500 // loading && !learning == explicitly load from DB and then exist in it already and set correctly
2501 if(loading && !learning)
2502 itr->second->state = PLAYERSPELL_UNCHANGED;
2503 else if(itr->second->state != PLAYERSPELL_NEW)
2504 itr->second->state = PLAYERSPELL_CHANGED;
2506 if(!active)
2508 WorldPacket data(SMSG_REMOVED_SPELL, 4);
2509 data << uint16(spell_id);
2510 GetSession()->SendPacket(&data);
2512 return active; // learn (show in spell book if active now)
2515 if(itr->second->disabled != disabled && itr->second->state != PLAYERSPELL_REMOVED)
2517 if(itr->second->state != PLAYERSPELL_NEW)
2518 itr->second->state = PLAYERSPELL_CHANGED;
2519 itr->second->disabled = disabled;
2521 if(disabled)
2522 return false;
2524 disabled_case = true;
2526 else switch(itr->second->state)
2528 case PLAYERSPELL_UNCHANGED: // known saved spell
2529 return false;
2530 case PLAYERSPELL_REMOVED: // re-learning removed not saved spell
2532 delete itr->second;
2533 m_spells.erase(itr);
2534 state = PLAYERSPELL_CHANGED;
2535 break; // need re-add
2537 default: // known not saved yet spell (new or modified)
2539 // can be in case spell loading but learned at some previous spell loading
2540 if(loading && !learning)
2541 itr->second->state = PLAYERSPELL_UNCHANGED;
2543 return false;
2548 if(!disabled_case) // skip new spell adding if spell already known (disabled spells case)
2550 // talent: unlearn all other talent ranks (high and low)
2551 if(TalentSpellPos const* talentPos = GetTalentSpellPos(spell_id))
2553 if(TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentPos->talent_id ))
2555 for(int i=0; i <5; ++i)
2557 // skip learning spell and no rank spell case
2558 uint32 rankSpellId = talentInfo->RankID[i];
2559 if(!rankSpellId || rankSpellId==spell_id)
2560 continue;
2562 // skip unknown ranks
2563 if(!HasSpell(rankSpellId))
2564 continue;
2566 removeSpell(rankSpellId);
2570 // non talent spell: learn low ranks (recursive call)
2571 else if(uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id))
2573 if(loading) // at spells loading, no output, but allow save
2574 addSpell(prev_spell,active,true,loading,SPELL_WITHOUT_SLOT_ID,disabled);
2575 else // at normal learning
2576 learnSpell(prev_spell);
2579 PlayerSpell *newspell = new PlayerSpell;
2580 newspell->active = active;
2581 newspell->state = state;
2582 newspell->disabled = disabled;
2584 // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
2585 if(newspell->active && !newspell->disabled && !SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0)
2587 for( PlayerSpellMap::iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr )
2589 if(itr->second->state == PLAYERSPELL_REMOVED) continue;
2590 SpellEntry const *i_spellInfo = sSpellStore.LookupEntry(itr->first);
2591 if(!i_spellInfo) continue;
2593 if( spellmgr.IsRankSpellDueToSpell(spellInfo,itr->first) )
2595 if(itr->second->active)
2597 if(spellmgr.IsHighRankOfSpell(spell_id,itr->first))
2599 if(!loading) // not send spell (re-/over-)learn packets at loading
2601 WorldPacket data(SMSG_SUPERCEDED_SPELL, (4));
2602 data << uint16(itr->first);
2603 data << uint16(spell_id);
2604 GetSession()->SendPacket( &data );
2607 // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
2608 itr->second->active = false;
2609 itr->second->state = PLAYERSPELL_CHANGED;
2610 superceded_old = true; // new spell replace old in action bars and spell book.
2612 else if(spellmgr.IsHighRankOfSpell(itr->first,spell_id))
2614 if(!loading) // not send spell (re-/over-)learn packets at loading
2616 WorldPacket data(SMSG_SUPERCEDED_SPELL, (4));
2617 data << uint16(spell_id);
2618 data << uint16(itr->first);
2619 GetSession()->SendPacket( &data );
2622 // mark new spell as disable (not learned yet for client and will not learned)
2623 newspell->active = false;
2624 if(newspell->state != PLAYERSPELL_NEW)
2625 newspell->state = PLAYERSPELL_CHANGED;
2632 uint16 tmpslot=slot_id;
2634 if (tmpslot == SPELL_WITHOUT_SLOT_ID)
2636 uint16 maxid = 0;
2637 PlayerSpellMap::iterator itr;
2638 for (itr = m_spells.begin(); itr != m_spells.end(); ++itr)
2640 if(itr->second->state == PLAYERSPELL_REMOVED)
2641 continue;
2642 if (itr->second->slotId > maxid)
2643 maxid = itr->second->slotId;
2645 tmpslot = maxid + 1;
2648 newspell->slotId = tmpslot;
2649 m_spells[spell_id] = newspell;
2651 // return false if spell disabled
2652 if (newspell->disabled)
2653 return false;
2656 uint32 talentCost = GetTalentSpellCost(spell_id);
2658 // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
2659 // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
2660 if( talentCost > 0 && IsSpellHaveEffect(spellInfo,SPELL_EFFECT_LEARN_SPELL) )
2662 // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
2663 CastSpell(this, spell_id, true);
2665 // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
2666 else if (IsPassiveSpell(spell_id))
2668 // if spell doesn't require a stance or the player is in the required stance
2669 if( ( !spellInfo->Stances &&
2670 spell_id != 5420 && spell_id != 5419 && spell_id != 7376 &&
2671 spell_id != 7381 && spell_id != 21156 && spell_id != 21009 &&
2672 spell_id != 21178 && spell_id != 33948 && spell_id != 40121 ) ||
2673 m_form != 0 && (spellInfo->Stances & (1<<(m_form-1))) ||
2674 (spell_id == 5420 && m_form == FORM_TREE) ||
2675 (spell_id == 5419 && m_form == FORM_TRAVEL) ||
2676 (spell_id == 7376 && m_form == FORM_DEFENSIVESTANCE) ||
2677 (spell_id == 7381 && m_form == FORM_BERSERKERSTANCE) ||
2678 (spell_id == 21156 && m_form == FORM_BATTLESTANCE)||
2679 (spell_id == 21178 && (m_form == FORM_BEAR || m_form == FORM_DIREBEAR) ) ||
2680 (spell_id == 33948 && m_form == FORM_FLIGHT) ||
2681 (spell_id == 40121 && m_form == FORM_FLIGHT_EPIC) )
2682 //Check CasterAuraStates
2683 if (!spellInfo->CasterAuraState || HasAuraState(AuraState(spellInfo->CasterAuraState)))
2684 CastSpell(this, spell_id, true);
2686 else if( IsSpellHaveEffect(spellInfo,SPELL_EFFECT_SKILL_STEP) )
2688 CastSpell(this, spell_id, true);
2689 return false;
2692 // update used talent points count
2693 m_usedTalentCount += talentCost;
2695 // update free primary prof.points (if any, can be none in case GM .learn prof. learning)
2696 if(uint32 freeProfs = GetFreePrimaryProffesionPoints())
2698 if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id))
2699 SetFreePrimaryProffesions(freeProfs-1);
2702 // add dependent skills
2703 uint16 maxskill = GetMaxSkillValueForLevel();
2705 SpellLearnSkillNode const* spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id);
2707 if(spellLearnSkill)
2709 uint32 skill_value = GetPureSkillValue(spellLearnSkill->skill);
2710 uint32 skill_max_value = GetPureMaxSkillValue(spellLearnSkill->skill);
2712 if(skill_value < spellLearnSkill->value)
2713 skill_value = spellLearnSkill->value;
2715 uint32 new_skill_max_value = spellLearnSkill->maxvalue == 0 ? maxskill : spellLearnSkill->maxvalue;
2717 if(skill_max_value < new_skill_max_value)
2718 skill_max_value = new_skill_max_value;
2720 SetSkill(spellLearnSkill->skill,skill_value,skill_max_value);
2722 else
2724 // not ranked skills
2725 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id);
2726 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id);
2728 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
2730 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
2731 if(!pSkill)
2732 continue;
2734 if(HasSkill(pSkill->id))
2735 continue;
2737 if(_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL ||
2738 // poison special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2739 pSkill->id==SKILL_POISONS && _spell_idx->second->max_value==0 ||
2740 // lockpicking special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2741 pSkill->id==SKILL_LOCKPICKING && _spell_idx->second->max_value==0 )
2743 switch(GetSkillRangeType(pSkill,_spell_idx->second->racemask!=0))
2745 case SKILL_RANGE_LANGUAGE:
2746 SetSkill(pSkill->id, 300, 300 );
2747 break;
2748 case SKILL_RANGE_LEVEL:
2749 SetSkill(pSkill->id, 1, GetMaxSkillValueForLevel() );
2750 break;
2751 case SKILL_RANGE_MONO:
2752 SetSkill(pSkill->id, 1, 1 );
2753 break;
2754 default:
2755 break;
2761 // learn dependent spells
2762 SpellLearnSpellMap::const_iterator spell_begin = spellmgr.GetBeginSpellLearnSpell(spell_id);
2763 SpellLearnSpellMap::const_iterator spell_end = spellmgr.GetEndSpellLearnSpell(spell_id);
2765 for(SpellLearnSpellMap::const_iterator itr = spell_begin; itr != spell_end; ++itr)
2767 if(!itr->second.autoLearned)
2769 if(loading) // at spells loading, no output, but allow save
2770 addSpell(itr->second.spell,true,true,loading);
2771 else // at normal learning
2772 learnSpell(itr->second.spell);
2776 // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
2777 return active && !disabled && !superceded_old;
2780 void Player::learnSpell(uint32 spell_id)
2782 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
2784 bool disabled = (itr != m_spells.end()) ? itr->second->disabled : false;
2785 bool active = disabled ? itr->second->active : true;
2787 bool learning = addSpell(spell_id,active);
2789 // learn all disabled higher ranks (recursive)
2790 SpellChainMapNext const& nextMap = spellmgr.GetSpellChainNext();
2791 for(SpellChainMapNext::const_iterator i = nextMap.lower_bound(spell_id); i != nextMap.upper_bound(spell_id); ++i)
2793 PlayerSpellMap::iterator iter = m_spells.find(i->second);
2794 if (disabled && iter != m_spells.end() && iter->second->disabled)
2795 learnSpell(i->second);
2798 // prevent duplicated entires in spell book
2799 if(!learning)
2800 return;
2802 WorldPacket data(SMSG_LEARNED_SPELL, 4);
2803 data << uint32(spell_id);
2804 GetSession()->SendPacket(&data);
2807 void Player::removeSpell(uint32 spell_id, bool disabled)
2809 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
2810 if (itr == m_spells.end())
2811 return;
2813 if(itr->second->state == PLAYERSPELL_REMOVED || disabled && itr->second->disabled)
2814 return;
2816 // unlearn non talent higher ranks (recursive)
2817 SpellChainMapNext const& nextMap = spellmgr.GetSpellChainNext();
2818 for(SpellChainMapNext::const_iterator itr2 = nextMap.lower_bound(spell_id); itr2 != nextMap.upper_bound(spell_id); ++itr2)
2819 if(HasSpell(itr2->second) && !GetTalentSpellPos(itr2->second))
2820 removeSpell(itr2->second,disabled);
2822 // removing
2823 WorldPacket data(SMSG_REMOVED_SPELL, 4);
2824 data << uint16(spell_id);
2825 GetSession()->SendPacket(&data);
2827 if (disabled)
2829 itr->second->disabled = disabled;
2830 if(itr->second->state != PLAYERSPELL_NEW)
2831 itr->second->state = PLAYERSPELL_CHANGED;
2833 else
2835 if(itr->second->state == PLAYERSPELL_NEW)
2837 delete itr->second;
2838 m_spells.erase(itr);
2840 else
2841 itr->second->state = PLAYERSPELL_REMOVED;
2844 RemoveAurasDueToSpell(spell_id);
2846 // remove pet auras
2847 if(PetAura const* petSpell = spellmgr.GetPetAura(spell_id))
2848 RemovePetAura(petSpell);
2850 // free talent points
2851 uint32 talentCosts = GetTalentSpellCost(spell_id);
2852 if(talentCosts > 0)
2854 if(talentCosts < m_usedTalentCount)
2855 m_usedTalentCount -= talentCosts;
2856 else
2857 m_usedTalentCount = 0;
2860 // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
2861 if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id))
2863 uint32 freeProfs = GetFreePrimaryProffesionPoints()+1;
2864 if(freeProfs <= sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL))
2865 SetFreePrimaryProffesions(freeProfs);
2868 // remove dependent skill
2869 SpellLearnSkillNode const* spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id);
2870 if(spellLearnSkill)
2872 uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id);
2873 if(!prev_spell) // first rank, remove skill
2874 SetSkill(spellLearnSkill->skill,0,0);
2875 else
2877 // search prev. skill setting by spell ranks chain
2878 SpellLearnSkillNode const* prevSkill = spellmgr.GetSpellLearnSkill(prev_spell);
2879 while(!prevSkill && prev_spell)
2881 prev_spell = spellmgr.GetPrevSpellInChain(prev_spell);
2882 prevSkill = spellmgr.GetSpellLearnSkill(spellmgr.GetFirstSpellInChain(prev_spell));
2885 if(!prevSkill) // not found prev skill setting, remove skill
2886 SetSkill(spellLearnSkill->skill,0,0);
2887 else // set to prev. skill setting values
2889 uint32 skill_value = GetPureSkillValue(prevSkill->skill);
2890 uint32 skill_max_value = GetPureMaxSkillValue(prevSkill->skill);
2892 if(skill_value > prevSkill->value)
2893 skill_value = prevSkill->value;
2895 uint32 new_skill_max_value = prevSkill->maxvalue == 0 ? GetMaxSkillValueForLevel() : prevSkill->maxvalue;
2897 if(skill_max_value > new_skill_max_value)
2898 skill_max_value = new_skill_max_value;
2900 SetSkill(prevSkill->skill,skill_value,skill_max_value);
2905 else
2907 // not ranked skills
2908 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id);
2909 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id);
2911 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
2913 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
2914 if(!pSkill)
2915 continue;
2917 if(_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL ||
2918 // poison special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2919 pSkill->id==SKILL_POISONS && _spell_idx->second->max_value==0 ||
2920 // lockpicking special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2921 pSkill->id==SKILL_LOCKPICKING && _spell_idx->second->max_value==0 )
2923 // not reset skills for professions and racial abilities
2924 if( (pSkill->categoryId==SKILL_CATEGORY_SECONDARY || pSkill->categoryId==SKILL_CATEGORY_PROFESSION) &&
2925 (IsProfessionSkill(pSkill->id) || _spell_idx->second->racemask!=0) )
2926 continue;
2928 SetSkill(pSkill->id, 0, 0 );
2933 // remove dependent spells
2934 SpellLearnSpellMap::const_iterator spell_begin = spellmgr.GetBeginSpellLearnSpell(spell_id);
2935 SpellLearnSpellMap::const_iterator spell_end = spellmgr.GetEndSpellLearnSpell(spell_id);
2937 for(SpellLearnSpellMap::const_iterator itr2 = spell_begin; itr2 != spell_end; ++itr2)
2938 removeSpell(itr2->second.spell, disabled);
2941 void Player::RemoveArenaSpellCooldowns()
2943 // remove cooldowns on spells that has < 15 min CD
2944 SpellCooldowns::iterator itr, next;
2945 // iterate spell cooldowns
2946 for(itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end(); itr = next)
2948 next = itr;
2949 ++next;
2950 SpellEntry const * entry = sSpellStore.LookupEntry(itr->first);
2951 // check if spellentry is present and if the cooldown is less than 15 mins
2952 if( entry &&
2953 entry->RecoveryTime <= 15 * MINUTE * 1000 &&
2954 entry->CategoryRecoveryTime <= 15 * MINUTE * 1000 )
2956 // notify player
2957 WorldPacket data(SMSG_CLEAR_COOLDOWN, (4+8));
2958 data << uint32(itr->first);
2959 data << GetGUID();
2960 GetSession()->SendPacket(&data);
2961 // remove cooldown
2962 m_spellCooldowns.erase(itr);
2967 void Player::RemoveAllSpellCooldown()
2969 if(!m_spellCooldowns.empty())
2971 for(SpellCooldowns::const_iterator itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end(); ++itr)
2973 WorldPacket data(SMSG_CLEAR_COOLDOWN, (4+8));
2974 data << uint32(itr->first);
2975 data << uint64(GetGUID());
2976 GetSession()->SendPacket(&data);
2978 m_spellCooldowns.clear();
2982 void Player::_LoadSpellCooldowns(QueryResult *result)
2984 m_spellCooldowns.clear();
2986 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
2988 if(result)
2990 time_t curTime = time(NULL);
2994 Field *fields = result->Fetch();
2996 uint32 spell_id = fields[0].GetUInt32();
2997 uint32 item_id = fields[1].GetUInt32();
2998 time_t db_time = (time_t)fields[2].GetUInt64();
3000 if(!sSpellStore.LookupEntry(spell_id))
3002 sLog.outError("Player %u have unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id);
3003 continue;
3006 // skip outdated cooldown
3007 if(db_time <= curTime)
3008 continue;
3010 AddSpellCooldown(spell_id, item_id, db_time);
3012 sLog.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id, item_id, uint32(db_time-curTime));
3014 while( result->NextRow() );
3016 delete result;
3020 void Player::_SaveSpellCooldowns()
3022 CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
3024 time_t curTime = time(NULL);
3026 // remove outdated and save active
3027 for(SpellCooldowns::iterator itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end();)
3029 if(itr->second.end <= curTime)
3030 m_spellCooldowns.erase(itr++);
3031 else
3033 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));
3034 ++itr;
3039 uint32 Player::resetTalentsCost() const
3041 // The first time reset costs 1 gold
3042 if(m_resetTalentsCost < 1*GOLD)
3043 return 1*GOLD;
3044 // then 5 gold
3045 else if(m_resetTalentsCost < 5*GOLD)
3046 return 5*GOLD;
3047 // After that it increases in increments of 5 gold
3048 else if(m_resetTalentsCost < 10*GOLD)
3049 return 10*GOLD;
3050 else
3052 uint32 months = (sWorld.GetGameTime() - m_resetTalentsTime)/MONTH;
3053 if(months > 0)
3055 // This cost will be reduced by a rate of 5 gold per month
3056 int32 new_cost = int32(m_resetTalentsCost) - 5*GOLD*months;
3057 // to a minimum of 10 gold.
3058 return (new_cost < 10*GOLD ? 10*GOLD : new_cost);
3060 else
3062 // After that it increases in increments of 5 gold
3063 int32 new_cost = m_resetTalentsCost + 5*GOLD;
3064 // until it hits a cap of 50 gold.
3065 if(new_cost > 50*GOLD)
3066 new_cost = 50*GOLD;
3067 return new_cost;
3072 bool Player::resetTalents(bool no_cost)
3074 // not need after this call
3075 if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS))
3077 m_atLoginFlags = m_atLoginFlags & ~AT_LOGIN_RESET_TALENTS;
3078 CharacterDatabase.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_TALENTS), GetGUIDLow());
3081 uint32 level = getLevel();
3082 uint32 talentPointsForLevel = level < 10 ? 0 : uint32((level-9)*sWorld.getRate(RATE_TALENT));
3084 if (m_usedTalentCount == 0)
3086 SetFreeTalentPoints(talentPointsForLevel);
3087 return false;
3090 uint32 cost = 0;
3092 if(!no_cost)
3094 cost = resetTalentsCost();
3096 if (GetMoney() < cost)
3098 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, 0, 0, 0);
3099 return false;
3103 for (unsigned int i = 0; i < sTalentStore.GetNumRows(); i++)
3105 TalentEntry const *talentInfo = sTalentStore.LookupEntry(i);
3107 if (!talentInfo) continue;
3109 TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentInfo->TalentTab );
3111 if(!talentTabInfo)
3112 continue;
3114 // unlearn only talents for character class
3115 // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
3116 // to prevent unexpected lost normal learned spell skip another class talents
3117 if( (getClassMask() & talentTabInfo->ClassMask) == 0 )
3118 continue;
3120 for (int j = 0; j < 5; j++)
3122 for(PlayerSpellMap::iterator itr = GetSpellMap().begin(); itr != GetSpellMap().end();)
3124 if(itr->second->state == PLAYERSPELL_REMOVED || itr->second->disabled)
3126 ++itr;
3127 continue;
3130 // remove learned spells (all ranks)
3131 uint32 itrFirstId = spellmgr.GetFirstSpellInChain(itr->first);
3133 // unlearn if first rank is talent or learned by talent
3134 if (itrFirstId == talentInfo->RankID[j] || spellmgr.IsSpellLearnToSpell(talentInfo->RankID[j],itrFirstId))
3136 removeSpell(itr->first,!IsPassiveSpell(itr->first));
3137 itr = GetSpellMap().begin();
3138 continue;
3140 else
3141 ++itr;
3146 SetFreeTalentPoints(talentPointsForLevel);
3148 if(!no_cost)
3150 ModifyMoney(-(int32)cost);
3152 m_resetTalentsCost = cost;
3153 m_resetTalentsTime = time(NULL);
3156 //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
3157 RemovePet(NULL,PET_SAVE_NOT_IN_SLOT, true);
3159 return true;
3162 bool Player::_removeSpell(uint16 spell_id)
3164 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
3165 if (itr != m_spells.end())
3167 delete itr->second;
3168 m_spells.erase(itr);
3169 return true;
3171 return false;
3174 Mail* Player::GetMail(uint32 id)
3176 for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); itr++)
3178 if ((*itr)->messageID == id)
3180 return (*itr);
3183 return NULL;
3186 void Player::_SetCreateBits(UpdateMask *updateMask, Player *target) const
3188 if(target == this)
3190 Object::_SetCreateBits(updateMask, target);
3192 else
3194 for(uint16 index = 0; index < m_valuesCount; index++)
3196 if(GetUInt32Value(index) != 0 && updateVisualBits.GetBit(index))
3197 updateMask->SetBit(index);
3202 void Player::_SetUpdateBits(UpdateMask *updateMask, Player *target) const
3204 if(target == this)
3206 Object::_SetUpdateBits(updateMask, target);
3208 else
3210 Object::_SetUpdateBits(updateMask, target);
3211 *updateMask &= updateVisualBits;
3215 void Player::InitVisibleBits()
3217 updateVisualBits.SetCount(PLAYER_END);
3219 updateVisualBits.SetBit(OBJECT_FIELD_GUID);
3220 updateVisualBits.SetBit(OBJECT_FIELD_TYPE);
3221 updateVisualBits.SetBit(OBJECT_FIELD_ENTRY);
3222 updateVisualBits.SetBit(OBJECT_FIELD_SCALE_X);
3223 updateVisualBits.SetBit(UNIT_FIELD_CHARM + 0);
3224 updateVisualBits.SetBit(UNIT_FIELD_CHARM + 1);
3225 updateVisualBits.SetBit(UNIT_FIELD_SUMMON + 0);
3226 updateVisualBits.SetBit(UNIT_FIELD_SUMMON + 1);
3227 updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY + 0);
3228 updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY + 1);
3229 updateVisualBits.SetBit(UNIT_FIELD_TARGET + 0);
3230 updateVisualBits.SetBit(UNIT_FIELD_TARGET + 1);
3231 updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT + 0);
3232 updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT + 1);
3233 updateVisualBits.SetBit(UNIT_FIELD_BYTES_0);
3234 updateVisualBits.SetBit(UNIT_FIELD_HEALTH);
3235 updateVisualBits.SetBit(UNIT_FIELD_POWER1);
3236 updateVisualBits.SetBit(UNIT_FIELD_POWER2);
3237 updateVisualBits.SetBit(UNIT_FIELD_POWER3);
3238 updateVisualBits.SetBit(UNIT_FIELD_POWER4);
3239 updateVisualBits.SetBit(UNIT_FIELD_POWER5);
3240 updateVisualBits.SetBit(UNIT_FIELD_POWER6);
3241 updateVisualBits.SetBit(UNIT_FIELD_POWER7);
3242 updateVisualBits.SetBit(UNIT_FIELD_MAXHEALTH);
3243 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER1);
3244 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER2);
3245 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER3);
3246 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER4);
3247 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER5);
3248 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER6);
3249 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER7);
3250 updateVisualBits.SetBit(UNIT_FIELD_LEVEL);
3251 updateVisualBits.SetBit(UNIT_FIELD_FACTIONTEMPLATE);
3252 updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 0);
3253 updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 1);
3254 updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 2);
3255 updateVisualBits.SetBit(UNIT_FIELD_FLAGS);
3256 updateVisualBits.SetBit(UNIT_FIELD_FLAGS_2);
3257 updateVisualBits.SetBit(UNIT_FIELD_AURASTATE);
3258 updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 0);
3259 updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 1);
3260 updateVisualBits.SetBit(UNIT_FIELD_BOUNDINGRADIUS);
3261 updateVisualBits.SetBit(UNIT_FIELD_COMBATREACH);
3262 updateVisualBits.SetBit(UNIT_FIELD_DISPLAYID);
3263 updateVisualBits.SetBit(UNIT_FIELD_NATIVEDISPLAYID);
3264 updateVisualBits.SetBit(UNIT_FIELD_MOUNTDISPLAYID);
3265 updateVisualBits.SetBit(UNIT_FIELD_BYTES_1);
3266 updateVisualBits.SetBit(UNIT_FIELD_PETNUMBER);
3267 updateVisualBits.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP);
3268 updateVisualBits.SetBit(UNIT_DYNAMIC_FLAGS);
3269 updateVisualBits.SetBit(UNIT_CHANNEL_SPELL);
3270 updateVisualBits.SetBit(UNIT_MOD_CAST_SPEED);
3271 updateVisualBits.SetBit(UNIT_FIELD_BASE_MANA);
3272 updateVisualBits.SetBit(UNIT_FIELD_BYTES_2);
3273 updateVisualBits.SetBit(UNIT_FIELD_HOVERHEIGHT);
3275 updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 0);
3276 updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 1);
3277 updateVisualBits.SetBit(PLAYER_FLAGS);
3278 updateVisualBits.SetBit(PLAYER_GUILDID);
3279 updateVisualBits.SetBit(PLAYER_GUILDRANK);
3280 updateVisualBits.SetBit(PLAYER_BYTES);
3281 updateVisualBits.SetBit(PLAYER_BYTES_2);
3282 updateVisualBits.SetBit(PLAYER_BYTES_3);
3283 updateVisualBits.SetBit(PLAYER_DUEL_TEAM);
3284 updateVisualBits.SetBit(PLAYER_GUILD_TIMESTAMP);
3286 // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
3287 for(uint16 i = PLAYER_QUEST_LOG_1_1; i < PLAYER_QUEST_LOG_25_2; i += 4)
3288 updateVisualBits.SetBit(i);
3290 // Players visible items are not inventory stuff
3291 for(uint16 i = 0; i < EQUIPMENT_SLOT_END; ++i)
3293 uint32 offset = i * MAX_VISIBLE_ITEM_OFFSET;
3295 // item creator
3296 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR + 0 + offset);
3297 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR + 1 + offset);
3299 // item entry
3300 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_0 + 0 + offset);
3302 // item enchantments
3303 for(uint8 j = 0; j < MAX_ENCHANTMENT_SLOT; ++j)
3304 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_0 + 1 + j + offset);
3306 // random properties
3307 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_PROPERTIES + offset);
3308 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_SEED + offset);
3309 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_PAD + offset);
3312 updateVisualBits.SetBit(PLAYER_CHOSEN_TITLE);
3315 void Player::BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target ) const
3317 for(int i = 0; i < EQUIPMENT_SLOT_END; i++)
3319 if(m_items[i] == NULL)
3320 continue;
3322 m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
3325 if(target == this)
3327 for(int i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
3329 if(m_items[i] == NULL)
3330 continue;
3332 m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
3334 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
3336 if(m_items[i] == NULL)
3337 continue;
3339 m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
3343 Unit::BuildCreateUpdateBlockForPlayer( data, target );
3346 void Player::DestroyForPlayer( Player *target ) const
3348 Unit::DestroyForPlayer( target );
3350 for(int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
3352 if(m_items[i] == NULL)
3353 continue;
3355 m_items[i]->DestroyForPlayer( target );
3358 if(target == this)
3360 for(int i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
3362 if(m_items[i] == NULL)
3363 continue;
3365 m_items[i]->DestroyForPlayer( target );
3367 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
3369 if(m_items[i] == NULL)
3370 continue;
3372 m_items[i]->DestroyForPlayer( target );
3377 bool Player::HasSpell(uint32 spell) const
3379 PlayerSpellMap::const_iterator itr = m_spells.find((uint16)spell);
3380 return (itr != m_spells.end() && itr->second->state != PLAYERSPELL_REMOVED && !itr->second->disabled);
3383 TrainerSpellState Player::GetTrainerSpellState(TrainerSpell const* trainer_spell) const
3385 if (!trainer_spell)
3386 return TRAINER_SPELL_RED;
3388 if (!trainer_spell->spell)
3389 return TRAINER_SPELL_RED;
3391 // known spell
3392 if(HasSpell(trainer_spell->spell))
3393 return TRAINER_SPELL_GRAY;
3395 // check race/class requirement
3396 if(!IsSpellFitByClassAndRace(trainer_spell->spell))
3397 return TRAINER_SPELL_RED;
3399 // check level requirement
3400 if(getLevel() < trainer_spell->reqlevel)
3401 return TRAINER_SPELL_RED;
3403 if(SpellChainNode const* spell_chain = spellmgr.GetSpellChainNode(trainer_spell->spell))
3405 // check prev.rank requirement
3406 if(spell_chain->prev && !HasSpell(spell_chain->prev))
3407 return TRAINER_SPELL_RED;
3409 // check additional spell requirement
3410 if(spell_chain->req && !HasSpell(spell_chain->req))
3411 return TRAINER_SPELL_RED;
3414 // check skill requirement
3415 if(trainer_spell->reqskill && GetBaseSkillValue(trainer_spell->reqskill) < trainer_spell->reqskillvalue)
3416 return TRAINER_SPELL_RED;
3418 // exist, already checked at loading
3419 SpellEntry const* spell = sSpellStore.LookupEntry(trainer_spell->spell);
3421 // secondary prof. or not prof. spell
3422 uint32 skill = spell->EffectMiscValue[1];
3424 if(spell->Effect[1] != SPELL_EFFECT_SKILL || !IsPrimaryProfessionSkill(skill))
3425 return TRAINER_SPELL_GREEN;
3427 // check primary prof. limit
3428 if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell->Id) && GetFreePrimaryProffesionPoints() == 0)
3429 return TRAINER_SPELL_RED;
3431 return TRAINER_SPELL_GREEN;
3434 void Player::DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmChars)
3436 uint32 guid = GUID_LOPART(playerguid);
3438 // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
3439 // bones will be deleted by corpse/bones deleting thread shortly
3440 ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid);
3442 // remove from guild
3443 uint32 guildId = GetGuildIdFromDB(playerguid);
3444 if(guildId != 0)
3446 Guild* guild = objmgr.GetGuildById(guildId);
3447 if(guild)
3448 guild->DelMember(guid);
3451 // the player was uninvited already on logout so just remove from group
3452 QueryResult *resultGroup = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid);
3453 if(resultGroup)
3455 uint64 leaderGuid = MAKE_NEW_GUID((*resultGroup)[0].GetUInt32(), 0, HIGHGUID_PLAYER);
3456 delete resultGroup;
3457 Group* group = objmgr.GetGroupByLeader(leaderGuid);
3458 if(group)
3460 RemoveFromGroup(group, playerguid);
3464 // remove signs from petitions (also remove petitions if owner);
3465 RemovePetitionsAndSigns(playerguid, 10);
3467 // return back all mails with COD and Item 0 1 2 3 4 5 6
3468 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);
3469 if(resultMail)
3473 Field *fields = resultMail->Fetch();
3475 uint32 mail_id = fields[0].GetUInt32();
3476 uint16 mailTemplateId= fields[1].GetUInt16();
3477 uint32 sender = fields[2].GetUInt32();
3478 std::string subject = fields[3].GetCppString();
3479 uint32 itemTextId = fields[4].GetUInt32();
3480 uint32 money = fields[5].GetUInt32();
3481 bool has_items = fields[6].GetBool();
3483 //we can return mail now
3484 //so firstly delete the old one
3485 CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id);
3487 MailItemsInfo mi;
3488 if(has_items)
3490 QueryResult *resultItems = CharacterDatabase.PQuery("SELECT item_guid,item_template FROM mail_items WHERE mail_id='%u'", mail_id);
3491 if(resultItems)
3495 Field *fields2 = resultItems->Fetch();
3497 uint32 item_guidlow = fields2[0].GetUInt32();
3498 uint32 item_template = fields2[1].GetUInt32();
3500 ItemPrototype const* itemProto = objmgr.GetItemPrototype(item_template);
3501 if(!itemProto)
3503 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow);
3504 continue;
3507 Item *pItem = NewItemOrBag(itemProto);
3508 if(!pItem->LoadFromDB(item_guidlow, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER)))
3510 pItem->FSetState(ITEM_REMOVED);
3511 pItem->SaveToDB(); // it also deletes item object !
3512 continue;
3515 mi.AddItem(item_guidlow, item_template, pItem);
3517 while (resultItems->NextRow());
3519 delete resultItems;
3523 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id);
3525 uint32 pl_account = objmgr.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
3527 WorldSession::SendReturnToSender(MAIL_NORMAL, pl_account, guid, sender, subject, itemTextId, &mi, money, 0, mailTemplateId);
3529 while (resultMail->NextRow());
3531 delete resultMail;
3534 // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
3535 // Get guids of character's pets, will deleted in transaction
3536 QueryResult *resultPets = CharacterDatabase.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid);
3538 // NOW we can finally clear other DB data related to character
3539 CharacterDatabase.BeginTransaction();
3540 if (resultPets)
3544 Field *fields3 = resultPets->Fetch();
3545 uint32 petguidlow = fields3[0].GetUInt32();
3546 Pet::DeleteFromDB(petguidlow);
3547 } while (resultPets->NextRow());
3548 delete resultPets;
3551 CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",guid);
3552 CharacterDatabase.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid);
3553 CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid);
3554 CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid);
3555 CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid);
3556 CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid);
3557 CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid);
3558 CharacterDatabase.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid);
3559 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid);
3560 CharacterDatabase.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid);
3561 CharacterDatabase.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid);
3562 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid);
3563 CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid);
3564 CharacterDatabase.PExecute("DELETE FROM character_ticket WHERE guid = '%u'",guid);
3565 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid);
3566 CharacterDatabase.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid,guid);
3567 CharacterDatabase.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid);
3568 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid);
3569 CharacterDatabase.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid);
3570 CharacterDatabase.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid);
3571 CharacterDatabase.CommitTransaction();
3573 //loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID);
3574 if(updateRealmChars) sWorld.UpdateRealmCharCount(accountId);
3577 void Player::SetMovement(PlayerMovementType pType)
3579 WorldPacket data;
3580 switch(pType)
3582 case MOVE_ROOT: data.Initialize(SMSG_FORCE_MOVE_ROOT, GetPackGUID().size()+4); break;
3583 case MOVE_UNROOT: data.Initialize(SMSG_FORCE_MOVE_UNROOT, GetPackGUID().size()+4); break;
3584 case MOVE_WATER_WALK: data.Initialize(SMSG_MOVE_WATER_WALK, GetPackGUID().size()+4); break;
3585 case MOVE_LAND_WALK: data.Initialize(SMSG_MOVE_LAND_WALK, GetPackGUID().size()+4); break;
3586 default:
3587 sLog.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType);
3588 return;
3590 data.append(GetPackGUID());
3591 data << uint32(0);
3592 GetSession()->SendPacket( &data );
3595 /* Preconditions:
3596 - a resurrectable corpse must not be loaded for the player (only bones)
3597 - the player must be in world
3599 void Player::BuildPlayerRepop()
3601 if(getRace() == RACE_NIGHTELF)
3602 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)
3603 CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)
3605 // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
3606 // there must be SMSG.STOP_MIRROR_TIMER
3607 // there we must send 888 opcode
3609 // the player cannot have a corpse already, only bones which are not returned by GetCorpse
3610 if(GetCorpse())
3612 sLog.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
3613 assert(false);
3616 // create a corpse and place it at the player's location
3617 CreateCorpse();
3618 Corpse *corpse = GetCorpse();
3619 if(!corpse)
3621 sLog.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
3622 return;
3624 GetMap()->Add(corpse);
3626 // convert player body to ghost
3627 SetHealth( 1 );
3629 SetMovement(MOVE_WATER_WALK);
3630 if(!GetSession()->isLogingOut())
3631 SetMovement(MOVE_UNROOT);
3633 // BG - remove insignia related
3634 RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);
3636 SendCorpseReclaimDelay();
3638 // to prevent cheating
3639 corpse->ResetGhostTime();
3641 StopMirrorTimers(); //disable timers(bars)
3643 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, (float)1.0); //see radius of death player?
3645 SetByteValue(UNIT_FIELD_BYTES_1, 3, PLAYER_STATE_FLAG_ALWAYS_STAND);
3648 void Player::SendDelayResponse(const uint32 ml_seconds)
3650 WorldPacket data( SMSG_QUERY_TIME_RESPONSE, 4+4 );
3651 data << (uint32)time(NULL);
3652 data << (uint32)0;
3653 GetSession()->SendPacket( &data );
3656 void Player::ResurrectPlayer(float restore_percent, bool updateToWorld, bool applySickness)
3658 WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // remove spirit healer position
3659 data << uint32(-1);
3660 data << float(0);
3661 data << float(0);
3662 data << float(0);
3663 GetSession()->SendPacket(&data);
3665 // speed change, land walk
3667 // remove death flag + set aura
3668 SetByteValue(UNIT_FIELD_BYTES_1, 3, 0x00);
3669 if(getRace() == RACE_NIGHTELF)
3670 RemoveAurasDueToSpell(20584); // speed bonuses
3671 RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
3673 setDeathState(ALIVE);
3675 SetMovement(MOVE_LAND_WALK);
3676 SetMovement(MOVE_UNROOT);
3678 m_deathTimer = 0;
3680 // set health/powers (0- will be set in caller)
3681 if(restore_percent>0.0f)
3683 SetHealth(uint32(GetMaxHealth()*restore_percent));
3684 SetPower(POWER_MANA, uint32(GetMaxPower(POWER_MANA)*restore_percent));
3685 SetPower(POWER_RAGE, 0);
3686 SetPower(POWER_ENERGY, uint32(GetMaxPower(POWER_ENERGY)*restore_percent));
3689 // update visbility
3690 ObjectAccessor::UpdateVisibilityForPlayer(this);
3692 // some items limited to specific map
3693 DestroyZoneLimitedItem( true, GetZoneId());
3695 if(!applySickness || getLevel() <= 10)
3696 return;
3698 //Characters from level 1-10 are not affected by resurrection sickness.
3699 //Characters from level 11-19 will suffer from one minute of sickness
3700 //for each level they are above 10.
3701 //Characters level 20 and up suffer from ten minutes of sickness.
3702 int32 startLevel = sWorld.getConfig(CONFIG_DEATH_SICKNESS_LEVEL);
3704 if(int32(getLevel()) >= startLevel)
3706 // set resurrection sickness
3707 CastSpell(this,SPELL_ID_PASSIVE_RESURRECTION_SICKNESS,true);
3709 // not full duration
3710 if(int32(getLevel()) < startLevel+9)
3712 int32 delta = (int32(getLevel()) - startLevel + 1)*MINUTE;
3714 for(int i =0; i < 3; ++i)
3716 if(Aura* Aur = GetAura(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS,i))
3718 Aur->SetAuraDuration(delta*1000);
3719 Aur->SendAuraUpdate(false);
3726 void Player::KillPlayer()
3728 SetMovement(MOVE_ROOT);
3730 StopMirrorTimers(); //disable timers(bars)
3732 setDeathState(CORPSE);
3733 //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
3735 SetFlag(UNIT_DYNAMIC_FLAGS, 0x00);
3736 ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, !sMapStore.LookupEntry(GetMapId())->Instanceable());
3738 // 6 minutes until repop at graveyard
3739 m_deathTimer = 6*MINUTE*1000;
3741 UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
3743 // don't create corpse at this moment, player might be falling
3745 // update visibility
3746 ObjectAccessor::UpdateObjectVisibility(this);
3749 void Player::CreateCorpse()
3751 // prevent existence 2 corpse for player
3752 SpawnCorpseBones();
3754 uint32 _uf, _pb, _pb2, _cfb1, _cfb2;
3756 Corpse *corpse = new Corpse( (m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH) ? CORPSE_RESURRECTABLE_PVP : CORPSE_RESURRECTABLE_PVE );
3757 SetPvPDeath(false);
3759 if(!corpse->Create(objmgr.GenerateLowGuid(HIGHGUID_CORPSE), this, GetMapId(), GetPositionX(),
3760 GetPositionY(), GetPositionZ(), GetOrientation()))
3762 delete corpse;
3763 return;
3766 _uf = GetUInt32Value(UNIT_FIELD_BYTES_0);
3767 _pb = GetUInt32Value(PLAYER_BYTES);
3768 _pb2 = GetUInt32Value(PLAYER_BYTES_2);
3770 uint8 race = (uint8)(_uf);
3771 uint8 skin = (uint8)(_pb);
3772 uint8 face = (uint8)(_pb >> 8);
3773 uint8 hairstyle = (uint8)(_pb >> 16);
3774 uint8 haircolor = (uint8)(_pb >> 24);
3775 uint8 facialhair = (uint8)(_pb2);
3777 _cfb1 = ((0x00) | (race << 8) | (getGender() << 16) | (skin << 24));
3778 _cfb2 = ((face) | (hairstyle << 8) | (haircolor << 16) | (facialhair << 24));
3780 corpse->SetUInt32Value( CORPSE_FIELD_BYTES_1, _cfb1 );
3781 corpse->SetUInt32Value( CORPSE_FIELD_BYTES_2, _cfb2 );
3783 uint32 flags = CORPSE_FLAG_UNK2;
3784 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM))
3785 flags |= CORPSE_FLAG_HIDE_HELM;
3786 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK))
3787 flags |= CORPSE_FLAG_HIDE_CLOAK;
3788 if(InBattleGround())
3789 flags |= CORPSE_FLAG_LOOTABLE; // to be able to remove insignia
3790 corpse->SetUInt32Value( CORPSE_FIELD_FLAGS, flags );
3792 corpse->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID, GetNativeDisplayId() );
3794 corpse->SetUInt32Value( CORPSE_FIELD_GUILD, GetGuildId() );
3796 uint32 iDisplayID;
3797 uint16 iIventoryType;
3798 uint32 _cfi;
3799 for (int i = 0; i < EQUIPMENT_SLOT_END; i++)
3801 if(m_items[i])
3803 iDisplayID = m_items[i]->GetProto()->DisplayInfoID;
3804 iIventoryType = (uint16)m_items[i]->GetProto()->InventoryType;
3806 _cfi = (uint16(iDisplayID)) | (iIventoryType)<< 24;
3807 corpse->SetUInt32Value(CORPSE_FIELD_ITEM + i,_cfi);
3811 // we don't SaveToDB for players in battlegrounds so don't do it for corpses either
3812 const MapEntry *entry = sMapStore.LookupEntry(corpse->GetMapId());
3813 assert(entry);
3814 if(entry->map_type != MAP_BATTLEGROUND)
3815 corpse->SaveToDB();
3817 // register for player, but not show
3818 ObjectAccessor::Instance().AddCorpse(corpse);
3821 void Player::SpawnCorpseBones()
3823 if(ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()))
3824 SaveToDB(); // prevent loading as ghost without corpse
3827 Corpse* Player::GetCorpse() const
3829 return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID());
3832 void Player::DurabilityLossAll(double percent, bool inventory)
3834 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
3835 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
3836 DurabilityLoss(pItem,percent);
3838 if(inventory)
3840 // bags not have durability
3841 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
3843 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
3844 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
3845 DurabilityLoss(pItem,percent);
3847 // keys not have durability
3848 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
3850 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
3851 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
3852 if(ItemPrototype const *pBagProto = pBag->GetProto())
3853 for(uint32 j = 0; j < pBagProto->ContainerSlots; j++)
3854 if(Item* pItem = GetItemByPos( i, j ))
3855 DurabilityLoss(pItem,percent);
3859 void Player::DurabilityLoss(Item* item, double percent)
3861 if(!item )
3862 return;
3864 uint32 pMaxDurability = item ->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
3866 if(!pMaxDurability)
3867 return;
3869 uint32 pDurabilityLoss = uint32(pMaxDurability*percent);
3871 if(pDurabilityLoss < 1 )
3872 pDurabilityLoss = 1;
3874 DurabilityPointsLoss(item,pDurabilityLoss);
3877 void Player::DurabilityPointsLossAll(int32 points, bool inventory)
3879 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
3880 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
3881 DurabilityPointsLoss(pItem,points);
3883 if(inventory)
3885 // bags not have durability
3886 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
3888 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
3889 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
3890 DurabilityPointsLoss(pItem,points);
3892 // keys not have durability
3893 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
3895 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
3896 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
3897 if(ItemPrototype const *pBagProto = pBag->GetProto())
3898 for(uint32 j = 0; j < pBagProto->ContainerSlots; j++)
3899 if(Item* pItem = GetItemByPos( i, j ))
3900 DurabilityPointsLoss(pItem,points);
3904 void Player::DurabilityPointsLoss(Item* item, int32 points)
3906 int32 pMaxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
3907 int32 pOldDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
3908 int32 pNewDurability = pOldDurability - points;
3910 if (pNewDurability < 0)
3911 pNewDurability = 0;
3912 else if (pNewDurability > pMaxDurability)
3913 pNewDurability = pMaxDurability;
3915 if (pOldDurability != pNewDurability)
3917 // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
3918 if ( pNewDurability == 0 && pOldDurability > 0 && item->IsEquipped())
3919 _ApplyItemMods(item,item->GetSlot(), false);
3921 item->SetUInt32Value(ITEM_FIELD_DURABILITY, pNewDurability);
3923 // modify item stats _after_ restore durability to pass _ApplyItemMods internal check
3924 if ( pNewDurability > 0 && pOldDurability == 0 && item->IsEquipped())
3925 _ApplyItemMods(item,item->GetSlot(), true);
3927 item->SetState(ITEM_CHANGED, this);
3931 void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot)
3933 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot ))
3934 DurabilityPointsLoss(pItem,1);
3937 uint32 Player::DurabilityRepairAll(bool cost, float discountMod, bool guildBank)
3939 uint32 TotalCost = 0;
3940 // equipped, backpack, bags itself
3941 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
3942 TotalCost += DurabilityRepair(( (INVENTORY_SLOT_BAG_0 << 8) | i ),cost,discountMod, guildBank);
3944 // bank, buyback and keys not repaired
3946 // items in inventory bags
3947 for(int j = INVENTORY_SLOT_BAG_START; j < INVENTORY_SLOT_BAG_END; j++)
3948 for(int i = 0; i < MAX_BAG_SIZE; i++)
3949 TotalCost += DurabilityRepair(( (j << 8) | i ),cost,discountMod, guildBank);
3950 return TotalCost;
3953 uint32 Player::DurabilityRepair(uint16 pos, bool cost, float discountMod, bool guildBank)
3955 Item* item = GetItemByPos(pos);
3957 uint32 TotalCost = 0;
3958 if(!item)
3959 return TotalCost;
3961 uint32 maxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
3962 if(!maxDurability)
3963 return TotalCost;
3965 uint32 curDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
3967 if(cost)
3969 uint32 LostDurability = maxDurability - curDurability;
3970 if(LostDurability>0)
3972 ItemPrototype const *ditemProto = sItemStorage.LookupEntry<ItemPrototype>(item->GetEntry());
3973 if(!ditemProto)
3975 sLog.outError("ERROR: RepairDurability: Unknown item id %u", ditemProto);
3976 return TotalCost;
3979 DurabilityCostsEntry const *dcost = sDurabilityCostsStore.LookupEntry(ditemProto->ItemLevel);
3980 if(!dcost)
3982 sLog.outError("ERROR: RepairDurability: Wrong item lvl %u", dcost);
3983 return TotalCost;
3986 DurabilityQualityEntry const *dQualitymodEntry = sDurabilityQualityStore.LookupEntry((ditemProto->Quality+1)*2);
3987 if(!dQualitymodEntry)
3989 sLog.outError("ERROR: RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntry);
3990 return TotalCost;
3993 uint32 dmultiplier = dcost->multiplier[ItemSubClassToDurabilityMultiplierId(ditemProto->Class,ditemProto->SubClass)];
3994 uint32 costs = uint32(LostDurability*dmultiplier*double(dQualitymodEntry->quality_mod));
3996 costs = uint32(costs * discountMod);
3998 if (costs==0) //fix for ITEM_QUALITY_ARTIFACT
3999 costs = 1;
4001 if (guildBank)
4003 if (GetGuildId()==0)
4005 DEBUG_LOG("You are not member of a guild");
4006 return TotalCost;
4009 Guild *pGuild = objmgr.GetGuildById(GetGuildId());
4010 if (!pGuild)
4011 return TotalCost;
4013 if (!pGuild->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR))
4015 DEBUG_LOG("You do not have rights to withdraw for repairs");
4016 return TotalCost;
4019 if (pGuild->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs)
4021 DEBUG_LOG("You do not have enough money withdraw amount remaining");
4022 return TotalCost;
4025 if (pGuild->GetGuildBankMoney() < costs)
4027 DEBUG_LOG("There is not enough money in bank");
4028 return TotalCost;
4031 pGuild->MemberMoneyWithdraw(costs, GetGUIDLow());
4032 TotalCost = costs;
4034 else if (GetMoney() < costs)
4036 DEBUG_LOG("You do not have enough money");
4037 return TotalCost;
4039 else
4040 ModifyMoney( -int32(costs) );
4044 item->SetUInt32Value(ITEM_FIELD_DURABILITY, maxDurability);
4045 item->SetState(ITEM_CHANGED, this);
4047 // reapply mods for total broken and repaired item if equipped
4048 if(IsEquipmentPos(pos) && !curDurability)
4049 _ApplyItemMods(item,pos & 255, true);
4050 return TotalCost;
4053 void Player::RepopAtGraveyard()
4055 // note: this can be called also when the player is alive
4056 // for example from WorldSession::HandleMovementOpcodes
4058 AreaTableEntry const *zone = GetAreaEntryByAreaID(GetAreaId());
4060 // Such zones are considered unreachable as a ghost and the player must be automatically revived
4061 if(!isAlive() && zone && zone->flags & AREA_FLAG_NEED_FLY || GetTransport())
4063 ResurrectPlayer(0.5f);
4064 SpawnCorpseBones();
4067 WorldSafeLocsEntry const *ClosestGrave = NULL;
4069 // Special handle for battleground maps
4070 BattleGround *bg = sBattleGroundMgr.GetBattleGround(GetBattleGroundId());
4072 if(bg && (bg->GetTypeID() == BATTLEGROUND_AB || bg->GetTypeID() == BATTLEGROUND_EY))
4073 ClosestGrave = bg->GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetTeam());
4074 else
4075 ClosestGrave = objmgr.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() );
4077 // stop countdown until repop
4078 m_deathTimer = 0;
4080 // if no grave found, stay at the current location
4081 // and don't show spirit healer location
4082 if(ClosestGrave)
4084 TeleportTo(ClosestGrave->map_id, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, GetOrientation());
4085 if(isDead()) // not send if alive, because it used in TeleportTo()
4087 WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // show spirit healer position on minimap
4088 data << ClosestGrave->map_id;
4089 data << ClosestGrave->x;
4090 data << ClosestGrave->y;
4091 data << ClosestGrave->z;
4092 GetSession()->SendPacket(&data);
4097 void Player::JoinedChannel(Channel *c)
4099 m_channels.push_back(c);
4102 void Player::LeftChannel(Channel *c)
4104 m_channels.remove(c);
4107 void Player::CleanupChannels()
4109 while(!m_channels.empty())
4111 Channel* ch = *m_channels.begin();
4112 m_channels.erase(m_channels.begin()); // remove from player's channel list
4113 ch->Leave(GetGUID(), false); // not send to client, not remove from player's channel list
4114 if (ChannelMgr* cMgr = channelMgr(GetTeam()))
4115 cMgr->LeftChannel(ch->GetName()); // deleted channel if empty
4118 sLog.outDebug("Player: channels cleaned up!");
4121 void Player::UpdateLocalChannels(uint32 newZone )
4123 if(m_channels.empty())
4124 return;
4126 AreaTableEntry const* current_zone = GetAreaEntryByAreaID(newZone);
4127 if(!current_zone)
4128 return;
4130 ChannelMgr* cMgr = channelMgr(GetTeam());
4131 if(!cMgr)
4132 return;
4134 std::string current_zone_name = current_zone->area_name[GetSession()->GetSessionDbcLocale()];
4136 for(JoinedChannelsList::iterator i = m_channels.begin(), next; i != m_channels.end(); i = next)
4138 next = i; ++next;
4140 // skip non built-in channels
4141 if(!(*i)->IsConstant())
4142 continue;
4144 ChatChannelsEntry const* ch = GetChannelEntryFor((*i)->GetChannelId());
4145 if(!ch)
4146 continue;
4148 if((ch->flags & 4) == 4) // global channel without zone name in pattern
4149 continue;
4151 // new channel
4152 char new_channel_name_buf[100];
4153 snprintf(new_channel_name_buf,100,ch->pattern[m_session->GetSessionDbcLocale()],current_zone_name.c_str());
4154 Channel* new_channel = cMgr->GetJoinChannel(new_channel_name_buf,ch->ChannelID);
4156 if((*i)!=new_channel)
4158 new_channel->Join(GetGUID(),""); // will output Changed Channel: N. Name
4160 // leave old channel
4161 (*i)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client
4162 std::string name = (*i)->GetName(); // stroe name, (*i)erase in LeftChannel
4163 LeftChannel(*i); // remove from player's channel list
4164 cMgr->LeftChannel(name); // delete if empty
4167 sLog.outDebug("Player: channels cleaned up!");
4170 void Player::LeaveLFGChannel()
4172 for(JoinedChannelsList::iterator i = m_channels.begin(); i != m_channels.end(); ++i )
4174 if((*i)->IsLFG())
4176 (*i)->Leave(GetGUID());
4177 break;
4182 void Player::UpdateDefense()
4184 uint32 defense_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_DEFENSE);
4186 if(UpdateSkill(SKILL_DEFENSE,defense_skill_gain))
4188 // update dependent from defense skill part
4189 UpdateDefenseBonusesMod();
4193 void Player::HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, float amount, bool apply, bool affectStats)
4195 if(modGroup >= BASEMOD_END || modType >= MOD_END)
4197 sLog.outError("ERROR in HandleBaseModValue(): nonexisted BaseModGroup of wrong BaseModType!");
4198 return;
4201 float val = 1.0f;
4203 switch(modType)
4205 case FLAT_MOD:
4206 m_auraBaseMod[modGroup][modType] += apply ? amount : -amount;
4207 break;
4208 case PCT_MOD:
4209 if(amount <= -100.0f)
4210 amount = -200.0f;
4212 val = (100.0f + amount) / 100.0f;
4213 m_auraBaseMod[modGroup][modType] *= apply ? val : (1.0f/val);
4214 break;
4217 if(!CanModifyStats())
4218 return;
4220 switch(modGroup)
4222 case CRIT_PERCENTAGE: UpdateCritPercentage(BASE_ATTACK); break;
4223 case RANGED_CRIT_PERCENTAGE: UpdateCritPercentage(RANGED_ATTACK); break;
4224 case OFFHAND_CRIT_PERCENTAGE: UpdateCritPercentage(OFF_ATTACK); break;
4225 case SHIELD_BLOCK_VALUE: UpdateShieldBlockValue(); break;
4226 default: break;
4230 float Player::GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const
4232 if(modGroup >= BASEMOD_END || modType > MOD_END)
4234 sLog.outError("ERROR: trial to access nonexisted BaseModGroup or wrong BaseModType!");
4235 return 0.0f;
4238 if(modType == PCT_MOD && m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
4239 return 0.0f;
4241 return m_auraBaseMod[modGroup][modType];
4244 float Player::GetTotalBaseModValue(BaseModGroup modGroup) const
4246 if(modGroup >= BASEMOD_END)
4248 sLog.outError("ERROR: wrong BaseModGroup in GetTotalBaseModValue()!");
4249 return 0.0f;
4252 if(m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
4253 return 0.0f;
4255 return m_auraBaseMod[modGroup][FLAT_MOD] * m_auraBaseMod[modGroup][PCT_MOD];
4258 uint32 Player::GetShieldBlockValue() const
4260 BaseModGroup modGroup = SHIELD_BLOCK_VALUE;
4262 float value = GetTotalBaseModValue(modGroup) + GetStat(STAT_STRENGTH)/20 - 1;
4264 value = (value < 0) ? 0 : value;
4266 return uint32(value);
4269 float Player::GetMeleeCritFromAgility()
4271 uint32 level = getLevel();
4272 uint32 pclass = getClass();
4274 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4276 GtChanceToMeleeCritBaseEntry const *critBase = sGtChanceToMeleeCritBaseStore.LookupEntry(pclass-1);
4277 GtChanceToMeleeCritEntry const *critRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4278 if (critBase==NULL || critRatio==NULL)
4279 return 0.0f;
4281 float crit=critBase->base + GetStat(STAT_AGILITY)*critRatio->ratio;
4282 return crit*100.0f;
4285 float Player::GetDodgeFromAgility()
4287 // Table for base dodge values
4288 float dodge_base[MAX_CLASSES] = {
4289 0.0075f, // Warrior
4290 0.00652f, // Paladin
4291 -0.0545f, // Hunter
4292 -0.0059f, // Rogue
4293 0.03183f, // Priest
4294 0.0114f, // DK
4295 0.0167f, // Shaman
4296 0.034575f, // Mage
4297 0.02011f, // Warlock
4298 0.0f, // ??
4299 -0.0187f // Druid
4301 // Crit/agility to dodge/agility coefficient multipliers
4302 float crit_to_dodge[MAX_CLASSES] = {
4303 1.1f, // Warrior
4304 1.0f, // Paladin
4305 1.6f, // Hunter
4306 2.0f, // Rogue
4307 1.0f, // Priest
4308 1.0f, // DK?
4309 1.0f, // Shaman
4310 1.0f, // Mage
4311 1.0f, // Warlock
4312 0.0f, // ??
4313 1.7f // Druid
4316 uint32 level = getLevel();
4317 uint32 pclass = getClass();
4319 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4321 // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
4322 GtChanceToMeleeCritEntry const *dodgeRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4323 if (dodgeRatio==NULL || pclass > MAX_CLASSES)
4324 return 0.0f;
4326 float dodge=dodge_base[pclass-1] + GetStat(STAT_AGILITY) * dodgeRatio->ratio * crit_to_dodge[pclass-1];
4327 return dodge*100.0f;
4330 float Player::GetSpellCritFromIntellect()
4332 uint32 level = getLevel();
4333 uint32 pclass = getClass();
4335 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4337 GtChanceToSpellCritBaseEntry const *critBase = sGtChanceToSpellCritBaseStore.LookupEntry(pclass-1);
4338 GtChanceToSpellCritEntry const *critRatio = sGtChanceToSpellCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4339 if (critBase==NULL || critRatio==NULL)
4340 return 0.0f;
4342 float crit=critBase->base + GetStat(STAT_INTELLECT)*critRatio->ratio;
4343 return crit*100.0f;
4346 float Player::GetRatingCoefficient(CombatRating cr) const
4348 uint32 level = getLevel();
4350 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4352 GtCombatRatingsEntry const *Rating = sGtCombatRatingsStore.LookupEntry(cr*GT_MAX_LEVEL+level-1);
4353 if (Rating == NULL)
4354 return 1.0f; // By default use minimum coefficient (not must be called)
4356 return Rating->ratio;
4359 float Player::GetRatingBonusValue(CombatRating cr) const
4361 return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr)) / GetRatingCoefficient(cr);
4364 uint32 Player::GetMeleeCritDamageReduction(uint32 damage) const
4366 float melee = GetRatingBonusValue(CR_CRIT_TAKEN_MELEE)*2.0f;
4367 if (melee>25.0f) melee = 25.0f;
4368 return uint32 (melee * damage /100.0f);
4371 uint32 Player::GetRangedCritDamageReduction(uint32 damage) const
4373 float ranged = GetRatingBonusValue(CR_CRIT_TAKEN_RANGED)*2.0f;
4374 if (ranged>25.0f) ranged=25.0f;
4375 return uint32 (ranged * damage /100.0f);
4378 uint32 Player::GetSpellCritDamageReduction(uint32 damage) const
4380 float spell = GetRatingBonusValue(CR_CRIT_TAKEN_SPELL)*2.0f;
4381 // In wow script resilience limited to 25%
4382 if (spell>25.0f)
4383 spell = 25.0f;
4384 return uint32 (spell * damage / 100.0f);
4387 uint32 Player::GetDotDamageReduction(uint32 damage) const
4389 float spellDot = GetRatingBonusValue(CR_CRIT_TAKEN_SPELL);
4390 // Dot resilience not limited (limit it by 100%)
4391 if (spellDot > 100.0f)
4392 spellDot = 100.0f;
4393 return uint32 (spellDot * damage / 100.0f);
4396 float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const
4398 switch (attType)
4400 case BASE_ATTACK:
4401 return GetUInt32Value(PLAYER_EXPERTISE) / 4.0f;
4402 case OFF_ATTACK:
4403 return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE) / 4.0f;
4404 default:
4405 break;
4407 return 0.0f;
4410 float Player::OCTRegenHPPerSpirit()
4412 uint32 level = getLevel();
4413 uint32 pclass = getClass();
4415 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4417 GtOCTRegenHPEntry const *baseRatio = sGtOCTRegenHPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4418 GtRegenHPPerSptEntry const *moreRatio = sGtRegenHPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4419 if (baseRatio==NULL || moreRatio==NULL)
4420 return 0.0f;
4422 // Formula from PaperDollFrame script
4423 float spirit = GetStat(STAT_SPIRIT);
4424 float baseSpirit = spirit;
4425 if (baseSpirit>50) baseSpirit = 50;
4426 float moreSpirit = spirit - baseSpirit;
4427 float regen = baseSpirit * baseRatio->ratio + moreSpirit * moreRatio->ratio;
4428 return regen;
4431 float Player::OCTRegenMPPerSpirit()
4433 uint32 level = getLevel();
4434 uint32 pclass = getClass();
4436 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4438 // GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4439 GtRegenMPPerSptEntry const *moreRatio = sGtRegenMPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4440 if (moreRatio==NULL)
4441 return 0.0f;
4443 // Formula get from PaperDollFrame script
4444 float spirit = GetStat(STAT_SPIRIT);
4445 float regen = spirit * moreRatio->ratio;
4446 return regen;
4449 void Player::ApplyRatingMod(CombatRating cr, int32 value, bool apply)
4451 ApplyModUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr, value, apply);
4453 float RatingCoeffecient = GetRatingCoefficient(cr);
4454 float RatingChange = 0.0f;
4456 bool affectStats = CanModifyStats();
4458 switch (cr)
4460 case CR_WEAPON_SKILL: // Implemented in Unit::RollMeleeOutcomeAgainst
4461 case CR_DEFENSE_SKILL:
4462 UpdateDefenseBonusesMod();
4463 break;
4464 case CR_DODGE:
4465 UpdateDodgePercentage();
4466 break;
4467 case CR_PARRY:
4468 UpdateParryPercentage();
4469 break;
4470 case CR_BLOCK:
4471 UpdateBlockPercentage();
4472 break;
4473 case CR_HIT_MELEE:
4474 RatingChange = value / RatingCoeffecient;
4475 m_modMeleeHitChance += apply ? RatingChange : -RatingChange;
4476 break;
4477 case CR_HIT_RANGED:
4478 RatingChange = value / RatingCoeffecient;
4479 m_modRangedHitChance += apply ? RatingChange : -RatingChange;
4480 break;
4481 case CR_HIT_SPELL:
4482 RatingChange = value / RatingCoeffecient;
4483 m_modSpellHitChance += apply ? RatingChange : -RatingChange;
4484 break;
4485 case CR_CRIT_MELEE:
4486 if(affectStats)
4488 UpdateCritPercentage(BASE_ATTACK);
4489 UpdateCritPercentage(OFF_ATTACK);
4491 break;
4492 case CR_CRIT_RANGED:
4493 if(affectStats)
4494 UpdateCritPercentage(RANGED_ATTACK);
4495 break;
4496 case CR_CRIT_SPELL:
4497 if(affectStats)
4498 UpdateAllSpellCritChances();
4499 break;
4500 case CR_HIT_TAKEN_MELEE: // Implemented in Unit::MeleeMissChanceCalc
4501 case CR_HIT_TAKEN_RANGED:
4502 break;
4503 case CR_HIT_TAKEN_SPELL: // Implemented in Unit::MagicSpellHitResult
4504 break;
4505 case CR_CRIT_TAKEN_MELEE: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
4506 case CR_CRIT_TAKEN_RANGED:
4507 break;
4508 case CR_CRIT_TAKEN_SPELL: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
4509 break;
4510 case CR_HASTE_MELEE:
4511 RatingChange = value / RatingCoeffecient;
4512 ApplyAttackTimePercentMod(BASE_ATTACK,RatingChange,apply);
4513 ApplyAttackTimePercentMod(OFF_ATTACK,RatingChange,apply);
4514 break;
4515 case CR_HASTE_RANGED:
4516 RatingChange = value / RatingCoeffecient;
4517 ApplyAttackTimePercentMod(RANGED_ATTACK, RatingChange, apply);
4518 break;
4519 case CR_HASTE_SPELL:
4520 RatingChange = value / RatingCoeffecient;
4521 ApplyCastTimePercentMod(RatingChange,apply);
4522 break;
4523 case CR_WEAPON_SKILL_MAINHAND: // Implemented in Unit::RollMeleeOutcomeAgainst
4524 case CR_WEAPON_SKILL_OFFHAND:
4525 case CR_WEAPON_SKILL_RANGED:
4526 break;
4527 case CR_EXPERTISE:
4528 if(affectStats)
4530 UpdateExpertise(BASE_ATTACK);
4531 UpdateExpertise(OFF_ATTACK);
4533 break;
4537 void Player::SetRegularAttackTime()
4539 for(int i = 0; i < MAX_ATTACK; ++i)
4541 Item *tmpitem = GetWeaponForAttack(WeaponAttackType(i));
4542 if(tmpitem && !tmpitem->IsBroken())
4544 ItemPrototype const *proto = tmpitem->GetProto();
4545 if(proto->Delay)
4546 SetAttackTime(WeaponAttackType(i), proto->Delay);
4547 else
4548 SetAttackTime(WeaponAttackType(i), BASE_ATTACK_TIME);
4553 //skill+step, checking for max value
4554 bool Player::UpdateSkill(uint32 skill_id, uint32 step)
4556 if(!skill_id)
4557 return false;
4559 uint16 i=0;
4560 for (; i < PLAYER_MAX_SKILLS; i++)
4561 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill_id)
4562 break;
4564 if(i>=PLAYER_MAX_SKILLS)
4565 return false;
4567 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
4568 uint32 value = SKILL_VALUE(data);
4569 uint32 max = SKILL_MAX(data);
4571 if ((!max) || (!value) || (value >= max))
4572 return false;
4574 if (value*512 < max*urand(0,512))
4576 uint32 new_value = value+step;
4577 if(new_value > max)
4578 new_value = max;
4580 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(new_value,max));
4581 return true;
4584 return false;
4587 inline int SkillGainChance(uint32 SkillValue, uint32 GrayLevel, uint32 GreenLevel, uint32 YellowLevel)
4589 if ( SkillValue >= GrayLevel )
4590 return sWorld.getConfig(CONFIG_SKILL_CHANCE_GREY)*10;
4591 if ( SkillValue >= GreenLevel )
4592 return sWorld.getConfig(CONFIG_SKILL_CHANCE_GREEN)*10;
4593 if ( SkillValue >= YellowLevel )
4594 return sWorld.getConfig(CONFIG_SKILL_CHANCE_YELLOW)*10;
4595 return sWorld.getConfig(CONFIG_SKILL_CHANCE_ORANGE)*10;
4598 bool Player::UpdateCraftSkill(uint32 spellid)
4600 sLog.outDebug("UpdateCraftSkill spellid %d", spellid);
4602 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spellid);
4603 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spellid);
4605 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
4607 if(_spell_idx->second->skillId)
4609 uint32 SkillValue = GetPureSkillValue(_spell_idx->second->skillId);
4611 // Alchemy Discoveries here
4612 SpellEntry const* spellEntry = sSpellStore.LookupEntry(spellid);
4613 if(spellEntry && spellEntry->Mechanic==MECHANIC_DISCOVERY)
4615 if(uint32 discoveredSpell = GetSkillDiscoverySpell(_spell_idx->second->skillId, spellid, this))
4616 learnSpell(discoveredSpell);
4619 uint32 craft_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_CRAFTING);
4621 return UpdateSkillPro(_spell_idx->second->skillId, SkillGainChance(SkillValue,
4622 _spell_idx->second->max_value,
4623 (_spell_idx->second->max_value + _spell_idx->second->min_value)/2,
4624 _spell_idx->second->min_value),
4625 craft_skill_gain);
4628 return false;
4631 bool Player::UpdateGatherSkill(uint32 SkillId, uint32 SkillValue, uint32 RedLevel, uint32 Multiplicator )
4633 sLog.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId, SkillValue, RedLevel);
4635 uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_GATHERING);
4637 // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
4638 switch (SkillId)
4640 case SKILL_HERBALISM:
4641 case SKILL_LOCKPICKING:
4642 case SKILL_JEWELCRAFTING:
4643 return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
4644 case SKILL_SKINNING:
4645 if( sWorld.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)==0)
4646 return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
4647 else
4648 return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)), gathering_skill_gain);
4649 case SKILL_MINING:
4650 if (sWorld.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS)==0)
4651 return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
4652 else
4653 return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS)),gathering_skill_gain);
4655 return false;
4658 bool Player::UpdateFishingSkill()
4660 sLog.outDebug("UpdateFishingSkill");
4662 uint32 SkillValue = GetPureSkillValue(SKILL_FISHING);
4664 int32 chance = SkillValue < 75 ? 100 : 2500/(SkillValue-50);
4666 uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_GATHERING);
4668 return UpdateSkillPro(SKILL_FISHING,chance*10,gathering_skill_gain);
4671 bool Player::UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step)
4673 sLog.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId, Chance/10.0);
4674 if ( !SkillId )
4675 return false;
4677 if(Chance <= 0) // speedup in 0 chance case
4679 sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
4680 return false;
4683 uint16 i=0;
4684 for (; i < PLAYER_MAX_SKILLS; i++)
4685 if ( SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_INDEX(i))) == SkillId ) break;
4686 if ( i >= PLAYER_MAX_SKILLS )
4687 return false;
4689 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
4690 uint16 SkillValue = SKILL_VALUE(data);
4691 uint16 MaxValue = SKILL_MAX(data);
4693 if ( !MaxValue || !SkillValue || SkillValue >= MaxValue )
4694 return false;
4696 int32 Roll = irand(1,1000);
4698 if ( Roll <= Chance )
4700 uint32 new_value = SkillValue+step;
4701 if(new_value > MaxValue)
4702 new_value = MaxValue;
4704 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(new_value,MaxValue));
4705 sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance/10.0);
4706 return true;
4709 sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
4710 return false;
4713 void Player::UpdateWeaponSkill (WeaponAttackType attType)
4715 // no skill gain in pvp
4716 Unit *pVictim = getVictim();
4717 if(pVictim && pVictim->GetTypeId() == TYPEID_PLAYER)
4718 return;
4720 if(IsInFeralForm())
4721 return; // always maximized SKILL_FERAL_COMBAT in fact
4723 if(m_form == FORM_TREE)
4724 return; // use weapon but not skill up
4726 uint32 weapon_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_WEAPON);
4728 switch(attType)
4730 case BASE_ATTACK:
4732 Item *tmpitem = GetWeaponForAttack(attType,true);
4734 if (!tmpitem)
4735 UpdateSkill(SKILL_UNARMED,weapon_skill_gain);
4736 else if(tmpitem->GetProto()->SubClass != ITEM_SUBCLASS_WEAPON_FISHING_POLE)
4737 UpdateSkill(tmpitem->GetSkill(),weapon_skill_gain);
4738 break;
4740 case OFF_ATTACK:
4741 case RANGED_ATTACK:
4743 Item *tmpitem = GetWeaponForAttack(attType,true);
4744 if (tmpitem)
4745 UpdateSkill(tmpitem->GetSkill(),weapon_skill_gain);
4746 break;
4749 UpdateAllCritPercentages();
4752 void Player::UpdateCombatSkills(Unit *pVictim, WeaponAttackType attType, MeleeHitOutcome outcome, bool defence)
4754 switch(outcome)
4756 case MELEE_HIT_CRIT:
4757 case MELEE_HIT_DODGE:
4758 case MELEE_HIT_PARRY:
4759 case MELEE_HIT_BLOCK:
4760 case MELEE_HIT_BLOCK_CRIT:
4761 return;
4763 default:
4764 break;
4767 uint32 plevel = getLevel(); // if defense than pVictim == attacker
4768 uint32 greylevel = MaNGOS::XP::GetGrayLevel(plevel);
4769 uint32 moblevel = pVictim->getLevelForTarget(this);
4770 if(moblevel < greylevel)
4771 return;
4773 if (moblevel > plevel + 5)
4774 moblevel = plevel + 5;
4776 uint32 lvldif = moblevel - greylevel;
4777 if(lvldif < 3)
4778 lvldif = 3;
4780 uint32 skilldif = 5 * plevel - (defence ? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType));
4781 if(skilldif <= 0)
4782 return;
4784 float chance = float(3 * lvldif * skilldif) / plevel;
4785 if(!defence)
4787 if(getClass() == CLASS_WARRIOR || getClass() == CLASS_ROGUE)
4788 chance *= 0.1f * GetStat(STAT_INTELLECT);
4791 chance = chance < 1.0f ? 1.0f : chance; //minimum chance to increase skill is 1%
4793 if(roll_chance_f(chance))
4795 if(defence)
4796 UpdateDefense();
4797 else
4798 UpdateWeaponSkill(attType);
4800 else
4801 return;
4804 void Player::ModifySkillBonus(uint32 skillid,int32 val, bool talent)
4806 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
4807 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skillid)
4809 uint32 bonus_val = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
4810 int16 temp_bonus = SKILL_TEMP_BONUS(bonus_val);
4811 int16 perm_bonus = SKILL_PERM_BONUS(bonus_val);
4813 if(talent) // permanent bonus stored in high part
4814 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),MAKE_SKILL_BONUS(temp_bonus,perm_bonus+val));
4815 else // temporary/item bonus stored in low part
4816 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),MAKE_SKILL_BONUS(temp_bonus+val,perm_bonus));
4817 return;
4821 void Player::UpdateMaxSkills()
4823 uint16 maxconfskill = sWorld.GetConfigMaxSkillValue();
4825 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
4826 if (GetUInt32Value(PLAYER_SKILL_INDEX(i)))
4828 uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
4830 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(pskill);
4831 if(!pSkill)
4832 continue;
4834 if(GetSkillRangeType(pSkill,false) != SKILL_RANGE_LEVEL)
4835 continue;
4837 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
4838 uint32 max = SKILL_MAX(data);
4839 uint32 val = SKILL_VALUE(data);
4841 // update only level dependent max skill values
4842 if(max!=1 && max != maxconfskill)
4844 uint32 max_Skill = GetMaxSkillValueForLevel();
4845 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(val,max_Skill));
4850 void Player::UpdateSkillsToMaxSkillsForLevel()
4852 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
4853 if (GetUInt32Value(PLAYER_SKILL_INDEX(i)))
4855 uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
4856 if( IsProfessionSkill(pskill) || pskill == SKILL_RIDING )
4857 continue;
4858 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
4860 uint32 max = SKILL_MAX(data);
4862 if(max > 1)
4863 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(max,max));
4865 if(pskill == SKILL_DEFENSE)
4866 UpdateDefenseBonusesMod();
4870 // This functions sets a skill line value (and adds if doesn't exist yet)
4871 // To "remove" a skill line, set it's values to zero
4872 void Player::SetSkill(uint32 id, uint16 currVal, uint16 maxVal)
4874 if(!id)
4875 return;
4877 uint16 i=0;
4878 for (; i < PLAYER_MAX_SKILLS; i++)
4879 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == id) break;
4881 if(i<PLAYER_MAX_SKILLS) //has skill
4883 if(currVal)
4884 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(currVal,maxVal));
4885 else //remove
4887 // clear skill fields
4888 SetUInt32Value(PLAYER_SKILL_INDEX(i),0);
4889 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),0);
4890 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
4892 // remove spells that depend on this skill when removing the skill
4893 for (PlayerSpellMap::const_iterator itr = m_spells.begin(), next = m_spells.begin(); itr != m_spells.end(); itr = next)
4895 ++next;
4896 if(itr->second->state == PLAYERSPELL_REMOVED)
4897 continue;
4899 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(itr->first);
4900 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(itr->first);
4902 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
4904 if (_spell_idx->second->skillId == id)
4906 // this may remove more than one spell (dependants)
4907 removeSpell(itr->first);
4908 next = m_spells.begin();
4909 break;
4915 else if(currVal) //add
4917 for (i=0; i < PLAYER_MAX_SKILLS; i++)
4918 if (!GetUInt32Value(PLAYER_SKILL_INDEX(i)))
4920 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(id);
4921 if(!pSkill)
4923 sLog.outError("Skill not found in SkillLineStore: skill #%u", id);
4924 return;
4926 // enable unlearn button for primary professions only
4927 if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION)
4928 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,1));
4929 else
4930 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,0));
4931 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(currVal,maxVal));
4933 // apply skill bonuses
4934 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
4936 // temporary bonuses
4937 AuraList const& mModSkill = GetAurasByType(SPELL_AURA_MOD_SKILL);
4938 for(AuraList::const_iterator i = mModSkill.begin(); i != mModSkill.end(); ++i)
4939 if ((*i)->GetModifier()->m_miscvalue == int32(id))
4940 (*i)->ApplyModifier(true);
4942 // permanent bonuses
4943 AuraList const& mModSkillTalent = GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT);
4944 for(AuraList::const_iterator i = mModSkillTalent.begin(); i != mModSkillTalent.end(); ++i)
4945 if ((*i)->GetModifier()->m_miscvalue == int32(id))
4946 (*i)->ApplyModifier(true);
4948 // Learn all spells for skill
4949 learnSkillRewardedSpells(id);
4950 return;
4955 bool Player::HasSkill(uint32 skill) const
4957 if(!skill)return false;
4958 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
4960 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
4962 return true;
4965 return false;
4968 uint16 Player::GetSkillValue(uint32 skill) const
4970 if(!skill)
4971 return 0;
4973 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
4975 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
4977 uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
4979 int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
4980 result += SKILL_TEMP_BONUS(bonus);
4981 result += SKILL_PERM_BONUS(bonus);
4982 return result < 0 ? 0 : result;
4985 return 0;
4988 uint16 Player::GetMaxSkillValue(uint32 skill) const
4990 if(!skill)return 0;
4991 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
4993 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
4995 uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
4997 int32 result = int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
4998 result += SKILL_TEMP_BONUS(bonus);
4999 result += SKILL_PERM_BONUS(bonus);
5000 return result < 0 ? 0 : result;
5003 return 0;
5006 uint16 Player::GetPureMaxSkillValue(uint32 skill) const
5008 if(!skill)return 0;
5009 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5011 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5013 return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)));
5016 return 0;
5019 uint16 Player::GetBaseSkillValue(uint32 skill) const
5021 if(!skill)return 0;
5022 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5024 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5026 int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
5027 result += SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)));
5028 return result < 0 ? 0 : result;
5031 return 0;
5034 uint16 Player::GetPureSkillValue(uint32 skill) const
5036 if(!skill)return 0;
5037 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5039 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5041 return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)));
5044 return 0;
5047 int16 Player::GetSkillTempBonusValue(uint32 skill) const
5049 if(!skill)
5050 return 0;
5052 for (int i = 0; i < PLAYER_MAX_SKILLS; i++)
5054 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5056 return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)));
5060 return 0;
5063 void Player::SendInitialActionButtons()
5065 sLog.outDetail( "Initializing Action Buttons for '%u'", GetGUIDLow() );
5067 WorldPacket data(SMSG_ACTION_BUTTONS, (MAX_ACTION_BUTTONS*4));
5068 for(int button = 0; button < MAX_ACTION_BUTTONS; ++button)
5070 ActionButtonList::const_iterator itr = m_actionButtons.find(button);
5071 if(itr != m_actionButtons.end() && itr->second.uState != ACTIONBUTTON_DELETED)
5073 data << uint16(itr->second.action);
5074 data << uint8(itr->second.misc);
5075 data << uint8(itr->second.type);
5077 else
5079 data << uint32(0);
5083 GetSession()->SendPacket( &data );
5084 sLog.outDetail( "Action Buttons for '%u' Initialized", GetGUIDLow() );
5087 void Player::addActionButton(const uint8 button, const uint16 action, const uint8 type, const uint8 misc)
5089 if(button >= MAX_ACTION_BUTTONS)
5091 sLog.outError( "Action %u not added into button %u for player %s: button must be < 132", action, button, GetName() );
5092 return;
5095 // check cheating with adding non-known spells to action bar
5096 if(type==ACTION_BUTTON_SPELL)
5098 if(!sSpellStore.LookupEntry(action))
5100 sLog.outError( "Action %u not added into button %u for player %s: spell not exist", action, button, GetName() );
5101 return;
5104 if(!HasSpell(action))
5106 sLog.outError( "Action %u not added into button %u for player %s: player don't known this spell", action, button, GetName() );
5107 return;
5111 ActionButtonList::iterator buttonItr = m_actionButtons.find(button);
5113 if (buttonItr==m_actionButtons.end())
5114 { // just add new button
5115 m_actionButtons[button] = ActionButton(action,type,misc);
5117 else
5118 { // change state of current button
5119 ActionButtonUpdateState uState = buttonItr->second.uState;
5120 buttonItr->second = ActionButton(action,type,misc);
5121 if (uState != ACTIONBUTTON_NEW) buttonItr->second.uState = ACTIONBUTTON_CHANGED;
5124 sLog.outDetail( "Player '%u' Added Action '%u' to Button '%u'", GetGUIDLow(), action, button );
5127 void Player::removeActionButton(uint8 button)
5129 ActionButtonList::iterator buttonItr = m_actionButtons.find(button);
5130 if (buttonItr==m_actionButtons.end())
5131 return;
5133 if(buttonItr->second.uState==ACTIONBUTTON_NEW)
5134 m_actionButtons.erase(buttonItr); // new and not saved
5135 else
5136 buttonItr->second.uState = ACTIONBUTTON_DELETED; // saved, will deleted at next save
5138 sLog.outDetail( "Action Button '%u' Removed from Player '%u'", button, GetGUIDLow() );
5141 void Player::SetDontMove(bool dontMove)
5143 m_dontMove = dontMove;
5146 bool Player::SetPosition(float x, float y, float z, float orientation, bool teleport)
5148 // prevent crash when a bad coord is sent by the client
5149 if(!MaNGOS::IsValidMapCoord(x,y,z,orientation))
5151 sLog.outDebug("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x,y,z,orientation,teleport,GetGUIDLow());
5152 return false;
5155 Map *m = MapManager::Instance().GetMap(GetMapId(), this);
5157 const float old_x = GetPositionX();
5158 const float old_y = GetPositionY();
5159 const float old_z = GetPositionZ();
5160 const float old_r = GetOrientation();
5162 if( teleport || old_x != x || old_y != y || old_z != z || old_r != orientation )
5164 if (teleport || old_x != x || old_y != y || old_z != z)
5165 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING);
5166 else
5167 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING);
5169 // move and update visible state if need
5170 m->PlayerRelocation(this, x, y, z, orientation);
5172 // reread after Map::Relocation
5173 m = MapManager::Instance().GetMap(GetMapId(), this);
5174 x = GetPositionX();
5175 y = GetPositionY();
5176 z = GetPositionZ();
5179 // code block for underwater state update
5180 UpdateUnderwaterState(m, x, y, z);
5182 CheckExploreSystem();
5184 // group update
5185 if(GetGroup())
5186 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION);
5188 return true;
5191 void Player::SaveRecallPosition()
5193 m_recallMap = GetMapId();
5194 m_recallX = GetPositionX();
5195 m_recallY = GetPositionY();
5196 m_recallZ = GetPositionZ();
5197 m_recallO = GetOrientation();
5200 void Player::SendMessageToSet(WorldPacket *data, bool self)
5202 MapManager::Instance().GetMap(GetMapId(), this)->MessageBroadcast(this, data, self);
5205 void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self)
5207 MapManager::Instance().GetMap(GetMapId(), this)->MessageDistBroadcast(this, data, dist, self);
5210 void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self, bool own_team_only)
5212 MapManager::Instance().GetMap(GetMapId(), this)->MessageDistBroadcast(this, data, dist, self,own_team_only);
5215 void Player::SendDirectMessage(WorldPacket *data)
5217 GetSession()->SendPacket(data);
5220 void Player::CheckExploreSystem()
5222 if (!isAlive())
5223 return;
5225 if (isInFlight())
5226 return;
5228 uint16 areaFlag=MapManager::Instance().GetBaseMap(GetMapId())->GetAreaFlag(GetPositionX(),GetPositionY());
5229 if(areaFlag==0xffff)
5230 return;
5231 int offset = areaFlag / 32;
5233 if(offset >= 128)
5235 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);
5236 return;
5239 uint32 val = (uint32)(1 << (areaFlag % 32));
5240 uint32 currFields = GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset);
5242 if( !(currFields & val) )
5244 SetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset, (uint32)(currFields | val));
5246 AreaTableEntry const *p = GetAreaEntryByAreaFlagAndMap(areaFlag,GetMapId());
5247 if(!p)
5249 sLog.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId());
5251 else if(p->area_level > 0)
5253 uint32 area = p->ID;
5254 if (getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
5256 SendExplorationExperience(area,0);
5258 else
5260 int32 diff = int32(getLevel()) - p->area_level;
5261 uint32 XP = 0;
5262 if (diff < -5)
5264 XP = uint32(objmgr.GetBaseXP(getLevel()+5)*sWorld.getRate(RATE_XP_EXPLORE));
5266 else if (diff > 5)
5268 int32 exploration_percent = (100-((diff-5)*5));
5269 if (exploration_percent > 100)
5270 exploration_percent = 100;
5271 else if (exploration_percent < 0)
5272 exploration_percent = 0;
5274 XP = uint32(objmgr.GetBaseXP(p->area_level)*exploration_percent/100*sWorld.getRate(RATE_XP_EXPLORE));
5276 else
5278 XP = uint32(objmgr.GetBaseXP(p->area_level)*sWorld.getRate(RATE_XP_EXPLORE));
5281 GiveXP( XP, NULL );
5282 SendExplorationExperience(area,XP);
5284 sLog.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area);
5289 uint32 Player::TeamForRace(uint8 race)
5291 ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
5292 if(!rEntry)
5294 sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race));
5295 return ALLIANCE;
5298 switch(rEntry->TeamID)
5300 case 7: return ALLIANCE;
5301 case 1: return HORDE;
5304 sLog.outError("Race %u have wrong team id in DBC: wrong DBC files?",uint32(race),rEntry->TeamID);
5305 return ALLIANCE;
5308 uint32 Player::getFactionForRace(uint8 race)
5310 ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
5311 if(!rEntry)
5313 sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race));
5314 return 0;
5317 return rEntry->FactionID;
5320 void Player::setFactionForRace(uint8 race)
5322 m_team = TeamForRace(race);
5323 setFaction( getFactionForRace(race) );
5326 void Player::UpdateReputation() const
5328 sLog.outDetail( "WORLD: Player::UpdateReputation" );
5330 for(FactionStateList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
5332 SendFactionState(&(itr->second));
5336 void Player::SendFactionState(FactionState const* faction) const
5338 if(faction->Flags & FACTION_FLAG_VISIBLE) //If faction is visible then update it
5340 WorldPacket data(SMSG_SET_FACTION_STANDING, (16)); // last check 2.4.0
5341 data << (float) 0; // unk 2.4.0
5342 data << (uint8) 0; // wotlk 8634
5343 data << (uint32) 1; // count
5344 // for
5345 data << (uint32) faction->ReputationListID;
5346 data << (uint32) faction->Standing;
5347 // end for
5348 GetSession()->SendPacket(&data);
5352 void Player::SendInitialReputations()
5354 WorldPacket data(SMSG_INITIALIZE_FACTIONS, (4+128*5));
5355 data << uint32 (0x00000080);
5357 RepListID a = 0;
5359 for (FactionStateList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); itr++)
5361 // fill in absent fields
5362 for (; a != itr->first; a++)
5364 data << uint8 (0x00);
5365 data << uint32 (0x00000000);
5368 // fill in encountered data
5369 data << uint8 (itr->second.Flags);
5370 data << uint32 (itr->second.Standing);
5372 ++a;
5375 // fill in absent fields
5376 for (; a != 128; a++)
5378 data << uint8 (0x00);
5379 data << uint32 (0x00000000);
5382 GetSession()->SendPacket(&data);
5385 FactionState const* Player::GetFactionState( FactionEntry const* factionEntry) const
5387 FactionStateList::const_iterator itr = m_factions.find(factionEntry->reputationListID);
5388 if (itr != m_factions.end())
5389 return &itr->second;
5391 return NULL;
5394 void Player::SetFactionAtWar(FactionState* faction, bool atWar)
5396 // not allow declare war to own faction
5397 if(atWar && (faction->Flags & FACTION_FLAG_PEACE_FORCED) )
5398 return;
5400 // already set
5401 if(((faction->Flags & FACTION_FLAG_AT_WAR) != 0) == atWar)
5402 return;
5404 if( atWar )
5405 faction->Flags |= FACTION_FLAG_AT_WAR;
5406 else
5407 faction->Flags &= ~FACTION_FLAG_AT_WAR;
5409 faction->Changed = true;
5412 void Player::SetFactionInactive(FactionState* faction, bool inactive)
5414 // always invisible or hidden faction can't be inactive
5415 if(inactive && ((faction->Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN)) || !(faction->Flags & FACTION_FLAG_VISIBLE) ) )
5416 return;
5418 // already set
5419 if(((faction->Flags & FACTION_FLAG_INACTIVE) != 0) == inactive)
5420 return;
5422 if(inactive)
5423 faction->Flags |= FACTION_FLAG_INACTIVE;
5424 else
5425 faction->Flags &= ~FACTION_FLAG_INACTIVE;
5427 faction->Changed = true;
5430 void Player::SetFactionVisibleForFactionTemplateId(uint32 FactionTemplateId)
5432 FactionTemplateEntry const*factionTemplateEntry = sFactionTemplateStore.LookupEntry(FactionTemplateId);
5434 if(!factionTemplateEntry)
5435 return;
5437 SetFactionVisibleForFactionId(factionTemplateEntry->faction);
5440 void Player::SetFactionVisibleForFactionId(uint32 FactionId)
5442 FactionEntry const *factionEntry = sFactionStore.LookupEntry(FactionId);
5443 if(!factionEntry)
5444 return;
5446 if(factionEntry->reputationListID < 0)
5447 return;
5449 FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
5450 if (itr == m_factions.end())
5451 return;
5453 SetFactionVisible(&itr->second);
5456 void Player::SetFactionVisible(FactionState* faction)
5458 // always invisible or hidden faction can't be make visible
5459 if(faction->Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN))
5460 return;
5462 // already set
5463 if(faction->Flags & FACTION_FLAG_VISIBLE)
5464 return;
5466 faction->Flags |= FACTION_FLAG_VISIBLE;
5467 faction->Changed = true;
5469 if(!m_session->PlayerLoading())
5471 // make faction visible in reputation list at client
5472 WorldPacket data(SMSG_SET_FACTION_VISIBLE, 4);
5473 data << faction->ReputationListID;
5474 GetSession()->SendPacket(&data);
5478 void Player::SetInitialFactions()
5480 for(unsigned int i = 1; i < sFactionStore.GetNumRows(); i++)
5482 FactionEntry const *factionEntry = sFactionStore.LookupEntry(i);
5484 if( factionEntry && (factionEntry->reputationListID >= 0))
5486 FactionState newFaction;
5487 newFaction.ID = factionEntry->ID;
5488 newFaction.ReputationListID = factionEntry->reputationListID;
5489 newFaction.Standing = 0;
5490 newFaction.Flags = GetDefaultReputationFlags(factionEntry);
5491 newFaction.Changed = true;
5493 m_factions[newFaction.ReputationListID] = newFaction;
5498 uint32 Player::GetDefaultReputationFlags(const FactionEntry *factionEntry) const
5500 if (!factionEntry)
5501 return 0;
5503 uint32 raceMask = getRaceMask();
5504 uint32 classMask = getClassMask();
5505 for (int i=0; i < 4; i++)
5507 if( (factionEntry->BaseRepRaceMask[i] & raceMask) &&
5508 (factionEntry->BaseRepClassMask[i]==0 ||
5509 (factionEntry->BaseRepClassMask[i] & classMask) ) )
5510 return factionEntry->ReputationFlags[i];
5512 return 0;
5515 int32 Player::GetBaseReputation(const FactionEntry *factionEntry) const
5517 if (!factionEntry)
5518 return 0;
5520 uint32 raceMask = getRaceMask();
5521 uint32 classMask = getClassMask();
5522 for (int i=0; i < 4; i++)
5524 if( (factionEntry->BaseRepRaceMask[i] & raceMask) &&
5525 (factionEntry->BaseRepClassMask[i]==0 ||
5526 (factionEntry->BaseRepClassMask[i] & classMask) ) )
5527 return factionEntry->BaseRepValue[i];
5530 // in faction.dbc exist factions with (RepListId >=0, listed in character reputation list) with all BaseRepRaceMask[i]==0
5531 return 0;
5534 int32 Player::GetReputation(uint32 faction_id) const
5536 FactionEntry const *factionEntry = sFactionStore.LookupEntry(faction_id);
5538 if (!factionEntry)
5540 sLog.outError("Player::GetReputation: Can't get reputation of %s for unknown faction (faction template id) #%u.",GetName(), faction_id);
5541 return 0;
5544 return GetReputation(factionEntry);
5547 int32 Player::GetReputation(const FactionEntry *factionEntry) const
5549 // Faction without recorded reputation. Just ignore.
5550 if(!factionEntry)
5551 return 0;
5553 FactionStateList::const_iterator itr = m_factions.find(factionEntry->reputationListID);
5554 if (itr != m_factions.end())
5555 return GetBaseReputation(factionEntry) + itr->second.Standing;
5557 return 0;
5560 ReputationRank Player::GetReputationRank(uint32 faction) const
5562 FactionEntry const*factionEntry = sFactionStore.LookupEntry(faction);
5563 if(!factionEntry)
5564 return MIN_REPUTATION_RANK;
5566 return GetReputationRank(factionEntry);
5569 ReputationRank Player::ReputationToRank(int32 standing) const
5571 int32 Limit = Reputation_Cap + 1;
5572 for (int i = MAX_REPUTATION_RANK-1; i >= MIN_REPUTATION_RANK; --i)
5574 Limit -= ReputationRank_Length[i];
5575 if (standing >= Limit )
5576 return ReputationRank(i);
5578 return MIN_REPUTATION_RANK;
5581 ReputationRank Player::GetReputationRank(const FactionEntry *factionEntry) const
5583 int32 Reputation = GetReputation(factionEntry);
5584 return ReputationToRank(Reputation);
5587 ReputationRank Player::GetBaseReputationRank(const FactionEntry *factionEntry) const
5589 int32 Reputation = GetBaseReputation(factionEntry);
5590 return ReputationToRank(Reputation);
5593 bool Player::ModifyFactionReputation(uint32 FactionTemplateId, int32 DeltaReputation)
5595 FactionTemplateEntry const* factionTemplateEntry = sFactionTemplateStore.LookupEntry(FactionTemplateId);
5597 if(!factionTemplateEntry)
5599 sLog.outError("Player::ModifyFactionReputation: Can't update reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId);
5600 return false;
5603 FactionEntry const *factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->faction);
5605 // Faction without recorded reputation. Just ignore.
5606 if(!factionEntry)
5607 return false;
5609 return ModifyFactionReputation(factionEntry, DeltaReputation);
5612 bool Player::ModifyFactionReputation(FactionEntry const* factionEntry, int32 standing)
5614 SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID);
5615 if (flist)
5617 bool res = false;
5618 for (SimpleFactionsList::const_iterator itr = flist->begin();itr != flist->end();++itr)
5620 FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr);
5621 if(factionEntryCalc)
5622 res = ModifyOneFactionReputation(factionEntryCalc, standing);
5624 return res;
5626 else
5627 return ModifyOneFactionReputation(factionEntry, standing);
5630 bool Player::ModifyOneFactionReputation(FactionEntry const* factionEntry, int32 standing)
5632 FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
5633 if (itr != m_factions.end())
5635 int32 BaseRep = GetBaseReputation(factionEntry);
5636 int32 new_rep = BaseRep + itr->second.Standing + standing;
5638 if (new_rep > Reputation_Cap)
5639 new_rep = Reputation_Cap;
5640 else
5641 if (new_rep < Reputation_Bottom)
5642 new_rep = Reputation_Bottom;
5644 if(ReputationToRank(new_rep) <= REP_HOSTILE)
5645 SetFactionAtWar(&itr->second,true);
5647 itr->second.Standing = new_rep - BaseRep;
5648 itr->second.Changed = true;
5650 SetFactionVisible(&itr->second);
5652 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
5654 if(uint32 questid = GetQuestSlotQuestId(i))
5656 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
5657 if( qInfo && qInfo->GetRepObjectiveFaction() == factionEntry->ID )
5659 QuestStatusData& q_status = mQuestStatus[questid];
5660 if( q_status.m_status == QUEST_STATUS_INCOMPLETE )
5662 if(GetReputation(factionEntry) >= qInfo->GetRepObjectiveValue())
5663 if ( CanCompleteQuest( questid ) )
5664 CompleteQuest( questid );
5666 else if( q_status.m_status == QUEST_STATUS_COMPLETE )
5668 if(GetReputation(factionEntry) < qInfo->GetRepObjectiveValue())
5669 IncompleteQuest( questid );
5675 SendFactionState(&(itr->second));
5677 return true;
5679 return false;
5682 bool Player::SetFactionReputation(uint32 FactionTemplateId, int32 standing)
5684 FactionTemplateEntry const* factionTemplateEntry = sFactionTemplateStore.LookupEntry(FactionTemplateId);
5686 if(!factionTemplateEntry)
5688 sLog.outError("Player::SetFactionReputation: Can't set reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId);
5689 return false;
5692 FactionEntry const *factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->faction);
5694 // Faction without recorded reputation. Just ignore.
5695 if(!factionEntry)
5696 return false;
5698 return SetFactionReputation(factionEntry, standing);
5701 bool Player::SetFactionReputation(FactionEntry const* factionEntry, int32 standing)
5703 SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID);
5704 if (flist)
5706 bool res = false;
5707 for (SimpleFactionsList::const_iterator itr = flist->begin();itr != flist->end();++itr)
5709 FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr);
5710 if(factionEntryCalc)
5711 res = SetOneFactionReputation(factionEntryCalc, standing);
5713 return res;
5715 else
5716 return SetOneFactionReputation(factionEntry, standing);
5719 bool Player::SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing)
5721 FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
5722 if (itr != m_factions.end())
5724 if (standing > Reputation_Cap)
5725 standing = Reputation_Cap;
5726 else
5727 if (standing < Reputation_Bottom)
5728 standing = Reputation_Bottom;
5730 int32 BaseRep = GetBaseReputation(factionEntry);
5731 itr->second.Standing = standing - BaseRep;
5732 itr->second.Changed = true;
5734 SetFactionVisible(&itr->second);
5736 if(ReputationToRank(standing) <= REP_HOSTILE)
5737 SetFactionAtWar(&itr->second,true);
5739 SendFactionState(&(itr->second));
5740 return true;
5742 return false;
5745 //Calculate total reputation percent player gain with quest/creature level
5746 int32 Player::CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, bool for_quest)
5748 // for grey creature kill received 20%, in other case 100.
5749 int32 percent = (!for_quest && (creatureOrQuestLevel <= MaNGOS::XP::GetGrayLevel(getLevel()))) ? 20 : 100;
5751 int32 repMod = GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN);
5753 percent += rep > 0 ? repMod : -repMod;
5755 if(percent <=0)
5756 return 0;
5758 return int32(sWorld.getRate(RATE_REPUTATION_GAIN)*rep*percent/100);
5761 //Calculates how many reputation points player gains in victim's enemy factions
5762 void Player::RewardReputation(Unit *pVictim, float rate)
5764 if(!pVictim || pVictim->GetTypeId() == TYPEID_PLAYER)
5765 return;
5767 ReputationOnKillEntry const* Rep = objmgr.GetReputationOnKilEntry(((Creature*)pVictim)->GetCreatureInfo()->Entry);
5769 if(!Rep)
5770 return;
5772 if(Rep->repfaction1 && (!Rep->team_dependent || GetTeam()==ALLIANCE))
5774 int32 donerep1 = CalculateReputationGain(pVictim->getLevel(),Rep->repvalue1,false);
5775 donerep1 = int32(donerep1*rate);
5776 FactionEntry const *factionEntry1 = sFactionStore.LookupEntry(Rep->repfaction1);
5777 uint32 current_reputation_rank1 = GetReputationRank(factionEntry1);
5778 if(factionEntry1 && current_reputation_rank1 <= Rep->reputation_max_cap1)
5779 ModifyFactionReputation(factionEntry1, donerep1);
5781 // Wiki: Team factions value divided by 2
5782 if(Rep->is_teamaward1)
5784 FactionEntry const *team1_factionEntry = sFactionStore.LookupEntry(factionEntry1->team);
5785 if(team1_factionEntry)
5786 ModifyFactionReputation(team1_factionEntry, donerep1 / 2);
5790 if(Rep->repfaction2 && (!Rep->team_dependent || GetTeam()==HORDE))
5792 int32 donerep2 = CalculateReputationGain(pVictim->getLevel(),Rep->repvalue2,false);
5793 donerep2 = int32(donerep2*rate);
5794 FactionEntry const *factionEntry2 = sFactionStore.LookupEntry(Rep->repfaction2);
5795 uint32 current_reputation_rank2 = GetReputationRank(factionEntry2);
5796 if(factionEntry2 && current_reputation_rank2 <= Rep->reputation_max_cap2)
5797 ModifyFactionReputation(factionEntry2, donerep2);
5799 // Wiki: Team factions value divided by 2
5800 if(Rep->is_teamaward2)
5802 FactionEntry const *team2_factionEntry = sFactionStore.LookupEntry(factionEntry2->team);
5803 if(team2_factionEntry)
5804 ModifyFactionReputation(team2_factionEntry, donerep2 / 2);
5809 //Calculate how many reputation points player gain with the quest
5810 void Player::RewardReputation(Quest const *pQuest)
5812 // quest reputation reward/loss
5813 for(int i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)
5815 if(pQuest->RewRepFaction[i] && pQuest->RewRepValue[i] )
5817 int32 rep = CalculateReputationGain(pQuest->GetQuestLevel(),pQuest->RewRepValue[i],true);
5818 FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->RewRepFaction[i]);
5819 if(factionEntry)
5820 ModifyFactionReputation(factionEntry, rep);
5824 // TODO: implement reputation spillover
5827 void Player::UpdateArenaFields(void)
5829 /* arena calcs go here */
5832 void Player::UpdateHonorFields()
5834 /// called when rewarding honor and at each save
5835 uint64 now = time(NULL);
5836 uint64 today = uint64(time(NULL) / DAY) * DAY;
5838 if(m_lastHonorUpdateTime < today)
5840 uint64 yesterday = today - DAY;
5842 uint16 kills_today = PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS));
5844 // update yesterday's contribution
5845 if(m_lastHonorUpdateTime >= yesterday )
5847 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION));
5849 // this is the first update today, reset today's contribution
5850 SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, 0);
5851 SetUInt32Value(PLAYER_FIELD_KILLS, MAKE_PAIR32(0,kills_today));
5853 else
5855 // no honor/kills yesterday or today, reset
5856 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0);
5857 SetUInt32Value(PLAYER_FIELD_KILLS, 0);
5861 m_lastHonorUpdateTime = now;
5864 ///Calculate the amount of honor gained based on the victim
5865 ///and the size of the group for which the honor is divided
5866 ///An exact honor value can also be given (overriding the calcs)
5867 bool Player::RewardHonor(Unit *uVictim, uint32 groupsize, float honor)
5869 // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
5870 if(GetDummyAura(SPELL_AURA_PLAYER_INACTIVE))
5871 return false;
5873 uint64 victim_guid = 0;
5874 uint32 victim_rank = 0;
5875 time_t now = time(NULL);
5877 // need call before fields update to have chance move yesterday data to appropriate fields before today data change.
5878 UpdateHonorFields();
5880 if(honor <= 0)
5882 if(!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT))
5883 return false;
5885 victim_guid = uVictim->GetGUID();
5887 if( uVictim->GetTypeId() == TYPEID_PLAYER )
5889 Player *pVictim = (Player *)uVictim;
5891 if( GetTeam() == pVictim->GetTeam() && !sWorld.IsFFAPvPRealm() )
5892 return false;
5894 float f = 1; //need for total kills (?? need more info)
5895 uint32 k_grey = 0;
5896 uint32 k_level = getLevel();
5897 uint32 v_level = pVictim->getLevel();
5900 // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
5901 // [0] Just name
5902 // [1..14] Alliance honor titles and player name
5903 // [15..28] Horde honor titles and player name
5904 // [29..38] Other title and player name
5905 // [39+] Nothing
5906 uint32 victim_title = pVictim->GetUInt32Value(PLAYER_CHOSEN_TITLE);
5907 // Get Killer titles, CharTitlesEntry::bit_index
5908 // Ranks:
5909 // title[1..14] -> rank[5..18]
5910 // title[15..28] -> rank[5..18]
5911 // title[other] -> 0
5912 if (victim_title == 0)
5913 victim_guid = 0; // Don't show HK: <rank> message, only log.
5914 else if (victim_title < 15)
5915 victim_rank = victim_title + 4;
5916 else if (victim_title < 29)
5917 victim_rank = victim_title - 14 + 4;
5918 else
5919 victim_guid = 0; // Don't show HK: <rank> message, only log.
5922 if(k_level <= 5)
5923 k_grey = 0;
5924 else if( k_level <= 39 )
5925 k_grey = k_level - 5 - k_level/10;
5926 else
5927 k_grey = k_level - 1 - k_level/5;
5929 if(v_level<=k_grey)
5930 return false;
5932 float diff_level = (k_level == k_grey) ? 1 : ((float(v_level) - float(k_grey)) / (float(k_level) - float(k_grey)));
5934 int32 v_rank =1; //need more info
5936 honor = ((f * diff_level * (190 + v_rank*10))/6);
5937 honor *= ((float)k_level) / 70.0f; //factor of dependence on levels of the killer
5939 // count the number of playerkills in one day
5940 ApplyModUInt32Value(PLAYER_FIELD_KILLS, 1, true);
5941 // and those in a lifetime
5942 ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS, 1, true);
5944 else
5946 Creature *cVictim = (Creature *)uVictim;
5948 if (!cVictim->isRacialLeader())
5949 return false;
5951 honor = 100; // ??? need more info
5952 victim_rank = 19; // HK: Leader
5956 if (uVictim != NULL)
5958 honor *= sWorld.getRate(RATE_HONOR);
5960 if(groupsize > 1)
5961 honor /= groupsize;
5963 honor *= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor
5966 // honor - for show honor points in log
5967 // victim_guid - for show victim name in log
5968 // victim_rank [1..4] HK: <dishonored rank>
5969 // victim_rank [5..19] HK: <alliance\horde rank>
5970 // victim_rank [0,20+] HK: <>
5971 WorldPacket data(SMSG_PVP_CREDIT,4+8+4);
5972 data << (uint32) honor;
5973 data << (uint64) victim_guid;
5974 data << (uint32) victim_rank;
5976 GetSession()->SendPacket(&data);
5978 // add honor points
5979 ModifyHonorPoints(int32(honor));
5981 ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, uint32(honor), true);
5982 return true;
5985 void Player::ModifyHonorPoints( int32 value )
5987 if(value < 0)
5989 if (GetHonorPoints() > sWorld.getConfig(CONFIG_MAX_HONOR_POINTS))
5990 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_MAX_HONOR_POINTS) + value);
5991 else
5992 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() > uint32(-value) ? GetHonorPoints() + value : 0);
5994 else
5995 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() < sWorld.getConfig(CONFIG_MAX_HONOR_POINTS) - value ? GetHonorPoints() + value : sWorld.getConfig(CONFIG_MAX_HONOR_POINTS));
5998 void Player::ModifyArenaPoints( int32 value )
6000 if(value < 0)
6002 if (GetArenaPoints() > sWorld.getConfig(CONFIG_MAX_ARENA_POINTS))
6003 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_MAX_ARENA_POINTS) + value);
6004 else
6005 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() > uint32(-value) ? GetArenaPoints() + value : 0);
6007 else
6008 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() < sWorld.getConfig(CONFIG_MAX_ARENA_POINTS) - value ? GetArenaPoints() + value : sWorld.getConfig(CONFIG_MAX_ARENA_POINTS));
6011 uint32 Player::GetGuildIdFromDB(uint64 guid)
6013 std::ostringstream ss;
6014 ss<<"SELECT guildid FROM guild_member WHERE guid='"<<guid<<"'";
6015 QueryResult *result = CharacterDatabase.Query( ss.str().c_str() );
6016 if( result )
6018 uint32 v = result->Fetch()[0].GetUInt32();
6019 delete result;
6020 return v;
6022 else
6023 return 0;
6026 uint32 Player::GetRankFromDB(uint64 guid)
6028 std::ostringstream ss;
6029 ss<<"SELECT rank FROM guild_member WHERE guid='"<<guid<<"'";
6030 QueryResult *result = CharacterDatabase.Query( ss.str().c_str() );
6031 if( result )
6033 uint32 v = result->Fetch()[0].GetUInt32();
6034 delete result;
6035 return v;
6037 else
6038 return 0;
6041 uint32 Player::GetArenaTeamIdFromDB(uint64 guid, uint8 type)
6043 // need fix it!
6044 QueryResult *result = CharacterDatabase.PQuery("SELECT arenateamid FROM arena_team_member WHERE guid='%u'", GUID_LOPART(guid));
6045 if(result)
6047 // init id to 0, check the arena type before assigning a value to id
6048 uint32 id = 0;
6051 QueryResult *result2 = CharacterDatabase.PQuery("SELECT type FROM arena_team WHERE arenateamid='%u'", id);
6052 if(result2)
6054 uint8 dbtype = (*result2)[0].GetUInt32();
6055 delete result2;
6056 if(dbtype == type)
6058 // if the type matches, we've found the id
6059 id = (*result)[0].GetUInt32();
6060 break;
6063 } while(result->NextRow());
6064 delete result;
6065 return id;
6067 // no arenateam for the specified guid, return 0
6068 return 0;
6071 uint32 Player::GetZoneIdFromDB(uint64 guid)
6073 std::ostringstream ss;
6075 ss<<"SELECT zone FROM characters WHERE guid='"<<GUID_LOPART(guid)<<"'";
6076 QueryResult *result = CharacterDatabase.Query( ss.str().c_str() );
6077 if (!result)
6078 return 0;
6079 Field* fields = result->Fetch();
6080 uint32 zone = fields[0].GetUInt32();
6081 delete result;
6083 if (!zone)
6085 // stored zone is zero, use generic and slow zone detection
6086 ss.str("");
6087 ss<<"SELECT map,position_x,position_y FROM characters WHERE guid='"<<GUID_LOPART(guid)<<"'";
6088 result = CharacterDatabase.Query(ss.str().c_str());
6089 if( !result )
6090 return 0;
6091 fields = result->Fetch();
6092 uint32 map = fields[0].GetUInt32();
6093 float posx = fields[1].GetFloat();
6094 float posy = fields[2].GetFloat();
6095 delete result;
6097 zone = MapManager::Instance().GetZoneId(map,posx,posy);
6099 ss.str("");
6100 ss << "UPDATE characters SET zone='"<<zone<<"' WHERE guid='"<<GUID_LOPART(guid)<<"'";
6101 CharacterDatabase.Execute(ss.str().c_str());
6104 return zone;
6107 void Player::UpdateArea(uint32 newArea)
6109 // FFA_PVP flags are area and not zone id dependent
6110 // so apply them accordingly
6111 m_areaUpdateId = newArea;
6113 AreaTableEntry const* area = GetAreaEntryByAreaID(newArea);
6115 if(area && (area->flags & AREA_FLAG_ARENA))
6117 if(!isGameMaster())
6118 SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP);
6120 else
6122 // remove ffa flag only if not ffapvp realm
6123 // removal in sanctuaries and capitals is handled in zone update
6124 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP) && !sWorld.IsFFAPvPRealm())
6125 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP);
6128 UpdateAreaDependentAuras(newArea);
6131 void Player::UpdateZone(uint32 newZone)
6133 m_zoneUpdateId = newZone;
6134 m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
6136 // zone changed, so area changed as well, update it
6137 UpdateArea(GetAreaId());
6139 AreaTableEntry const* zone = GetAreaEntryByAreaID(newZone);
6140 if(!zone)
6141 return;
6143 if (sWorld.getConfig(CONFIG_WEATHER))
6145 Weather *wth = sWorld.FindWeather(zone->ID);
6146 if(wth)
6148 wth->SendWeatherUpdateToPlayer(this);
6150 else
6152 if(!sWorld.AddWeather(zone->ID))
6154 // send fine weather packet to remove old zone's weather
6155 Weather::SendFineWeatherUpdateToPlayer(this);
6160 pvpInfo.inHostileArea =
6161 GetTeam() == ALLIANCE && zone->team == AREATEAM_HORDE ||
6162 GetTeam() == HORDE && zone->team == AREATEAM_ALLY ||
6163 sWorld.IsPvPRealm() && zone->team == AREATEAM_NONE ||
6164 InBattleGround(); // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
6166 if(pvpInfo.inHostileArea) // in hostile area
6168 if(!IsPvP() || pvpInfo.endTimer != 0)
6169 UpdatePvP(true, true);
6171 else // in friendly area
6173 if(IsPvP() && !HasFlag(PLAYER_FLAGS,PLAYER_FLAGS_IN_PVP) && pvpInfo.endTimer == 0)
6174 pvpInfo.endTimer = time(0); // start toggle-off
6177 if(zone->flags & AREA_FLAG_SANCTUARY) // in sanctuary
6179 SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_SANCTUARY);
6180 if(sWorld.IsFFAPvPRealm())
6181 RemoveFlag(PLAYER_FLAGS,PLAYER_FLAGS_FFA_PVP);
6183 else
6185 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_SANCTUARY);
6188 if(zone->flags & AREA_FLAG_CAPITAL) // in capital city
6190 SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
6191 SetRestType(REST_TYPE_IN_CITY);
6192 InnEnter(time(0),GetMapId(),0,0,0);
6194 if(sWorld.IsFFAPvPRealm())
6195 RemoveFlag(PLAYER_FLAGS,PLAYER_FLAGS_FFA_PVP);
6197 else // anywhere else
6199 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING)) // but resting (walk from city or maybe in tavern or leave tavern recently)
6201 if(GetRestType()==REST_TYPE_IN_TAVERN) // has been in tavern. Is still in?
6203 if(GetMapId()!=GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40)
6205 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
6206 SetRestType(REST_TYPE_NO);
6208 if(sWorld.IsFFAPvPRealm())
6209 SetFlag(PLAYER_FLAGS,PLAYER_FLAGS_FFA_PVP);
6212 else // not in tavern (leave city then)
6214 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
6215 SetRestType(REST_TYPE_NO);
6217 // Set player to FFA PVP when not in rested enviroment.
6218 if(sWorld.IsFFAPvPRealm())
6219 SetFlag(PLAYER_FLAGS,PLAYER_FLAGS_FFA_PVP);
6224 // remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
6225 // if player resurrected at teleport this will be applied in resurrect code
6226 if(isAlive())
6227 DestroyZoneLimitedItem( true, newZone );
6229 // recent client version not send leave/join channel packets for built-in local channels
6230 UpdateLocalChannels( newZone );
6232 // group update
6233 if(GetGroup())
6234 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE);
6236 UpdateZoneDependentAuras(newZone);
6239 //If players are too far way of duel flag... then player loose the duel
6240 void Player::CheckDuelDistance(time_t currTime)
6242 if(!duel)
6243 return;
6245 uint64 duelFlagGUID = GetUInt64Value(PLAYER_DUEL_ARBITER);
6246 GameObject* obj = ObjectAccessor::GetGameObject(*this, duelFlagGUID);
6247 if(!obj)
6248 return;
6250 if(duel->outOfBound == 0)
6252 if(!IsWithinDistInMap(obj, 50))
6254 duel->outOfBound = currTime;
6256 WorldPacket data(SMSG_DUEL_OUTOFBOUNDS, 0);
6257 GetSession()->SendPacket(&data);
6260 else
6262 if(IsWithinDistInMap(obj, 40))
6264 duel->outOfBound = 0;
6266 WorldPacket data(SMSG_DUEL_INBOUNDS, 0);
6267 GetSession()->SendPacket(&data);
6269 else if(currTime >= (duel->outOfBound+10))
6271 DuelComplete(DUEL_FLED);
6276 void Player::DuelComplete(DuelCompleteType type)
6278 // duel not requested
6279 if(!duel)
6280 return;
6282 WorldPacket data(SMSG_DUEL_COMPLETE, (1));
6283 data << (uint8)((type != DUEL_INTERUPTED) ? 1 : 0);
6284 GetSession()->SendPacket(&data);
6285 duel->opponent->GetSession()->SendPacket(&data);
6287 if(type != DUEL_INTERUPTED)
6289 data.Initialize(SMSG_DUEL_WINNER, (1+20)); // we guess size
6290 data << (uint8)((type==DUEL_WON) ? 0 : 1); // 0 = just won; 1 = fled
6291 data << duel->opponent->GetName();
6292 data << GetName();
6293 SendMessageToSet(&data,true);
6296 // cool-down duel spell
6297 /*data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6299 data<<GetGUID();
6300 data<<uint8(0x0);
6302 data<<(uint32)7266;
6303 data<<uint32(0x0);
6304 GetSession()->SendPacket(&data);
6305 data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6306 data<<duel->opponent->GetGUID();
6307 data<<uint8(0x0);
6308 data<<(uint32)7266;
6309 data<<uint32(0x0);
6310 duel->opponent->GetSession()->SendPacket(&data);*/
6312 //Remove Duel Flag object
6313 GameObject* obj = ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER));
6314 if(obj)
6315 duel->initiator->RemoveGameObject(obj,true);
6317 /* remove auras */
6318 std::vector<uint32> auras2remove;
6319 AuraMap const& vAuras = duel->opponent->GetAuras();
6320 for (AuraMap::const_iterator i = vAuras.begin(); i != vAuras.end(); i++)
6322 if (!i->second->IsPositive() && i->second->GetCasterGUID() == GetGUID() && i->second->GetAuraApplyTime() >= duel->startTime)
6323 auras2remove.push_back(i->second->GetId());
6326 for(size_t i=0; i<auras2remove.size(); i++)
6327 duel->opponent->RemoveAurasDueToSpell(auras2remove[i]);
6329 auras2remove.clear();
6330 AuraMap const& auras = GetAuras();
6331 for (AuraMap::const_iterator i = auras.begin(); i != auras.end(); i++)
6333 if (!i->second->IsPositive() && i->second->GetCasterGUID() == duel->opponent->GetGUID() && i->second->GetAuraApplyTime() >= duel->startTime)
6334 auras2remove.push_back(i->second->GetId());
6336 for(size_t i=0; i<auras2remove.size(); i++)
6337 RemoveAurasDueToSpell(auras2remove[i]);
6339 // cleanup combo points
6340 if(GetComboTarget()==duel->opponent->GetGUID())
6341 ClearComboPoints();
6342 else if(GetComboTarget()==duel->opponent->GetPetGUID())
6343 ClearComboPoints();
6345 if(duel->opponent->GetComboTarget()==GetGUID())
6346 duel->opponent->ClearComboPoints();
6347 else if(duel->opponent->GetComboTarget()==GetPetGUID())
6348 duel->opponent->ClearComboPoints();
6350 //cleanups
6351 SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
6352 SetUInt32Value(PLAYER_DUEL_TEAM, 0);
6353 duel->opponent->SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
6354 duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 0);
6356 delete duel->opponent->duel;
6357 duel->opponent->duel = NULL;
6358 delete duel;
6359 duel = NULL;
6362 //---------------------------------------------------------//
6364 void Player::_ApplyItemMods(Item *item, uint8 slot,bool apply)
6366 if(slot >= INVENTORY_SLOT_BAG_END || !item)
6367 return;
6369 // not apply/remove mods for broken item
6370 if(item->IsBroken())
6371 return;
6373 ItemPrototype const *proto = item->GetProto();
6375 if(!proto)
6376 return;
6378 sLog.outDetail("applying mods for item %u ",item->GetGUIDLow());
6380 uint32 attacktype = Player::GetAttackBySlot(slot);
6381 if(attacktype < MAX_ATTACK)
6382 _ApplyWeaponDependentAuraMods(item,WeaponAttackType(attacktype),apply);
6384 _ApplyItemBonuses(proto,slot,apply);
6386 if( slot==EQUIPMENT_SLOT_RANGED )
6387 _ApplyAmmoBonuses();
6389 ApplyItemEquipSpell(item,apply);
6390 ApplyEnchantment(item, apply);
6392 if(proto->Socket[0].Color) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
6393 CorrectMetaGemEnchants(slot, apply);
6395 sLog.outDebug("_ApplyItemMods complete.");
6398 void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool apply)
6400 if(slot >= INVENTORY_SLOT_BAG_END || !proto)
6401 return;
6403 for (int i = 0; i < 10; i++)
6405 uint32 statType = 0;
6406 int32 val = 0;
6408 if(proto->ScalingStatDistribution)
6410 if(ScalingStatDistributionEntry const *ssd = sScalingStatDistributionStore.LookupEntry(proto->ScalingStatDistribution))
6412 statType = ssd->StatMod[i];
6414 if(uint32 modifier = ssd->Modifier[i])
6416 uint32 level = ((getLevel() > ssd->MaxLevel) ? ssd->MaxLevel : getLevel());
6417 if(ScalingStatValuesEntry const *ssv = sScalingStatValuesStore.LookupEntry(level))
6419 int multiplier = ssv->Multiplier[proto->GetScalingStatValuesColumn()];
6420 val = (multiplier * modifier) / 10000;
6425 else
6427 statType = proto->ItemStat[i].ItemStatType;
6428 val = float(proto->ItemStat[i].ItemStatValue);
6431 if(val == 0)
6432 continue;
6434 switch (statType)
6436 case ITEM_MOD_MANA:
6437 HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(val), apply);
6438 break;
6439 case ITEM_MOD_HEALTH: // modify HP
6440 HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(val), apply);
6441 break;
6442 case ITEM_MOD_AGILITY: // modify agility
6443 HandleStatModifier(UNIT_MOD_STAT_AGILITY, BASE_VALUE, float(val), apply);
6444 ApplyStatBuffMod(STAT_AGILITY, float(val), apply);
6445 break;
6446 case ITEM_MOD_STRENGTH: //modify strength
6447 HandleStatModifier(UNIT_MOD_STAT_STRENGTH, BASE_VALUE, float(val), apply);
6448 ApplyStatBuffMod(STAT_STRENGTH, float(val), apply);
6449 break;
6450 case ITEM_MOD_INTELLECT: //modify intellect
6451 HandleStatModifier(UNIT_MOD_STAT_INTELLECT, BASE_VALUE, float(val), apply);
6452 ApplyStatBuffMod(STAT_INTELLECT, float(val), apply);
6453 break;
6454 case ITEM_MOD_SPIRIT: //modify spirit
6455 HandleStatModifier(UNIT_MOD_STAT_SPIRIT, BASE_VALUE, float(val), apply);
6456 ApplyStatBuffMod(STAT_SPIRIT, float(val), apply);
6457 break;
6458 case ITEM_MOD_STAMINA: //modify stamina
6459 HandleStatModifier(UNIT_MOD_STAT_STAMINA, BASE_VALUE, float(val), apply);
6460 ApplyStatBuffMod(STAT_STAMINA, float(val), apply);
6461 break;
6462 case ITEM_MOD_DEFENSE_SKILL_RATING:
6463 ApplyRatingMod(CR_DEFENSE_SKILL, int32(val), apply);
6464 break;
6465 case ITEM_MOD_DODGE_RATING:
6466 ApplyRatingMod(CR_DODGE, int32(val), apply);
6467 break;
6468 case ITEM_MOD_PARRY_RATING:
6469 ApplyRatingMod(CR_PARRY, int32(val), apply);
6470 break;
6471 case ITEM_MOD_BLOCK_RATING:
6472 ApplyRatingMod(CR_BLOCK, int32(val), apply);
6473 break;
6474 case ITEM_MOD_HIT_MELEE_RATING:
6475 ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
6476 break;
6477 case ITEM_MOD_HIT_RANGED_RATING:
6478 ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
6479 break;
6480 case ITEM_MOD_HIT_SPELL_RATING:
6481 ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
6482 break;
6483 case ITEM_MOD_CRIT_MELEE_RATING:
6484 ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
6485 break;
6486 case ITEM_MOD_CRIT_RANGED_RATING:
6487 ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
6488 break;
6489 case ITEM_MOD_CRIT_SPELL_RATING:
6490 ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
6491 break;
6492 case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
6493 ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
6494 break;
6495 case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
6496 ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
6497 break;
6498 case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
6499 ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
6500 break;
6501 case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
6502 ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
6503 break;
6504 case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
6505 ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
6506 break;
6507 case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
6508 ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
6509 break;
6510 case ITEM_MOD_HASTE_MELEE_RATING:
6511 ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
6512 break;
6513 case ITEM_MOD_HASTE_RANGED_RATING:
6514 ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
6515 break;
6516 case ITEM_MOD_HASTE_SPELL_RATING:
6517 ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
6518 break;
6519 case ITEM_MOD_HIT_RATING:
6520 ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
6521 ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
6522 ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
6523 break;
6524 case ITEM_MOD_CRIT_RATING:
6525 ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
6526 ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
6527 ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
6528 break;
6529 case ITEM_MOD_HIT_TAKEN_RATING:
6530 ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
6531 ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
6532 ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
6533 break;
6534 case ITEM_MOD_CRIT_TAKEN_RATING:
6535 ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
6536 ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
6537 ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
6538 break;
6539 case ITEM_MOD_RESILIENCE_RATING:
6540 ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
6541 ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
6542 ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
6543 break;
6544 case ITEM_MOD_HASTE_RATING:
6545 ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
6546 ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
6547 ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
6548 break;
6549 case ITEM_MOD_EXPERTISE_RATING:
6550 ApplyRatingMod(CR_EXPERTISE, int32(val), apply);
6551 break;
6552 case ITEM_MOD_ARMOR_PENETRATION_RATING:
6553 ApplyRatingMod(CR_ARMOR_PENETRATION, int32(val), apply);
6554 break;
6558 if (proto->Armor)
6559 HandleStatModifier(UNIT_MOD_ARMOR, BASE_VALUE, float(proto->Armor), apply);
6561 if (proto->Block)
6562 HandleBaseModValue(SHIELD_BLOCK_VALUE, FLAT_MOD, float(proto->Block), apply);
6564 if (proto->HolyRes)
6565 HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY, BASE_VALUE, float(proto->HolyRes), apply);
6567 if (proto->FireRes)
6568 HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE, BASE_VALUE, float(proto->FireRes), apply);
6570 if (proto->NatureRes)
6571 HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE, BASE_VALUE, float(proto->NatureRes), apply);
6573 if (proto->FrostRes)
6574 HandleStatModifier(UNIT_MOD_RESISTANCE_FROST, BASE_VALUE, float(proto->FrostRes), apply);
6576 if (proto->ShadowRes)
6577 HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW, BASE_VALUE, float(proto->ShadowRes), apply);
6579 if (proto->ArcaneRes)
6580 HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE, BASE_VALUE, float(proto->ArcaneRes), apply);
6582 WeaponAttackType attType = BASE_ATTACK;
6583 float damage = 0.0f;
6585 if( slot == EQUIPMENT_SLOT_RANGED && (
6586 proto->InventoryType == INVTYPE_RANGED || proto->InventoryType == INVTYPE_THROWN ||
6587 proto->InventoryType == INVTYPE_RANGEDRIGHT ))
6589 attType = RANGED_ATTACK;
6591 else if(slot==EQUIPMENT_SLOT_OFFHAND)
6593 attType = OFF_ATTACK;
6596 if (proto->Damage[0].DamageMin > 0 )
6598 damage = apply ? proto->Damage[0].DamageMin : BASE_MINDAMAGE;
6599 SetBaseWeaponDamage(attType, MINDAMAGE, damage);
6600 //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
6603 if (proto->Damage[0].DamageMax > 0 )
6605 damage = apply ? proto->Damage[0].DamageMax : BASE_MAXDAMAGE;
6606 SetBaseWeaponDamage(attType, MAXDAMAGE, damage);
6609 if(!IsUseEquipedWeapon(slot==EQUIPMENT_SLOT_MAINHAND))
6610 return;
6612 if (proto->Delay)
6614 if(slot == EQUIPMENT_SLOT_RANGED)
6615 SetAttackTime(RANGED_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
6616 else if(slot==EQUIPMENT_SLOT_MAINHAND)
6617 SetAttackTime(BASE_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
6618 else if(slot==EQUIPMENT_SLOT_OFFHAND)
6619 SetAttackTime(OFF_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
6622 if(CanModifyStats() && (damage || proto->Delay))
6623 UpdateDamagePhysical(attType);
6626 void Player::_ApplyWeaponDependentAuraMods(Item *item,WeaponAttackType attackType,bool apply)
6628 AuraList const& auraCritList = GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT);
6629 for(AuraList::const_iterator itr = auraCritList.begin(); itr!=auraCritList.end();++itr)
6630 _ApplyWeaponDependentAuraCritMod(item,attackType,*itr,apply);
6632 AuraList const& auraDamageFlatList = GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE);
6633 for(AuraList::const_iterator itr = auraDamageFlatList.begin(); itr!=auraDamageFlatList.end();++itr)
6634 _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply);
6636 AuraList const& auraDamagePCTList = GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE);
6637 for(AuraList::const_iterator itr = auraDamagePCTList.begin(); itr!=auraDamagePCTList.end();++itr)
6638 _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply);
6641 void Player::_ApplyWeaponDependentAuraCritMod(Item *item, WeaponAttackType attackType, Aura* aura, bool apply)
6643 // generic not weapon specific case processes in aura code
6644 if(aura->GetSpellProto()->EquippedItemClass == -1)
6645 return;
6647 BaseModGroup mod = BASEMOD_END;
6648 switch(attackType)
6650 case BASE_ATTACK: mod = CRIT_PERCENTAGE; break;
6651 case OFF_ATTACK: mod = OFFHAND_CRIT_PERCENTAGE;break;
6652 case RANGED_ATTACK: mod = RANGED_CRIT_PERCENTAGE; break;
6653 default: return;
6656 if (item->IsFitToSpellRequirements(aura->GetSpellProto()))
6658 HandleBaseModValue(mod, FLAT_MOD, float (aura->GetModifier()->m_amount), apply);
6662 void Player::_ApplyWeaponDependentAuraDamageMod(Item *item, WeaponAttackType attackType, Aura* aura, bool apply)
6664 // ignore spell mods for not wands
6665 Modifier const* modifier = aura->GetModifier();
6666 if((modifier->m_miscvalue & SPELL_SCHOOL_MASK_NORMAL)==0 && (getClassMask() & CLASSMASK_WAND_USERS)==0)
6667 return;
6669 // generic not weapon specific case processes in aura code
6670 if(aura->GetSpellProto()->EquippedItemClass == -1)
6671 return;
6673 UnitMods unitMod = UNIT_MOD_END;
6674 switch(attackType)
6676 case BASE_ATTACK: unitMod = UNIT_MOD_DAMAGE_MAINHAND; break;
6677 case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; break;
6678 case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; break;
6679 default: return;
6682 UnitModifierType unitModType = TOTAL_VALUE;
6683 switch(modifier->m_auraname)
6685 case SPELL_AURA_MOD_DAMAGE_DONE: unitModType = TOTAL_VALUE; break;
6686 case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE: unitModType = TOTAL_PCT; break;
6687 default: return;
6690 if (item->IsFitToSpellRequirements(aura->GetSpellProto()))
6692 HandleStatModifier(unitMod, unitModType, float(modifier->m_amount),apply);
6696 void Player::ApplyItemEquipSpell(Item *item, bool apply, bool form_change)
6698 if(!item)
6699 return;
6701 ItemPrototype const *proto = item->GetProto();
6702 if(!proto)
6703 return;
6705 for (int i = 0; i < 5; i++)
6707 _Spell const& spellData = proto->Spells[i];
6709 // no spell
6710 if(!spellData.SpellId )
6711 continue;
6713 // wrong triggering type
6714 if(apply && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_EQUIP)
6715 continue;
6717 // check if it is valid spell
6718 SpellEntry const* spellproto = sSpellStore.LookupEntry(spellData.SpellId);
6719 if(!spellproto)
6720 continue;
6722 ApplyEquipSpell(spellproto,item,apply,form_change);
6726 void Player::ApplyEquipSpell(SpellEntry const* spellInfo, Item* item, bool apply, bool form_change)
6728 if(apply)
6730 // Cannot be used in this stance/form
6731 if(GetErrorAtShapeshiftedCast(spellInfo, m_form)!=0)
6732 return;
6734 if(form_change) // check aura active state from other form
6736 bool found = false;
6737 for (int k=0; k < 3; ++k)
6739 spellEffectPair spair = spellEffectPair(spellInfo->Id, k);
6740 for (AuraMap::iterator iter = m_Auras.lower_bound(spair); iter != m_Auras.upper_bound(spair); ++iter)
6742 if(!item || iter->second->GetCastItemGUID() == item->GetGUID())
6744 found = true;
6745 break;
6748 if(found)
6749 break;
6752 if(found) // and skip re-cast already active aura at form change
6753 return;
6756 DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item ? "item" : "itemset"), spellInfo->Id);
6758 CastSpell(this,spellInfo,true,item);
6760 else
6762 if(form_change) // check aura compatibility
6764 // Cannot be used in this stance/form
6765 if(GetErrorAtShapeshiftedCast(spellInfo, m_form)==0)
6766 return; // and remove only not compatible at form change
6769 if(item)
6770 RemoveAurasDueToItemSpell(item,spellInfo->Id); // un-apply all spells , not only at-equipped
6771 else
6772 RemoveAurasDueToSpell(spellInfo->Id); // un-apply spell (item set case)
6776 void Player::UpdateEquipSpellsAtFormChange()
6778 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
6780 if(m_items[i] && !m_items[i]->IsBroken())
6782 ApplyItemEquipSpell(m_items[i],false,true); // remove spells that not fit to form
6783 ApplyItemEquipSpell(m_items[i],true,true); // add spells that fit form but not active
6787 // item set bonuses not dependent from item broken state
6788 for(size_t setindex = 0; setindex < ItemSetEff.size(); ++setindex)
6790 ItemSetEffect* eff = ItemSetEff[setindex];
6791 if(!eff)
6792 continue;
6794 for(uint32 y=0;y<8; ++y)
6796 SpellEntry const* spellInfo = eff->spells[y];
6797 if(!spellInfo)
6798 continue;
6800 ApplyEquipSpell(spellInfo,NULL,false,true); // remove spells that not fit to form
6801 ApplyEquipSpell(spellInfo,NULL,true,true); // add spells that fit form but not active
6806 void Player::CastItemCombatSpell(Item *item,Unit* Target, WeaponAttackType attType)
6808 if(!item || item->IsBroken())
6809 return;
6811 ItemPrototype const *proto = item->GetProto();
6812 if(!proto)
6813 return;
6815 if (!Target || Target == this )
6816 return;
6818 for (int i = 0; i < 5; i++)
6820 _Spell const& spellData = proto->Spells[i];
6822 // no spell
6823 if(!spellData.SpellId )
6824 continue;
6826 // wrong triggering type
6827 if(spellData.SpellTrigger != ITEM_SPELLTRIGGER_CHANCE_ON_HIT)
6828 continue;
6830 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId);
6831 if(!spellInfo)
6833 sLog.outError("WORLD: unknown Item spellid %i", spellData.SpellId);
6834 continue;
6837 // not allow proc extra attack spell at extra attack
6838 if( m_extraAttacks && IsSpellHaveEffect(spellInfo,SPELL_EFFECT_ADD_EXTRA_ATTACKS) )
6839 return;
6841 float chance = spellInfo->procChance;
6843 if(spellData.SpellPPMRate)
6845 uint32 WeaponSpeed = GetAttackTime(attType);
6846 chance = GetPPMProcChance(WeaponSpeed, spellData.SpellPPMRate);
6848 else if(chance > 100.0f)
6850 chance = GetWeaponProcChance();
6853 if (roll_chance_f(chance))
6854 this->CastSpell(Target, spellInfo->Id, true, item);
6857 // item combat enchantments
6858 for(int e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot)
6860 uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot));
6861 SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
6862 if(!pEnchant) continue;
6863 for (int s=0;s<3;s++)
6865 if(pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL)
6866 continue;
6868 SpellEntry const *spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]);
6869 if (!spellInfo)
6871 sLog.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]);
6872 continue;
6875 float chance = pEnchant->amount[s] != 0 ? float(pEnchant->amount[s]) : GetWeaponProcChance();
6876 if (roll_chance_f(chance))
6878 if(IsPositiveSpell(pEnchant->spellid[s]))
6879 CastSpell(this, pEnchant->spellid[s], true, item);
6880 else
6881 CastSpell(Target, pEnchant->spellid[s], true, item);
6887 void Player::_RemoveAllItemMods()
6889 sLog.outDebug("_RemoveAllItemMods start.");
6891 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
6893 if(m_items[i])
6895 ItemPrototype const *proto = m_items[i]->GetProto();
6896 if(!proto)
6897 continue;
6899 // item set bonuses not dependent from item broken state
6900 if(proto->ItemSet)
6901 RemoveItemsSetItem(this,proto);
6903 if(m_items[i]->IsBroken())
6904 continue;
6906 ApplyItemEquipSpell(m_items[i],false);
6907 ApplyEnchantment(m_items[i], false);
6911 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
6913 if(m_items[i])
6915 if(m_items[i]->IsBroken())
6916 continue;
6917 ItemPrototype const *proto = m_items[i]->GetProto();
6918 if(!proto)
6919 continue;
6921 uint32 attacktype = Player::GetAttackBySlot(i);
6922 if(attacktype < MAX_ATTACK)
6923 _ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),false);
6925 _ApplyItemBonuses(proto,i, false);
6927 if( i == EQUIPMENT_SLOT_RANGED )
6928 _ApplyAmmoBonuses();
6932 sLog.outDebug("_RemoveAllItemMods complete.");
6935 void Player::_ApplyAllItemMods()
6937 sLog.outDebug("_ApplyAllItemMods start.");
6939 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
6941 if(m_items[i])
6943 if(m_items[i]->IsBroken())
6944 continue;
6946 ItemPrototype const *proto = m_items[i]->GetProto();
6947 if(!proto)
6948 continue;
6950 uint32 attacktype = Player::GetAttackBySlot(i);
6951 if(attacktype < MAX_ATTACK)
6952 _ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),true);
6954 _ApplyItemBonuses(proto,i, true);
6956 if( i == EQUIPMENT_SLOT_RANGED )
6957 _ApplyAmmoBonuses();
6961 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
6963 if(m_items[i])
6965 ItemPrototype const *proto = m_items[i]->GetProto();
6966 if(!proto)
6967 continue;
6969 // item set bonuses not dependent from item broken state
6970 if(proto->ItemSet)
6971 AddItemsSetItem(this,m_items[i]);
6973 if(m_items[i]->IsBroken())
6974 continue;
6976 ApplyItemEquipSpell(m_items[i],true);
6977 ApplyEnchantment(m_items[i], true);
6981 sLog.outDebug("_ApplyAllItemMods complete.");
6984 void Player::_ApplyAmmoBonuses()
6986 // check ammo
6987 uint32 ammo_id = GetUInt32Value(PLAYER_AMMO_ID);
6988 if(!ammo_id)
6989 return;
6991 float currentAmmoDPS;
6993 ItemPrototype const *ammo_proto = objmgr.GetItemPrototype( ammo_id );
6994 if( !ammo_proto || ammo_proto->Class!=ITEM_CLASS_PROJECTILE || !CheckAmmoCompatibility(ammo_proto))
6995 currentAmmoDPS = 0.0f;
6996 else
6997 currentAmmoDPS = ammo_proto->Damage[0].DamageMin;
6999 if(currentAmmoDPS == GetAmmoDPS())
7000 return;
7002 m_ammoDPS = currentAmmoDPS;
7004 if(CanModifyStats())
7005 UpdateDamagePhysical(RANGED_ATTACK);
7008 bool Player::CheckAmmoCompatibility(const ItemPrototype *ammo_proto) const
7010 if(!ammo_proto)
7011 return false;
7013 // check ranged weapon
7014 Item *weapon = GetWeaponForAttack( RANGED_ATTACK );
7015 if(!weapon || weapon->IsBroken() )
7016 return false;
7018 ItemPrototype const* weapon_proto = weapon->GetProto();
7019 if(!weapon_proto || weapon_proto->Class!=ITEM_CLASS_WEAPON )
7020 return false;
7022 // check ammo ws. weapon compatibility
7023 switch(weapon_proto->SubClass)
7025 case ITEM_SUBCLASS_WEAPON_BOW:
7026 case ITEM_SUBCLASS_WEAPON_CROSSBOW:
7027 if(ammo_proto->SubClass!=ITEM_SUBCLASS_ARROW)
7028 return false;
7029 break;
7030 case ITEM_SUBCLASS_WEAPON_GUN:
7031 if(ammo_proto->SubClass!=ITEM_SUBCLASS_BULLET)
7032 return false;
7033 break;
7034 default:
7035 return false;
7038 return true;
7041 /* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
7042 Called by remove insignia spell effect */
7043 void Player::RemovedInsignia(Player* looterPlr)
7045 if (!GetBattleGroundId())
7046 return;
7048 // If not released spirit, do it !
7049 if(m_deathTimer > 0)
7051 m_deathTimer = 0;
7052 BuildPlayerRepop();
7053 RepopAtGraveyard();
7056 Corpse *corpse = GetCorpse();
7057 if (!corpse)
7058 return;
7060 // We have to convert player corpse to bones, not to be able to resurrect there
7061 // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
7062 Corpse *bones = ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
7063 if (!bones)
7064 return;
7066 // Now we must make bones lootable, and send player loot
7067 bones->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
7069 // We store the level of our player in the gold field
7070 // We retrieve this information at Player::SendLoot()
7071 bones->loot.gold = getLevel();
7072 bones->lootRecipient = looterPlr;
7073 looterPlr->SendLoot(bones->GetGUID(), LOOT_INSIGNIA);
7076 /*Loot type MUST be
7077 1-corpse, go
7078 2-skinning
7079 3-Fishing
7082 void Player::SendLootRelease( uint64 guid )
7084 WorldPacket data( SMSG_LOOT_RELEASE_RESPONSE, (8+1) );
7085 data << uint64(guid) << uint8(1);
7086 SendDirectMessage( &data );
7089 void Player::SendLoot(uint64 guid, LootType loot_type)
7091 Loot *loot = 0;
7092 PermissionTypes permission = ALL_PERMISSION;
7094 sLog.outDebug("Player::SendLoot");
7095 if (IS_GAMEOBJECT_GUID(guid))
7097 sLog.outDebug(" IS_GAMEOBJECT_GUID(guid)");
7098 GameObject *go =
7099 ObjectAccessor::GetGameObject(*this, guid);
7101 // not check distance for GO in case owned GO (fishing bobber case, for example)
7102 // And permit out of range GO with no owner in case fishing hole
7103 if (!go || (loot_type != LOOT_FISHINGHOLE && (loot_type != LOOT_FISHING || go->GetOwnerGUID() != GetGUID()) && !go->IsWithinDistInMap(this,INTERACTION_DISTANCE)))
7105 SendLootRelease(guid);
7106 return;
7109 loot = &go->loot;
7111 if(go->getLootState() == GO_READY)
7113 uint32 lootid = go->GetLootId();
7115 if(lootid)
7117 sLog.outDebug(" if(lootid)");
7118 loot->clear();
7119 loot->FillLoot(lootid, LootTemplates_Gameobject, this);
7122 if(loot_type == LOOT_FISHING)
7123 go->getFishLoot(loot);
7125 go->SetLootState(GO_ACTIVATED);
7128 else if (IS_ITEM_GUID(guid))
7130 Item *item = GetItemByGuid( guid );
7132 if (!item)
7134 SendLootRelease(guid);
7135 return;
7138 if(loot_type == LOOT_DISENCHANTING)
7140 loot = &item->loot;
7142 if(!item->m_lootGenerated)
7144 item->m_lootGenerated = true;
7145 loot->clear();
7146 loot->FillLoot(item->GetProto()->DisenchantID, LootTemplates_Disenchant, this);
7149 else if(loot_type == LOOT_PROSPECTING)
7151 loot = &item->loot;
7153 if(!item->m_lootGenerated)
7155 item->m_lootGenerated = true;
7156 loot->clear();
7157 loot->FillLoot(item->GetEntry(), LootTemplates_Prospecting, this);
7160 else
7162 loot = &item->loot;
7164 if(!item->m_lootGenerated)
7166 item->m_lootGenerated = true;
7167 loot->clear();
7168 loot->FillLoot(item->GetEntry(), LootTemplates_Item, this);
7170 loot->generateMoneyLoot(item->GetProto()->MinMoneyLoot,item->GetProto()->MaxMoneyLoot);
7174 else if (IS_CORPSE_GUID(guid)) // remove insignia
7176 Corpse *bones = ObjectAccessor::GetCorpse(*this, guid);
7178 if (!bones || !((loot_type == LOOT_CORPSE) || (loot_type == LOOT_INSIGNIA)) || (bones->GetType() != CORPSE_BONES) )
7180 SendLootRelease(guid);
7181 return;
7184 loot = &bones->loot;
7186 if (!bones->lootForBody)
7188 bones->lootForBody = true;
7189 uint32 pLevel = bones->loot.gold;
7190 bones->loot.clear();
7191 // It may need a better formula
7192 // Now it works like this: lvl10: ~6copper, lvl70: ~9silver
7193 bones->loot.gold = (uint32)( urand(50, 150) * 0.016f * pow( ((float)pLevel)/5.76f, 2.5f) * sWorld.getRate(RATE_DROP_MONEY) );
7196 if (bones->lootRecipient != this)
7197 permission = NONE_PERMISSION;
7199 else
7201 Creature *creature = ObjectAccessor::GetCreature(*this, guid);
7203 // must be in range and creature must be alive for pickpocket and must be dead for another loot
7204 if (!creature || creature->isAlive()!=(loot_type == LOOT_PICKPOCKETING) || !creature->IsWithinDistInMap(this,INTERACTION_DISTANCE))
7206 SendLootRelease(guid);
7207 return;
7210 if(loot_type == LOOT_PICKPOCKETING && IsFriendlyTo(creature))
7212 SendLootRelease(guid);
7213 return;
7216 loot = &creature->loot;
7218 if(loot_type == LOOT_PICKPOCKETING)
7220 if ( !creature->lootForPickPocketed )
7222 creature->lootForPickPocketed = true;
7223 loot->clear();
7225 if (uint32 lootid = creature->GetCreatureInfo()->pickpocketLootId)
7226 loot->FillLoot(lootid, LootTemplates_Pickpocketing, this);
7228 // Generate extra money for pick pocket loot
7229 const uint32 a = urand(0, creature->getLevel()/2);
7230 const uint32 b = urand(0, getLevel()/2);
7231 loot->gold = uint32(10 * (a + b) * sWorld.getRate(RATE_DROP_MONEY));
7234 else
7236 // the player whose group may loot the corpse
7237 Player *recipient = creature->GetLootRecipient();
7238 if (!recipient)
7240 creature->SetLootRecipient(this);
7241 recipient = this;
7244 if (creature->lootForPickPocketed)
7246 creature->lootForPickPocketed = false;
7247 loot->clear();
7250 if(!creature->lootForBody)
7252 creature->lootForBody = true;
7253 loot->clear();
7255 if (uint32 lootid = creature->GetCreatureInfo()->lootid)
7256 loot->FillLoot(lootid, LootTemplates_Creature, recipient);
7258 loot->generateMoneyLoot(creature->GetCreatureInfo()->mingold,creature->GetCreatureInfo()->maxgold);
7260 if(Group* group = recipient->GetGroup())
7262 group->UpdateLooterGuid(creature,true);
7264 switch (group->GetLootMethod())
7266 case GROUP_LOOT:
7267 // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin
7268 group->GroupLoot(recipient->GetGUID(), loot, creature);
7269 break;
7270 case NEED_BEFORE_GREED:
7271 group->NeedBeforeGreed(recipient->GetGUID(), loot, creature);
7272 break;
7273 case MASTER_LOOT:
7274 group->MasterLoot(recipient->GetGUID(), loot, creature);
7275 break;
7276 default:
7277 break;
7282 // possible only if creature->lootForBody && loot->empty() at spell cast check
7283 if (loot_type == LOOT_SKINNING)
7285 loot->clear();
7286 loot->FillLoot(creature->GetCreatureInfo()->SkinLootId, LootTemplates_Skinning, this);
7288 // set group rights only for loot_type != LOOT_SKINNING
7289 else
7291 if(Group* group = GetGroup())
7293 if( group == recipient->GetGroup() )
7295 if(group->GetLootMethod() == FREE_FOR_ALL)
7296 permission = ALL_PERMISSION;
7297 else if(group->GetLooterGuid() == GetGUID())
7299 if(group->GetLootMethod() == MASTER_LOOT)
7300 permission = MASTER_PERMISSION;
7301 else
7302 permission = ALL_PERMISSION;
7304 else
7305 permission = GROUP_PERMISSION;
7307 else
7308 permission = NONE_PERMISSION;
7310 else if(recipient == this)
7311 permission = ALL_PERMISSION;
7312 else
7313 permission = NONE_PERMISSION;
7318 SetLootGUID(guid);
7320 QuestItemList *q_list = 0;
7321 if (permission != NONE_PERMISSION)
7323 QuestItemMap const& lootPlayerQuestItems = loot->GetPlayerQuestItems();
7324 QuestItemMap::const_iterator itr = lootPlayerQuestItems.find(GetGUIDLow());
7325 if (itr == lootPlayerQuestItems.end())
7326 q_list = loot->FillQuestLoot(this);
7327 else
7328 q_list = itr->second;
7331 QuestItemList *ffa_list = 0;
7332 if (permission != NONE_PERMISSION)
7334 QuestItemMap const& lootPlayerFFAItems = loot->GetPlayerFFAItems();
7335 QuestItemMap::const_iterator itr = lootPlayerFFAItems.find(GetGUIDLow());
7336 if (itr == lootPlayerFFAItems.end())
7337 ffa_list = loot->FillFFALoot(this);
7338 else
7339 ffa_list = itr->second;
7342 QuestItemList *conditional_list = 0;
7343 if (permission != NONE_PERMISSION)
7345 QuestItemMap const& lootPlayerNonQuestNonFFAConditionalItems = loot->GetPlayerNonQuestNonFFAConditionalItems();
7346 QuestItemMap::const_iterator itr = lootPlayerNonQuestNonFFAConditionalItems.find(GetGUIDLow());
7347 if (itr == lootPlayerNonQuestNonFFAConditionalItems.end())
7348 conditional_list = loot->FillNonQuestNonFFAConditionalLoot(this);
7349 else
7350 conditional_list = itr->second;
7353 // LOOT_PICKPOCKETING, LOOT_PROSPECTING, LOOT_DISENCHANTING and LOOT_INSIGNIA unsupported by client, sending LOOT_SKINNING instead
7354 if(loot_type == LOOT_PICKPOCKETING || loot_type == LOOT_DISENCHANTING || loot_type == LOOT_PROSPECTING || loot_type == LOOT_INSIGNIA)
7355 loot_type = LOOT_SKINNING;
7357 if(loot_type == LOOT_FISHINGHOLE)
7358 loot_type = LOOT_FISHING;
7360 WorldPacket data(SMSG_LOOT_RESPONSE, (9+50)); // we guess size
7362 data << uint64(guid);
7363 data << uint8(loot_type);
7364 data << LootView(*loot, q_list, ffa_list, conditional_list, this, permission);
7366 SendDirectMessage(&data);
7368 // add 'this' player as one of the players that are looting 'loot'
7369 if (permission != NONE_PERMISSION)
7370 loot->AddLooter(GetGUID());
7372 if ( loot_type == LOOT_CORPSE && !IS_ITEM_GUID(guid) )
7373 SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);
7376 void Player::SendNotifyLootMoneyRemoved()
7378 WorldPacket data(SMSG_LOOT_CLEAR_MONEY, 0);
7379 GetSession()->SendPacket( &data );
7382 void Player::SendNotifyLootItemRemoved(uint8 lootSlot)
7384 WorldPacket data(SMSG_LOOT_REMOVED, 1);
7385 data << uint8(lootSlot);
7386 GetSession()->SendPacket( &data );
7389 void Player::SendUpdateWorldState(uint32 Field, uint32 Value)
7391 WorldPacket data(SMSG_UPDATE_WORLD_STATE, 8);
7392 data << Field;
7393 data << Value;
7394 GetSession()->SendPacket(&data);
7397 void Player::SendInitWorldStates()
7399 // data depends on zoneid/mapid...
7400 BattleGround* bg = GetBattleGround();
7401 uint16 NumberOfFields = 0;
7402 uint32 mapid = GetMapId();
7403 uint32 zoneid = GetZoneId();
7404 uint32 areaid = GetAreaId();
7405 sLog.outDebug("Sending SMSG_INIT_WORLD_STATES to Map:%u, Zone: %u", mapid, zoneid);
7406 // may be exist better way to do this...
7407 switch(zoneid)
7409 case 0:
7410 case 1:
7411 case 4:
7412 case 8:
7413 case 10:
7414 case 11:
7415 case 12:
7416 case 36:
7417 case 38:
7418 case 40:
7419 case 41:
7420 case 51:
7421 case 267:
7422 case 1519:
7423 case 1537:
7424 case 2257:
7425 case 2918:
7426 NumberOfFields = 6;
7427 break;
7428 case 2597:
7429 NumberOfFields = 81;
7430 break;
7431 case 3277:
7432 NumberOfFields = 14;
7433 break;
7434 case 3358:
7435 case 3820:
7436 NumberOfFields = 38;
7437 break;
7438 case 3483:
7439 NumberOfFields = 22;
7440 break;
7441 case 3519:
7442 NumberOfFields = 36;
7443 break;
7444 case 3521:
7445 NumberOfFields = 35;
7446 break;
7447 case 3698:
7448 case 3702:
7449 case 3968:
7450 NumberOfFields = 9;
7451 break;
7452 case 3703:
7453 NumberOfFields = 9;
7454 break;
7455 default:
7456 NumberOfFields = 10;
7457 break;
7460 WorldPacket data(SMSG_INIT_WORLD_STATES, (4+4+4+2+(NumberOfFields*8)));
7461 data << uint32(mapid); // mapid
7462 data << uint32(zoneid); // zone id
7463 data << uint32(areaid); // area id, new 2.1.0
7464 data << uint16(NumberOfFields); // count of uint64 blocks
7465 data << uint32(0x8d8) << uint32(0x0); // 1
7466 data << uint32(0x8d7) << uint32(0x0); // 2
7467 data << uint32(0x8d6) << uint32(0x0); // 3
7468 data << uint32(0x8d5) << uint32(0x0); // 4
7469 data << uint32(0x8d4) << uint32(0x0); // 5
7470 data << uint32(0x8d3) << uint32(0x0); // 6
7471 if(mapid == 530) // Outland
7473 data << uint32(0x9bf) << uint32(0x0); // 7
7474 data << uint32(0x9bd) << uint32(0xF); // 8
7475 data << uint32(0x9bb) << uint32(0xF); // 9
7477 switch(zoneid)
7479 case 1:
7480 case 11:
7481 case 12:
7482 case 38:
7483 case 40:
7484 case 51:
7485 case 1519:
7486 case 1537:
7487 case 2257:
7488 break;
7489 case 2597: // AV
7490 data << uint32(0x7ae) << uint32(0x1); // 7
7491 data << uint32(0x532) << uint32(0x1); // 8
7492 data << uint32(0x531) << uint32(0x0); // 9
7493 data << uint32(0x52e) << uint32(0x0); // 10
7494 data << uint32(0x571) << uint32(0x0); // 11
7495 data << uint32(0x570) << uint32(0x0); // 12
7496 data << uint32(0x567) << uint32(0x1); // 13
7497 data << uint32(0x566) << uint32(0x1); // 14
7498 data << uint32(0x550) << uint32(0x1); // 15
7499 data << uint32(0x544) << uint32(0x0); // 16
7500 data << uint32(0x536) << uint32(0x0); // 17
7501 data << uint32(0x535) << uint32(0x1); // 18
7502 data << uint32(0x518) << uint32(0x0); // 19
7503 data << uint32(0x517) << uint32(0x0); // 20
7504 data << uint32(0x574) << uint32(0x0); // 21
7505 data << uint32(0x573) << uint32(0x0); // 22
7506 data << uint32(0x572) << uint32(0x0); // 23
7507 data << uint32(0x56f) << uint32(0x0); // 24
7508 data << uint32(0x56e) << uint32(0x0); // 25
7509 data << uint32(0x56d) << uint32(0x0); // 26
7510 data << uint32(0x56c) << uint32(0x0); // 27
7511 data << uint32(0x56b) << uint32(0x0); // 28
7512 data << uint32(0x56a) << uint32(0x1); // 29
7513 data << uint32(0x569) << uint32(0x1); // 30
7514 data << uint32(0x568) << uint32(0x1); // 13
7515 data << uint32(0x565) << uint32(0x0); // 32
7516 data << uint32(0x564) << uint32(0x0); // 33
7517 data << uint32(0x563) << uint32(0x0); // 34
7518 data << uint32(0x562) << uint32(0x0); // 35
7519 data << uint32(0x561) << uint32(0x0); // 36
7520 data << uint32(0x560) << uint32(0x0); // 37
7521 data << uint32(0x55f) << uint32(0x0); // 38
7522 data << uint32(0x55e) << uint32(0x0); // 39
7523 data << uint32(0x55d) << uint32(0x0); // 40
7524 data << uint32(0x3c6) << uint32(0x4); // 41
7525 data << uint32(0x3c4) << uint32(0x6); // 42
7526 data << uint32(0x3c2) << uint32(0x4); // 43
7527 data << uint32(0x516) << uint32(0x1); // 44
7528 data << uint32(0x515) << uint32(0x0); // 45
7529 data << uint32(0x3b6) << uint32(0x6); // 46
7530 data << uint32(0x55c) << uint32(0x0); // 47
7531 data << uint32(0x55b) << uint32(0x0); // 48
7532 data << uint32(0x55a) << uint32(0x0); // 49
7533 data << uint32(0x559) << uint32(0x0); // 50
7534 data << uint32(0x558) << uint32(0x0); // 51
7535 data << uint32(0x557) << uint32(0x0); // 52
7536 data << uint32(0x556) << uint32(0x0); // 53
7537 data << uint32(0x555) << uint32(0x0); // 54
7538 data << uint32(0x554) << uint32(0x1); // 55
7539 data << uint32(0x553) << uint32(0x1); // 56
7540 data << uint32(0x552) << uint32(0x1); // 57
7541 data << uint32(0x551) << uint32(0x1); // 58
7542 data << uint32(0x54f) << uint32(0x0); // 59
7543 data << uint32(0x54e) << uint32(0x0); // 60
7544 data << uint32(0x54d) << uint32(0x1); // 61
7545 data << uint32(0x54c) << uint32(0x0); // 62
7546 data << uint32(0x54b) << uint32(0x0); // 63
7547 data << uint32(0x545) << uint32(0x0); // 64
7548 data << uint32(0x543) << uint32(0x1); // 65
7549 data << uint32(0x542) << uint32(0x0); // 66
7550 data << uint32(0x540) << uint32(0x0); // 67
7551 data << uint32(0x53f) << uint32(0x0); // 68
7552 data << uint32(0x53e) << uint32(0x0); // 69
7553 data << uint32(0x53d) << uint32(0x0); // 70
7554 data << uint32(0x53c) << uint32(0x0); // 71
7555 data << uint32(0x53b) << uint32(0x0); // 72
7556 data << uint32(0x53a) << uint32(0x1); // 73
7557 data << uint32(0x539) << uint32(0x0); // 74
7558 data << uint32(0x538) << uint32(0x0); // 75
7559 data << uint32(0x537) << uint32(0x0); // 76
7560 data << uint32(0x534) << uint32(0x0); // 77
7561 data << uint32(0x533) << uint32(0x0); // 78
7562 data << uint32(0x530) << uint32(0x0); // 79
7563 data << uint32(0x52f) << uint32(0x0); // 80
7564 data << uint32(0x52d) << uint32(0x1); // 81
7565 break;
7566 case 3277: // WS
7567 if (bg && bg->GetTypeID() == BATTLEGROUND_WS)
7568 bg->FillInitialWorldStates(data);
7569 else
7571 data << uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures
7572 data << uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures
7573 data << uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
7574 data << uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
7575 data << uint32(0x60b) << uint32(0x2); // 11 1547 unk
7576 data << uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?)
7577 data << uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7578 data << uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7580 break;
7581 case 3358: // AB
7582 if (bg && bg->GetTypeID() == BATTLEGROUND_AB)
7583 bg->FillInitialWorldStates(data);
7584 else
7586 data << uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance
7587 data << uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde
7588 data << uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST?
7589 data << uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide)
7590 data << uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
7591 data << uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide)
7592 data << uint32(0x6ee) << uint32(0x0); // 13 1774 farm color
7593 data << uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM?
7594 data << uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources
7595 data << uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources
7596 data << uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases
7597 data << uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases
7598 data << uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000)
7599 data << uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color
7600 data << uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide)
7601 data << uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs?
7602 data << uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs?
7603 data << uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
7604 data << uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
7605 data << uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide)
7606 data << uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color
7607 data << uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM?
7608 data << uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
7609 data << uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide)
7610 data << uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color
7611 data << uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled)
7612 data << uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled)
7613 data << uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled)
7614 data << uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled)
7615 data << uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled)
7616 data << uint32(0x745) << uint32(0x2); // 37 1861 unk
7617 data << uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800)
7619 break;
7620 case 3820: // EY
7621 if (bg && bg->GetTypeID() == BATTLEGROUND_EY)
7622 bg->FillInitialWorldStates(data);
7623 else
7625 data << uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases
7626 data << uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases
7627 data << uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict
7628 data << uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict
7629 data << uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict
7630 data << uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict
7631 data << uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict
7632 data << uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict
7633 data << uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start
7634 data << uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start
7635 data << uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control
7636 data << uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control
7637 data << uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
7638 data << uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control
7639 data << uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control
7640 data << uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
7641 data << uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control
7642 data << uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control
7643 data << uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontroled (1 - yes, 0 - no)
7644 data << uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control
7645 data << uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control
7646 data << uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
7647 data << uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
7648 data << uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
7649 data << uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
7650 data << uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources
7651 data << uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources
7652 data << uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant?
7653 data << uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
7654 data << uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
7655 data << uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
7656 data << uint32(0xc0d) << uint32(0x17b); // 38 3085 unk
7657 // and some more ... unknown
7659 break;
7660 case 3483: // Hellfire Peninsula
7661 data << uint32(0x9ba) << uint32(0x1); // 10
7662 data << uint32(0x9b9) << uint32(0x1); // 11
7663 data << uint32(0x9b5) << uint32(0x0); // 12
7664 data << uint32(0x9b4) << uint32(0x1); // 13
7665 data << uint32(0x9b3) << uint32(0x0); // 14
7666 data << uint32(0x9b2) << uint32(0x0); // 15
7667 data << uint32(0x9b1) << uint32(0x1); // 16
7668 data << uint32(0x9b0) << uint32(0x0); // 17
7669 data << uint32(0x9ae) << uint32(0x0); // 18 horde pvp objectives captured
7670 data << uint32(0x9ac) << uint32(0x0); // 19
7671 data << uint32(0x9a8) << uint32(0x0); // 20
7672 data << uint32(0x9a7) << uint32(0x0); // 21
7673 data << uint32(0x9a6) << uint32(0x1); // 22
7674 break;
7675 case 3519: // Terokkar Forest
7676 data << uint32(0xa41) << uint32(0x0); // 10
7677 data << uint32(0xa40) << uint32(0x14); // 11
7678 data << uint32(0xa3f) << uint32(0x0); // 12
7679 data << uint32(0xa3e) << uint32(0x0); // 13
7680 data << uint32(0xa3d) << uint32(0x5); // 14
7681 data << uint32(0xa3c) << uint32(0x0); // 15
7682 data << uint32(0xa87) << uint32(0x0); // 16
7683 data << uint32(0xa86) << uint32(0x0); // 17
7684 data << uint32(0xa85) << uint32(0x0); // 18
7685 data << uint32(0xa84) << uint32(0x0); // 19
7686 data << uint32(0xa83) << uint32(0x0); // 20
7687 data << uint32(0xa82) << uint32(0x0); // 21
7688 data << uint32(0xa81) << uint32(0x0); // 22
7689 data << uint32(0xa80) << uint32(0x0); // 23
7690 data << uint32(0xa7e) << uint32(0x0); // 24
7691 data << uint32(0xa7d) << uint32(0x0); // 25
7692 data << uint32(0xa7c) << uint32(0x0); // 26
7693 data << uint32(0xa7b) << uint32(0x0); // 27
7694 data << uint32(0xa7a) << uint32(0x0); // 28
7695 data << uint32(0xa79) << uint32(0x0); // 29
7696 data << uint32(0x9d0) << uint32(0x5); // 30
7697 data << uint32(0x9ce) << uint32(0x0); // 31
7698 data << uint32(0x9cd) << uint32(0x0); // 32
7699 data << uint32(0x9cc) << uint32(0x0); // 33
7700 data << uint32(0xa88) << uint32(0x0); // 34
7701 data << uint32(0xad0) << uint32(0x0); // 35
7702 data << uint32(0xacf) << uint32(0x1); // 36
7703 break;
7704 case 3521: // Zangarmarsh
7705 data << uint32(0x9e1) << uint32(0x0); // 10
7706 data << uint32(0x9e0) << uint32(0x0); // 11
7707 data << uint32(0x9df) << uint32(0x0); // 12
7708 data << uint32(0xa5d) << uint32(0x1); // 13
7709 data << uint32(0xa5c) << uint32(0x0); // 14
7710 data << uint32(0xa5b) << uint32(0x1); // 15
7711 data << uint32(0xa5a) << uint32(0x0); // 16
7712 data << uint32(0xa59) << uint32(0x1); // 17
7713 data << uint32(0xa58) << uint32(0x0); // 18
7714 data << uint32(0xa57) << uint32(0x0); // 19
7715 data << uint32(0xa56) << uint32(0x0); // 20
7716 data << uint32(0xa55) << uint32(0x1); // 21
7717 data << uint32(0xa54) << uint32(0x0); // 22
7718 data << uint32(0x9e7) << uint32(0x0); // 23
7719 data << uint32(0x9e6) << uint32(0x0); // 24
7720 data << uint32(0x9e5) << uint32(0x0); // 25
7721 data << uint32(0xa00) << uint32(0x0); // 26
7722 data << uint32(0x9ff) << uint32(0x1); // 27
7723 data << uint32(0x9fe) << uint32(0x0); // 28
7724 data << uint32(0x9fd) << uint32(0x0); // 29
7725 data << uint32(0x9fc) << uint32(0x1); // 30
7726 data << uint32(0x9fb) << uint32(0x0); // 31
7727 data << uint32(0xa62) << uint32(0x0); // 32
7728 data << uint32(0xa61) << uint32(0x1); // 33
7729 data << uint32(0xa60) << uint32(0x1); // 34
7730 data << uint32(0xa5f) << uint32(0x0); // 35
7731 break;
7732 case 3698: // Nagrand Arena
7733 data << uint32(0xa0f) << uint32(0x0); // 7
7734 data << uint32(0xa10) << uint32(0x0); // 8
7735 data << uint32(0xa11) << uint32(0x0); // 9
7736 break;
7737 case 3702: // Blade's Edge Arena
7738 data << uint32(0x9f0) << uint32(0x0); // 7
7739 data << uint32(0x9f1) << uint32(0x0); // 8
7740 data << uint32(0x9f3) << uint32(0x0); // 9
7741 break;
7742 case 3968: // Ruins of Lordaeron
7743 data << uint32(0xbb8) << uint32(0x0); // 7
7744 data << uint32(0xbb9) << uint32(0x0); // 8
7745 data << uint32(0xbba) << uint32(0x0); // 9
7746 break;
7747 case 3703: // Shattrath City
7748 break;
7749 default:
7750 data << uint32(0x914) << uint32(0x0); // 7
7751 data << uint32(0x913) << uint32(0x0); // 8
7752 data << uint32(0x912) << uint32(0x0); // 9
7753 data << uint32(0x915) << uint32(0x0); // 10
7754 break;
7756 GetSession()->SendPacket(&data);
7759 uint32 Player::GetXPRestBonus(uint32 xp)
7761 uint32 rested_bonus = (uint32)GetRestBonus(); // xp for each rested bonus
7763 if(rested_bonus > xp) // max rested_bonus == xp or (r+x) = 200% xp
7764 rested_bonus = xp;
7766 SetRestBonus( GetRestBonus() - rested_bonus);
7768 sLog.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp+rested_bonus,rested_bonus,GetRestBonus());
7769 return rested_bonus;
7772 void Player::SetBindPoint(uint64 guid)
7774 WorldPacket data(SMSG_BINDER_CONFIRM, 8);
7775 data << uint64(guid);
7776 GetSession()->SendPacket( &data );
7779 void Player::SendTalentWipeConfirm(uint64 guid)
7781 WorldPacket data(MSG_TALENT_WIPE_CONFIRM, (8+4));
7782 data << uint64(guid);
7783 data << uint32(resetTalentsCost());
7784 GetSession()->SendPacket( &data );
7787 void Player::SendPetSkillWipeConfirm()
7789 Pet* pet = GetPet();
7790 if(!pet)
7791 return;
7792 WorldPacket data(SMSG_PET_UNLEARN_CONFIRM, (8+4));
7793 data << pet->GetGUID();
7794 data << uint32(pet->resetTalentsCost());
7795 GetSession()->SendPacket( &data );
7798 /*********************************************************/
7799 /*** STORAGE SYSTEM ***/
7800 /*********************************************************/
7802 void Player::SetVirtualItemSlot( uint8 i, Item* item)
7804 assert(i < 3);
7805 if(i < 2 && item)
7807 if(!item->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT))
7808 return;
7809 uint32 charges = item->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT);
7810 if(charges == 0)
7811 return;
7812 if(charges > 1)
7813 item->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT,charges-1);
7814 else if(charges <= 1)
7816 ApplyEnchantment(item,TEMP_ENCHANTMENT_SLOT,false);
7817 item->ClearEnchantment(TEMP_ENCHANTMENT_SLOT);
7822 void Player::SetSheath( uint32 sheathed )
7824 switch (sheathed)
7826 case SHEATH_STATE_UNARMED: // no prepared weapon
7827 SetVirtualItemSlot(0,NULL);
7828 SetVirtualItemSlot(1,NULL);
7829 SetVirtualItemSlot(2,NULL);
7830 break;
7831 case SHEATH_STATE_MELEE: // prepared melee weapon
7833 SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK,true));
7834 SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK,true));
7835 SetVirtualItemSlot(2,NULL);
7836 }; break;
7837 case SHEATH_STATE_RANGED: // prepared ranged weapon
7838 SetVirtualItemSlot(0,NULL);
7839 SetVirtualItemSlot(1,NULL);
7840 SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK,true));
7841 break;
7842 default:
7843 SetVirtualItemSlot(0,NULL);
7844 SetVirtualItemSlot(1,NULL);
7845 SetVirtualItemSlot(2,NULL);
7846 break;
7848 SetByteValue(UNIT_FIELD_BYTES_2, 0, sheathed); // this must visualize Sheath changing for other players...
7851 uint8 Player::FindEquipSlot( ItemPrototype const* proto, uint32 slot, bool swap ) const
7853 uint8 pClass = getClass();
7855 uint8 slots[4];
7856 slots[0] = NULL_SLOT;
7857 slots[1] = NULL_SLOT;
7858 slots[2] = NULL_SLOT;
7859 slots[3] = NULL_SLOT;
7860 switch( proto->InventoryType )
7862 case INVTYPE_HEAD:
7863 slots[0] = EQUIPMENT_SLOT_HEAD;
7864 break;
7865 case INVTYPE_NECK:
7866 slots[0] = EQUIPMENT_SLOT_NECK;
7867 break;
7868 case INVTYPE_SHOULDERS:
7869 slots[0] = EQUIPMENT_SLOT_SHOULDERS;
7870 break;
7871 case INVTYPE_BODY:
7872 slots[0] = EQUIPMENT_SLOT_BODY;
7873 break;
7874 case INVTYPE_CHEST:
7875 slots[0] = EQUIPMENT_SLOT_CHEST;
7876 break;
7877 case INVTYPE_ROBE:
7878 slots[0] = EQUIPMENT_SLOT_CHEST;
7879 break;
7880 case INVTYPE_WAIST:
7881 slots[0] = EQUIPMENT_SLOT_WAIST;
7882 break;
7883 case INVTYPE_LEGS:
7884 slots[0] = EQUIPMENT_SLOT_LEGS;
7885 break;
7886 case INVTYPE_FEET:
7887 slots[0] = EQUIPMENT_SLOT_FEET;
7888 break;
7889 case INVTYPE_WRISTS:
7890 slots[0] = EQUIPMENT_SLOT_WRISTS;
7891 break;
7892 case INVTYPE_HANDS:
7893 slots[0] = EQUIPMENT_SLOT_HANDS;
7894 break;
7895 case INVTYPE_FINGER:
7896 slots[0] = EQUIPMENT_SLOT_FINGER1;
7897 slots[1] = EQUIPMENT_SLOT_FINGER2;
7898 break;
7899 case INVTYPE_TRINKET:
7900 slots[0] = EQUIPMENT_SLOT_TRINKET1;
7901 slots[1] = EQUIPMENT_SLOT_TRINKET2;
7902 break;
7903 case INVTYPE_CLOAK:
7904 slots[0] = EQUIPMENT_SLOT_BACK;
7905 break;
7906 case INVTYPE_WEAPON:
7908 slots[0] = EQUIPMENT_SLOT_MAINHAND;
7910 // suggest offhand slot only if know dual wielding
7911 // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
7912 if(CanDualWield())
7913 slots[1] = EQUIPMENT_SLOT_OFFHAND;
7914 };break;
7915 case INVTYPE_SHIELD:
7916 slots[0] = EQUIPMENT_SLOT_OFFHAND;
7917 break;
7918 case INVTYPE_RANGED:
7919 slots[0] = EQUIPMENT_SLOT_RANGED;
7920 break;
7921 case INVTYPE_2HWEAPON:
7922 slots[0] = EQUIPMENT_SLOT_MAINHAND;
7923 break;
7924 case INVTYPE_TABARD:
7925 slots[0] = EQUIPMENT_SLOT_TABARD;
7926 break;
7927 case INVTYPE_WEAPONMAINHAND:
7928 slots[0] = EQUIPMENT_SLOT_MAINHAND;
7929 break;
7930 case INVTYPE_WEAPONOFFHAND:
7931 slots[0] = EQUIPMENT_SLOT_OFFHAND;
7932 break;
7933 case INVTYPE_HOLDABLE:
7934 slots[0] = EQUIPMENT_SLOT_OFFHAND;
7935 break;
7936 case INVTYPE_THROWN:
7937 slots[0] = EQUIPMENT_SLOT_RANGED;
7938 break;
7939 case INVTYPE_RANGEDRIGHT:
7940 slots[0] = EQUIPMENT_SLOT_RANGED;
7941 break;
7942 case INVTYPE_BAG:
7943 slots[0] = INVENTORY_SLOT_BAG_1;
7944 slots[1] = INVENTORY_SLOT_BAG_2;
7945 slots[2] = INVENTORY_SLOT_BAG_3;
7946 slots[3] = INVENTORY_SLOT_BAG_4;
7947 break;
7948 case INVTYPE_RELIC:
7950 switch(proto->SubClass)
7952 case ITEM_SUBCLASS_ARMOR_LIBRAM:
7953 if (pClass == CLASS_PALADIN)
7954 slots[0] = EQUIPMENT_SLOT_RANGED;
7955 break;
7956 case ITEM_SUBCLASS_ARMOR_IDOL:
7957 if (pClass == CLASS_DRUID)
7958 slots[0] = EQUIPMENT_SLOT_RANGED;
7959 break;
7960 case ITEM_SUBCLASS_ARMOR_TOTEM:
7961 if (pClass == CLASS_SHAMAN)
7962 slots[0] = EQUIPMENT_SLOT_RANGED;
7963 break;
7964 case ITEM_SUBCLASS_ARMOR_MISC:
7965 if (pClass == CLASS_WARLOCK)
7966 slots[0] = EQUIPMENT_SLOT_RANGED;
7967 break;
7969 break;
7971 default :
7972 return NULL_SLOT;
7975 if( slot != NULL_SLOT )
7977 if( swap || !GetItemByPos( INVENTORY_SLOT_BAG_0, slot ) )
7979 for (int i = 0; i < 4; i++)
7981 if ( slots[i] == slot )
7982 return slot;
7986 else
7988 // search free slot at first
7989 for (int i = 0; i < 4; i++)
7991 if ( slots[i] != NULL_SLOT && !GetItemByPos( INVENTORY_SLOT_BAG_0, slots[i] ) )
7993 // in case 2hand equipped weapon offhand slot empty but not free
7994 if(slots[i]==EQUIPMENT_SLOT_OFFHAND)
7996 Item* mainItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND );
7997 if(!mainItem || mainItem->GetProto()->InventoryType != INVTYPE_2HWEAPON)
7998 return slots[i];
8000 else
8001 return slots[i];
8005 // if not found free and can swap return first appropriate from used
8006 for (int i = 0; i < 4; i++)
8008 if ( slots[i] != NULL_SLOT && swap )
8009 return slots[i];
8013 // no free position
8014 return NULL_SLOT;
8017 uint8 Player::CanUnequipItems( uint32 item, uint32 count ) const
8019 Item *pItem;
8020 uint32 tempcount = 0;
8022 uint8 res = EQUIP_ERR_OK;
8024 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
8026 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8027 if( pItem && pItem->GetEntry() == item )
8029 uint8 ires = CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i, false);
8030 if(ires==EQUIP_ERR_OK)
8032 tempcount += pItem->GetCount();
8033 if( tempcount >= count )
8034 return EQUIP_ERR_OK;
8036 else
8037 res = ires;
8040 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
8042 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8043 if( pItem && pItem->GetEntry() == item )
8045 tempcount += pItem->GetCount();
8046 if( tempcount >= count )
8047 return EQUIP_ERR_OK;
8050 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
8052 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8053 if( pItem && pItem->GetEntry() == item )
8055 tempcount += pItem->GetCount();
8056 if( tempcount >= count )
8057 return EQUIP_ERR_OK;
8060 Bag *pBag;
8061 ItemPrototype const *pBagProto;
8062 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
8064 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8065 if( pBag )
8067 pBagProto = pBag->GetProto();
8068 if( pBagProto )
8070 for(uint32 j = 0; j < pBagProto->ContainerSlots; j++)
8072 pItem = GetItemByPos( i, j );
8073 if( pItem && pItem->GetEntry() == item )
8075 tempcount += pItem->GetCount();
8076 if( tempcount >= count )
8077 return EQUIP_ERR_OK;
8084 // not found req. item count and have unequippable items
8085 return res;
8088 uint32 Player::GetItemCount( uint32 item, bool inBankAlso, Item* skipItem ) const
8090 uint32 count = 0;
8091 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
8093 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8094 if( pItem && pItem != skipItem && pItem->GetEntry() == item )
8095 count += pItem->GetCount();
8097 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
8099 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8100 if( pItem && pItem != skipItem && pItem->GetEntry() == item )
8101 count += pItem->GetCount();
8103 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
8105 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8106 if( pBag )
8107 count += pBag->GetItemCount(item,skipItem);
8110 if(skipItem && skipItem->GetProto()->GemProperties)
8112 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
8114 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8115 if( pItem && pItem != skipItem && pItem->GetProto()->Socket[0].Color )
8116 count += pItem->GetGemCountWithID(item);
8120 if(inBankAlso)
8122 for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
8124 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8125 if( pItem && pItem != skipItem && pItem->GetEntry() == item )
8126 count += pItem->GetCount();
8128 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
8130 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8131 if( pBag )
8132 count += pBag->GetItemCount(item,skipItem);
8135 if(skipItem && skipItem->GetProto()->GemProperties)
8137 for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
8139 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8140 if( pItem && pItem != skipItem && pItem->GetProto()->Socket[0].Color )
8141 count += pItem->GetGemCountWithID(item);
8146 return count;
8149 Item* Player::GetItemByGuid( uint64 guid ) const
8151 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
8153 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8154 if( pItem && pItem->GetGUID() == guid )
8155 return pItem;
8157 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
8159 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8160 if( pItem && pItem->GetGUID() == guid )
8161 return pItem;
8164 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
8166 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8167 if( pBag )
8169 ItemPrototype const *pBagProto = pBag->GetProto();
8170 if( pBagProto )
8172 for(uint32 j = 0; j < pBagProto->ContainerSlots; j++)
8174 Item* pItem = pBag->GetItemByPos( j );
8175 if( pItem && pItem->GetGUID() == guid )
8176 return pItem;
8181 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
8183 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8184 if( pBag )
8186 ItemPrototype const *pBagProto = pBag->GetProto();
8187 if( pBagProto )
8189 for(uint32 j = 0; j < pBagProto->ContainerSlots; j++)
8191 Item* pItem = pBag->GetItemByPos( j );
8192 if( pItem && pItem->GetGUID() == guid )
8193 return pItem;
8199 return NULL;
8202 Item* Player::GetItemByPos( uint16 pos ) const
8204 uint8 bag = pos >> 8;
8205 uint8 slot = pos & 255;
8206 return GetItemByPos( bag, slot );
8209 Item* Player::GetItemByPos( uint8 bag, uint8 slot ) const
8211 if( bag == INVENTORY_SLOT_BAG_0 && ( slot < BANK_SLOT_BAG_END || slot >= KEYRING_SLOT_START && slot < QUESTBAG_SLOT_END ) )
8212 return m_items[slot];
8213 else if(bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END
8214 || bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
8216 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
8217 if ( pBag )
8218 return pBag->GetItemByPos(slot);
8220 return NULL;
8223 Item* Player::GetWeaponForAttack(WeaponAttackType attackType, bool useable) const
8225 uint16 slot;
8226 switch (attackType)
8228 case BASE_ATTACK: slot = EQUIPMENT_SLOT_MAINHAND; break;
8229 case OFF_ATTACK: slot = EQUIPMENT_SLOT_OFFHAND; break;
8230 case RANGED_ATTACK: slot = EQUIPMENT_SLOT_RANGED; break;
8231 default: return NULL;
8234 Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
8235 if (!item || item->GetProto()->Class != ITEM_CLASS_WEAPON)
8236 return NULL;
8238 if(!useable)
8239 return item;
8241 if( item->IsBroken() || !IsUseEquipedWeapon(attackType==BASE_ATTACK) )
8242 return NULL;
8244 return item;
8247 Item* Player::GetShield(bool useable) const
8249 Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
8250 if (!item || item->GetProto()->Class != ITEM_CLASS_ARMOR)
8251 return NULL;
8253 if(!useable)
8254 return item;
8256 if( item->IsBroken())
8257 return NULL;
8259 return item;
8262 uint32 Player::GetAttackBySlot( uint8 slot )
8264 switch(slot)
8266 case EQUIPMENT_SLOT_MAINHAND: return BASE_ATTACK;
8267 case EQUIPMENT_SLOT_OFFHAND: return OFF_ATTACK;
8268 case EQUIPMENT_SLOT_RANGED: return RANGED_ATTACK;
8269 default: return MAX_ATTACK;
8273 bool Player::HasBankBagSlot( uint8 slot ) const
8275 uint32 maxslot = GetByteValue(PLAYER_BYTES_2, 2) + BANK_SLOT_BAG_START;
8276 if( slot < maxslot )
8277 return true;
8278 return false;
8281 bool Player::IsInventoryPos( uint8 bag, uint8 slot )
8283 if( bag == INVENTORY_SLOT_BAG_0 && slot == NULL_SLOT )
8284 return true;
8285 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END ) )
8286 return true;
8287 if( bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END )
8288 return true;
8289 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= KEYRING_SLOT_START && slot < QUESTBAG_SLOT_END ) )
8290 return true;
8291 return false;
8294 bool Player::IsEquipmentPos( uint8 bag, uint8 slot )
8296 if( bag == INVENTORY_SLOT_BAG_0 && ( slot < EQUIPMENT_SLOT_END ) )
8297 return true;
8298 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END ) )
8299 return true;
8300 return false;
8303 bool Player::IsBankPos( uint8 bag, uint8 slot )
8305 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END ) )
8306 return true;
8307 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) )
8308 return true;
8309 if( bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
8310 return true;
8311 return false;
8314 bool Player::IsBagPos( uint16 pos )
8316 uint8 bag = pos >> 8;
8317 uint8 slot = pos & 255;
8318 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END ) )
8319 return true;
8320 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) )
8321 return true;
8322 return false;
8325 bool Player::HasItemCount( uint32 item, uint32 count, bool inBankAlso ) const
8327 uint32 tempcount = 0;
8328 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
8330 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8331 if( pItem && pItem->GetEntry() == item )
8333 tempcount += pItem->GetCount();
8334 if( tempcount >= count )
8335 return true;
8338 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
8340 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8341 if( pItem && pItem->GetEntry() == item )
8343 tempcount += pItem->GetCount();
8344 if( tempcount >= count )
8345 return true;
8348 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
8350 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
8352 if(ItemPrototype const *pBagProto = pBag->GetProto())
8354 for(uint32 j = 0; j < pBagProto->ContainerSlots; j++)
8356 Item* pItem = GetItemByPos( i, j );
8357 if( pItem && pItem->GetEntry() == item )
8359 tempcount += pItem->GetCount();
8360 if( tempcount >= count )
8361 return true;
8368 if(inBankAlso)
8370 for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
8372 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8373 if( pItem && pItem->GetEntry() == item )
8375 tempcount += pItem->GetCount();
8376 if( tempcount >= count )
8377 return true;
8380 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
8382 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
8384 if(ItemPrototype const *pBagProto = pBag->GetProto())
8386 for(uint32 j = 0; j < pBagProto->ContainerSlots; j++)
8388 Item* pItem = GetItemByPos( i, j );
8389 if( pItem && pItem->GetEntry() == item )
8391 tempcount += pItem->GetCount();
8392 if( tempcount >= count )
8393 return true;
8401 return false;
8404 Item* Player::GetItemOrItemWithGemEquipped( uint32 item ) const
8406 Item *pItem;
8407 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
8409 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8410 if( pItem && pItem->GetEntry() == item )
8411 return pItem;
8414 ItemPrototype const *pProto = objmgr.GetItemPrototype(item);
8415 if (pProto && pProto->GemProperties)
8417 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
8419 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8420 if( pItem && pItem->GetProto()->Socket[0].Color )
8422 if (pItem->GetGemCountWithID(item) > 0 )
8423 return pItem;
8428 return NULL;
8431 uint8 Player::_CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count ) const
8433 ItemPrototype const *pProto = objmgr.GetItemPrototype(entry);
8434 if( !pProto )
8436 if(no_space_count)
8437 *no_space_count = count;
8438 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8441 // no maximum
8442 if(pProto->MaxCount == 0)
8443 return EQUIP_ERR_OK;
8445 uint32 curcount = GetItemCount(pProto->ItemId,true,pItem);
8447 if( curcount + count > pProto->MaxCount )
8449 if(no_space_count)
8450 *no_space_count = count +curcount - pProto->MaxCount;
8451 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8454 return EQUIP_ERR_OK;
8457 bool Player::HasItemTotemCategory( uint32 TotemCategory ) const
8459 Item *pItem;
8460 for(uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
8462 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8463 if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
8464 return true;
8466 for(uint8 i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; ++i)
8468 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8469 if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
8470 return true;
8472 Bag *pBag;
8473 ItemPrototype const *pBagProto;
8474 for(uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
8476 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8477 if( pBag )
8479 pBagProto = pBag->GetProto();
8480 if( pBagProto )
8482 for(uint32 j = 0; j < pBagProto->ContainerSlots; ++j)
8484 pItem = GetItemByPos( i, j );
8485 if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
8486 return true;
8491 return false;
8494 uint8 Player::_CanStoreItem_InSpecificSlot( uint8 bag, uint8 slot, ItemPosCountVec &dest, ItemPrototype const *pProto, uint32& count, bool swap, Item* pSrcItem ) const
8496 Item* pItem2 = GetItemByPos( bag, slot );
8498 // ignore move item (this slot will be empty at move)
8499 if(pItem2==pSrcItem)
8500 pItem2 = NULL;
8502 uint32 need_space;
8504 // empty specific slot - check item fit to slot
8505 if( !pItem2 || swap )
8507 if( bag == INVENTORY_SLOT_BAG_0 )
8509 // keyring case
8510 if(slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_START+GetMaxKeyringSize() && !(pProto->BagFamily & BAG_FAMILY_MASK_KEYS))
8511 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8513 // vanitypet case
8514 if(slot >= VANITYPET_SLOT_START && slot < VANITYPET_SLOT_END && !(pProto->BagFamily & BAG_FAMILY_MASK_VANITY_PETS))
8515 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8517 // currencytoken case
8518 if(slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END && !(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS))
8519 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8521 // guestbag case
8522 if(slot >= QUESTBAG_SLOT_START && slot < QUESTBAG_SLOT_END && !(pProto->BagFamily & BAG_FAMILY_MASK_QUEST_ITEMS))
8523 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8525 // prevent cheating
8526 if(slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END || slot >= PLAYER_SLOT_END)
8527 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8529 else
8531 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
8532 if( !pBag )
8533 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8535 ItemPrototype const* pBagProto = pBag->GetProto();
8536 if( !pBagProto )
8537 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8539 if( !ItemCanGoIntoBag(pProto,pBagProto) )
8540 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8543 // non empty stack with space
8544 need_space = pProto->Stackable;
8546 // non empty slot, check item type
8547 else
8549 // check item type
8550 if(pItem2->GetEntry() != pProto->ItemId)
8551 return EQUIP_ERR_ITEM_CANT_STACK;
8553 // check free space
8554 if(pItem2->GetCount() >= pProto->Stackable)
8555 return EQUIP_ERR_ITEM_CANT_STACK;
8557 need_space = pProto->Stackable - pItem2->GetCount();
8560 if(need_space > count)
8561 need_space = count;
8563 ItemPosCount newPosition = ItemPosCount((bag << 8) | slot, need_space);
8564 if(!newPosition.isContainedIn(dest))
8566 dest.push_back(newPosition);
8567 count -= need_space;
8569 return EQUIP_ERR_OK;
8572 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
8574 // skip specific bag already processed in first called _CanStoreItem_InBag
8575 if(bag==skip_bag)
8576 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8578 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
8579 if( !pBag )
8580 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8582 ItemPrototype const* pBagProto = pBag->GetProto();
8583 if( !pBagProto )
8584 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8586 // specialized bag mode or non-specilized
8587 if( non_specialized != (pBagProto->Class == ITEM_CLASS_CONTAINER && pBagProto->SubClass == ITEM_SUBCLASS_CONTAINER) )
8588 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8590 if( !ItemCanGoIntoBag(pProto,pBagProto) )
8591 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8593 for(uint32 j = 0; j < pBagProto->ContainerSlots; j++)
8595 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8596 if(j==skip_slot)
8597 continue;
8599 Item* pItem2 = GetItemByPos( bag, j );
8601 // ignore move item (this slot will be empty at move)
8602 if(pItem2==pSrcItem)
8603 pItem2 = NULL;
8605 // if merge skip empty, if !merge skip non-empty
8606 if((pItem2!=NULL)!=merge)
8607 continue;
8609 if( pItem2 )
8611 if(pItem2->GetEntry() == pProto->ItemId && pItem2->GetCount() < pProto->Stackable )
8613 uint32 need_space = pProto->Stackable - pItem2->GetCount();
8614 if(need_space > count)
8615 need_space = count;
8617 ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space);
8618 if(!newPosition.isContainedIn(dest))
8620 dest.push_back(newPosition);
8621 count -= need_space;
8623 if(count==0)
8624 return EQUIP_ERR_OK;
8628 else
8630 uint32 need_space = pProto->Stackable;
8631 if(need_space > count)
8632 need_space = count;
8634 ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space);
8635 if(!newPosition.isContainedIn(dest))
8637 dest.push_back(newPosition);
8638 count -= need_space;
8640 if(count==0)
8641 return EQUIP_ERR_OK;
8645 return EQUIP_ERR_OK;
8648 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
8650 for(uint32 j = slot_begin; j < slot_end; j++)
8652 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8653 if(INVENTORY_SLOT_BAG_0==skip_bag && j==skip_slot)
8654 continue;
8656 Item* pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, j );
8658 // ignore move item (this slot will be empty at move)
8659 if(pItem2==pSrcItem)
8660 pItem2 = NULL;
8662 // if merge skip empty, if !merge skip non-empty
8663 if((pItem2!=NULL)!=merge)
8664 continue;
8666 if( pItem2 )
8668 if(pItem2->GetEntry() == pProto->ItemId && pItem2->GetCount() < pProto->Stackable )
8670 uint32 need_space = pProto->Stackable - pItem2->GetCount();
8671 if(need_space > count)
8672 need_space = count;
8673 ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space);
8674 if(!newPosition.isContainedIn(dest))
8676 dest.push_back(newPosition);
8677 count -= need_space;
8679 if(count==0)
8680 return EQUIP_ERR_OK;
8684 else
8686 uint32 need_space = pProto->Stackable;
8687 if(need_space > count)
8688 need_space = count;
8690 ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space);
8691 if(!newPosition.isContainedIn(dest))
8693 dest.push_back(newPosition);
8694 count -= need_space;
8696 if(count==0)
8697 return EQUIP_ERR_OK;
8701 return EQUIP_ERR_OK;
8704 uint8 Player::_CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, uint32 entry, uint32 count, Item *pItem, bool swap, uint32* no_space_count ) const
8706 sLog.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, entry, count);
8708 ItemPrototype const *pProto = objmgr.GetItemPrototype(entry);
8709 if( !pProto )
8711 if(no_space_count)
8712 *no_space_count = count;
8713 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED :EQUIP_ERR_ITEM_NOT_FOUND;
8716 if(pItem && pItem->IsBindedNotWith(GetGUID()))
8718 if(no_space_count)
8719 *no_space_count = count;
8720 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
8723 // check count of items (skip for auto move for same player from bank)
8724 uint32 no_similar_count = 0; // can't store this amount similar items
8725 uint8 res = _CanTakeMoreSimilarItems(entry,count,pItem,&no_similar_count);
8726 if(res!=EQUIP_ERR_OK)
8728 if(count==no_similar_count)
8730 if(no_space_count)
8731 *no_space_count = no_similar_count;
8732 return res;
8734 count -= no_similar_count;
8737 // in specific slot
8738 if( bag != NULL_BAG && slot != NULL_SLOT )
8740 res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem);
8741 if(res!=EQUIP_ERR_OK)
8743 if(no_space_count)
8744 *no_space_count = count + no_similar_count;
8745 return res;
8748 if(count==0)
8750 if(no_similar_count==0)
8751 return EQUIP_ERR_OK;
8753 if(no_space_count)
8754 *no_space_count = count + no_similar_count;
8755 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8759 // not specific slot or have space for partly store only in specific slot
8761 // in specific bag
8762 if( bag != NULL_BAG )
8764 // search stack in bag for merge to
8765 if( pProto->Stackable > 1 )
8767 if( bag == INVENTORY_SLOT_BAG_0 ) // inventory
8769 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,QUESTBAG_SLOT_END,dest,pProto,count,true,pItem,bag,slot);
8770 if(res!=EQUIP_ERR_OK)
8772 if(no_space_count)
8773 *no_space_count = count + no_similar_count;
8774 return res;
8777 if(count==0)
8779 if(no_similar_count==0)
8780 return EQUIP_ERR_OK;
8782 if(no_space_count)
8783 *no_space_count = count + no_similar_count;
8784 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8787 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
8788 if(res!=EQUIP_ERR_OK)
8790 if(no_space_count)
8791 *no_space_count = count + no_similar_count;
8792 return res;
8795 if(count==0)
8797 if(no_similar_count==0)
8798 return EQUIP_ERR_OK;
8800 if(no_space_count)
8801 *no_space_count = count + no_similar_count;
8802 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8805 else // equipped bag
8807 // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag
8808 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot);
8809 if(res!=EQUIP_ERR_OK)
8810 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot);
8812 if(res!=EQUIP_ERR_OK)
8814 if(no_space_count)
8815 *no_space_count = count + no_similar_count;
8816 return res;
8819 if(count==0)
8821 if(no_similar_count==0)
8822 return EQUIP_ERR_OK;
8824 if(no_space_count)
8825 *no_space_count = count + no_similar_count;
8826 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8831 // search free slot in bag for place to
8832 if( bag == INVENTORY_SLOT_BAG_0 ) // inventory
8834 // search free slot - keyring case
8835 if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
8837 uint32 keyringSize = GetMaxKeyringSize();
8838 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot);
8839 if(res!=EQUIP_ERR_OK)
8841 if(no_space_count)
8842 *no_space_count = count + no_similar_count;
8843 return res;
8846 if(count==0)
8848 if(no_similar_count==0)
8849 return EQUIP_ERR_OK;
8851 if(no_space_count)
8852 *no_space_count = count + no_similar_count;
8853 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8856 else if(pProto->BagFamily & BAG_FAMILY_MASK_VANITY_PETS)
8858 res = _CanStoreItem_InInventorySlots(VANITYPET_SLOT_START,VANITYPET_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
8859 if(res!=EQUIP_ERR_OK)
8861 if(no_space_count)
8862 *no_space_count = count + no_similar_count;
8863 return res;
8866 if(count==0)
8868 if(no_similar_count==0)
8869 return EQUIP_ERR_OK;
8871 if(no_space_count)
8872 *no_space_count = count + no_similar_count;
8873 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8876 else if(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
8878 res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
8879 if(res!=EQUIP_ERR_OK)
8881 if(no_space_count)
8882 *no_space_count = count + no_similar_count;
8883 return res;
8886 if(count==0)
8888 if(no_similar_count==0)
8889 return EQUIP_ERR_OK;
8891 if(no_space_count)
8892 *no_space_count = count + no_similar_count;
8893 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8896 else if(pProto->BagFamily & BAG_FAMILY_MASK_QUEST_ITEMS)
8898 res = _CanStoreItem_InInventorySlots(QUESTBAG_SLOT_START,QUESTBAG_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
8899 if(res!=EQUIP_ERR_OK)
8901 if(no_space_count)
8902 *no_space_count = count + no_similar_count;
8903 return res;
8906 if(count==0)
8908 if(no_similar_count==0)
8909 return EQUIP_ERR_OK;
8911 if(no_space_count)
8912 *no_space_count = count + no_similar_count;
8913 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8917 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
8918 if(res!=EQUIP_ERR_OK)
8920 if(no_space_count)
8921 *no_space_count = count + no_similar_count;
8922 return res;
8925 if(count==0)
8927 if(no_similar_count==0)
8928 return EQUIP_ERR_OK;
8930 if(no_space_count)
8931 *no_space_count = count + no_similar_count;
8932 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8935 else // equipped bag
8937 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,false,pItem,NULL_BAG,slot);
8938 if(res!=EQUIP_ERR_OK)
8939 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,true,pItem,NULL_BAG,slot);
8941 if(res!=EQUIP_ERR_OK)
8943 if(no_space_count)
8944 *no_space_count = count + no_similar_count;
8945 return res;
8948 if(count==0)
8950 if(no_similar_count==0)
8951 return EQUIP_ERR_OK;
8953 if(no_space_count)
8954 *no_space_count = count + no_similar_count;
8955 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8960 // not specific bag or have space for partly store only in specific bag
8962 // search stack for merge to
8963 if( pProto->Stackable > 1 )
8965 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,QUESTBAG_SLOT_END,dest,pProto,count,true,pItem,bag,slot);
8966 if(res!=EQUIP_ERR_OK)
8968 if(no_space_count)
8969 *no_space_count = count + no_similar_count;
8970 return res;
8973 if(count==0)
8975 if(no_similar_count==0)
8976 return EQUIP_ERR_OK;
8978 if(no_space_count)
8979 *no_space_count = count + no_similar_count;
8980 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8983 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
8984 if(res!=EQUIP_ERR_OK)
8986 if(no_space_count)
8987 *no_space_count = count + no_similar_count;
8988 return res;
8991 if(count==0)
8993 if(no_similar_count==0)
8994 return EQUIP_ERR_OK;
8996 if(no_space_count)
8997 *no_space_count = count + no_similar_count;
8998 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9001 if( pProto->BagFamily )
9003 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9005 res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot);
9006 if(res!=EQUIP_ERR_OK)
9007 continue;
9009 if(count==0)
9011 if(no_similar_count==0)
9012 return EQUIP_ERR_OK;
9014 if(no_space_count)
9015 *no_space_count = count + no_similar_count;
9016 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9021 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9023 res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot);
9024 if(res!=EQUIP_ERR_OK)
9025 continue;
9027 if(count==0)
9029 if(no_similar_count==0)
9030 return EQUIP_ERR_OK;
9032 if(no_space_count)
9033 *no_space_count = count + no_similar_count;
9034 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9039 // search free slot - special bag case
9040 if( pProto->BagFamily )
9042 if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
9044 uint32 keyringSize = GetMaxKeyringSize();
9045 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot);
9046 if(res!=EQUIP_ERR_OK)
9048 if(no_space_count)
9049 *no_space_count = count + no_similar_count;
9050 return res;
9053 if(count==0)
9055 if(no_similar_count==0)
9056 return EQUIP_ERR_OK;
9058 if(no_space_count)
9059 *no_space_count = count + no_similar_count;
9060 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9063 else if(pProto->BagFamily & BAG_FAMILY_MASK_VANITY_PETS)
9065 res = _CanStoreItem_InInventorySlots(VANITYPET_SLOT_START,VANITYPET_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9066 if(res!=EQUIP_ERR_OK)
9068 if(no_space_count)
9069 *no_space_count = count + no_similar_count;
9070 return res;
9073 if(count==0)
9075 if(no_similar_count==0)
9076 return EQUIP_ERR_OK;
9078 if(no_space_count)
9079 *no_space_count = count + no_similar_count;
9080 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9083 else if(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
9085 res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9086 if(res!=EQUIP_ERR_OK)
9088 if(no_space_count)
9089 *no_space_count = count + no_similar_count;
9090 return res;
9093 if(count==0)
9095 if(no_similar_count==0)
9096 return EQUIP_ERR_OK;
9098 if(no_space_count)
9099 *no_space_count = count + no_similar_count;
9100 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9103 else if(pProto->BagFamily & BAG_FAMILY_MASK_QUEST_ITEMS)
9105 res = _CanStoreItem_InInventorySlots(QUESTBAG_SLOT_START,QUESTBAG_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9106 if(res!=EQUIP_ERR_OK)
9108 if(no_space_count)
9109 *no_space_count = count + no_similar_count;
9110 return res;
9113 if(count==0)
9115 if(no_similar_count==0)
9116 return EQUIP_ERR_OK;
9118 if(no_space_count)
9119 *no_space_count = count + no_similar_count;
9120 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9124 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9126 res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot);
9127 if(res!=EQUIP_ERR_OK)
9128 continue;
9130 if(count==0)
9132 if(no_similar_count==0)
9133 return EQUIP_ERR_OK;
9135 if(no_space_count)
9136 *no_space_count = count + no_similar_count;
9137 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9142 // search free slot
9143 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
9144 if(res!=EQUIP_ERR_OK)
9146 if(no_space_count)
9147 *no_space_count = count + no_similar_count;
9148 return res;
9151 if(count==0)
9153 if(no_similar_count==0)
9154 return EQUIP_ERR_OK;
9156 if(no_space_count)
9157 *no_space_count = count + no_similar_count;
9158 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9161 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9163 res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot);
9164 if(res!=EQUIP_ERR_OK)
9165 continue;
9167 if(count==0)
9169 if(no_similar_count==0)
9170 return EQUIP_ERR_OK;
9172 if(no_space_count)
9173 *no_space_count = count + no_similar_count;
9174 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9178 if(no_space_count)
9179 *no_space_count = count + no_similar_count;
9181 return EQUIP_ERR_INVENTORY_FULL;
9184 //////////////////////////////////////////////////////////////////////////
9185 uint8 Player::CanStoreItems( Item **pItems,int count) const
9187 Item *pItem2;
9189 // fill space table
9190 int inv_slot_items[INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START];
9191 int inv_bags[INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START][MAX_BAG_SIZE];
9192 int inv_keys[KEYRING_SLOT_END-KEYRING_SLOT_START];
9193 int inv_pets[VANITYPET_SLOT_END-VANITYPET_SLOT_START];
9194 int inv_tokens[CURRENCYTOKEN_SLOT_END-CURRENCYTOKEN_SLOT_START];
9195 int inv_quests[QUESTBAG_SLOT_END-QUESTBAG_SLOT_START];
9197 memset(inv_slot_items,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START));
9198 memset(inv_bags,0,sizeof(int)*(INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START)*MAX_BAG_SIZE);
9199 memset(inv_keys,0,sizeof(int)*(KEYRING_SLOT_END-KEYRING_SLOT_START));
9200 memset(inv_pets,0,sizeof(int)*(VANITYPET_SLOT_END-VANITYPET_SLOT_START));
9201 memset(inv_tokens,0,sizeof(int)*(CURRENCYTOKEN_SLOT_END-CURRENCYTOKEN_SLOT_START));
9202 memset(inv_quests,0,sizeof(int)*(QUESTBAG_SLOT_END-QUESTBAG_SLOT_START));
9204 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
9206 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9208 if (pItem2 && !pItem2->IsInTrade())
9210 inv_slot_items[i-INVENTORY_SLOT_ITEM_START] = pItem2->GetCount();
9214 for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
9216 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9218 if (pItem2 && !pItem2->IsInTrade())
9220 inv_keys[i-KEYRING_SLOT_START] = pItem2->GetCount();
9224 for(int i = VANITYPET_SLOT_START; i < VANITYPET_SLOT_END; i++)
9226 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9228 if (pItem2 && !pItem2->IsInTrade())
9230 inv_pets[i-VANITYPET_SLOT_START] = pItem2->GetCount();
9234 for(int i = CURRENCYTOKEN_SLOT_START; i < CURRENCYTOKEN_SLOT_END; i++)
9236 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9238 if (pItem2 && !pItem2->IsInTrade())
9240 inv_tokens[i-CURRENCYTOKEN_SLOT_START] = pItem2->GetCount();
9244 for(int i = QUESTBAG_SLOT_START; i < QUESTBAG_SLOT_END; i++)
9246 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9248 if (pItem2 && !pItem2->IsInTrade())
9250 inv_quests[i-QUESTBAG_SLOT_START] = pItem2->GetCount();
9254 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9256 Bag *pBag;
9257 ItemPrototype const *pBagProto;
9259 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9260 if( pBag )
9262 pBagProto = pBag->GetProto();
9264 if( pBagProto )
9266 for(uint32 j = 0; j < pBagProto->ContainerSlots; j++)
9268 pItem2 = GetItemByPos( i, j );
9269 if (pItem2 && !pItem2->IsInTrade())
9271 inv_bags[i-INVENTORY_SLOT_BAG_START][j] = pItem2->GetCount();
9278 // check free space for all items
9279 for (int k=0;k<count;k++)
9281 Item *pItem = pItems[k];
9283 // no item
9284 if (!pItem) continue;
9286 sLog.outDebug( "STORAGE: CanStoreItems %i. item = %u, count = %u", k+1, pItem->GetEntry(), pItem->GetCount());
9287 ItemPrototype const *pProto = pItem->GetProto();
9289 // strange item
9290 if( !pProto )
9291 return EQUIP_ERR_ITEM_NOT_FOUND;
9293 // item it 'bind'
9294 if(pItem->IsBindedNotWith(GetGUID()))
9295 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9297 Bag *pBag;
9298 ItemPrototype const *pBagProto;
9300 // item is 'one item only'
9301 uint8 res = CanTakeMoreSimilarItems(pItem);
9302 if(res != EQUIP_ERR_OK)
9303 return res;
9305 // search stack for merge to
9306 if( pProto->Stackable > 1 )
9308 bool b_found = false;
9310 for(int t = KEYRING_SLOT_START; t < KEYRING_SLOT_END; t++)
9312 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9313 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_keys[t-KEYRING_SLOT_START] + pItem->GetCount() <= pProto->Stackable )
9315 inv_keys[t-KEYRING_SLOT_START] += pItem->GetCount();
9316 b_found = true;
9317 break;
9320 if (b_found) continue;
9322 for(int t = VANITYPET_SLOT_START; t < VANITYPET_SLOT_END; t++)
9324 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9325 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_pets[t-VANITYPET_SLOT_START] + pItem->GetCount() <= pProto->Stackable )
9327 inv_pets[t-VANITYPET_SLOT_START] += pItem->GetCount();
9328 b_found = true;
9329 break;
9332 if (b_found) continue;
9334 for(int t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; t++)
9336 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9337 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_tokens[t-CURRENCYTOKEN_SLOT_START] + pItem->GetCount() <= pProto->Stackable )
9339 inv_tokens[t-CURRENCYTOKEN_SLOT_START] += pItem->GetCount();
9340 b_found = true;
9341 break;
9344 if (b_found) continue;
9346 for(int t = QUESTBAG_SLOT_START; t < QUESTBAG_SLOT_END; t++)
9348 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9349 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_quests[t-QUESTBAG_SLOT_START] + pItem->GetCount() <= pProto->Stackable )
9351 inv_quests[t-QUESTBAG_SLOT_START] += pItem->GetCount();
9352 b_found = true;
9353 break;
9356 if (b_found) continue;
9358 for(int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; t++)
9360 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9361 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_slot_items[t-INVENTORY_SLOT_ITEM_START] + pItem->GetCount() <= pProto->Stackable )
9363 inv_slot_items[t-INVENTORY_SLOT_ITEM_START] += pItem->GetCount();
9364 b_found = true;
9365 break;
9368 if (b_found) continue;
9370 for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; t++)
9372 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9373 if( pBag )
9375 pBagProto = pBag->GetProto();
9376 if( pBagProto )
9378 for(uint32 j = 0; j < pBagProto->ContainerSlots; j++)
9380 pItem2 = GetItemByPos( t, j );
9381 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_bags[t-INVENTORY_SLOT_BAG_START][j] + pItem->GetCount() <= pProto->Stackable )
9383 inv_bags[t-INVENTORY_SLOT_BAG_START][j] += pItem->GetCount();
9384 b_found = true;
9385 break;
9391 if (b_found) continue;
9394 // special bag case
9395 if( pProto->BagFamily )
9397 bool b_found = false;
9398 if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
9400 uint32 keyringSize = GetMaxKeyringSize();
9401 for(uint32 t = KEYRING_SLOT_START; t < KEYRING_SLOT_START+keyringSize; ++t)
9403 if( inv_keys[t-KEYRING_SLOT_START] == 0 )
9405 inv_keys[t-KEYRING_SLOT_START] = 1;
9406 b_found = true;
9407 break;
9412 if (b_found) continue;
9414 if(pProto->BagFamily & BAG_FAMILY_MASK_VANITY_PETS)
9416 for(uint32 t = VANITYPET_SLOT_START; t < VANITYPET_SLOT_END; ++t)
9418 if( inv_pets[t-VANITYPET_SLOT_START] == 0 )
9420 inv_pets[t-VANITYPET_SLOT_START] = 1;
9421 b_found = true;
9422 break;
9427 if (b_found) continue;
9429 if(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
9431 for(uint32 t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t)
9433 if( inv_tokens[t-CURRENCYTOKEN_SLOT_START] == 0 )
9435 inv_tokens[t-CURRENCYTOKEN_SLOT_START] = 1;
9436 b_found = true;
9437 break;
9442 if (b_found) continue;
9444 if(pProto->BagFamily & BAG_FAMILY_MASK_QUEST_ITEMS)
9446 for(uint32 t = QUESTBAG_SLOT_START; t < QUESTBAG_SLOT_END; ++t)
9448 if( inv_quests[t-QUESTBAG_SLOT_START] == 0 )
9450 inv_quests[t-QUESTBAG_SLOT_START] = 1;
9451 b_found = true;
9452 break;
9457 if (b_found) continue;
9459 for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; t++)
9461 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9462 if( pBag )
9464 pBagProto = pBag->GetProto();
9466 // not plain container check
9467 if( pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER) &&
9468 ItemCanGoIntoBag(pProto,pBagProto) )
9470 for(uint32 j = 0; j < pBagProto->ContainerSlots; j++)
9472 if( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 )
9474 inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1;
9475 b_found = true;
9476 break;
9482 if (b_found) continue;
9485 // search free slot
9486 bool b_found = false;
9487 for(int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; t++)
9489 if( inv_slot_items[t-INVENTORY_SLOT_ITEM_START] == 0 )
9491 inv_slot_items[t-INVENTORY_SLOT_ITEM_START] = 1;
9492 b_found = true;
9493 break;
9496 if (b_found) continue;
9498 // search free slot in bags
9499 for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; t++)
9501 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9502 if( pBag )
9504 pBagProto = pBag->GetProto();
9505 if( pBagProto && ItemCanGoIntoBag(pProto,pBagProto))
9507 for(uint32 j = 0; j < pBagProto->ContainerSlots; j++)
9509 if( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 )
9511 inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1;
9512 b_found = true;
9513 break;
9520 // no free slot found?
9521 if (!b_found)
9522 return EQUIP_ERR_INVENTORY_FULL;
9525 return EQUIP_ERR_OK;
9528 //////////////////////////////////////////////////////////////////////////
9529 uint8 Player::CanEquipNewItem( uint8 slot, uint16 &dest, uint32 item, uint32 count, bool swap ) const
9531 dest = 0;
9532 Item *pItem = Item::CreateItem( item, count, this );
9533 if( pItem )
9535 uint8 result = CanEquipItem(slot, dest, pItem, swap );
9536 delete pItem;
9537 return result;
9540 return EQUIP_ERR_ITEM_NOT_FOUND;
9543 uint8 Player::CanEquipItem( uint8 slot, uint16 &dest, Item *pItem, bool swap, bool not_loading ) const
9545 dest = 0;
9546 if( pItem )
9548 sLog.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot, pItem->GetEntry(), pItem->GetCount());
9549 ItemPrototype const *pProto = pItem->GetProto();
9550 if( pProto )
9552 // May be here should be more stronger checks; STUNNED checked
9553 // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
9554 if (not_loading && hasUnitState(UNIT_STAT_STUNNED))
9555 return EQUIP_ERR_YOU_ARE_STUNNED;
9557 if(pItem->IsBindedNotWith(GetGUID()))
9558 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9560 // check count of items (skip for auto move for same player from bank)
9561 uint8 res = CanTakeMoreSimilarItems(pItem);
9562 if(res != EQUIP_ERR_OK)
9563 return res;
9565 // do not allow equipping gear except weapons, offhands, projectiles, relics in
9566 // - combat
9567 // - in-progress arenas
9568 if( !pProto->CanChangeEquipStateInCombat() )
9570 if( isInCombat() )
9571 return EQUIP_ERR_NOT_IN_COMBAT;
9573 if(BattleGround* bg = GetBattleGround())
9574 if( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS )
9575 return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
9578 if(isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer != 0)
9579 return EQUIP_ERR_CANT_DO_RIGHT_NOW; // maybe exist better err
9581 if(IsNonMeleeSpellCasted(false))
9582 return EQUIP_ERR_CANT_DO_RIGHT_NOW;
9584 uint8 eslot = FindEquipSlot( pProto, slot, swap );
9585 if( eslot == NULL_SLOT )
9586 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
9588 uint8 msg = CanUseItem( pItem , not_loading );
9589 if( msg != EQUIP_ERR_OK )
9590 return msg;
9591 if( !swap && GetItemByPos( INVENTORY_SLOT_BAG_0, eslot ) )
9592 return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE;
9594 // check unique-equipped on item
9595 if (pProto->Flags & ITEM_FLAGS_UNIQUE_EQUIPPED)
9597 // there is an equip limit on this item
9598 Item* tItem = GetItemOrItemWithGemEquipped(pProto->ItemId);
9599 if (tItem && (!swap || tItem->GetSlot() != eslot ) )
9600 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
9603 // check unique-equipped on gems
9604 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
9606 uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
9607 if(!enchant_id)
9608 continue;
9609 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
9610 if(!enchantEntry)
9611 continue;
9613 ItemPrototype const* pGem = objmgr.GetItemPrototype(enchantEntry->GemID);
9614 if(pGem && (pGem->Flags & ITEM_FLAGS_UNIQUE_EQUIPPED))
9616 Item* tItem = GetItemOrItemWithGemEquipped(enchantEntry->GemID);
9617 if(tItem && (!swap || tItem->GetSlot() != eslot ))
9618 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
9622 // check unique-equipped special item classes
9623 if (pProto->Class == ITEM_CLASS_QUIVER)
9625 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
9627 if( Item* pBag = GetItemByPos( INVENTORY_SLOT_BAG_0, i ) )
9629 if( ItemPrototype const* pBagProto = pBag->GetProto() )
9631 if( pBagProto->Class==pProto->Class && pBagProto->SubClass==pProto->SubClass &&
9632 (!swap || pBag->GetSlot() != eslot ) )
9634 if(pBagProto->SubClass == ITEM_SUBCLASS_AMMO_POUCH)
9635 return EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH;
9636 else
9637 return EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER;
9644 uint32 type = pProto->InventoryType;
9646 if(eslot == EQUIPMENT_SLOT_OFFHAND)
9648 if( type == INVTYPE_WEAPON || type == INVTYPE_WEAPONOFFHAND )
9650 if(!CanDualWield())
9651 return EQUIP_ERR_CANT_DUAL_WIELD;
9654 Item *mainItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND );
9655 if(mainItem)
9657 if(mainItem->GetProto()->InventoryType == INVTYPE_2HWEAPON)
9658 return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED;
9662 // equip two-hand weapon case (with possible unequip 2 items)
9663 if( type == INVTYPE_2HWEAPON )
9665 if(eslot != EQUIPMENT_SLOT_MAINHAND)
9666 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
9668 // offhand item must can be stored in inventitory for offhand item and it also must be unequipped
9669 Item *offItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND );
9670 ItemPosCountVec off_dest;
9671 if( offItem && (!not_loading ||
9672 CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0) << 8 | EQUIPMENT_SLOT_OFFHAND,false) != EQUIP_ERR_OK ||
9673 CanStoreItem( NULL_BAG, NULL_SLOT, off_dest, offItem, false ) != EQUIP_ERR_OK ) )
9674 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_INVENTORY_FULL;
9676 dest = ((INVENTORY_SLOT_BAG_0 << 8) | eslot);
9677 return EQUIP_ERR_OK;
9680 if( !swap )
9681 return EQUIP_ERR_ITEM_NOT_FOUND;
9682 else
9683 return EQUIP_ERR_ITEMS_CANT_BE_SWAPPED;
9686 uint8 Player::CanUnequipItem( uint16 pos, bool swap ) const
9688 // Applied only to equipped items and bank bags
9689 if(!IsEquipmentPos(pos) && !IsBagPos(pos))
9690 return EQUIP_ERR_OK;
9692 Item* pItem = GetItemByPos(pos);
9694 // Applied only to existed equipped item
9695 if( !pItem )
9696 return EQUIP_ERR_OK;
9698 sLog.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos, pItem->GetEntry(), pItem->GetCount());
9700 ItemPrototype const *pProto = pItem->GetProto();
9701 if( !pProto )
9702 return EQUIP_ERR_ITEM_NOT_FOUND;
9704 // do not allow unequipping gear except weapons, offhands, projectiles, relics in
9705 // - combat
9706 // - in-progress arenas
9707 if( !pProto->CanChangeEquipStateInCombat() )
9709 if( isInCombat() )
9710 return EQUIP_ERR_NOT_IN_COMBAT;
9712 if(BattleGround* bg = GetBattleGround())
9713 if( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS )
9714 return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
9717 if(!swap && pItem->IsBag() && !((Bag*)pItem)->IsEmpty())
9718 return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS;
9720 return EQUIP_ERR_OK;
9723 uint8 Player::CanBankItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, Item *pItem, bool swap, bool not_loading ) const
9725 if( !pItem )
9726 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
9728 uint32 count = pItem->GetCount();
9730 sLog.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), pItem->GetCount());
9731 ItemPrototype const *pProto = pItem->GetProto();
9732 if( !pProto )
9733 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
9735 if( pItem->IsBindedNotWith(GetGUID()) )
9736 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9738 // check count of items (skip for auto move for same player from bank)
9739 uint8 res = CanTakeMoreSimilarItems(pItem);
9740 if(res != EQUIP_ERR_OK)
9741 return res;
9743 // in specific slot
9744 if( bag != NULL_BAG && slot != NULL_SLOT )
9746 if( pProto->InventoryType == INVTYPE_BAG )
9748 Bag *pBag = (Bag*)pItem;
9749 if( pBag )
9751 if( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END )
9753 if( !HasBankBagSlot( slot ) )
9754 return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT;
9755 if( uint8 cantuse = CanUseItem( pItem, not_loading ) != EQUIP_ERR_OK )
9756 return cantuse;
9758 else
9760 if( !pBag->IsEmpty() )
9761 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG;
9765 else
9767 if( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END )
9768 return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT;
9771 res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem);
9772 if(res!=EQUIP_ERR_OK)
9773 return res;
9775 if(count==0)
9776 return EQUIP_ERR_OK;
9779 // not specific slot or have spece for partly store only in specific slot
9781 // in specific bag
9782 if( bag != NULL_BAG )
9784 if( pProto->InventoryType == INVTYPE_BAG )
9786 Bag *pBag = (Bag*)pItem;
9787 if( pBag && !pBag->IsEmpty() )
9788 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG;
9791 // search stack in bag for merge to
9792 if( pProto->Stackable > 1 )
9794 if( bag == INVENTORY_SLOT_BAG_0 )
9796 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
9797 if(res!=EQUIP_ERR_OK)
9798 return res;
9800 if(count==0)
9801 return EQUIP_ERR_OK;
9803 else
9805 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot);
9806 if(res!=EQUIP_ERR_OK)
9807 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot);
9809 if(res!=EQUIP_ERR_OK)
9810 return res;
9812 if(count==0)
9813 return EQUIP_ERR_OK;
9817 // search free slot in bag
9818 if( bag == INVENTORY_SLOT_BAG_0 )
9820 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
9821 if(res!=EQUIP_ERR_OK)
9822 return res;
9824 if(count==0)
9825 return EQUIP_ERR_OK;
9827 else
9829 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,false,pItem,NULL_BAG,slot);
9830 if(res!=EQUIP_ERR_OK)
9831 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,true,pItem,NULL_BAG,slot);
9833 if(res!=EQUIP_ERR_OK)
9834 return res;
9836 if(count==0)
9837 return EQUIP_ERR_OK;
9841 // not specific bag or have spece for partly store only in specific bag
9843 // search stack for merge to
9844 if( pProto->Stackable > 1 )
9846 // in slots
9847 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
9848 if(res!=EQUIP_ERR_OK)
9849 return res;
9851 if(count==0)
9852 return EQUIP_ERR_OK;
9854 // in special bags
9855 if( pProto->BagFamily )
9857 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
9859 res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot);
9860 if(res!=EQUIP_ERR_OK)
9861 continue;
9863 if(count==0)
9864 return EQUIP_ERR_OK;
9868 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
9870 res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot);
9871 if(res!=EQUIP_ERR_OK)
9872 continue;
9874 if(count==0)
9875 return EQUIP_ERR_OK;
9879 // search free place in special bag
9880 if( pProto->BagFamily )
9882 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
9884 res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot);
9885 if(res!=EQUIP_ERR_OK)
9886 continue;
9888 if(count==0)
9889 return EQUIP_ERR_OK;
9893 // search free space
9894 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
9895 if(res!=EQUIP_ERR_OK)
9896 return res;
9898 if(count==0)
9899 return EQUIP_ERR_OK;
9901 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
9903 res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot);
9904 if(res!=EQUIP_ERR_OK)
9905 continue;
9907 if(count==0)
9908 return EQUIP_ERR_OK;
9910 return EQUIP_ERR_BANK_FULL;
9913 uint8 Player::CanUseItem( Item *pItem, bool not_loading ) const
9915 if( pItem )
9917 sLog.outDebug( "STORAGE: CanUseItem item = %u", pItem->GetEntry());
9918 if( !isAlive() && not_loading )
9919 return EQUIP_ERR_YOU_ARE_DEAD;
9920 //if( isStunned() )
9921 // return EQUIP_ERR_YOU_ARE_STUNNED;
9922 ItemPrototype const *pProto = pItem->GetProto();
9923 if( pProto )
9925 if( pItem->IsBindedNotWith(GetGUID()) )
9926 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9927 if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
9928 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
9929 if( pItem->GetSkill() != 0 )
9931 if( GetSkillValue( pItem->GetSkill() ) == 0 )
9932 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
9934 if( pProto->RequiredSkill != 0 )
9936 if( GetSkillValue( pProto->RequiredSkill ) == 0 )
9937 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
9938 else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
9939 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL;
9941 if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
9942 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
9943 if( pProto->RequiredReputationFaction && uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank )
9944 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
9945 if( getLevel() < pProto->RequiredLevel )
9946 return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
9947 return EQUIP_ERR_OK;
9950 return EQUIP_ERR_ITEM_NOT_FOUND;
9953 bool Player::CanUseItem( ItemPrototype const *pProto )
9955 // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
9957 if( pProto )
9959 if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
9960 return false;
9961 if( pProto->RequiredSkill != 0 )
9963 if( GetSkillValue( pProto->RequiredSkill ) == 0 )
9964 return false;
9965 else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
9966 return false;
9968 if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
9969 return false;
9970 if( getLevel() < pProto->RequiredLevel )
9971 return false;
9972 return true;
9974 return false;
9977 uint8 Player::CanUseAmmo( uint32 item ) const
9979 sLog.outDebug( "STORAGE: CanUseAmmo item = %u", item);
9980 if( !isAlive() )
9981 return EQUIP_ERR_YOU_ARE_DEAD;
9982 //if( isStunned() )
9983 // return EQUIP_ERR_YOU_ARE_STUNNED;
9984 ItemPrototype const *pProto = objmgr.GetItemPrototype( item );
9985 if( pProto )
9987 if( pProto->InventoryType!= INVTYPE_AMMO )
9988 return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE;
9989 if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
9990 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
9991 if( pProto->RequiredSkill != 0 )
9993 if( GetSkillValue( pProto->RequiredSkill ) == 0 )
9994 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
9995 else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
9996 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL;
9998 if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
9999 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
10000 /*if( GetReputation() < pProto->RequiredReputation )
10001 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
10003 if( getLevel() < pProto->RequiredLevel )
10004 return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
10006 // Requires No Ammo
10007 if(GetDummyAura(46699))
10008 return EQUIP_ERR_BAG_FULL6;
10010 return EQUIP_ERR_OK;
10012 return EQUIP_ERR_ITEM_NOT_FOUND;
10015 void Player::SetAmmo( uint32 item )
10017 if(!item)
10018 return;
10020 // already set
10021 if( GetUInt32Value(PLAYER_AMMO_ID) == item )
10022 return;
10024 // check ammo
10025 if(item)
10027 uint8 msg = CanUseAmmo( item );
10028 if( msg != EQUIP_ERR_OK )
10030 SendEquipError( msg, NULL, NULL );
10031 return;
10035 SetUInt32Value(PLAYER_AMMO_ID, item);
10037 _ApplyAmmoBonuses();
10040 void Player::RemoveAmmo()
10042 SetUInt32Value(PLAYER_AMMO_ID, 0);
10044 m_ammoDPS = 0.0f;
10046 if(CanModifyStats())
10047 UpdateDamagePhysical(RANGED_ATTACK);
10050 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10051 Item* Player::StoreNewItem( ItemPosCountVec const& dest, uint32 item, bool update,int32 randomPropertyId )
10053 uint32 count = 0;
10054 for(ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); ++itr)
10055 count += itr->count;
10057 Item *pItem = Item::CreateItem( item, count, this );
10058 if( pItem )
10060 ItemAddedQuestCheck( item, count );
10061 if(randomPropertyId)
10062 pItem->SetItemRandomProperties(randomPropertyId);
10063 pItem = StoreItem( dest, pItem, update );
10065 return pItem;
10068 Item* Player::StoreItem( ItemPosCountVec const& dest, Item* pItem, bool update )
10070 if( !pItem )
10071 return NULL;
10073 Item* lastItem = pItem;
10075 for(ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); )
10077 uint16 pos = itr->pos;
10078 uint32 count = itr->count;
10080 ++itr;
10082 if(itr == dest.end())
10084 lastItem = _StoreItem(pos,pItem,count,false,update);
10085 break;
10088 lastItem = _StoreItem(pos,pItem,count,true,update);
10091 return lastItem;
10094 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10095 Item* Player::_StoreItem( uint16 pos, Item *pItem, uint32 count, bool clone, bool update )
10097 if( !pItem )
10098 return NULL;
10100 uint8 bag = pos >> 8;
10101 uint8 slot = pos & 255;
10103 sLog.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), count);
10105 Item *pItem2 = GetItemByPos( bag, slot );
10107 if( !pItem2 )
10109 if(clone)
10110 pItem = pItem->CloneItem(count,this);
10111 else
10112 pItem->SetCount(count);
10114 if(!pItem)
10115 return NULL;
10117 if( pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
10118 pItem->GetProto()->Bonding == BIND_QUEST_ITEM ||
10119 pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos) )
10120 pItem->SetBinding( true );
10122 if( bag == INVENTORY_SLOT_BAG_0 )
10124 m_items[slot] = pItem;
10125 SetUInt64Value( (uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2) ), pItem->GetGUID() );
10126 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, GetGUID() );
10127 pItem->SetUInt64Value( ITEM_FIELD_OWNER, GetGUID() );
10129 pItem->SetSlot( slot );
10130 pItem->SetContainer( NULL );
10132 if( IsInWorld() && update )
10134 pItem->AddToWorld();
10135 pItem->SendUpdateToPlayer( this );
10138 pItem->SetState(ITEM_CHANGED, this);
10140 else
10142 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
10143 if( pBag )
10145 pBag->StoreItem( slot, pItem, update );
10146 if( IsInWorld() && update )
10148 pItem->AddToWorld();
10149 pItem->SendUpdateToPlayer( this );
10151 pItem->SetState(ITEM_CHANGED, this);
10152 pBag->SetState(ITEM_CHANGED, this);
10156 AddEnchantmentDurations(pItem);
10157 AddItemDurations(pItem);
10159 return pItem;
10161 else
10163 if( pItem2->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
10164 pItem2->GetProto()->Bonding == BIND_QUEST_ITEM ||
10165 pItem2->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos) )
10166 pItem2->SetBinding( true );
10168 pItem2->SetCount( pItem2->GetCount() + count );
10169 if( IsInWorld() && update )
10170 pItem2->SendUpdateToPlayer( this );
10172 if(!clone)
10174 // delete item (it not in any slot currently)
10175 if( IsInWorld() && update )
10177 pItem->RemoveFromWorld();
10178 pItem->DestroyForPlayer( this );
10181 RemoveEnchantmentDurations(pItem);
10182 RemoveItemDurations(pItem);
10184 pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10185 pItem->SetState(ITEM_REMOVED, this);
10187 // AddItemDurations(pItem2); - pItem2 already have duration listed for player
10188 AddEnchantmentDurations(pItem2);
10190 pItem2->SetState(ITEM_CHANGED, this);
10192 return pItem2;
10196 Item* Player::EquipNewItem( uint16 pos, uint32 item, uint32 count, bool update )
10198 Item *pItem = Item::CreateItem( item, count, this );
10199 if( pItem )
10201 ItemAddedQuestCheck( item, count );
10202 Item * retItem = EquipItem( pos, pItem, update );
10204 return retItem;
10206 return NULL;
10209 Item* Player::EquipItem( uint16 pos, Item *pItem, bool update )
10211 if( pItem )
10213 AddEnchantmentDurations(pItem);
10214 AddItemDurations(pItem);
10216 uint8 bag = pos >> 8;
10217 uint8 slot = pos & 255;
10219 Item *pItem2 = GetItemByPos( bag, slot );
10221 if( !pItem2 )
10223 VisualizeItem( slot, pItem);
10225 if(isAlive())
10227 ItemPrototype const *pProto = pItem->GetProto();
10229 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10230 if(pProto && pProto->ItemSet)
10231 AddItemsSetItem(this,pItem);
10233 _ApplyItemMods(pItem, slot, true);
10235 if(pProto && isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer == 0)
10237 m_weaponChangeTimer = DEFAULT_SWITCH_WEAPON;
10238 if (getClass() == CLASS_ROGUE)
10239 m_weaponChangeTimer = ROGUE_SWITCH_WEAPON;
10243 if( IsInWorld() && update )
10245 pItem->AddToWorld();
10246 pItem->SendUpdateToPlayer( this );
10249 ApplyEquipCooldown(pItem);
10251 if( slot == EQUIPMENT_SLOT_MAINHAND )
10252 UpdateExpertise(BASE_ATTACK);
10253 else if( slot == EQUIPMENT_SLOT_OFFHAND )
10254 UpdateExpertise(OFF_ATTACK);
10256 else
10258 pItem2->SetCount( pItem2->GetCount() + pItem->GetCount() );
10259 if( IsInWorld() && update )
10260 pItem2->SendUpdateToPlayer( this );
10262 // delete item (it not in any slot currently)
10263 //pItem->DeleteFromDB();
10264 if( IsInWorld() && update )
10266 pItem->RemoveFromWorld();
10267 pItem->DestroyForPlayer( this );
10270 RemoveEnchantmentDurations(pItem);
10271 RemoveItemDurations(pItem);
10273 pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10274 pItem->SetState(ITEM_REMOVED, this);
10275 pItem2->SetState(ITEM_CHANGED, this);
10277 ApplyEquipCooldown(pItem2);
10279 return pItem2;
10283 return pItem;
10286 void Player::QuickEquipItem( uint16 pos, Item *pItem)
10288 if( pItem )
10290 AddEnchantmentDurations(pItem);
10291 AddItemDurations(pItem);
10293 uint8 slot = pos & 255;
10294 VisualizeItem( slot, pItem);
10296 if( IsInWorld() )
10298 pItem->AddToWorld();
10299 pItem->SendUpdateToPlayer( this );
10304 void Player::SetVisibleItemSlot(uint8 slot, Item *pItem)
10306 // PLAYER_VISIBLE_ITEM_i_CREATOR // Size: 2
10307 // PLAYER_VISIBLE_ITEM_i_0 // Size: 12
10308 // entry // Size: 1
10309 // inspected enchantments // Size: 6
10310 // ? // Size: 5
10311 // PLAYER_VISIBLE_ITEM_i_PROPERTIES // Size: 1 (property,suffix factor)
10312 // PLAYER_VISIBLE_ITEM_i_PAD // Size: 1
10313 // // = 16
10315 if(pItem)
10317 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR + (slot * MAX_VISIBLE_ITEM_OFFSET), pItem->GetUInt64Value(ITEM_FIELD_CREATOR));
10319 int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (slot * MAX_VISIBLE_ITEM_OFFSET);
10320 SetUInt32Value(VisibleBase + 0, pItem->GetEntry());
10322 for(int i = 0; i < MAX_INSPECTED_ENCHANTMENT_SLOT; ++i)
10323 SetUInt32Value(VisibleBase + 1 + i, pItem->GetEnchantmentId(EnchantmentSlot(i)));
10325 // Use SetInt16Value to prevent set high part to FFFF for negative value
10326 SetInt16Value( PLAYER_VISIBLE_ITEM_1_PROPERTIES + (slot * MAX_VISIBLE_ITEM_OFFSET), 0, pItem->GetItemRandomPropertyId());
10327 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 1 + (slot * MAX_VISIBLE_ITEM_OFFSET), pItem->GetItemSuffixFactor());
10329 else
10331 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR + (slot * MAX_VISIBLE_ITEM_OFFSET), 0);
10333 int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (slot * MAX_VISIBLE_ITEM_OFFSET);
10334 SetUInt32Value(VisibleBase + 0, 0);
10336 for(int i = 0; i < MAX_INSPECTED_ENCHANTMENT_SLOT; ++i)
10337 SetUInt32Value(VisibleBase + 1 + i, 0);
10339 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 0 + (slot * MAX_VISIBLE_ITEM_OFFSET), 0);
10340 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 1 + (slot * MAX_VISIBLE_ITEM_OFFSET), 0);
10344 void Player::VisualizeItem( uint8 slot, Item *pItem)
10346 if(!pItem)
10347 return;
10349 // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
10350 if( pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM )
10351 pItem->SetBinding( true );
10353 sLog.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot, pItem->GetEntry());
10355 m_items[slot] = pItem;
10356 SetUInt64Value( (uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2) ), pItem->GetGUID() );
10357 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, GetGUID() );
10358 pItem->SetUInt64Value( ITEM_FIELD_OWNER, GetGUID() );
10359 pItem->SetSlot( slot );
10360 pItem->SetContainer( NULL );
10362 if( slot < EQUIPMENT_SLOT_END )
10363 SetVisibleItemSlot(slot,pItem);
10365 pItem->SetState(ITEM_CHANGED, this);
10368 void Player::RemoveItem( uint8 bag, uint8 slot, bool update )
10370 // note: removeitem does not actually change the item
10371 // it only takes the item out of storage temporarily
10372 // note2: if removeitem is to be used for delinking
10373 // the item must be removed from the player's updatequeue
10375 Item *pItem = GetItemByPos( bag, slot );
10376 if( pItem )
10378 sLog.outDebug( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
10380 RemoveEnchantmentDurations(pItem);
10381 RemoveItemDurations(pItem);
10383 if( bag == INVENTORY_SLOT_BAG_0 )
10385 if ( slot < INVENTORY_SLOT_BAG_END )
10387 ItemPrototype const *pProto = pItem->GetProto();
10388 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10390 if(pProto && pProto->ItemSet)
10391 RemoveItemsSetItem(this,pProto);
10393 _ApplyItemMods(pItem, slot, false);
10395 // remove item dependent auras and casts (only weapon and armor slots)
10396 if(slot < EQUIPMENT_SLOT_END)
10397 RemoveItemDependentAurasAndCasts(pItem);
10399 // remove held enchantments
10400 if ( slot == EQUIPMENT_SLOT_MAINHAND )
10402 if (pItem->GetItemSuffixFactor())
10404 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3);
10405 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4);
10407 else
10409 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0);
10410 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1);
10415 m_items[slot] = NULL;
10416 SetUInt64Value((uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot*2)), 0);
10418 if ( slot < EQUIPMENT_SLOT_END )
10419 SetVisibleItemSlot(slot,NULL);
10421 else
10423 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
10424 if( pBag )
10425 pBag->RemoveItem(slot, update);
10427 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, 0 );
10428 // pItem->SetUInt64Value( ITEM_FIELD_OWNER, 0 ); not clear owner at remove (it will be set at store). This used in mail and auction code
10429 pItem->SetSlot( NULL_SLOT );
10430 if( IsInWorld() && update )
10431 pItem->SendUpdateToPlayer( this );
10433 if( slot == EQUIPMENT_SLOT_MAINHAND )
10434 UpdateExpertise(BASE_ATTACK);
10435 else if( slot == EQUIPMENT_SLOT_OFFHAND )
10436 UpdateExpertise(OFF_ATTACK);
10440 // Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
10441 void Player::MoveItemFromInventory(uint8 bag, uint8 slot, bool update)
10443 if(Item* it = GetItemByPos(bag,slot))
10445 ItemRemovedQuestCheck(it->GetEntry(),it->GetCount());
10446 RemoveItem( bag,slot,update);
10447 it->RemoveFromUpdateQueueOf(this);
10448 if(it->IsInWorld())
10450 it->RemoveFromWorld();
10451 it->DestroyForPlayer( this );
10456 // Common operation need to add item from inventory without delete in trade, guild bank, mail....
10457 void Player::MoveItemToInventory(ItemPosCountVec const& dest, Item* pItem, bool update, bool in_characterInventoryDB)
10459 // update quest counters
10460 ItemAddedQuestCheck(pItem->GetEntry(),pItem->GetCount());
10462 // store item
10463 Item* pLastItem = StoreItem( dest, pItem, update);
10465 // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way)
10466 if(pLastItem==pItem)
10468 // update owner for last item (this can be original item with wrong owner
10469 if(pLastItem->GetOwnerGUID() != GetGUID())
10470 pLastItem->SetOwnerGUID(GetGUID());
10472 // if this original item then it need create record in inventory
10473 // in case trade we laready have item in other player inventory
10474 pLastItem->SetState(in_characterInventoryDB ? ITEM_CHANGED : ITEM_NEW, this);
10478 void Player::DestroyItem( uint8 bag, uint8 slot, bool update )
10480 Item *pItem = GetItemByPos( bag, slot );
10481 if( pItem )
10483 sLog.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
10485 // start from destroy contained items (only equipped bag can have its)
10486 if (pItem->IsBag() && pItem->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot
10488 for (int i = 0; i < MAX_BAG_SIZE; i++)
10489 DestroyItem(slot,i,update);
10492 if(pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED))
10493 CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem->GetGUIDLow());
10495 ItemPrototype const *pProto = pItem->GetProto();
10497 RemoveEnchantmentDurations(pItem);
10498 RemoveItemDurations(pItem);
10500 ItemRemovedQuestCheck( pItem->GetEntry(), pItem->GetCount() );
10502 if( bag == INVENTORY_SLOT_BAG_0 )
10504 SetUInt64Value((uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot*2)), 0);
10506 // equipment and equipped bags can have applied bonuses
10507 if ( slot < INVENTORY_SLOT_BAG_END )
10509 ItemPrototype const *pProto = pItem->GetProto();
10511 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10512 if(pProto && pProto->ItemSet)
10513 RemoveItemsSetItem(this,pProto);
10515 _ApplyItemMods(pItem, slot, false);
10518 if ( slot < EQUIPMENT_SLOT_END )
10520 // remove item dependent auras and casts (only weapon and armor slots)
10521 RemoveItemDependentAurasAndCasts(pItem);
10523 // equipment visual show
10524 SetVisibleItemSlot(slot,NULL);
10527 m_items[slot] = NULL;
10529 else if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ))
10530 pBag->RemoveItem(slot, update);
10532 if( IsInWorld() && update )
10534 pItem->RemoveFromWorld();
10535 pItem->DestroyForPlayer(this);
10538 //pItem->SetOwnerGUID(0);
10539 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, 0 );
10540 pItem->SetSlot( NULL_SLOT );
10541 pItem->SetState(ITEM_REMOVED, this);
10545 void Player::DestroyItemCount( uint32 item, uint32 count, bool update, bool unequip_check)
10547 sLog.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item, count);
10548 Item *pItem;
10549 ItemPrototype const *pProto;
10550 uint32 remcount = 0;
10552 // in inventory
10553 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
10555 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10556 if( pItem && pItem->GetEntry() == item )
10558 if( pItem->GetCount() + remcount <= count )
10560 // all items in inventory can unequipped
10561 remcount += pItem->GetCount();
10562 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10564 if(remcount >=count)
10565 return;
10567 else
10569 pProto = pItem->GetProto();
10570 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10571 pItem->SetCount( pItem->GetCount() - count + remcount );
10572 if( IsInWorld() & update )
10573 pItem->SendUpdateToPlayer( this );
10574 pItem->SetState(ITEM_CHANGED, this);
10575 return;
10579 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
10581 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10582 if( pItem && pItem->GetEntry() == item )
10584 if( pItem->GetCount() + remcount <= count )
10586 // all keys can be unequipped
10587 remcount += pItem->GetCount();
10588 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10590 if(remcount >=count)
10591 return;
10593 else
10595 pProto = pItem->GetProto();
10596 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10597 pItem->SetCount( pItem->GetCount() - count + remcount );
10598 if( IsInWorld() & update )
10599 pItem->SendUpdateToPlayer( this );
10600 pItem->SetState(ITEM_CHANGED, this);
10601 return;
10606 // in inventory bags
10607 Bag *pBag;
10608 ItemPrototype const *pBagProto;
10609 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
10611 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10612 if( pBag )
10614 pBagProto = pBag->GetProto();
10615 if( pBagProto )
10617 for(uint32 j = 0; j < pBagProto->ContainerSlots; j++)
10619 pItem = pBag->GetItemByPos(j);
10620 if( pItem && pItem->GetEntry() == item )
10622 // all items in bags can be unequipped
10623 if( pItem->GetCount() + remcount <= count )
10625 remcount += pItem->GetCount();
10626 DestroyItem( i, j, update );
10628 if(remcount >=count)
10629 return;
10631 else
10633 pProto = pItem->GetProto();
10634 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10635 pItem->SetCount( pItem->GetCount() - count + remcount );
10636 if( IsInWorld() && update )
10637 pItem->SendUpdateToPlayer( this );
10638 pItem->SetState(ITEM_CHANGED, this);
10639 return;
10647 // in equipment and bag list
10648 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
10650 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10651 if( pItem && pItem->GetEntry() == item )
10653 if( pItem->GetCount() + remcount <= count )
10655 if(!unequip_check || CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i,false) == EQUIP_ERR_OK )
10657 remcount += pItem->GetCount();
10658 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10660 if(remcount >=count)
10661 return;
10664 else
10666 pProto = pItem->GetProto();
10667 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10668 pItem->SetCount( pItem->GetCount() - count + remcount );
10669 if( IsInWorld() & update )
10670 pItem->SendUpdateToPlayer( this );
10671 pItem->SetState(ITEM_CHANGED, this);
10672 return;
10678 void Player::DestroyZoneLimitedItem( bool update, uint32 new_zone )
10680 sLog.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone );
10682 // in inventory
10683 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
10685 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10686 if( pItem && pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone) )
10687 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10689 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
10691 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10692 if( pItem && pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone) )
10693 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10696 // in inventory bags
10697 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
10699 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10700 if( pBag )
10702 ItemPrototype const *pBagProto = pBag->GetProto();
10703 if( pBagProto )
10705 for(uint32 j = 0; j < pBagProto->ContainerSlots; j++)
10707 Item* pItem = pBag->GetItemByPos(j);
10708 if( pItem && pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone) )
10709 DestroyItem( i, j, update);
10715 // in equipment and bag list
10716 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
10718 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10719 if( pItem && pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone) )
10720 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10724 void Player::DestroyConjuredItems( bool update )
10726 // used when entering arena
10727 // destroys all conjured items
10728 sLog.outDebug( "STORAGE: DestroyConjuredItems" );
10730 // in inventory
10731 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
10733 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10734 if( pItem && pItem->GetProto() &&
10735 (pItem->GetProto()->Class == ITEM_CLASS_CONSUMABLE) &&
10736 (pItem->GetProto()->Flags & ITEM_FLAGS_CONJURED) )
10737 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10740 // in inventory bags
10741 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
10743 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10744 if( pBag )
10746 ItemPrototype const *pBagProto = pBag->GetProto();
10747 if( pBagProto )
10749 for(uint32 j = 0; j < pBagProto->ContainerSlots; j++)
10751 Item* pItem = pBag->GetItemByPos(j);
10752 if( pItem && pItem->GetProto() &&
10753 (pItem->GetProto()->Class == ITEM_CLASS_CONSUMABLE) &&
10754 (pItem->GetProto()->Flags & ITEM_FLAGS_CONJURED) )
10755 DestroyItem( i, j, update);
10761 // in equipment and bag list
10762 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
10764 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10765 if( pItem && pItem->GetProto() &&
10766 (pItem->GetProto()->Class == ITEM_CLASS_CONSUMABLE) &&
10767 (pItem->GetProto()->Flags & ITEM_FLAGS_CONJURED) )
10768 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10772 void Player::DestroyItemCount( Item* pItem, uint32 &count, bool update )
10774 if(!pItem)
10775 return;
10777 sLog.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem->GetGUIDLow(),pItem->GetEntry(), count);
10779 if( pItem->GetCount() <= count )
10781 count-= pItem->GetCount();
10783 DestroyItem( pItem->GetBagSlot(),pItem->GetSlot(), update);
10785 else
10787 ItemRemovedQuestCheck( pItem->GetEntry(), count);
10788 pItem->SetCount( pItem->GetCount() - count );
10789 count = 0;
10790 if( IsInWorld() & update )
10791 pItem->SendUpdateToPlayer( this );
10792 pItem->SetState(ITEM_CHANGED, this);
10796 void Player::SplitItem( uint16 src, uint16 dst, uint32 count )
10798 uint8 srcbag = src >> 8;
10799 uint8 srcslot = src & 255;
10801 uint8 dstbag = dst >> 8;
10802 uint8 dstslot = dst & 255;
10804 Item *pSrcItem = GetItemByPos( srcbag, srcslot );
10805 if( !pSrcItem )
10807 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL );
10808 return;
10811 // not let split all items (can be only at cheating)
10812 if(pSrcItem->GetCount() == count)
10814 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL );
10815 return;
10818 // not let split more existed items (can be only at cheating)
10819 if(pSrcItem->GetCount() < count)
10821 SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT, pSrcItem, NULL );
10822 return;
10825 if(pSrcItem->m_lootGenerated) // prevent split looting item (item
10827 //best error message found for attempting to split while looting
10828 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL );
10829 return;
10832 sLog.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag, dstslot, pSrcItem->GetEntry(), count);
10833 Item *pNewItem = pSrcItem->CloneItem( count, this );
10834 if( !pNewItem )
10836 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL );
10837 return;
10840 if( IsInventoryPos( dst ) )
10842 // change item amount before check (for unique max count check)
10843 pSrcItem->SetCount( pSrcItem->GetCount() - count );
10845 ItemPosCountVec dest;
10846 uint8 msg = CanStoreItem( dstbag, dstslot, dest, pNewItem, false );
10847 if( msg != EQUIP_ERR_OK )
10849 delete pNewItem;
10850 pSrcItem->SetCount( pSrcItem->GetCount() + count );
10851 SendEquipError( msg, pSrcItem, NULL );
10852 return;
10855 if( IsInWorld() )
10856 pSrcItem->SendUpdateToPlayer( this );
10857 pSrcItem->SetState(ITEM_CHANGED, this);
10858 StoreItem( dest, pNewItem, true);
10860 else if( IsBankPos ( dst ) )
10862 // change item amount before check (for unique max count check)
10863 pSrcItem->SetCount( pSrcItem->GetCount() - count );
10865 ItemPosCountVec dest;
10866 uint8 msg = CanBankItem( dstbag, dstslot, dest, pNewItem, false );
10867 if( msg != EQUIP_ERR_OK )
10869 delete pNewItem;
10870 pSrcItem->SetCount( pSrcItem->GetCount() + count );
10871 SendEquipError( msg, pSrcItem, NULL );
10872 return;
10875 if( IsInWorld() )
10876 pSrcItem->SendUpdateToPlayer( this );
10877 pSrcItem->SetState(ITEM_CHANGED, this);
10878 BankItem( dest, pNewItem, true);
10880 else if( IsEquipmentPos ( dst ) )
10882 // change item amount before check (for unique max count check), provide space for splitted items
10883 pSrcItem->SetCount( pSrcItem->GetCount() - count );
10885 uint16 dest;
10886 uint8 msg = CanEquipItem( dstslot, dest, pNewItem, false );
10887 if( msg != EQUIP_ERR_OK )
10889 delete pNewItem;
10890 pSrcItem->SetCount( pSrcItem->GetCount() + count );
10891 SendEquipError( msg, pSrcItem, NULL );
10892 return;
10895 if( IsInWorld() )
10896 pSrcItem->SendUpdateToPlayer( this );
10897 pSrcItem->SetState(ITEM_CHANGED, this);
10898 EquipItem( dest, pNewItem, true);
10899 AutoUnequipOffhandIfNeed();
10903 void Player::SwapItem( uint16 src, uint16 dst )
10905 uint8 srcbag = src >> 8;
10906 uint8 srcslot = src & 255;
10908 uint8 dstbag = dst >> 8;
10909 uint8 dstslot = dst & 255;
10911 Item *pSrcItem = GetItemByPos( srcbag, srcslot );
10912 Item *pDstItem = GetItemByPos( dstbag, dstslot );
10914 if( !pSrcItem )
10915 return;
10917 sLog.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag, dstslot, pSrcItem->GetEntry());
10919 if(!isAlive() )
10921 SendEquipError( EQUIP_ERR_YOU_ARE_DEAD, pSrcItem, pDstItem );
10922 return;
10925 if(pSrcItem->m_lootGenerated) // prevent swap looting item
10927 //best error message found for attempting to swap while looting
10928 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pSrcItem, NULL );
10929 return;
10932 // check unequip potability for equipped items and bank bags
10933 if(IsEquipmentPos ( src ) || IsBagPos ( src ))
10935 // bags can be swapped with empty bag slots
10936 uint8 msg = CanUnequipItem( src, !IsBagPos ( src ) || IsBagPos ( dst ));
10937 if(msg != EQUIP_ERR_OK)
10939 SendEquipError( msg, pSrcItem, pDstItem );
10940 return;
10944 // prevent put equipped/bank bag in self
10945 if( IsBagPos ( src ) && srcslot == dstbag)
10947 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem );
10948 return;
10951 if( !pDstItem )
10953 if( IsInventoryPos( dst ) )
10955 ItemPosCountVec dest;
10956 uint8 msg = CanStoreItem( dstbag, dstslot, dest, pSrcItem, false );
10957 if( msg != EQUIP_ERR_OK )
10959 SendEquipError( msg, pSrcItem, NULL );
10960 return;
10963 RemoveItem(srcbag, srcslot, true);
10964 StoreItem( dest, pSrcItem, true);
10966 else if( IsBankPos ( dst ) )
10968 ItemPosCountVec dest;
10969 uint8 msg = CanBankItem( dstbag, dstslot, dest, pSrcItem, false);
10970 if( msg != EQUIP_ERR_OK )
10972 SendEquipError( msg, pSrcItem, NULL );
10973 return;
10976 RemoveItem(srcbag, srcslot, true);
10977 BankItem( dest, pSrcItem, true);
10979 else if( IsEquipmentPos ( dst ) )
10981 uint16 dest;
10982 uint8 msg = CanEquipItem( dstslot, dest, pSrcItem, false );
10983 if( msg != EQUIP_ERR_OK )
10985 SendEquipError( msg, pSrcItem, NULL );
10986 return;
10989 RemoveItem(srcbag, srcslot, true);
10990 EquipItem( dest, pSrcItem, true);
10991 AutoUnequipOffhandIfNeed();
10994 else // if (!pDstItem)
10996 if(pDstItem->m_lootGenerated) // prevent swap looting item
10998 //best error message found for attempting to swap while looting
10999 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pDstItem, NULL );
11000 return;
11003 // check unequip potability for equipped items and bank bags
11004 if(IsEquipmentPos ( dst ) || IsBagPos ( dst ))
11006 // bags can be swapped with empty bag slots
11007 uint8 msg = CanUnequipItem( dst, !IsBagPos ( dst ) || IsBagPos ( src ) );
11008 if(msg != EQUIP_ERR_OK)
11010 SendEquipError( msg, pSrcItem, pDstItem );
11011 return;
11015 // attempt merge to / fill target item
11017 uint8 msg;
11018 ItemPosCountVec sDest;
11019 uint16 eDest;
11020 if( IsInventoryPos( dst ) )
11021 msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, false );
11022 else if( IsBankPos ( dst ) )
11023 msg = CanBankItem( dstbag, dstslot, sDest, pSrcItem, false );
11024 else if( IsEquipmentPos ( dst ) )
11025 msg = CanEquipItem( dstslot, eDest, pSrcItem, false );
11026 else
11027 return;
11029 // can be merge/fill
11030 if(msg == EQUIP_ERR_OK)
11032 if( pSrcItem->GetCount() + pDstItem->GetCount() <= pSrcItem->GetProto()->Stackable )
11034 RemoveItem(srcbag, srcslot, true);
11036 if( IsInventoryPos( dst ) )
11037 StoreItem( sDest, pSrcItem, true);
11038 else if( IsBankPos ( dst ) )
11039 BankItem( sDest, pSrcItem, true);
11040 else if( IsEquipmentPos ( dst ) )
11042 EquipItem( eDest, pSrcItem, true);
11043 AutoUnequipOffhandIfNeed();
11046 else
11048 pSrcItem->SetCount( pSrcItem->GetCount() + pDstItem->GetCount() - pSrcItem->GetProto()->Stackable );
11049 pDstItem->SetCount( pSrcItem->GetProto()->Stackable );
11050 pSrcItem->SetState(ITEM_CHANGED, this);
11051 pDstItem->SetState(ITEM_CHANGED, this);
11052 if( IsInWorld() )
11054 pSrcItem->SendUpdateToPlayer( this );
11055 pDstItem->SendUpdateToPlayer( this );
11058 return;
11062 // impossible merge/fill, do real swap
11063 uint8 msg;
11065 // check src->dest move possibility
11066 ItemPosCountVec sDest;
11067 uint16 eDest;
11068 if( IsInventoryPos( dst ) )
11069 msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, true );
11070 else if( IsBankPos( dst ) )
11071 msg = CanBankItem( dstbag, dstslot, sDest, pSrcItem, true );
11072 else if( IsEquipmentPos( dst ) )
11074 msg = CanEquipItem( dstslot, eDest, pSrcItem, true );
11075 if( msg == EQUIP_ERR_OK )
11076 msg = CanUnequipItem( eDest, true );
11079 if( msg != EQUIP_ERR_OK )
11081 SendEquipError( msg, pSrcItem, pDstItem );
11082 return;
11085 // check dest->src move possibility
11086 ItemPosCountVec sDest2;
11087 uint16 eDest2;
11088 if( IsInventoryPos( src ) )
11089 msg = CanStoreItem( srcbag, srcslot, sDest2, pDstItem, true );
11090 else if( IsBankPos( src ) )
11091 msg = CanBankItem( srcbag, srcslot, sDest2, pDstItem, true );
11092 else if( IsEquipmentPos( src ) )
11094 msg = CanEquipItem( srcslot, eDest2, pDstItem, true);
11095 if( msg == EQUIP_ERR_OK )
11096 msg = CanUnequipItem( eDest2, true);
11099 if( msg != EQUIP_ERR_OK )
11101 SendEquipError( msg, pDstItem, pSrcItem );
11102 return;
11105 // now do moves, remove...
11106 RemoveItem(dstbag, dstslot, false);
11107 RemoveItem(srcbag, srcslot, false);
11109 // add to dest
11110 if( IsInventoryPos( dst ) )
11111 StoreItem(sDest, pSrcItem, true);
11112 else if( IsBankPos( dst ) )
11113 BankItem(sDest, pSrcItem, true);
11114 else if( IsEquipmentPos( dst ) )
11115 EquipItem(eDest, pSrcItem, true);
11117 // add to src
11118 if( IsInventoryPos( src ) )
11119 StoreItem(sDest2, pDstItem, true);
11120 else if( IsBankPos( src ) )
11121 BankItem(sDest2, pDstItem, true);
11122 else if( IsEquipmentPos( src ) )
11123 EquipItem(eDest2, pDstItem, true);
11125 AutoUnequipOffhandIfNeed();
11129 void Player::AddItemToBuyBackSlot( Item *pItem )
11131 if( pItem )
11133 uint32 slot = m_currentBuybackSlot;
11134 // if current back slot non-empty search oldest or free
11135 if(m_items[slot])
11137 uint32 oldest_time = GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 );
11138 uint32 oldest_slot = BUYBACK_SLOT_START;
11140 for(uint32 i = BUYBACK_SLOT_START+1; i < BUYBACK_SLOT_END; ++i )
11142 // found empty
11143 if(!m_items[i])
11145 slot = i;
11146 break;
11149 uint32 i_time = GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + i - BUYBACK_SLOT_START);
11151 if(oldest_time > i_time)
11153 oldest_time = i_time;
11154 oldest_slot = i;
11158 // find oldest
11159 slot = oldest_slot;
11162 RemoveItemFromBuyBackSlot( slot, true );
11163 sLog.outDebug( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem->GetEntry(), slot);
11165 m_items[slot] = pItem;
11166 time_t base = time(NULL);
11167 uint32 etime = uint32(base - m_logintime + (30 * 3600));
11168 uint32 eslot = slot - BUYBACK_SLOT_START;
11170 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + eslot * 2, pItem->GetGUID() );
11171 ItemPrototype const *pProto = pItem->GetProto();
11172 if( pProto )
11173 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, pProto->SellPrice * pItem->GetCount() );
11174 else
11175 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0 );
11176 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, (uint32)etime );
11178 // move to next (for non filled list is move most optimized choice)
11179 if(m_currentBuybackSlot < BUYBACK_SLOT_END-1)
11180 ++m_currentBuybackSlot;
11184 Item* Player::GetItemFromBuyBackSlot( uint32 slot )
11186 sLog.outDebug( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot);
11187 if( slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END )
11188 return m_items[slot];
11189 return NULL;
11192 void Player::RemoveItemFromBuyBackSlot( uint32 slot, bool del )
11194 sLog.outDebug( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot);
11195 if( slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END )
11197 Item *pItem = m_items[slot];
11198 if( pItem )
11200 pItem->RemoveFromWorld();
11201 if(del) pItem->SetState(ITEM_REMOVED, this);
11204 m_items[slot] = NULL;
11206 uint32 eslot = slot - BUYBACK_SLOT_START;
11207 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + eslot * 2, 0 );
11208 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0 );
11209 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, 0 );
11211 // if current backslot is filled set to now free slot
11212 if(m_items[m_currentBuybackSlot])
11213 m_currentBuybackSlot = slot;
11217 void Player::SendEquipError( uint8 msg, Item* pItem, Item *pItem2 )
11219 sLog.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)",msg);
11220 WorldPacket data( SMSG_INVENTORY_CHANGE_FAILURE, (msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I ? 22 : 18) );
11221 data << uint8(msg);
11223 if(msg)
11225 data << uint64(pItem ? pItem->GetGUID() : 0);
11226 data << uint64(pItem2 ? pItem2->GetGUID() : 0);
11227 data << uint8(0); // not 0 there...
11229 if(msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I)
11231 uint32 level = 0;
11233 if(pItem)
11234 if(ItemPrototype const* proto = pItem->GetProto())
11235 level = proto->RequiredLevel;
11237 data << uint32(level); // new 2.4.0
11240 GetSession()->SendPacket(&data);
11243 void Player::SendBuyError( uint8 msg, Creature* pCreature, uint32 item, uint32 param )
11245 sLog.outDebug( "WORLD: Sent SMSG_BUY_FAILED" );
11246 WorldPacket data( SMSG_BUY_FAILED, (8+4+4+1) );
11247 data << uint64(pCreature ? pCreature->GetGUID() : 0);
11248 data << uint32(item);
11249 if( param > 0 )
11250 data << uint32(param);
11251 data << uint8(msg);
11252 GetSession()->SendPacket(&data);
11255 void Player::SendSellError( uint8 msg, Creature* pCreature, uint64 guid, uint32 param )
11257 sLog.outDebug( "WORLD: Sent SMSG_SELL_ITEM" );
11258 WorldPacket data( SMSG_SELL_ITEM,(8+8+(param?4:0)+1)); // last check 2.0.10
11259 data << uint64(pCreature ? pCreature->GetGUID() : 0);
11260 data << uint64(guid);
11261 if( param > 0 )
11262 data << uint32(param);
11263 data << uint8(msg);
11264 GetSession()->SendPacket(&data);
11267 void Player::ClearTrade()
11269 tradeGold = 0;
11270 acceptTrade = false;
11271 for(int i = 0; i < TRADE_SLOT_COUNT; i++)
11272 tradeItems[i] = NULL_SLOT;
11275 void Player::TradeCancel(bool sendback)
11277 if(pTrader)
11279 // send yellow "Trade cancelled" message to both traders
11280 WorldSession* ws;
11281 ws = GetSession();
11282 if(sendback)
11283 ws->SendCancelTrade();
11284 ws = pTrader->GetSession();
11285 if(!ws->PlayerLogout())
11286 ws->SendCancelTrade();
11288 // cleanup
11289 ClearTrade();
11290 pTrader->ClearTrade();
11291 // prevent loss of reference
11292 pTrader->pTrader = NULL;
11293 pTrader = NULL;
11297 void Player::UpdateItemDuration(uint32 time, bool realtimeonly)
11299 if(m_itemDuration.empty())
11300 return;
11302 sLog.outDebug("Player::UpdateItemDuration(%u,%u)", time,realtimeonly);
11304 for(ItemDurationList::iterator itr = m_itemDuration.begin();itr != m_itemDuration.end(); )
11306 Item* item = *itr;
11307 ++itr; // current element can be erased in UpdateDuration
11309 if (realtimeonly && item->GetProto()->Duration < 0 || !realtimeonly)
11310 item->UpdateDuration(this,time);
11314 void Player::UpdateEnchantTime(uint32 time)
11316 for(EnchantDurationList::iterator itr = m_enchantDuration.begin(),next;itr != m_enchantDuration.end();itr=next)
11318 assert(itr->item);
11319 next=itr;
11320 if(!itr->item->GetEnchantmentId(itr->slot))
11322 next = m_enchantDuration.erase(itr);
11324 else if(itr->leftduration <= time)
11326 ApplyEnchantment(itr->item,itr->slot,false,false);
11327 itr->item->ClearEnchantment(itr->slot);
11328 next = m_enchantDuration.erase(itr);
11330 else if(itr->leftduration > time)
11332 itr->leftduration -= time;
11333 ++next;
11338 void Player::AddEnchantmentDurations(Item *item)
11340 for(int x=0;x<MAX_ENCHANTMENT_SLOT;++x)
11342 if(!item->GetEnchantmentId(EnchantmentSlot(x)))
11343 continue;
11345 uint32 duration = item->GetEnchantmentDuration(EnchantmentSlot(x));
11346 if( duration > 0 )
11347 AddEnchantmentDuration(item,EnchantmentSlot(x),duration);
11351 void Player::RemoveEnchantmentDurations(Item *item)
11353 for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();)
11355 if(itr->item == item)
11357 // save duration in item
11358 item->SetEnchantmentDuration(EnchantmentSlot(itr->slot),itr->leftduration);
11359 itr = m_enchantDuration.erase(itr);
11361 else
11362 ++itr;
11366 void Player::RemoveAllEnchantments(EnchantmentSlot slot)
11368 // remove enchantments from equipped items first to clean up the m_enchantDuration list
11369 for(EnchantDurationList::iterator itr = m_enchantDuration.begin(),next;itr != m_enchantDuration.end();itr=next)
11371 next = itr;
11372 if(itr->slot==slot)
11374 if(itr->item && itr->item->GetEnchantmentId(slot))
11376 // remove from stats
11377 ApplyEnchantment(itr->item,slot,false,false);
11378 // remove visual
11379 itr->item->ClearEnchantment(slot);
11381 // remove from update list
11382 next = m_enchantDuration.erase(itr);
11384 else
11385 ++next;
11388 // remove enchants from inventory items
11389 // NOTE: no need to remove these from stats, since these aren't equipped
11390 // in inventory
11391 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
11393 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
11394 if( pItem && pItem->GetEnchantmentId(slot) )
11395 pItem->ClearEnchantment(slot);
11398 // in inventory bags
11399 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
11401 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
11402 if( pBag )
11404 ItemPrototype const *pBagProto = pBag->GetProto();
11405 if( pBagProto )
11407 for(uint32 j = 0; j < pBagProto->ContainerSlots; j++)
11409 Item* pItem = pBag->GetItemByPos(j);
11410 if( pItem && pItem->GetEnchantmentId(slot) )
11411 pItem->ClearEnchantment(slot);
11418 // duration == 0 will remove item enchant
11419 void Player::AddEnchantmentDuration(Item *item,EnchantmentSlot slot,uint32 duration)
11421 if(!item)
11422 return;
11424 if(slot >= MAX_ENCHANTMENT_SLOT)
11425 return;
11427 for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();++itr)
11429 if(itr->item == item && itr->slot == slot)
11431 itr->item->SetEnchantmentDuration(itr->slot,itr->leftduration);
11432 m_enchantDuration.erase(itr);
11433 break;
11436 if(item && duration > 0 )
11438 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item->GetGUID(),slot,uint32(duration/1000));
11439 m_enchantDuration.push_back(EnchantDuration(item,slot,duration));
11443 void Player::ApplyEnchantment(Item *item,bool apply)
11445 for(uint32 slot = 0; slot < MAX_ENCHANTMENT_SLOT; ++slot)
11446 ApplyEnchantment(item, EnchantmentSlot(slot), apply);
11449 void Player::ApplyEnchantment(Item *item,EnchantmentSlot slot,bool apply, bool apply_dur, bool ignore_condition)
11451 if(!item)
11452 return;
11454 if(!item->IsEquipped())
11455 return;
11457 if(slot >= MAX_ENCHANTMENT_SLOT)
11458 return;
11460 uint32 enchant_id = item->GetEnchantmentId(slot);
11461 if(!enchant_id)
11462 return;
11464 SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
11465 if(!pEnchant)
11466 return;
11468 if(!ignore_condition && pEnchant->EnchantmentCondition && !((Player*)this)->EnchantmentFitsRequirements(pEnchant->EnchantmentCondition, -1))
11469 return;
11471 for (int s=0; s<3; s++)
11473 uint32 enchant_display_type = pEnchant->type[s];
11474 uint32 enchant_amount = pEnchant->amount[s];
11475 uint32 enchant_spell_id = pEnchant->spellid[s];
11477 switch(enchant_display_type)
11479 case ITEM_ENCHANTMENT_TYPE_NONE:
11480 break;
11481 case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL:
11482 // processed in Player::CastItemCombatSpell
11483 break;
11484 case ITEM_ENCHANTMENT_TYPE_DAMAGE:
11485 if (item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
11486 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, float(enchant_amount), apply);
11487 else if (item->GetSlot() == EQUIPMENT_SLOT_OFFHAND)
11488 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, float(enchant_amount), apply);
11489 else if (item->GetSlot() == EQUIPMENT_SLOT_RANGED)
11490 HandleStatModifier(UNIT_MOD_DAMAGE_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
11491 break;
11492 case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL:
11493 if(enchant_spell_id)
11495 if(apply)
11497 int32 basepoints = int32(enchant_amount);
11498 // Random Property Exist - try found basepoints for spell (basepoints depencs from item suffix factor)
11499 if (item->GetItemRandomPropertyId() !=0 && !enchant_amount)
11501 ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
11502 if (item_rand)
11504 // Search enchant_amount
11505 for (int k=0; k<3; k++)
11507 if(item_rand->enchant_id[k] == enchant_id)
11509 basepoints = int32((item_rand->prefix[k]*item->GetItemSuffixFactor()) / 10000 );
11510 break;
11515 // Cast custom spell vs all equal basepoints getted from enchant_amount
11516 if (basepoints)
11517 CastCustomSpell(this,enchant_spell_id,&basepoints,&basepoints,&basepoints,true,item);
11518 else
11519 CastSpell(this,enchant_spell_id,true,item);
11521 else
11522 RemoveAurasDueToItemSpell(item,enchant_spell_id);
11524 break;
11525 case ITEM_ENCHANTMENT_TYPE_RESISTANCE:
11526 if (!enchant_amount)
11528 ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
11529 if(item_rand)
11531 for (int k=0; k<3; k++)
11533 if(item_rand->enchant_id[k] == enchant_id)
11535 enchant_amount = uint32((item_rand->prefix[k]*item->GetItemSuffixFactor()) / 10000 );
11536 break;
11542 HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START + enchant_spell_id), TOTAL_VALUE, float(enchant_amount), apply);
11543 break;
11544 case ITEM_ENCHANTMENT_TYPE_STAT:
11546 if (!enchant_amount)
11548 ItemRandomSuffixEntry const *item_rand_suffix = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
11549 if(item_rand_suffix)
11551 for (int k=0; k<3; k++)
11553 if(item_rand_suffix->enchant_id[k] == enchant_id)
11555 enchant_amount = uint32((item_rand_suffix->prefix[k]*item->GetItemSuffixFactor()) / 10000 );
11556 break;
11562 sLog.outDebug("Adding %u to stat nb %u",enchant_amount,enchant_spell_id);
11563 switch (enchant_spell_id)
11565 case ITEM_MOD_AGILITY:
11566 sLog.outDebug("+ %u AGILITY",enchant_amount);
11567 HandleStatModifier(UNIT_MOD_STAT_AGILITY, TOTAL_VALUE, float(enchant_amount), apply);
11568 ApplyStatBuffMod(STAT_AGILITY, enchant_amount, apply);
11569 break;
11570 case ITEM_MOD_STRENGTH:
11571 sLog.outDebug("+ %u STRENGTH",enchant_amount);
11572 HandleStatModifier(UNIT_MOD_STAT_STRENGTH, TOTAL_VALUE, float(enchant_amount), apply);
11573 ApplyStatBuffMod(STAT_STRENGTH, enchant_amount, apply);
11574 break;
11575 case ITEM_MOD_INTELLECT:
11576 sLog.outDebug("+ %u INTELLECT",enchant_amount);
11577 HandleStatModifier(UNIT_MOD_STAT_INTELLECT, TOTAL_VALUE, float(enchant_amount), apply);
11578 ApplyStatBuffMod(STAT_INTELLECT, enchant_amount, apply);
11579 break;
11580 case ITEM_MOD_SPIRIT:
11581 sLog.outDebug("+ %u SPIRIT",enchant_amount);
11582 HandleStatModifier(UNIT_MOD_STAT_SPIRIT, TOTAL_VALUE, float(enchant_amount), apply);
11583 ApplyStatBuffMod(STAT_SPIRIT, enchant_amount, apply);
11584 break;
11585 case ITEM_MOD_STAMINA:
11586 sLog.outDebug("+ %u STAMINA",enchant_amount);
11587 HandleStatModifier(UNIT_MOD_STAT_STAMINA, TOTAL_VALUE, float(enchant_amount), apply);
11588 ApplyStatBuffMod(STAT_STAMINA, enchant_amount, apply);
11589 break;
11590 case ITEM_MOD_DEFENSE_SKILL_RATING:
11591 ((Player*)this)->ApplyRatingMod(CR_DEFENSE_SKILL, enchant_amount, apply);
11592 sLog.outDebug("+ %u DEFENCE", enchant_amount);
11593 break;
11594 case ITEM_MOD_DODGE_RATING:
11595 ((Player*)this)->ApplyRatingMod(CR_DODGE, enchant_amount, apply);
11596 sLog.outDebug("+ %u DODGE", enchant_amount);
11597 break;
11598 case ITEM_MOD_PARRY_RATING:
11599 ((Player*)this)->ApplyRatingMod(CR_PARRY, enchant_amount, apply);
11600 sLog.outDebug("+ %u PARRY", enchant_amount);
11601 break;
11602 case ITEM_MOD_BLOCK_RATING:
11603 ((Player*)this)->ApplyRatingMod(CR_BLOCK, enchant_amount, apply);
11604 sLog.outDebug("+ %u SHIELD_BLOCK", enchant_amount);
11605 break;
11606 case ITEM_MOD_HIT_MELEE_RATING:
11607 ((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
11608 sLog.outDebug("+ %u MELEE_HIT", enchant_amount);
11609 break;
11610 case ITEM_MOD_HIT_RANGED_RATING:
11611 ((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
11612 sLog.outDebug("+ %u RANGED_HIT", enchant_amount);
11613 break;
11614 case ITEM_MOD_HIT_SPELL_RATING:
11615 ((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
11616 sLog.outDebug("+ %u SPELL_HIT", enchant_amount);
11617 break;
11618 case ITEM_MOD_CRIT_MELEE_RATING:
11619 ((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
11620 sLog.outDebug("+ %u MELEE_CRIT", enchant_amount);
11621 break;
11622 case ITEM_MOD_CRIT_RANGED_RATING:
11623 ((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
11624 sLog.outDebug("+ %u RANGED_CRIT", enchant_amount);
11625 break;
11626 case ITEM_MOD_CRIT_SPELL_RATING:
11627 ((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
11628 sLog.outDebug("+ %u SPELL_CRIT", enchant_amount);
11629 break;
11630 // Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
11631 // in Enchantments
11632 // case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
11633 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11634 // break;
11635 // case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
11636 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11637 // break;
11638 // case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
11639 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11640 // break;
11641 // case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
11642 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11643 // break;
11644 // case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
11645 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11646 // break;
11647 // case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
11648 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11649 // break;
11650 // case ITEM_MOD_HASTE_MELEE_RATING:
11651 // ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
11652 // break;
11653 // case ITEM_MOD_HASTE_RANGED_RATING:
11654 // ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
11655 // break;
11656 case ITEM_MOD_HASTE_SPELL_RATING:
11657 ((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
11658 break;
11659 case ITEM_MOD_HIT_RATING:
11660 ((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
11661 ((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
11662 ((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
11663 sLog.outDebug("+ %u HIT", enchant_amount);
11664 break;
11665 case ITEM_MOD_CRIT_RATING:
11666 ((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
11667 ((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
11668 ((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
11669 sLog.outDebug("+ %u CRITICAL", enchant_amount);
11670 break;
11671 // Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
11672 // case ITEM_MOD_HIT_TAKEN_RATING:
11673 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11674 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11675 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11676 // break;
11677 // case ITEM_MOD_CRIT_TAKEN_RATING:
11678 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11679 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11680 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11681 // break;
11682 case ITEM_MOD_RESILIENCE_RATING:
11683 ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11684 ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11685 ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11686 sLog.outDebug("+ %u RESILIENCE", enchant_amount);
11687 break;
11688 case ITEM_MOD_HASTE_RATING:
11689 ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
11690 ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
11691 ((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
11692 sLog.outDebug("+ %u HASTE", enchant_amount);
11693 break;
11694 case ITEM_MOD_EXPERTISE_RATING:
11695 ((Player*)this)->ApplyRatingMod(CR_EXPERTISE, enchant_amount, apply);
11696 sLog.outDebug("+ %u EXPERTISE", enchant_amount);
11697 break;
11698 case ITEM_MOD_ARMOR_PENETRATION_RATING:
11699 ((Player*)this)->ApplyRatingMod(CR_ARMOR_PENETRATION, enchant_amount, apply);
11700 sLog.outDebug("+ %u ARMOR PENETRATION", enchant_amount);
11701 break;
11702 default:
11703 break;
11705 break;
11707 case ITEM_ENCHANTMENT_TYPE_TOTEM: // Shaman Rockbiter Weapon
11709 if(getClass() == CLASS_SHAMAN)
11711 float addValue = 0.0f;
11712 if(item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
11714 addValue = float(enchant_amount * item->GetProto()->Delay/1000.0f);
11715 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, addValue, apply);
11717 else if(item->GetSlot() == EQUIPMENT_SLOT_OFFHAND )
11719 addValue = float(enchant_amount * item->GetProto()->Delay/1000.0f);
11720 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, addValue, apply);
11723 break;
11725 default:
11726 sLog.outError("Unknown item enchantment display type: %d",enchant_display_type);
11727 break;
11728 } /*switch(enchant_display_type)*/
11729 } /*for*/
11731 // visualize enchantment at player and equipped items
11732 if(slot < MAX_INSPECTED_ENCHANTMENT_SLOT)
11734 int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (item->GetSlot() * MAX_VISIBLE_ITEM_OFFSET);
11735 SetUInt32Value(VisibleBase + 1 + slot, apply? item->GetEnchantmentId(slot) : 0);
11738 if(apply_dur)
11740 if(apply)
11742 // set duration
11743 uint32 duration = item->GetEnchantmentDuration(slot);
11744 if(duration > 0)
11745 AddEnchantmentDuration(item,slot,duration);
11747 else
11749 // duration == 0 will remove EnchantDuration
11750 AddEnchantmentDuration(item,slot,0);
11755 void Player::SendEnchantmentDurations()
11757 for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();++itr)
11759 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr->item->GetGUID(),itr->slot,uint32(itr->leftduration)/1000);
11763 void Player::SendItemDurations()
11765 for(ItemDurationList::iterator itr = m_itemDuration.begin();itr != m_itemDuration.end();++itr)
11767 (*itr)->SendTimeUpdate(this);
11771 void Player::SendNewItem(Item *item, uint32 count, bool received, bool created, bool broadcast)
11773 if(!item) // prevent crash
11774 return;
11776 // last check 2.0.10
11777 WorldPacket data( SMSG_ITEM_PUSH_RESULT, (8+4+4+4+1+4+4+4+4+4) );
11778 data << GetGUID(); // player GUID
11779 data << uint32(received); // 0=looted, 1=from npc
11780 data << uint32(created); // 0=received, 1=created
11781 data << uint32(1); // always 0x01 (probably meant to be count of listed items)
11782 data << (uint8)item->GetBagSlot(); // bagslot
11783 // item slot, but when added to stack: 0xFFFFFFFF
11784 data << (uint32) ((item->GetCount()==count) ? item->GetSlot() : -1);
11785 data << uint32(item->GetEntry()); // item id
11786 data << uint32(item->GetItemSuffixFactor()); // SuffixFactor
11787 data << uint32(item->GetItemRandomPropertyId()); // random item property id
11788 data << uint32(count); // count of items
11789 data << GetItemCount(item->GetEntry()); // count of items in inventory
11791 if (broadcast && GetGroup())
11792 GetGroup()->BroadcastPacket(&data);
11793 else
11794 GetSession()->SendPacket(&data);
11797 /*********************************************************/
11798 /*** QUEST SYSTEM ***/
11799 /*********************************************************/
11801 void Player::PrepareQuestMenu( uint64 guid )
11803 Object *pObject;
11804 QuestRelations* pObjectQR;
11805 QuestRelations* pObjectQIR;
11806 Creature *pCreature = ObjectAccessor::GetCreature(*this, guid);
11807 if( pCreature )
11809 pObject = (Object*)pCreature;
11810 pObjectQR = &objmgr.mCreatureQuestRelations;
11811 pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations;
11813 else
11815 GameObject *pGameObject = ObjectAccessor::GetGameObject(*this, guid);
11816 if( pGameObject )
11818 pObject = (Object*)pGameObject;
11819 pObjectQR = &objmgr.mGOQuestRelations;
11820 pObjectQIR = &objmgr.mGOQuestInvolvedRelations;
11822 else
11823 return;
11826 QuestMenu &qm = PlayerTalkClass->GetQuestMenu();
11827 qm.ClearMenu();
11829 for(QuestRelations::const_iterator i = pObjectQIR->lower_bound(pObject->GetEntry()); i != pObjectQIR->upper_bound(pObject->GetEntry()); ++i)
11831 uint32 quest_id = i->second;
11832 QuestStatus status = GetQuestStatus( quest_id );
11833 if ( status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus( quest_id ) )
11834 qm.AddMenuItem(quest_id, DIALOG_STATUS_REWARD_REP);
11835 else if ( status == QUEST_STATUS_INCOMPLETE )
11836 qm.AddMenuItem(quest_id, DIALOG_STATUS_INCOMPLETE);
11837 else if (status == QUEST_STATUS_AVAILABLE )
11838 qm.AddMenuItem(quest_id, DIALOG_STATUS_CHAT);
11841 for(QuestRelations::const_iterator i = pObjectQR->lower_bound(pObject->GetEntry()); i != pObjectQR->upper_bound(pObject->GetEntry()); ++i)
11843 uint32 quest_id = i->second;
11844 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
11845 if(!pQuest) continue;
11847 QuestStatus status = GetQuestStatus( quest_id );
11849 if (pQuest->IsAutoComplete() && CanTakeQuest(pQuest, false))
11850 qm.AddMenuItem(quest_id, DIALOG_STATUS_REWARD_REP);
11851 else if ( status == QUEST_STATUS_NONE && CanTakeQuest( pQuest, false ) )
11852 qm.AddMenuItem(quest_id, DIALOG_STATUS_AVAILABLE);
11856 void Player::SendPreparedQuest( uint64 guid )
11858 QuestMenu& questMenu = PlayerTalkClass->GetQuestMenu();
11859 if( questMenu.Empty() )
11860 return;
11862 QuestMenuItem const& qmi0 = questMenu.GetItem( 0 );
11864 uint32 status = qmi0.m_qIcon;
11866 // single element case
11867 if ( questMenu.MenuItemCount() == 1 )
11869 // Auto open -- maybe also should verify there is no greeting
11870 uint32 quest_id = qmi0.m_qId;
11871 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
11872 if ( pQuest )
11874 if( status == DIALOG_STATUS_REWARD_REP && !GetQuestRewardStatus( quest_id ) )
11875 PlayerTalkClass->SendQuestGiverRequestItems( pQuest, guid, CanRewardQuest(pQuest,false), true );
11876 else if( status == DIALOG_STATUS_INCOMPLETE )
11877 PlayerTalkClass->SendQuestGiverRequestItems( pQuest, guid, false, true );
11878 // Send completable on repeatable quest if player don't have quest
11879 else if( pQuest->IsRepeatable() )
11880 PlayerTalkClass->SendQuestGiverRequestItems( pQuest, guid, CanCompleteRepeatableQuest(pQuest), true );
11881 else
11882 PlayerTalkClass->SendQuestGiverQuestDetails( pQuest, guid, true );
11885 // multiply entries
11886 else
11888 QEmote qe;
11889 qe._Delay = 0;
11890 qe._Emote = 0;
11891 std::string title = "";
11892 Creature *pCreature = ObjectAccessor::GetCreature(*this, guid);
11893 if( pCreature )
11895 uint32 textid = pCreature->GetNpcTextId();
11896 GossipText * gossiptext = objmgr.GetGossipText(textid);
11897 if( !gossiptext )
11899 qe._Delay = 0; //TEXTEMOTE_MESSAGE; //zyg: player emote
11900 qe._Emote = 0; //TEXTEMOTE_HELLO; //zyg: NPC emote
11901 title = "";
11903 else
11905 qe = gossiptext->Options[0].Emotes[0];
11907 if(!gossiptext->Options[0].Text_0.empty())
11909 title = gossiptext->Options[0].Text_0;
11911 int loc_idx = GetSession()->GetSessionDbLocaleIndex();
11912 if (loc_idx >= 0)
11914 NpcTextLocale const *nl = objmgr.GetNpcTextLocale(textid);
11915 if (nl)
11917 if (nl->Text_0[0].size() > loc_idx && !nl->Text_0[0][loc_idx].empty())
11918 title = nl->Text_0[0][loc_idx];
11922 else
11924 title = gossiptext->Options[0].Text_1;
11926 int loc_idx = GetSession()->GetSessionDbLocaleIndex();
11927 if (loc_idx >= 0)
11929 NpcTextLocale const *nl = objmgr.GetNpcTextLocale(textid);
11930 if (nl)
11932 if (nl->Text_1[0].size() > loc_idx && !nl->Text_1[0][loc_idx].empty())
11933 title = nl->Text_1[0][loc_idx];
11939 PlayerTalkClass->SendQuestGiverQuestList( qe, title, guid );
11943 bool Player::IsActiveQuest( uint32 quest_id ) const
11945 QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id);
11947 return itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE;
11950 Quest const * Player::GetNextQuest( uint64 guid, Quest const *pQuest )
11952 Object *pObject;
11953 QuestRelations* pObjectQR;
11954 QuestRelations* pObjectQIR;
11956 Creature *pCreature = ObjectAccessor::GetCreature(*this, guid);
11957 if( pCreature )
11959 pObject = (Object*)pCreature;
11960 pObjectQR = &objmgr.mCreatureQuestRelations;
11961 pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations;
11963 else
11965 GameObject *pGameObject = ObjectAccessor::GetGameObject(*this, guid);
11966 if( pGameObject )
11968 pObject = (Object*)pGameObject;
11969 pObjectQR = &objmgr.mGOQuestRelations;
11970 pObjectQIR = &objmgr.mGOQuestInvolvedRelations;
11972 else
11973 return NULL;
11976 uint32 nextQuestID = pQuest->GetNextQuestInChain();
11977 for(QuestRelations::const_iterator itr = pObjectQR->lower_bound(pObject->GetEntry()); itr != pObjectQR->upper_bound(pObject->GetEntry()); ++itr)
11979 if (itr->second == nextQuestID)
11980 return objmgr.GetQuestTemplate(nextQuestID);
11983 return NULL;
11986 bool Player::CanSeeStartQuest( Quest const *pQuest )
11988 if( SatisfyQuestRace( pQuest, false ) && SatisfyQuestSkillOrClass( pQuest, false ) &&
11989 SatisfyQuestExclusiveGroup( pQuest, false ) && SatisfyQuestReputation( pQuest, false ) &&
11990 SatisfyQuestPreviousQuest( pQuest, false ) && SatisfyQuestNextChain( pQuest, false ) &&
11991 SatisfyQuestPrevChain( pQuest, false ) && SatisfyQuestDay( pQuest, false ) )
11993 return getLevel() + sWorld.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF) >= pQuest->GetMinLevel();
11996 return false;
11999 bool Player::CanTakeQuest( Quest const *pQuest, bool msg )
12001 return SatisfyQuestStatus( pQuest, msg ) && SatisfyQuestExclusiveGroup( pQuest, msg )
12002 && SatisfyQuestRace( pQuest, msg ) && SatisfyQuestLevel( pQuest, msg )
12003 && SatisfyQuestSkillOrClass( pQuest, msg ) && SatisfyQuestReputation( pQuest, msg )
12004 && SatisfyQuestPreviousQuest( pQuest, msg ) && SatisfyQuestTimed( pQuest, msg )
12005 && SatisfyQuestNextChain( pQuest, msg ) && SatisfyQuestPrevChain( pQuest, msg )
12006 && SatisfyQuestDay( pQuest, msg );
12009 bool Player::CanAddQuest( Quest const *pQuest, bool msg )
12011 if( !SatisfyQuestLog( msg ) )
12012 return false;
12014 uint32 srcitem = pQuest->GetSrcItemId();
12015 if( srcitem > 0 )
12017 uint32 count = pQuest->GetSrcItemCount();
12018 ItemPosCountVec dest;
12019 uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count );
12021 // player already have max number (in most case 1) source item, no additional item needed and quest can be added.
12022 if( msg == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS )
12023 return true;
12024 else if( msg != EQUIP_ERR_OK )
12026 SendEquipError( msg, NULL, NULL );
12027 return false;
12030 return true;
12033 bool Player::CanCompleteQuest( uint32 quest_id )
12035 if( quest_id )
12037 QuestStatusData& q_status = mQuestStatus[quest_id];
12038 if( q_status.m_status == QUEST_STATUS_COMPLETE )
12039 return false; // not allow re-complete quest
12041 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
12043 if(!qInfo)
12044 return false;
12046 // auto complete quest
12047 if (qInfo->IsAutoComplete() && CanTakeQuest(qInfo, false))
12048 return true;
12050 if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
12053 if ( qInfo->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
12055 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12057 if( qInfo->ReqItemCount[i]!= 0 && q_status.m_itemcount[i] < qInfo->ReqItemCount[i] )
12058 return false;
12062 if ( qInfo->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO) )
12064 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12066 if( qInfo->ReqCreatureOrGOId[i] == 0 )
12067 continue;
12069 if( qInfo->ReqCreatureOrGOCount[i] != 0 && q_status.m_creatureOrGOcount[i] < qInfo->ReqCreatureOrGOCount[i] )
12070 return false;
12074 if ( qInfo->HasFlag( QUEST_MANGOS_FLAGS_EXPLORATION_OR_EVENT ) && !q_status.m_explored )
12075 return false;
12077 if ( qInfo->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) && q_status.m_timer == 0 )
12078 return false;
12080 if ( qInfo->GetRewOrReqMoney() < 0 )
12082 if ( GetMoney() < uint32(-qInfo->GetRewOrReqMoney()) )
12083 return false;
12086 uint32 repFacId = qInfo->GetRepObjectiveFaction();
12087 if ( repFacId && GetReputation(repFacId) < qInfo->GetRepObjectiveValue() )
12088 return false;
12090 return true;
12093 return false;
12096 bool Player::CanCompleteRepeatableQuest( Quest const *pQuest )
12098 // Solve problem that player don't have the quest and try complete it.
12099 // if repeatable she must be able to complete event if player don't have it.
12100 // Seem that all repeatable quest are DELIVER Flag so, no need to add more.
12101 if( !CanTakeQuest(pQuest, false) )
12102 return false;
12104 if (pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER) )
12105 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12106 if( pQuest->ReqItemId[i] && pQuest->ReqItemCount[i] && !HasItemCount(pQuest->ReqItemId[i],pQuest->ReqItemCount[i]) )
12107 return false;
12109 if( !CanRewardQuest(pQuest, false) )
12110 return false;
12112 return true;
12115 bool Player::CanRewardQuest( Quest const *pQuest, bool msg )
12117 // not auto complete quest and not completed quest (only cheating case, then ignore without message)
12118 if(!pQuest->IsAutoComplete() && GetQuestStatus(pQuest->GetQuestId()) != QUEST_STATUS_COMPLETE)
12119 return false;
12121 // daily quest can't be rewarded (10 daily quest already completed)
12122 if(!SatisfyQuestDay(pQuest,true))
12123 return false;
12125 // rewarded and not repeatable quest (only cheating case, then ignore without message)
12126 if(GetQuestRewardStatus(pQuest->GetQuestId()))
12127 return false;
12129 // prevent receive reward with quest items in bank
12130 if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
12132 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12134 if( pQuest->ReqItemCount[i]!= 0 &&
12135 GetItemCount(pQuest->ReqItemId[i]) < pQuest->ReqItemCount[i] )
12137 if(msg)
12138 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL );
12139 return false;
12144 // prevent receive reward with low money and GetRewOrReqMoney() < 0
12145 if(pQuest->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest->GetRewOrReqMoney()) )
12146 return false;
12148 return true;
12151 bool Player::CanRewardQuest( Quest const *pQuest, uint32 reward, bool msg )
12153 // prevent receive reward with quest items in bank or for not completed quest
12154 if(!CanRewardQuest(pQuest,msg))
12155 return false;
12157 if ( pQuest->GetRewChoiceItemsCount() > 0 )
12159 if( pQuest->RewChoiceItemId[reward] )
12161 ItemPosCountVec dest;
12162 uint8 res = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewChoiceItemId[reward], pQuest->RewChoiceItemCount[reward] );
12163 if( res != EQUIP_ERR_OK )
12165 SendEquipError( res, NULL, NULL );
12166 return false;
12171 if ( pQuest->GetRewItemsCount() > 0 )
12173 for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i)
12175 if( pQuest->RewItemId[i] )
12177 ItemPosCountVec dest;
12178 uint8 res = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewItemId[i], pQuest->RewItemCount[i] );
12179 if( res != EQUIP_ERR_OK )
12181 SendEquipError( res, NULL, NULL );
12182 return false;
12188 return true;
12191 void Player::AddQuest( Quest const *pQuest, Object *questGiver )
12193 uint16 log_slot = FindQuestSlot( 0 );
12194 assert(log_slot < MAX_QUEST_LOG_SIZE);
12196 uint32 quest_id = pQuest->GetQuestId();
12198 // if not exist then created with set uState==NEW and rewarded=false
12199 QuestStatusData& questStatusData = mQuestStatus[quest_id];
12200 if (questStatusData.uState != QUEST_NEW)
12201 questStatusData.uState = QUEST_CHANGED;
12203 // check for repeatable quests status reset
12204 questStatusData.m_status = QUEST_STATUS_INCOMPLETE;
12205 questStatusData.m_explored = false;
12207 if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
12209 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12210 questStatusData.m_itemcount[i] = 0;
12213 if ( pQuest->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO) )
12215 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12216 questStatusData.m_creatureOrGOcount[i] = 0;
12219 GiveQuestSourceItem( pQuest );
12220 AdjustQuestReqItemCount( pQuest );
12222 if( pQuest->GetRepObjectiveFaction() )
12223 SetFactionVisibleForFactionId(pQuest->GetRepObjectiveFaction());
12225 uint32 qtime = 0;
12226 if( pQuest->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) )
12228 uint32 limittime = pQuest->GetLimitTime();
12230 // shared timed quest
12231 if(questGiver && questGiver->GetTypeId()==TYPEID_PLAYER)
12232 limittime = ((Player*)questGiver)->getQuestStatusMap()[quest_id].m_timer / 1000;
12234 AddTimedQuest( quest_id );
12235 questStatusData.m_timer = limittime * 1000;
12236 qtime = static_cast<uint32>(time(NULL)) + limittime;
12238 else
12239 questStatusData.m_timer = 0;
12241 SetQuestSlot(log_slot, quest_id, qtime);
12243 //starting initial quest script
12244 if(questGiver && pQuest->GetQuestStartScript()!=0)
12245 sWorld.ScriptsStart(sQuestStartScripts, pQuest->GetQuestStartScript(), questGiver, this);
12247 UpdateForQuestsGO();
12250 void Player::CompleteQuest( uint32 quest_id )
12252 if( quest_id )
12254 SetQuestStatus( quest_id, QUEST_STATUS_COMPLETE );
12256 uint16 log_slot = FindQuestSlot( quest_id );
12257 if( log_slot < MAX_QUEST_LOG_SIZE)
12258 SetQuestSlotState(log_slot,QUEST_STATE_COMPLETE);
12260 if(Quest const* qInfo = objmgr.GetQuestTemplate(quest_id))
12262 if( qInfo->HasFlag(QUEST_FLAGS_AUTO_REWARDED) )
12263 RewardQuest(qInfo,0,this,false);
12264 else
12265 SendQuestComplete( quest_id );
12270 void Player::IncompleteQuest( uint32 quest_id )
12272 if( quest_id )
12274 SetQuestStatus( quest_id, QUEST_STATUS_INCOMPLETE );
12276 uint16 log_slot = FindQuestSlot( quest_id );
12277 if( log_slot < MAX_QUEST_LOG_SIZE)
12278 RemoveQuestSlotState(log_slot,QUEST_STATE_COMPLETE);
12282 void Player::RewardQuest( Quest const *pQuest, uint32 reward, Object* questGiver, bool announce )
12284 uint32 quest_id = pQuest->GetQuestId();
12286 for (int i = 0; i < QUEST_OBJECTIVES_COUNT; i++ )
12288 if ( pQuest->ReqItemId[i] )
12289 DestroyItemCount( pQuest->ReqItemId[i], pQuest->ReqItemCount[i], true);
12292 //if( qInfo->HasSpecialFlag( QUEST_FLAGS_TIMED ) )
12293 // SetTimedQuest( 0 );
12294 m_timedquests.erase(pQuest->GetQuestId());
12296 if ( pQuest->GetRewChoiceItemsCount() > 0 )
12298 if( pQuest->RewChoiceItemId[reward] )
12300 ItemPosCountVec dest;
12301 if( CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewChoiceItemId[reward], pQuest->RewChoiceItemCount[reward] ) == EQUIP_ERR_OK )
12303 Item* item = StoreNewItem( dest, pQuest->RewChoiceItemId[reward], true);
12304 SendNewItem(item, pQuest->RewChoiceItemCount[reward], true, false);
12309 if ( pQuest->GetRewItemsCount() > 0 )
12311 for (uint32 i=0; i < pQuest->GetRewItemsCount(); ++i)
12313 if( pQuest->RewItemId[i] )
12315 ItemPosCountVec dest;
12316 if( CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewItemId[i], pQuest->RewItemCount[i] ) == EQUIP_ERR_OK )
12318 Item* item = StoreNewItem( dest, pQuest->RewItemId[i], true);
12319 SendNewItem(item, pQuest->RewItemCount[i], true, false);
12325 RewardReputation( pQuest );
12327 if( pQuest->GetRewSpellCast() > 0 )
12328 CastSpell( this, pQuest->GetRewSpellCast(), true);
12329 else if( pQuest->GetRewSpell() > 0)
12330 CastSpell( this, pQuest->GetRewSpell(), true);
12332 uint16 log_slot = FindQuestSlot( quest_id );
12333 if( log_slot < MAX_QUEST_LOG_SIZE)
12334 SetQuestSlot(log_slot,0);
12336 QuestStatusData& q_status = mQuestStatus[quest_id];
12338 // Not give XP in case already completed once repeatable quest
12339 uint32 XP = q_status.m_rewarded ? 0 : uint32(pQuest->XPValue( this )*sWorld.getRate(RATE_XP_QUEST));
12341 if ( getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
12342 GiveXP( XP , NULL );
12343 else
12344 ModifyMoney( int32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY)) );
12346 // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
12347 ModifyMoney( pQuest->GetRewOrReqMoney() );
12349 // honor reward
12350 if(pQuest->GetRewHonorableKills())
12351 RewardHonor(NULL, 0, MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest->GetRewHonorableKills()));
12353 // title reward
12354 if(pQuest->GetCharTitleId())
12356 if(CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId()))
12357 SetFlag64(PLAYER__FIELD_KNOWN_TITLES, (uint64(1) << titleEntry->bit_index));
12360 // Send reward mail
12361 if(pQuest->GetRewMailTemplateId())
12363 MailMessageType mailType;
12364 uint32 senderGuidOrEntry;
12365 switch(questGiver->GetTypeId())
12367 case TYPEID_UNIT:
12368 mailType = MAIL_CREATURE;
12369 senderGuidOrEntry = questGiver->GetEntry();
12370 break;
12371 case TYPEID_GAMEOBJECT:
12372 mailType = MAIL_GAMEOBJECT;
12373 senderGuidOrEntry = questGiver->GetEntry();
12374 break;
12375 case TYPEID_ITEM:
12376 mailType = MAIL_ITEM;
12377 senderGuidOrEntry = questGiver->GetEntry();
12378 break;
12379 case TYPEID_PLAYER:
12380 mailType = MAIL_NORMAL;
12381 senderGuidOrEntry = questGiver->GetGUIDLow();
12382 break;
12383 default:
12384 mailType = MAIL_NORMAL;
12385 senderGuidOrEntry = GetGUIDLow();
12386 break;
12389 Loot questMailLoot;
12391 questMailLoot.FillLoot(pQuest->GetQuestId(), LootTemplates_QuestMail, this);
12393 // fill mail
12394 MailItemsInfo mi; // item list preparing
12396 for(size_t i = 0; mi.size() < MAX_MAIL_ITEMS && i < questMailLoot.items.size(); ++i)
12398 if(LootItem* lootitem = questMailLoot.LootItemInSlot(i,this))
12400 if(Item* item = Item::CreateItem(lootitem->itemid,lootitem->count,this))
12402 item->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12403 mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item);
12408 for(size_t i = 0; mi.size() < MAX_MAIL_ITEMS && i < questMailLoot.quest_items.size(); ++i)
12410 if(LootItem* lootitem = questMailLoot.LootItemInSlot(i+questMailLoot.items.size(),this))
12412 if(Item* item = Item::CreateItem(lootitem->itemid,lootitem->count,this))
12414 item->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12415 mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item);
12420 WorldSession::SendMailTo(this, mailType, MAIL_STATIONERY_NORMAL, senderGuidOrEntry, GetGUIDLow(), "", 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE,pQuest->GetRewMailDelaySecs(),pQuest->GetRewMailTemplateId());
12423 if(pQuest->IsDaily())
12424 SetDailyQuestStatus(quest_id);
12426 if ( !pQuest->IsRepeatable() )
12427 SetQuestStatus(quest_id, QUEST_STATUS_COMPLETE);
12428 else
12429 SetQuestStatus(quest_id, QUEST_STATUS_NONE);
12431 q_status.m_rewarded = true;
12433 if(announce)
12434 SendQuestReward( pQuest, XP, questGiver );
12436 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
12439 void Player::FailQuest( uint32 quest_id )
12441 if( quest_id )
12443 IncompleteQuest( quest_id );
12445 uint16 log_slot = FindQuestSlot( quest_id );
12446 if( log_slot < MAX_QUEST_LOG_SIZE)
12448 SetQuestSlotTimer(log_slot, 1 );
12449 SetQuestSlotState(log_slot,QUEST_STATE_FAIL);
12451 SendQuestFailed( quest_id );
12455 void Player::FailTimedQuest( uint32 quest_id )
12457 if( quest_id )
12459 QuestStatusData& q_status = mQuestStatus[quest_id];
12461 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
12462 q_status.m_timer = 0;
12464 IncompleteQuest( quest_id );
12466 uint16 log_slot = FindQuestSlot( quest_id );
12467 if( log_slot < MAX_QUEST_LOG_SIZE)
12469 SetQuestSlotTimer(log_slot, 1 );
12470 SetQuestSlotState(log_slot,QUEST_STATE_FAIL);
12472 SendQuestTimerFailed( quest_id );
12476 bool Player::SatisfyQuestSkillOrClass( Quest const* qInfo, bool msg )
12478 int32 zoneOrSort = qInfo->GetZoneOrSort();
12479 int32 skillOrClass = qInfo->GetSkillOrClass();
12481 // skip zone zoneOrSort and 0 case skillOrClass
12482 if( zoneOrSort >= 0 && skillOrClass == 0 )
12483 return true;
12485 int32 questSort = -zoneOrSort;
12486 uint8 reqSortClass = ClassByQuestSort(questSort);
12488 // check class sort cases in zoneOrSort
12489 if( reqSortClass != 0 && getClass() != reqSortClass)
12491 if( msg )
12492 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12493 return false;
12496 // check class
12497 if( skillOrClass < 0 )
12499 uint8 reqClass = -int32(skillOrClass);
12500 if(getClass() != reqClass)
12502 if( msg )
12503 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12504 return false;
12507 // check skill
12508 else if( skillOrClass > 0 )
12510 uint32 reqSkill = skillOrClass;
12511 if( GetSkillValue( reqSkill ) < qInfo->GetRequiredSkillValue() )
12513 if( msg )
12514 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12515 return false;
12519 return true;
12522 bool Player::SatisfyQuestLevel( Quest const* qInfo, bool msg )
12524 if( getLevel() < qInfo->GetMinLevel() )
12526 if( msg )
12527 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12528 return false;
12530 return true;
12533 bool Player::SatisfyQuestLog( bool msg )
12535 // exist free slot
12536 if( FindQuestSlot(0) < MAX_QUEST_LOG_SIZE )
12537 return true;
12539 if( msg )
12541 WorldPacket data( SMSG_QUESTLOG_FULL, 0 );
12542 GetSession()->SendPacket( &data );
12543 sLog.outDebug( "WORLD: Sent QUEST_LOG_FULL_MESSAGE" );
12545 return false;
12548 bool Player::SatisfyQuestPreviousQuest( Quest const* qInfo, bool msg )
12550 // No previous quest (might be first quest in a series)
12551 if( qInfo->prevQuests.empty())
12552 return true;
12554 for(Quest::PrevQuests::const_iterator iter = qInfo->prevQuests.begin(); iter != qInfo->prevQuests.end(); ++iter )
12556 uint32 prevId = abs(*iter);
12558 QuestStatusMap::iterator i_prevstatus = mQuestStatus.find( prevId );
12559 Quest const* qPrevInfo = objmgr.GetQuestTemplate(prevId);
12561 if( qPrevInfo && i_prevstatus != mQuestStatus.end() )
12563 // If any of the positive previous quests completed, return true
12564 if( *iter > 0 && i_prevstatus->second.m_rewarded )
12566 // skip one-from-all exclusive group
12567 if(qPrevInfo->GetExclusiveGroup() >= 0)
12568 return true;
12570 // each-from-all exclusive group ( < 0)
12571 // can be start if only all quests in prev quest exclusive group complited and rewarded
12572 ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
12573 ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup());
12575 assert(iter!=end); // always must be found if qPrevInfo->ExclusiveGroup != 0
12577 for(; iter != end; ++iter)
12579 uint32 exclude_Id = iter->second;
12581 // skip checked quest id, only state of other quests in group is interesting
12582 if(exclude_Id == prevId)
12583 continue;
12585 QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id );
12587 // alternative quest from group also must be completed and rewarded(reported)
12588 if( i_exstatus == mQuestStatus.end() || !i_exstatus->second.m_rewarded )
12590 if( msg )
12591 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12592 return false;
12595 return true;
12597 // If any of the negative previous quests active, return true
12598 if( *iter < 0 && (i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE
12599 || (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(prevId))))
12601 // skip one-from-all exclusive group
12602 if(qPrevInfo->GetExclusiveGroup() >= 0)
12603 return true;
12605 // each-from-all exclusive group ( < 0)
12606 // can be start if only all quests in prev quest exclusive group active
12607 ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
12608 ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup());
12610 assert(iter!=end); // always must be found if qPrevInfo->ExclusiveGroup != 0
12612 for(; iter != end; ++iter)
12614 uint32 exclude_Id = iter->second;
12616 // skip checked quest id, only state of other quests in group is interesting
12617 if(exclude_Id == prevId)
12618 continue;
12620 QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id );
12622 // alternative quest from group also must be active
12623 if( i_exstatus == mQuestStatus.end() ||
12624 i_exstatus->second.m_status != QUEST_STATUS_INCOMPLETE &&
12625 (i_prevstatus->second.m_status != QUEST_STATUS_COMPLETE || GetQuestRewardStatus(prevId)) )
12627 if( msg )
12628 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12629 return false;
12632 return true;
12637 // Has only positive prev. quests in non-rewarded state
12638 // and negative prev. quests in non-active state
12639 if( msg )
12640 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12642 return false;
12645 bool Player::SatisfyQuestRace( Quest const* qInfo, bool msg )
12647 uint32 reqraces = qInfo->GetRequiredRaces();
12648 if ( reqraces == 0 )
12649 return true;
12650 if( (reqraces & getRaceMask()) == 0 )
12652 if( msg )
12653 SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE );
12654 return false;
12656 return true;
12659 bool Player::SatisfyQuestReputation( Quest const* qInfo, bool msg )
12661 uint32 fIdMin = qInfo->GetRequiredMinRepFaction(); //Min required rep
12662 if(fIdMin && GetReputation(fIdMin) < qInfo->GetRequiredMinRepValue())
12664 if( msg )
12665 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12666 return false;
12669 uint32 fIdMax = qInfo->GetRequiredMaxRepFaction(); //Max required rep
12670 if(fIdMax && GetReputation(fIdMax) >= qInfo->GetRequiredMaxRepValue())
12672 if( msg )
12673 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12674 return false;
12677 return true;
12680 bool Player::SatisfyQuestStatus( Quest const* qInfo, bool msg )
12682 QuestStatusMap::iterator itr = mQuestStatus.find( qInfo->GetQuestId() );
12683 if ( itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE )
12685 if( msg )
12686 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON );
12687 return false;
12689 return true;
12692 bool Player::SatisfyQuestTimed( Quest const* qInfo, bool msg )
12694 if ( (find(m_timedquests.begin(), m_timedquests.end(), qInfo->GetQuestId()) != m_timedquests.end()) && qInfo->HasFlag(QUEST_MANGOS_FLAGS_TIMED) )
12696 if( msg )
12697 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ONLY_ONE_TIMED );
12698 return false;
12700 return true;
12703 bool Player::SatisfyQuestExclusiveGroup( Quest const* qInfo, bool msg )
12705 // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
12706 if(qInfo->GetExclusiveGroup() <= 0)
12707 return true;
12709 ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qInfo->GetExclusiveGroup());
12710 ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qInfo->GetExclusiveGroup());
12712 assert(iter!=end); // always must be found if qInfo->ExclusiveGroup != 0
12714 for(; iter != end; ++iter)
12716 uint32 exclude_Id = iter->second;
12718 // skip checked quest id, only state of other quests in group is interesting
12719 if(exclude_Id == qInfo->GetQuestId())
12720 continue;
12722 QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id );
12724 // alternative quest already started or completed
12725 if( i_exstatus != mQuestStatus.end()
12726 && (i_exstatus->second.m_status == QUEST_STATUS_COMPLETE || i_exstatus->second.m_status == QUEST_STATUS_INCOMPLETE) )
12728 if( msg )
12729 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12730 return false;
12733 return true;
12736 bool Player::SatisfyQuestNextChain( Quest const* qInfo, bool msg )
12738 if(!qInfo->GetNextQuestInChain())
12739 return true;
12741 // next quest in chain already started or completed
12742 QuestStatusMap::iterator itr = mQuestStatus.find( qInfo->GetNextQuestInChain() );
12743 if( itr != mQuestStatus.end()
12744 && (itr->second.m_status == QUEST_STATUS_COMPLETE || itr->second.m_status == QUEST_STATUS_INCOMPLETE) )
12746 if( msg )
12747 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12748 return false;
12751 // check for all quests further up the chain
12752 // only necessary if there are quest chains with more than one quest that can be skipped
12753 //return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg );
12754 return true;
12757 bool Player::SatisfyQuestPrevChain( Quest const* qInfo, bool msg )
12759 // No previous quest in chain
12760 if( qInfo->prevChainQuests.empty())
12761 return true;
12763 for(Quest::PrevChainQuests::const_iterator iter = qInfo->prevChainQuests.begin(); iter != qInfo->prevChainQuests.end(); ++iter )
12765 uint32 prevId = *iter;
12767 QuestStatusMap::iterator i_prevstatus = mQuestStatus.find( prevId );
12769 if( i_prevstatus != mQuestStatus.end() )
12771 // If any of the previous quests in chain active, return false
12772 if( i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE
12773 || (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(prevId)))
12775 if( msg )
12776 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12777 return false;
12781 // check for all quests further down the chain
12782 // only necessary if there are quest chains with more than one quest that can be skipped
12783 //if( !SatisfyQuestPrevChain( prevId, msg ) )
12784 // return false;
12787 // No previous quest in chain active
12788 return true;
12791 bool Player::SatisfyQuestDay( Quest const* qInfo, bool msg )
12793 if(!qInfo->IsDaily())
12794 return true;
12796 bool have_slot = false;
12797 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
12799 uint32 id = GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx);
12800 if(qInfo->GetQuestId()==id)
12801 return false;
12803 if(!id)
12804 have_slot = true;
12807 if(!have_slot)
12809 if( msg )
12810 SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING );
12811 return false;
12814 return true;
12817 bool Player::GiveQuestSourceItem( Quest const *pQuest )
12819 uint32 srcitem = pQuest->GetSrcItemId();
12820 if( srcitem > 0 )
12822 uint32 count = pQuest->GetSrcItemCount();
12823 if( count <= 0 )
12824 count = 1;
12826 ItemPosCountVec dest;
12827 uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count );
12828 if( msg == EQUIP_ERR_OK )
12830 Item * item = StoreNewItem(dest, srcitem, true);
12831 SendNewItem(item, count, true, false);
12832 return true;
12834 // player already have max amount required item, just report success
12835 else if( msg == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS )
12836 return true;
12837 else
12838 SendEquipError( msg, NULL, NULL );
12839 return false;
12842 return true;
12845 bool Player::TakeQuestSourceItem( uint32 quest_id, bool msg )
12847 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
12848 if( qInfo )
12850 uint32 srcitem = qInfo->GetSrcItemId();
12851 if( srcitem > 0 )
12853 uint32 count = qInfo->GetSrcItemCount();
12854 if( count <= 0 )
12855 count = 1;
12857 // exist one case when destroy source quest item not possible:
12858 // non un-equippable item (equipped non-empty bag, for example)
12859 uint8 res = CanUnequipItems(srcitem,count);
12860 if(res != EQUIP_ERR_OK)
12862 if(msg)
12863 SendEquipError( res, NULL, NULL );
12864 return false;
12867 DestroyItemCount(srcitem, count, true, true);
12870 return true;
12873 bool Player::GetQuestRewardStatus( uint32 quest_id ) const
12875 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
12876 if( qInfo )
12878 // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
12879 QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id );
12880 if( itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE
12881 && !qInfo->IsRepeatable() )
12882 return itr->second.m_rewarded;
12884 return false;
12886 return false;
12889 QuestStatus Player::GetQuestStatus( uint32 quest_id ) const
12891 if( quest_id )
12893 QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id );
12894 if( itr != mQuestStatus.end() )
12895 return itr->second.m_status;
12897 return QUEST_STATUS_NONE;
12900 bool Player::CanShareQuest(uint32 quest_id) const
12902 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
12903 if( qInfo && qInfo->HasFlag(QUEST_FLAGS_SHARABLE) )
12905 QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id );
12906 if( itr != mQuestStatus.end() )
12907 return itr->second.m_status == QUEST_STATUS_NONE || itr->second.m_status == QUEST_STATUS_INCOMPLETE;
12909 return false;
12912 void Player::SetQuestStatus( uint32 quest_id, QuestStatus status )
12914 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
12915 if( qInfo )
12917 if( status == QUEST_STATUS_NONE || status == QUEST_STATUS_INCOMPLETE || status == QUEST_STATUS_COMPLETE )
12919 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) )
12920 m_timedquests.erase(qInfo->GetQuestId());
12923 QuestStatusData& q_status = mQuestStatus[quest_id];
12925 q_status.m_status = status;
12926 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
12929 UpdateForQuestsGO();
12932 // not used in MaNGOS, but used in scripting code
12933 uint32 Player::GetReqKillOrCastCurrentCount(uint32 quest_id, int32 entry)
12935 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
12936 if( !qInfo )
12937 return 0;
12939 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
12940 if ( qInfo->ReqCreatureOrGOId[j] == entry )
12941 return mQuestStatus[quest_id].m_creatureOrGOcount[j];
12943 return 0;
12946 void Player::AdjustQuestReqItemCount( Quest const* pQuest )
12948 if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
12950 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12952 uint32 reqitemcount = pQuest->ReqItemCount[i];
12953 if( reqitemcount != 0 )
12955 uint32 quest_id = pQuest->GetQuestId();
12956 uint32 curitemcount = GetItemCount(pQuest->ReqItemId[i],true);
12958 QuestStatusData& q_status = mQuestStatus[quest_id];
12959 q_status.m_itemcount[i] = std::min(curitemcount, reqitemcount);
12960 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
12966 uint16 Player::FindQuestSlot( uint32 quest_id ) const
12968 for ( uint16 i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
12969 if ( GetQuestSlotQuestId(i) == quest_id )
12970 return i;
12972 return MAX_QUEST_LOG_SIZE;
12975 void Player::AreaExploredOrEventHappens( uint32 questId )
12977 if( questId )
12979 uint16 log_slot = FindQuestSlot( questId );
12980 if( log_slot < MAX_QUEST_LOG_SIZE)
12982 QuestStatusData& q_status = mQuestStatus[questId];
12984 if(!q_status.m_explored)
12986 q_status.m_explored = true;
12987 if (q_status.uState != QUEST_NEW)
12988 q_status.uState = QUEST_CHANGED;
12991 if( CanCompleteQuest( questId ) )
12992 CompleteQuest( questId );
12996 //not used in mangosd, function for external script library
12997 void Player::GroupEventHappens( uint32 questId, WorldObject const* pEventObject )
12999 if( Group *pGroup = GetGroup() )
13001 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
13003 Player *pGroupGuy = itr->getSource();
13005 // for any leave or dead (with not released body) group member at appropriate distance
13006 if( pGroupGuy && pGroupGuy->IsAtGroupRewardDistance(pEventObject) && !pGroupGuy->GetCorpse() )
13007 pGroupGuy->AreaExploredOrEventHappens(questId);
13010 else
13011 AreaExploredOrEventHappens(questId);
13014 void Player::ItemAddedQuestCheck( uint32 entry, uint32 count )
13016 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
13018 uint32 questid = GetQuestSlotQuestId(i);
13019 if ( questid == 0 )
13020 continue;
13022 QuestStatusData& q_status = mQuestStatus[questid];
13024 if ( q_status.m_status != QUEST_STATUS_INCOMPLETE )
13025 continue;
13027 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13028 if( !qInfo || !qInfo->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
13029 continue;
13031 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13033 uint32 reqitem = qInfo->ReqItemId[j];
13034 if ( reqitem == entry )
13036 uint32 reqitemcount = qInfo->ReqItemCount[j];
13037 uint32 curitemcount = q_status.m_itemcount[j];
13038 if ( curitemcount < reqitemcount )
13040 uint32 additemcount = ( curitemcount + count <= reqitemcount ? count : reqitemcount - curitemcount);
13041 q_status.m_itemcount[j] += additemcount;
13042 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13044 SendQuestUpdateAddItem( qInfo, j, additemcount );
13046 if ( CanCompleteQuest( questid ) )
13047 CompleteQuest( questid );
13048 return;
13052 UpdateForQuestsGO();
13055 void Player::ItemRemovedQuestCheck( uint32 entry, uint32 count )
13057 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
13059 uint32 questid = GetQuestSlotQuestId(i);
13060 if(!questid)
13061 continue;
13062 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13063 if ( !qInfo )
13064 continue;
13065 if( !qInfo->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
13066 continue;
13068 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13070 uint32 reqitem = qInfo->ReqItemId[j];
13071 if ( reqitem == entry )
13073 QuestStatusData& q_status = mQuestStatus[questid];
13075 uint32 reqitemcount = qInfo->ReqItemCount[j];
13076 uint32 curitemcount;
13077 if( q_status.m_status != QUEST_STATUS_COMPLETE )
13078 curitemcount = q_status.m_itemcount[j];
13079 else
13080 curitemcount = GetItemCount(entry,true);
13081 if ( curitemcount < reqitemcount + count )
13083 uint32 remitemcount = ( curitemcount <= reqitemcount ? count : count + reqitemcount - curitemcount);
13084 q_status.m_itemcount[j] = curitemcount - remitemcount;
13085 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13087 IncompleteQuest( questid );
13089 return;
13093 UpdateForQuestsGO();
13096 void Player::KilledMonster( uint32 entry, uint64 guid )
13098 uint32 addkillcount = 1;
13099 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
13101 uint32 questid = GetQuestSlotQuestId(i);
13102 if(!questid)
13103 continue;
13105 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13106 if( !qInfo )
13107 continue;
13108 // just if !ingroup || !noraidgroup || raidgroup
13109 QuestStatusData& q_status = mQuestStatus[questid];
13110 if( q_status.m_status == QUEST_STATUS_INCOMPLETE && (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo->GetType() == QUEST_TYPE_RAID))
13112 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST) )
13114 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13116 // skip GO activate objective or none
13117 if(qInfo->ReqCreatureOrGOId[j] <=0)
13118 continue;
13120 // skip Cast at creature objective
13121 if(qInfo->ReqSpell[j] !=0 )
13122 continue;
13124 uint32 reqkill = qInfo->ReqCreatureOrGOId[j];
13126 if ( reqkill == entry )
13128 uint32 reqkillcount = qInfo->ReqCreatureOrGOCount[j];
13129 uint32 curkillcount = q_status.m_creatureOrGOcount[j];
13130 if ( curkillcount < reqkillcount )
13132 q_status.m_creatureOrGOcount[j] = curkillcount + addkillcount;
13133 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13135 SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curkillcount, addkillcount);
13137 if ( CanCompleteQuest( questid ) )
13138 CompleteQuest( questid );
13140 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13141 continue;
13149 void Player::CastedCreatureOrGO( uint32 entry, uint64 guid, uint32 spell_id )
13151 bool isCreature = IS_CREATURE_GUID(guid);
13153 uint32 addCastCount = 1;
13154 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
13156 uint32 questid = GetQuestSlotQuestId(i);
13157 if(!questid)
13158 continue;
13160 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13161 if ( !qInfo )
13162 continue;
13164 QuestStatusData& q_status = mQuestStatus[questid];
13166 if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
13168 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST ) )
13170 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13172 // skip kill creature objective (0) or wrong spell casts
13173 if(qInfo->ReqSpell[j] != spell_id )
13174 continue;
13176 uint32 reqTarget = 0;
13178 if(isCreature)
13180 // creature activate objectives
13181 if(qInfo->ReqCreatureOrGOId[j] > 0)
13182 // checked at quest_template loading
13183 reqTarget = qInfo->ReqCreatureOrGOId[j];
13185 else
13187 // GO activate objective
13188 if(qInfo->ReqCreatureOrGOId[j] < 0)
13189 // checked at quest_template loading
13190 reqTarget = - qInfo->ReqCreatureOrGOId[j];
13193 // other not this creature/GO related objectives
13194 if( reqTarget != entry )
13195 continue;
13197 uint32 reqCastCount = qInfo->ReqCreatureOrGOCount[j];
13198 uint32 curCastCount = q_status.m_creatureOrGOcount[j];
13199 if ( curCastCount < reqCastCount )
13201 q_status.m_creatureOrGOcount[j] = curCastCount + addCastCount;
13202 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13204 SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curCastCount, addCastCount);
13207 if ( CanCompleteQuest( questid ) )
13208 CompleteQuest( questid );
13210 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13211 break;
13218 void Player::TalkedToCreature( uint32 entry, uint64 guid )
13220 uint32 addTalkCount = 1;
13221 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
13223 uint32 questid = GetQuestSlotQuestId(i);
13224 if(!questid)
13225 continue;
13227 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13228 if ( !qInfo )
13229 continue;
13231 QuestStatusData& q_status = mQuestStatus[questid];
13233 if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
13235 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO ) )
13237 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13239 // skip spell casts and Gameobject objectives
13240 if(qInfo->ReqSpell[j] > 0 || qInfo->ReqCreatureOrGOId[j] < 0)
13241 continue;
13243 uint32 reqTarget = 0;
13245 if(qInfo->ReqCreatureOrGOId[j] > 0) // creature activate objectives
13246 // checked at quest_template loading
13247 reqTarget = qInfo->ReqCreatureOrGOId[j];
13248 else
13249 continue;
13251 if ( reqTarget == entry )
13253 uint32 reqTalkCount = qInfo->ReqCreatureOrGOCount[j];
13254 uint32 curTalkCount = q_status.m_creatureOrGOcount[j];
13255 if ( curTalkCount < reqTalkCount )
13257 q_status.m_creatureOrGOcount[j] = curTalkCount + addTalkCount;
13258 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13260 SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curTalkCount, addTalkCount);
13262 if ( CanCompleteQuest( questid ) )
13263 CompleteQuest( questid );
13265 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13266 continue;
13274 void Player::MoneyChanged( uint32 count )
13276 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
13278 uint32 questid = GetQuestSlotQuestId(i);
13279 if (!questid)
13280 continue;
13282 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13283 if( qInfo && qInfo->GetRewOrReqMoney() < 0 )
13285 QuestStatusData& q_status = mQuestStatus[questid];
13287 if( q_status.m_status == QUEST_STATUS_INCOMPLETE )
13289 if(int32(count) >= -qInfo->GetRewOrReqMoney())
13291 if ( CanCompleteQuest( questid ) )
13292 CompleteQuest( questid );
13295 else if( q_status.m_status == QUEST_STATUS_COMPLETE )
13297 if(int32(count) < -qInfo->GetRewOrReqMoney())
13298 IncompleteQuest( questid );
13304 bool Player::HasQuestForItem( uint32 itemid ) const
13306 for( QuestStatusMap::const_iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i )
13308 QuestStatusData const& q_status = i->second;
13310 if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
13312 Quest const* qinfo = objmgr.GetQuestTemplate(i->first);
13313 if(!qinfo)
13314 continue;
13316 // hide quest if player is in raid-group and quest is no raid quest
13317 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID)
13318 continue;
13320 // There should be no mixed ReqItem/ReqSource drop
13321 // This part for ReqItem drop
13322 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13324 if(itemid == qinfo->ReqItemId[j] && q_status.m_itemcount[j] < qinfo->ReqItemCount[j] )
13325 return true;
13327 // This part - for ReqSource
13328 for (int j = 0; j < QUEST_SOURCE_ITEM_IDS_COUNT; j++)
13330 // examined item is a source item
13331 if (qinfo->ReqSourceId[j] == itemid && qinfo->ReqSourceRef[j] > 0 && qinfo->ReqSourceRef[j] <= QUEST_OBJECTIVES_COUNT)
13333 uint32 idx = qinfo->ReqSourceRef[j]-1;
13335 // total count of created ReqItems and SourceItems is less than ReqItemCount
13336 if(qinfo->ReqItemId[idx] != 0 &&
13337 q_status.m_itemcount[idx] * qinfo->ReqSourceCount[j] + GetItemCount(itemid,true) < qinfo->ReqItemCount[idx] * qinfo->ReqSourceCount[j])
13338 return true;
13340 // total count of casted ReqCreatureOrGOs and SourceItems is less than ReqCreatureOrGOCount
13341 if (qinfo->ReqCreatureOrGOId[idx] != 0)
13343 if(q_status.m_creatureOrGOcount[idx] * qinfo->ReqSourceCount[j] + GetItemCount(itemid,true) < qinfo->ReqCreatureOrGOCount[idx] * qinfo->ReqSourceCount[j])
13344 return true;
13346 // spell with SPELL_EFFECT_QUEST_COMPLETE or SPELL_EFFECT_SEND_EVENT (with script) case
13347 else if(qinfo->ReqSpell[idx] != 0)
13349 // not casted and need more reagents/item for use.
13350 if(!q_status.m_explored && GetItemCount(itemid,true) < qinfo->ReqSourceCount[j])
13351 return true;
13357 return false;
13360 void Player::SendQuestComplete( uint32 quest_id )
13362 if( quest_id )
13364 WorldPacket data( SMSG_QUESTUPDATE_COMPLETE, 4 );
13365 data << quest_id;
13366 GetSession()->SendPacket( &data );
13367 sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id );
13371 void Player::SendQuestReward( Quest const *pQuest, uint32 XP, Object * questGiver )
13373 // TODO: something really wrong here (there is only 5 x uint32 in client)
13374 uint32 questid = pQuest->GetQuestId();
13375 sLog.outDebug( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid );
13376 WorldPacket data( SMSG_QUESTGIVER_QUEST_COMPLETE, (4+4+4+4+4+4+pQuest->GetRewItemsCount()*8) );
13377 data << questid;
13378 data << uint32(0x03);
13380 if ( getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
13382 data << XP;
13383 data << uint32(pQuest->GetRewOrReqMoney());
13385 else
13387 data << uint32(0);
13388 data << uint32(pQuest->GetRewOrReqMoney() + int32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY)));
13390 data << uint32(0); // new 2.3.0, HonorPoints, HONORAWARD
13391 data << uint32(0); // added in WotLK, LEVEL_UP_CHAR_POINTS
13392 data << uint32( pQuest->GetRewItemsCount() ); // max is 5
13394 for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i)
13396 if ( pQuest->RewItemId[i] > 0 )
13397 data << pQuest->RewItemId[i] << pQuest->RewItemCount[i];
13398 else
13399 data << uint32(0) << uint32(0);
13401 GetSession()->SendPacket( &data );
13403 if (pQuest->GetQuestCompleteScript() != 0)
13404 sWorld.ScriptsStart(sQuestEndScripts, pQuest->GetQuestCompleteScript(), questGiver, this);
13407 void Player::SendQuestFailed( uint32 quest_id )
13409 if( quest_id )
13411 WorldPacket data( SMSG_QUESTGIVER_QUEST_FAILED, 4+4 );
13412 data << quest_id;
13413 data << uint32(0); // added in WotLK?
13414 GetSession()->SendPacket( &data );
13415 sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
13419 void Player::SendQuestTimerFailed( uint32 quest_id )
13421 if( quest_id )
13423 WorldPacket data( SMSG_QUESTUPDATE_FAILEDTIMER, 4 );
13424 data << quest_id;
13425 GetSession()->SendPacket( &data );
13426 sLog.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
13430 void Player::SendCanTakeQuestResponse( uint32 msg )
13432 WorldPacket data( SMSG_QUESTGIVER_QUEST_INVALID, 4 );
13433 data << uint32(msg);
13434 GetSession()->SendPacket( &data );
13435 sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
13438 void Player::SendPushToPartyResponse( Player *pPlayer, uint32 msg )
13440 if( pPlayer )
13442 WorldPacket data( MSG_QUEST_PUSH_RESULT, (8+1) );
13443 data << uint64(pPlayer->GetGUID());
13444 data << uint8(msg); // valid values: 0-8
13445 GetSession()->SendPacket( &data );
13446 sLog.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT");
13450 void Player::SendQuestUpdateAddItem( Quest const* pQuest, uint32 item_idx, uint32 count )
13452 WorldPacket data( SMSG_QUESTUPDATE_ADD_ITEM, (4+4) );
13453 sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" );
13454 data << pQuest->ReqItemId[item_idx];
13455 data << count;
13456 GetSession()->SendPacket( &data );
13459 void Player::SendQuestUpdateAddCreatureOrGo( Quest const* pQuest, uint64 guid, uint32 creatureOrGO_idx, uint32 old_count, uint32 add_count )
13461 assert(old_count + add_count < 256 && "mob/GO count store in 8 bits 2^8 = 256 (0..256)");
13463 int32 entry = pQuest->ReqCreatureOrGOId[ creatureOrGO_idx ];
13464 if (entry < 0)
13465 // client expected gameobject template id in form (id|0x80000000)
13466 entry = (-entry) | 0x80000000;
13468 WorldPacket data( SMSG_QUESTUPDATE_ADD_KILL, (4*4+8) );
13469 sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" );
13470 data << uint32(pQuest->GetQuestId());
13471 data << uint32(entry);
13472 data << uint32(old_count + add_count);
13473 data << uint32(pQuest->ReqCreatureOrGOCount[ creatureOrGO_idx ]);
13474 data << uint64(guid);
13475 GetSession()->SendPacket(&data);
13477 uint16 log_slot = FindQuestSlot( pQuest->GetQuestId() );
13478 if( log_slot < MAX_QUEST_LOG_SIZE)
13479 SetQuestSlotCounter(log_slot,creatureOrGO_idx,GetQuestSlotCounter(log_slot,creatureOrGO_idx)+add_count);
13482 /*********************************************************/
13483 /*** LOAD SYSTEM ***/
13484 /*********************************************************/
13486 bool Player::MinimalLoadFromDB( QueryResult *result, uint32 guid )
13488 bool delete_result = true;
13489 if(!result)
13491 // 0 1 2 3 4 5 6 7 8
13492 result = CharacterDatabase.PQuery("SELECT data, name, position_x, position_y, position_z, map, totaltime, leveltime, at_login FROM characters WHERE guid = '%u'",guid);
13493 if(!result) return false;
13495 else delete_result = false;
13497 Field *fields = result->Fetch();
13499 if(!LoadValues( fields[0].GetString()))
13501 sLog.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded.",GUID_LOPART(guid));
13502 if(delete_result) delete result;
13503 return false;
13506 // overwrite possible wrong/corrupted guid
13507 SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
13509 m_name = fields[1].GetCppString();
13511 Relocate(fields[2].GetFloat(),fields[3].GetFloat(),fields[4].GetFloat());
13512 SetMapId(fields[5].GetUInt32());
13513 // the instance id is not needed at character enum
13515 m_Played_time[0] = fields[6].GetUInt32();
13516 m_Played_time[1] = fields[7].GetUInt32();
13518 m_atLoginFlags = fields[8].GetUInt32();
13520 // I don't see these used anywhere ..
13521 /*_LoadGroup();
13523 _LoadBoundInstances();*/
13525 if (delete_result) delete result;
13527 for (int i = 0; i < PLAYER_SLOTS_COUNT; i++)
13528 m_items[i] = NULL;
13530 if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST) )
13531 m_deathState = DEAD;
13533 return true;
13536 void Player::_LoadDeclinedNames(QueryResult* result)
13538 if(!result)
13539 return;
13541 if(m_declinedname)
13542 delete m_declinedname;
13544 m_declinedname = new DeclinedName;
13545 Field *fields = result->Fetch();
13546 for(int i = 0; i < MAX_DECLINED_NAME_CASES; ++i)
13547 m_declinedname->name[i] = fields[i].GetCppString();
13549 delete result;
13552 bool Player::LoadPositionFromDB(uint32& mapid, float& x,float& y,float& z,float& o, bool& in_flight, uint64 guid)
13554 QueryResult *result = CharacterDatabase.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid));
13555 if(!result)
13556 return false;
13558 Field *fields = result->Fetch();
13560 x = fields[0].GetFloat();
13561 y = fields[1].GetFloat();
13562 z = fields[2].GetFloat();
13563 o = fields[3].GetFloat();
13564 mapid = fields[4].GetUInt32();
13565 in_flight = !fields[5].GetCppString().empty();
13567 delete result;
13568 return true;
13571 bool Player::LoadValuesArrayFromDB(Tokens& data, uint64 guid)
13573 QueryResult *result = CharacterDatabase.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid));
13574 if( !result )
13575 return false;
13577 Field *fields = result->Fetch();
13579 data = StrSplit(fields[0].GetCppString(), " ");
13581 delete result;
13583 return true;
13586 uint32 Player::GetUInt32ValueFromArray(Tokens const& data, uint16 index)
13588 if(index >= data.size())
13589 return 0;
13591 return (uint32)atoi(data[index].c_str());
13594 float Player::GetFloatValueFromArray(Tokens const& data, uint16 index)
13596 float result;
13597 uint32 temp = Player::GetUInt32ValueFromArray(data,index);
13598 memcpy(&result, &temp, sizeof(result));
13600 return result;
13603 uint32 Player::GetUInt32ValueFromDB(uint16 index, uint64 guid)
13605 Tokens data;
13606 if(!LoadValuesArrayFromDB(data,guid))
13607 return 0;
13609 return GetUInt32ValueFromArray(data,index);
13612 float Player::GetFloatValueFromDB(uint16 index, uint64 guid)
13614 float result;
13615 uint32 temp = Player::GetUInt32ValueFromDB(index, guid);
13616 memcpy(&result, &temp, sizeof(result));
13618 return result;
13621 bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
13623 //// 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
13624 //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 FROM characters WHERE guid = '%u'", guid);
13625 QueryResult *result = holder->GetResult(PLAYER_LOGIN_QUERY_LOADFROM);
13627 if(!result)
13629 sLog.outError("ERROR: Player (GUID: %u) not found in table `characters`, can't load. ",guid);
13630 return false;
13633 Field *fields = result->Fetch();
13635 uint32 dbAccountId = fields[1].GetUInt32();
13637 // check if the character's account in the db and the logged in account match.
13638 // player should be able to load/delete character only with correct account!
13639 if( dbAccountId != GetSession()->GetAccountId() )
13641 sLog.outError("ERROR: Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid,GetSession()->GetAccountId(),dbAccountId);
13642 delete result;
13643 return false;
13646 Object::_Create( guid, 0, HIGHGUID_PLAYER );
13648 m_name = fields[3].GetCppString();
13650 // check name limitations
13651 if(!ObjectMgr::IsValidName(m_name) || GetSession()->GetSecurity() == SEC_PLAYER && objmgr.IsReservedName(m_name))
13653 delete result;
13654 CharacterDatabase.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME),guid);
13655 return false;
13658 if(!LoadValues( fields[2].GetString()))
13660 sLog.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded.",GUID_LOPART(guid));
13661 delete result;
13662 return false;
13665 // overwrite possible wrong/corrupted guid
13666 SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
13668 // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
13669 for(uint8 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
13671 SetUInt64Value( (uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2) ), 0 );
13672 SetVisibleItemSlot(slot,NULL);
13674 if (m_items[slot])
13676 delete m_items[slot];
13677 m_items[slot] = NULL;
13681 // update money limits
13682 if(GetMoney() > MAX_MONEY_AMOUNT)
13683 SetMoney(MAX_MONEY_AMOUNT);
13685 sLog.outDebug("Load Basic value of player %s is: ", m_name.c_str());
13686 outDebugValues();
13688 m_race = fields[4].GetUInt8();
13689 //Need to call it to initialize m_team (m_team can be calculated from m_race)
13690 //Other way is to saves m_team into characters table.
13691 setFactionForRace(m_race);
13692 SetCharm(0);
13694 m_class = fields[5].GetUInt8();
13696 PlayerInfo const *info = objmgr.GetPlayerInfo(m_race, m_class);
13697 if(!info)
13699 sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
13700 delete result;
13701 return false;
13704 InitPrimaryProffesions(); // to max set before any spell loaded
13706 uint32 transGUID = fields[24].GetUInt32();
13707 Relocate(fields[6].GetFloat(),fields[7].GetFloat(),fields[8].GetFloat(),fields[10].GetFloat());
13708 SetMapId(fields[9].GetUInt32());
13709 SetDifficulty(fields[32].GetUInt32()); // may be changed in _LoadGroup
13711 _LoadGroup(holder->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP));
13713 // check arena teams integrity
13714 for(uint32 arena_slot = 0; arena_slot < MAX_ARENA_SLOT; ++arena_slot)
13716 uint32 arena_team_id = GetArenaTeamId(arena_slot);
13717 if(!arena_team_id)
13718 continue;
13720 if(ArenaTeam * at = objmgr.GetArenaTeamById(arena_team_id))
13721 if(at->HaveMember(GetGUID()))
13722 continue;
13724 // arena team not exist or not member, cleanup fields
13725 for(int j =0; j < 6; ++j)
13726 SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arena_slot * 6 + j, 0);
13729 _LoadBoundInstances(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES));
13731 if(!IsPositionValid())
13733 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());
13735 SetMapId(info->mapId);
13736 Relocate(info->positionX,info->positionY,info->positionZ,0.0f);
13738 transGUID = 0;
13740 m_movementInfo.t_x = 0.0f;
13741 m_movementInfo.t_y = 0.0f;
13742 m_movementInfo.t_z = 0.0f;
13743 m_movementInfo.t_o = 0.0f;
13746 // load the player's map here if it's not already loaded
13747 Map *map = GetMap();
13748 // since the player may not be bound to the map yet, make sure subsequent
13749 // getmap calls won't create new maps
13750 SetInstanceId(map->GetInstanceId());
13752 SaveRecallPosition();
13754 if (transGUID != 0)
13756 m_movementInfo.t_x = fields[20].GetFloat();
13757 m_movementInfo.t_y = fields[21].GetFloat();
13758 m_movementInfo.t_z = fields[22].GetFloat();
13759 m_movementInfo.t_o = fields[23].GetFloat();
13761 if( !MaNGOS::IsValidMapCoord(
13762 GetPositionX()+m_movementInfo.t_x,GetPositionY()+m_movementInfo.t_y,
13763 GetPositionZ()+m_movementInfo.t_z,GetOrientation()+m_movementInfo.t_o) ||
13764 // transport size limited
13765 m_movementInfo.t_x > 50 || m_movementInfo.t_y > 50 || m_movementInfo.t_z > 50 )
13767 sLog.outError("ERROR: Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
13768 guid,GetPositionX()+m_movementInfo.t_x,GetPositionY()+m_movementInfo.t_y,
13769 GetPositionZ()+m_movementInfo.t_z,GetOrientation()+m_movementInfo.t_o);
13771 SetMapId(info->mapId);
13772 Relocate(info->positionX,info->positionY,info->positionZ,0.0f);
13774 m_movementInfo.t_x = 0.0f;
13775 m_movementInfo.t_y = 0.0f;
13776 m_movementInfo.t_z = 0.0f;
13777 m_movementInfo.t_o = 0.0f;
13779 transGUID = 0;
13783 if (transGUID != 0)
13785 for (MapManager::TransportSet::iterator iter = MapManager::Instance().m_Transports.begin(); iter != MapManager::Instance().m_Transports.end(); ++iter)
13787 if( (*iter)->GetGUIDLow() == transGUID)
13789 m_transport = *iter;
13790 m_transport->AddPassenger(this);
13791 SetMapId(m_transport->GetMapId());
13792 break;
13796 if(!m_transport)
13798 sLog.outError("ERROR: Player (guidlow %d) have invalid transport guid (%u). Teleport to default race/class locations.",
13799 guid,transGUID);
13801 SetMapId(info->mapId);
13802 Relocate(info->positionX,info->positionY,info->positionZ,0.0f);
13804 m_movementInfo.t_x = 0.0f;
13805 m_movementInfo.t_y = 0.0f;
13806 m_movementInfo.t_z = 0.0f;
13807 m_movementInfo.t_o = 0.0f;
13809 transGUID = 0;
13813 time_t now = time(NULL);
13814 time_t logoutTime = time_t(fields[16].GetUInt64());
13816 // since last logout (in seconds)
13817 uint64 time_diff = uint64(now - logoutTime);
13819 // set value, including drunk invisibility detection
13820 // calculate sobering. after 15 minutes logged out, the player will be sober again
13821 float soberFactor;
13822 if(time_diff > 15*MINUTE)
13823 soberFactor = 0;
13824 else
13825 soberFactor = 1-time_diff/(15.0f*MINUTE);
13826 uint16 newDrunkenValue = uint16(soberFactor*(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFE));
13827 SetDrunkValue(newDrunkenValue);
13829 m_rest_bonus = fields[15].GetFloat();
13830 //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
13831 float bubble0 = 0.031;
13832 //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
13833 float bubble1 = 0.125;
13835 if((int32)fields[16].GetUInt32() > 0)
13837 float bubble = fields[17].GetUInt32() > 0
13838 ? bubble1*sWorld.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY)
13839 : bubble0*sWorld.getRate(RATE_REST_OFFLINE_IN_WILDERNESS);
13841 SetRestBonus(GetRestBonus()+ time_diff*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble);
13844 m_cinematic = fields[12].GetUInt32();
13845 m_Played_time[0]= fields[13].GetUInt32();
13846 m_Played_time[1]= fields[14].GetUInt32();
13848 m_resetTalentsCost = fields[18].GetUInt32();
13849 m_resetTalentsTime = time_t(fields[19].GetUInt64());
13851 // reserve some flags
13852 uint32 old_safe_flags = GetUInt32Value(PLAYER_FLAGS) & ( PLAYER_FLAGS_HIDE_CLOAK | PLAYER_FLAGS_HIDE_HELM );
13854 if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM) )
13855 SetUInt32Value(PLAYER_FLAGS, 0 | old_safe_flags);
13857 m_taxi.LoadTaxiMask( fields[11].GetString() ); // must be before InitTaxiNodesForLevel
13859 uint32 extraflags = fields[25].GetUInt32();
13861 m_stableSlots = fields[26].GetUInt32();
13862 if(m_stableSlots > 4)
13864 sLog.outError("Player can have not more 4 stable slots, but have in DB %u",uint32(m_stableSlots));
13865 m_stableSlots = 4;
13868 m_atLoginFlags = fields[27].GetUInt32();
13870 // Honor system
13871 // Update Honor kills data
13872 m_lastHonorUpdateTime = logoutTime;
13873 UpdateHonorFields();
13875 m_deathExpireTime = (time_t)fields[30].GetUInt64();
13876 if(m_deathExpireTime > now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP)
13877 m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP-1;
13879 std::string taxi_nodes = fields[31].GetCppString();
13881 delete result;
13883 // clear channel spell data (if saved at channel spell casting)
13884 SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT, 0);
13885 SetUInt32Value(UNIT_CHANNEL_SPELL,0);
13887 // clear charm/summon related fields
13888 SetUInt64Value(UNIT_FIELD_CHARM,0);
13889 SetUInt64Value(UNIT_FIELD_SUMMON,0);
13890 SetUInt64Value(UNIT_FIELD_CHARMEDBY,0);
13891 SetUInt64Value(UNIT_FIELD_SUMMONEDBY,0);
13892 SetUInt64Value(UNIT_FIELD_CREATEDBY,0);
13894 // reset some aura modifiers before aura apply
13895 SetUInt64Value(PLAYER_FARSIGHT, 0);
13896 SetUInt32Value(PLAYER_TRACK_CREATURES, 0 );
13897 SetUInt32Value(PLAYER_TRACK_RESOURCES, 0 );
13899 // reset skill modifiers and set correct unlearn flags
13900 for (uint32 i = 0; i < PLAYER_MAX_SKILLS; i++)
13902 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
13904 // set correct unlearn bit
13905 uint32 id = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
13906 if(!id) continue;
13908 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(id);
13909 if(!pSkill) continue;
13911 // enable unlearn button for primary professions only
13912 if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION)
13913 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,1));
13914 else
13915 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,0));
13918 // make sure the unit is considered out of combat for proper loading
13919 ClearInCombat();
13921 // make sure the unit is considered not in duel for proper loading
13922 SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
13923 SetUInt32Value(PLAYER_DUEL_TEAM, 0);
13925 // remember loaded power/health values to restore after stats initialization and modifier applying
13926 uint32 savedHealth = GetHealth();
13927 uint32 savedPower[MAX_POWERS];
13928 for(uint32 i = 0; i < MAX_POWERS; ++i)
13929 savedPower[i] = GetPower(Powers(i));
13931 // reset stats before loading any modifiers
13932 InitStatsForLevel();
13933 InitTaxiNodesForLevel();
13934 InitGlyphsForLevel();
13936 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
13938 //mails are loaded only when needed ;-) - when player in game click on mailbox.
13939 //_LoadMail();
13941 _LoadAuras(holder->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS), time_diff);
13943 // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
13944 if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST) )
13945 m_deathState = DEAD;
13947 _LoadSpells(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS));
13949 // after spell load
13950 InitTalentForLevel();
13951 learnSkillRewardedSpells();
13953 // after spell load, learn rewarded spell if need also
13954 _LoadQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS));
13955 _LoadDailyQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS));
13957 _LoadTutorials(holder->GetResult(PLAYER_LOGIN_QUERY_LOADTUTORIALS));
13959 // must be before inventory (some items required reputation check)
13960 _LoadReputation(holder->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION));
13962 _LoadInventory(holder->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY), time_diff);
13964 // update items with duration and realtime
13965 UpdateItemDuration(time_diff, true);
13967 _LoadActions(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS));
13969 // unread mails and next delivery time, actual mails not loaded
13970 _LoadMailInit(holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT), holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE));
13972 m_social = sSocialMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST), GetGUIDLow());
13974 if(!_LoadHomeBind(holder->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND)))
13975 return false;
13977 // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
13978 // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
13979 if(uint32 curTitle = GetUInt32Value(PLAYER_CHOSEN_TITLE))
13981 if(!HasFlag64(PLAYER__FIELD_KNOWN_TITLES,uint64(1) << curTitle))
13982 SetUInt32Value(PLAYER_CHOSEN_TITLE,0);
13985 // Not finish taxi flight path
13986 if(!m_taxi.LoadTaxiDestinationsFromString(taxi_nodes))
13988 // problems with taxi path loading
13989 TaxiNodesEntry const* nodeEntry = NULL;
13990 if(uint32 node_id = m_taxi.GetTaxiSource())
13991 nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
13993 if(!nodeEntry) // don't know taxi start node, to homebind
13995 sLog.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow());
13996 SetMapId(m_homebindMapId);
13997 Relocate( m_homebindX, m_homebindY, m_homebindZ,0.0f);
13998 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14000 else // have start node, to it
14002 sLog.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
14003 SetMapId(nodeEntry->map_id);
14004 Relocate(nodeEntry->x, nodeEntry->y, nodeEntry->z,0.0f);
14005 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14007 m_taxi.ClearTaxiDestinations();
14009 else if(uint32 node_id = m_taxi.GetTaxiSource())
14011 // save source node as recall coord to prevent recall and fall from sky
14012 TaxiNodesEntry const* nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
14013 assert(nodeEntry); // checked in m_taxi.LoadTaxiDestinationsFromString
14014 m_recallMap = nodeEntry->map_id;
14015 m_recallX = nodeEntry->x;
14016 m_recallY = nodeEntry->y;
14017 m_recallZ = nodeEntry->z;
14019 // flight will started later
14022 _LoadSpellCooldowns(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS));
14024 // Spell code allow apply any auras to dead character in load time in aura/spell/item loading
14025 // Do now before stats re-calculation cleanup for ghost state unexpected auras
14026 if(!isAlive())
14027 RemoveAllAurasOnDeath();
14029 //apply all stat bonuses from items and auras
14030 SetCanModifyStats(true);
14031 UpdateAllStats();
14033 // restore remembered power/health values (but not more max values)
14034 SetHealth(savedHealth > GetMaxHealth() ? GetMaxHealth() : savedHealth);
14035 for(uint32 i = 0; i < MAX_POWERS; ++i)
14036 SetPower(Powers(i),savedPower[i] > GetMaxPower(Powers(i)) ? GetMaxPower(Powers(i)) : savedPower[i]);
14038 sLog.outDebug("The value of player %s after load item and aura is: ", m_name.c_str());
14039 outDebugValues();
14041 // GM state
14042 if(GetSession()->GetSecurity() > SEC_PLAYER)
14044 switch(sWorld.getConfig(CONFIG_GM_LOGIN_STATE))
14046 default:
14047 case 0: break; // disable
14048 case 1: SetGameMaster(true); break; // enable
14049 case 2: // save state
14050 if(extraflags & PLAYER_EXTRA_GM_ON)
14051 SetGameMaster(true);
14052 break;
14055 switch(sWorld.getConfig(CONFIG_GM_ACCEPT_TICKETS))
14057 default:
14058 case 0: break; // disable
14059 case 1: SetAcceptTicket(true); break; // enable
14060 case 2: // save state
14061 if(extraflags & PLAYER_EXTRA_GM_ACCEPT_TICKETS)
14062 SetAcceptTicket(true);
14063 break;
14066 switch(sWorld.getConfig(CONFIG_GM_CHAT))
14068 default:
14069 case 0: break; // disable
14070 case 1: SetGMChat(true); break; // enable
14071 case 2: // save state
14072 if(extraflags & PLAYER_EXTRA_GM_CHAT)
14073 SetGMChat(true);
14074 break;
14077 switch(sWorld.getConfig(CONFIG_GM_WISPERING_TO))
14079 default:
14080 case 0: break; // disable
14081 case 1: SetAcceptWhispers(true); break; // enable
14082 case 2: // save state
14083 if(extraflags & PLAYER_EXTRA_ACCEPT_WHISPERS)
14084 SetAcceptWhispers(true);
14085 break;
14089 _LoadDeclinedNames(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES));
14091 m_achievementMgr.LoadFromDB();
14092 m_achievementMgr.CheckAllAchievementCriteria();
14093 return true;
14096 bool Player::isAllowedToLoot(Creature* creature)
14098 if(Player* recipient = creature->GetLootRecipient())
14100 if (recipient == this)
14101 return true;
14102 if( Group* otherGroup = recipient->GetGroup())
14104 Group* thisGroup = GetGroup();
14105 if(!thisGroup)
14106 return false;
14107 return thisGroup == otherGroup;
14109 return false;
14111 else
14112 // prevent other players from looting if the recipient got disconnected
14113 return !creature->hasLootRecipient();
14116 void Player::_LoadActions(QueryResult *result)
14118 m_actionButtons.clear();
14120 //QueryResult *result = CharacterDatabase.PQuery("SELECT button,action,type,misc FROM character_action WHERE guid = '%u' ORDER BY button",GetGUIDLow());
14122 if(result)
14126 Field *fields = result->Fetch();
14128 uint8 button = fields[0].GetUInt8();
14130 addActionButton(button, fields[1].GetUInt16(), fields[2].GetUInt8(), fields[3].GetUInt8());
14132 m_actionButtons[button].uState = ACTIONBUTTON_UNCHANGED;
14134 while( result->NextRow() );
14136 delete result;
14140 void Player::_LoadAuras(QueryResult *result, uint32 timediff)
14142 m_Auras.clear();
14143 for (int i = 0; i < TOTAL_AURAS; i++)
14144 m_modAuras[i].clear();
14146 //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_index,amount,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
14148 if(result)
14152 Field *fields = result->Fetch();
14153 uint64 caster_guid = fields[0].GetUInt64();
14154 uint32 spellid = fields[1].GetUInt32();
14155 uint32 effindex = fields[2].GetUInt32();
14156 int32 damage = (int32)fields[3].GetUInt32();
14157 int32 maxduration = (int32)fields[4].GetUInt32();
14158 int32 remaintime = (int32)fields[5].GetUInt32();
14159 int32 remaincharges = (int32)fields[6].GetUInt32();
14161 SpellEntry const* spellproto = sSpellStore.LookupEntry(spellid);
14162 if(!spellproto)
14164 sLog.outError("Unknown aura (spellid %u, effindex %u), ignore.",spellid,effindex);
14165 continue;
14168 if(effindex >= 3)
14170 sLog.outError("Invalid effect index (spellid %u, effindex %u), ignore.",spellid,effindex);
14171 continue;
14174 // negative effects should continue counting down after logout
14175 if (remaintime != -1 && !IsPositiveEffect(spellid, effindex))
14177 if(remaintime <= int32(timediff))
14178 continue;
14180 remaintime -= timediff;
14183 // prevent wrong values of remaincharges
14184 if(spellproto->procCharges)
14186 if(remaincharges <= 0 || remaincharges > spellproto->procCharges)
14187 remaincharges = spellproto->procCharges;
14189 else
14190 remaincharges = 0;
14192 //do not load single target auras (unless they were cast by the player)
14193 if (caster_guid != GetGUID() && IsSingleTargetSpell(spellproto))
14194 continue;
14196 Aura* aura = CreateAura(spellproto, effindex, NULL, this, NULL);
14197 if(!damage)
14198 damage = aura->GetModifier()->m_amount;
14199 aura->SetLoadedState(caster_guid,damage,maxduration,remaintime,remaincharges);
14200 AddAura(aura);
14202 while( result->NextRow() );
14204 delete result;
14207 if(m_class == CLASS_WARRIOR)
14208 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE,true);
14211 void Player::LoadCorpse()
14213 if( isAlive() )
14215 ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
14217 else
14219 if(Corpse *corpse = GetCorpse())
14221 ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, corpse && !sMapStore.LookupEntry(corpse->GetMapId())->Instanceable() );
14223 else
14225 //Prevent Dead Player login without corpse
14226 ResurrectPlayer(0.5f);
14231 void Player::_LoadInventory(QueryResult *result, uint32 timediff)
14233 //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());
14234 std::map<uint64, Bag*> bagMap; // fast guid lookup for bags
14235 //NOTE: the "order by `bag`" is important because it makes sure
14236 //the bagMap is filled before items in the bags are loaded
14237 //NOTE2: the "order by `slot`" is needed becaue mainhand weapons are (wrongly?)
14238 //expected to be equipped before offhand items (TODO: fixme)
14240 uint32 zone = GetZoneId();
14242 if (result)
14244 std::list<Item*> problematicItems;
14246 // prevent items from being added to the queue when stored
14247 m_itemUpdateQueueBlocked = true;
14250 Field *fields = result->Fetch();
14251 uint32 bag_guid = fields[1].GetUInt32();
14252 uint8 slot = fields[2].GetUInt8();
14253 uint32 item_guid = fields[3].GetUInt32();
14254 uint32 item_id = fields[4].GetUInt32();
14256 ItemPrototype const * proto = objmgr.GetItemPrototype(item_id);
14258 if(!proto)
14260 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14261 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid);
14262 sLog.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id );
14263 continue;
14266 Item *item = NewItemOrBag(proto);
14268 if(!item->LoadFromDB(item_guid, GetGUID(), result))
14270 sLog.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id );
14271 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14272 item->FSetState(ITEM_REMOVED);
14273 item->SaveToDB(); // it also deletes item object !
14274 continue;
14277 // not allow have in alive state item limited to another map/zone
14278 if(isAlive() && item->IsLimitedToAnotherMapOrZone(GetMapId(),zone) )
14280 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14281 item->FSetState(ITEM_REMOVED);
14282 item->SaveToDB(); // it also deletes item object !
14283 continue;
14286 // "Conjured items disappear if you are logged out for more than 15 minutes"
14287 if ((timediff > 15*60) && (item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_CONJURED)))
14289 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14290 item->FSetState(ITEM_REMOVED);
14291 item->SaveToDB(); // it also deletes item object !
14292 continue;
14295 bool success = true;
14297 if (!bag_guid)
14299 // the item is not in a bag
14300 item->SetContainer( NULL );
14301 item->SetSlot(slot);
14303 if( IsInventoryPos( INVENTORY_SLOT_BAG_0, slot ) )
14305 ItemPosCountVec dest;
14306 if( CanStoreItem( INVENTORY_SLOT_BAG_0, slot, dest, item, false ) == EQUIP_ERR_OK )
14307 item = StoreItem(dest, item, true);
14308 else
14309 success = false;
14311 else if( IsEquipmentPos( INVENTORY_SLOT_BAG_0, slot ) )
14313 uint16 dest;
14314 if( CanEquipItem( slot, dest, item, false, false ) == EQUIP_ERR_OK )
14315 QuickEquipItem(dest, item);
14316 else
14317 success = false;
14319 else if( IsBankPos( INVENTORY_SLOT_BAG_0, slot ) )
14321 ItemPosCountVec dest;
14322 if( CanBankItem( INVENTORY_SLOT_BAG_0, slot, dest, item, false, false ) == EQUIP_ERR_OK )
14323 item = BankItem(dest, item, true);
14324 else
14325 success = false;
14328 if(success)
14330 // store bags that may contain items in them
14331 if(item->IsBag() && IsBagPos(item->GetPos()))
14332 bagMap[item_guid] = (Bag*)item;
14335 else
14337 item->SetSlot(NULL_SLOT);
14338 // the item is in a bag, find the bag
14339 std::map<uint64, Bag*>::iterator itr = bagMap.find(bag_guid);
14340 if(itr != bagMap.end())
14341 itr->second->StoreItem(slot, item, true );
14342 else
14343 success = false;
14346 // item's state may have changed after stored
14347 if (success)
14348 item->SetState(ITEM_UNCHANGED, this);
14349 else
14351 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);
14352 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14353 problematicItems.push_back(item);
14355 } while (result->NextRow());
14357 delete result;
14358 m_itemUpdateQueueBlocked = false;
14360 // send by mail problematic items
14361 while(!problematicItems.empty())
14363 // fill mail
14364 MailItemsInfo mi; // item list prepering
14366 for(int i = 0; !problematicItems.empty() && i < MAX_MAIL_ITEMS; ++i)
14368 Item* item = problematicItems.front();
14369 problematicItems.pop_front();
14371 mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item);
14374 std::string subject = GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM);
14376 WorldSession::SendMailTo(this, MAIL_NORMAL, MAIL_STATIONERY_GM, GetGUIDLow(), GetGUIDLow(), subject, 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE);
14379 //if(isAlive())
14380 _ApplyAllItemMods();
14383 // load mailed item which should receive current player
14384 void Player::_LoadMailedItems(Mail *mail)
14386 QueryResult* result = CharacterDatabase.PQuery("SELECT item_guid, item_template FROM mail_items WHERE mail_id='%u'", mail->messageID);
14387 if(!result)
14388 return;
14392 Field *fields = result->Fetch();
14393 uint32 item_guid_low = fields[0].GetUInt32();
14394 uint32 item_template = fields[1].GetUInt32();
14396 mail->AddItem(item_guid_low, item_template);
14398 ItemPrototype const *proto = objmgr.GetItemPrototype(item_template);
14400 if(!proto)
14402 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);
14403 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low);
14404 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low);
14405 continue;
14408 Item *item = NewItemOrBag(proto);
14410 if(!item->LoadFromDB(item_guid_low, 0))
14412 sLog.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail->messageID, item_guid_low);
14413 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low);
14414 item->FSetState(ITEM_REMOVED);
14415 item->SaveToDB(); // it also deletes item object !
14416 continue;
14419 AddMItem(item);
14420 } while (result->NextRow());
14422 delete result;
14425 void Player::_LoadMailInit(QueryResult *resultUnread, QueryResult *resultDelivery)
14427 //set a count of unread mails
14428 //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);
14429 if (resultUnread)
14431 Field *fieldMail = resultUnread->Fetch();
14432 unReadMails = fieldMail[0].GetUInt8();
14433 delete resultUnread;
14436 // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
14437 //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
14438 if (resultDelivery)
14440 Field *fieldMail = resultDelivery->Fetch();
14441 m_nextMailDelivereTime = (time_t)fieldMail[0].GetUInt64();
14442 delete resultDelivery;
14446 void Player::_LoadMail()
14448 m_mail.clear();
14449 //mails are in right order 0 1 2 3 4 5 6 7 8 9 10 11 12 13
14450 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());
14451 if(result)
14455 Field *fields = result->Fetch();
14456 Mail *m = new Mail;
14457 m->messageID = fields[0].GetUInt32();
14458 m->messageType = fields[1].GetUInt8();
14459 m->sender = fields[2].GetUInt32();
14460 m->receiver = fields[3].GetUInt32();
14461 m->subject = fields[4].GetCppString();
14462 m->itemTextId = fields[5].GetUInt32();
14463 bool has_items = fields[6].GetBool();
14464 m->expire_time = (time_t)fields[7].GetUInt64();
14465 m->deliver_time = (time_t)fields[8].GetUInt64();
14466 m->money = fields[9].GetUInt32();
14467 m->COD = fields[10].GetUInt32();
14468 m->checked = fields[11].GetUInt32();
14469 m->stationery = fields[12].GetUInt8();
14470 m->mailTemplateId = fields[13].GetInt16();
14472 if(m->mailTemplateId && !sMailTemplateStore.LookupEntry(m->mailTemplateId))
14474 sLog.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m->messageID, m->mailTemplateId);
14475 m->mailTemplateId = 0;
14478 m->state = MAIL_STATE_UNCHANGED;
14480 if (has_items)
14481 _LoadMailedItems(m);
14483 m_mail.push_back(m);
14484 } while( result->NextRow() );
14485 delete result;
14487 m_mailsLoaded = true;
14490 void Player::LoadPet()
14492 //fixme: the pet should still be loaded if the player is not in world
14493 // just not added to the map
14494 if(IsInWorld())
14496 Pet *pet = new Pet;
14497 if(!pet->LoadPetFromDB(this,0,0,true))
14498 delete pet;
14502 void Player::_LoadQuestStatus(QueryResult *result)
14504 mQuestStatus.clear();
14506 uint32 slot = 0;
14508 //// 0 1 2 3 4 5 6 7 8 9 10 11 12
14509 //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());
14511 if(result)
14515 Field *fields = result->Fetch();
14517 uint32 quest_id = fields[0].GetUInt32();
14518 // used to be new, no delete?
14519 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
14520 if( pQuest )
14522 // find or create
14523 QuestStatusData& questStatusData = mQuestStatus[quest_id];
14525 uint32 qstatus = fields[1].GetUInt32();
14526 if(qstatus < MAX_QUEST_STATUS)
14527 questStatusData.m_status = QuestStatus(qstatus);
14528 else
14530 questStatusData.m_status = QUEST_STATUS_NONE;
14531 sLog.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id,qstatus);
14534 questStatusData.m_rewarded = ( fields[2].GetUInt8() > 0 );
14535 questStatusData.m_explored = ( fields[3].GetUInt8() > 0 );
14537 time_t quest_time = time_t(fields[4].GetUInt64());
14539 if( pQuest->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) && !GetQuestRewardStatus(quest_id) && questStatusData.m_status != QUEST_STATUS_NONE )
14541 AddTimedQuest( quest_id );
14543 if (quest_time <= sWorld.GetGameTime())
14544 questStatusData.m_timer = 1;
14545 else
14546 questStatusData.m_timer = (quest_time - sWorld.GetGameTime()) * 1000;
14548 else
14549 quest_time = 0;
14551 questStatusData.m_creatureOrGOcount[0] = fields[5].GetUInt32();
14552 questStatusData.m_creatureOrGOcount[1] = fields[6].GetUInt32();
14553 questStatusData.m_creatureOrGOcount[2] = fields[7].GetUInt32();
14554 questStatusData.m_creatureOrGOcount[3] = fields[8].GetUInt32();
14555 questStatusData.m_itemcount[0] = fields[9].GetUInt32();
14556 questStatusData.m_itemcount[1] = fields[10].GetUInt32();
14557 questStatusData.m_itemcount[2] = fields[11].GetUInt32();
14558 questStatusData.m_itemcount[3] = fields[12].GetUInt32();
14560 questStatusData.uState = QUEST_UNCHANGED;
14562 // add to quest log
14563 if( slot < MAX_QUEST_LOG_SIZE &&
14564 ( questStatusData.m_status==QUEST_STATUS_INCOMPLETE ||
14565 questStatusData.m_status==QUEST_STATUS_COMPLETE && !questStatusData.m_rewarded ) )
14567 SetQuestSlot(slot,quest_id,quest_time);
14569 if(questStatusData.m_status == QUEST_STATUS_COMPLETE)
14570 SetQuestSlotState(slot,QUEST_STATE_COMPLETE);
14572 for(uint8 idx = 0; idx < QUEST_OBJECTIVES_COUNT; ++idx)
14573 if(questStatusData.m_creatureOrGOcount[idx])
14574 SetQuestSlotCounter(slot,idx,questStatusData.m_creatureOrGOcount[idx]);
14576 ++slot;
14579 if(questStatusData.m_rewarded)
14581 // learn rewarded spell if unknown
14582 learnQuestRewardedSpells(pQuest);
14584 // set rewarded title if any
14585 if(pQuest->GetCharTitleId())
14587 if(CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId()))
14588 SetFlag64(PLAYER__FIELD_KNOWN_TITLES, (uint64(1) << titleEntry->bit_index));
14592 sLog.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData.m_status, quest_id, GetGUIDLow());
14595 while( result->NextRow() );
14597 delete result;
14600 // clear quest log tail
14601 for ( uint16 i = slot; i < MAX_QUEST_LOG_SIZE; ++i )
14602 SetQuestSlot(i,0);
14605 void Player::_LoadDailyQuestStatus(QueryResult *result)
14607 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
14608 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0);
14610 //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
14612 if(result)
14614 uint32 quest_daily_idx = 0;
14618 if(quest_daily_idx >= PLAYER_MAX_DAILY_QUESTS) // max amount with exist data in query
14620 sLog.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow());
14621 break;
14624 Field *fields = result->Fetch();
14626 uint32 quest_id = fields[0].GetUInt32();
14628 // save _any_ from daily quest times (it must be after last reset anyway)
14629 m_lastDailyQuestTime = (time_t)fields[1].GetUInt64();
14631 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
14632 if( !pQuest )
14633 continue;
14635 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id);
14636 ++quest_daily_idx;
14638 sLog.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id, GetGUIDLow());
14640 while( result->NextRow() );
14642 delete result;
14645 m_DailyQuestChanged = false;
14648 void Player::_LoadReputation(QueryResult *result)
14650 m_factions.clear();
14652 // Set initial reputations (so everything is nifty before DB data load)
14653 SetInitialFactions();
14655 //QueryResult *result = CharacterDatabase.PQuery("SELECT faction,standing,flags FROM character_reputation WHERE guid = '%u'",GetGUIDLow());
14657 if(result)
14661 Field *fields = result->Fetch();
14663 FactionEntry const *factionEntry = sFactionStore.LookupEntry(fields[0].GetUInt32());
14664 if( factionEntry && (factionEntry->reputationListID >= 0))
14666 FactionState* faction = &m_factions[factionEntry->reputationListID];
14668 // update standing to current
14669 faction->Standing = int32(fields[1].GetUInt32());
14671 uint32 dbFactionFlags = fields[2].GetUInt32();
14673 if( dbFactionFlags & FACTION_FLAG_VISIBLE )
14674 SetFactionVisible(faction); // have internal checks for forced invisibility
14676 if( dbFactionFlags & FACTION_FLAG_INACTIVE)
14677 SetFactionInactive(faction,true); // have internal checks for visibility requirement
14679 if( dbFactionFlags & FACTION_FLAG_AT_WAR ) // DB at war
14680 SetFactionAtWar(faction,true); // have internal checks for FACTION_FLAG_PEACE_FORCED
14681 else // DB not at war
14683 // allow remove if visible (and then not FACTION_FLAG_INVISIBLE_FORCED or FACTION_FLAG_HIDDEN)
14684 if( faction->Flags & FACTION_FLAG_VISIBLE )
14685 SetFactionAtWar(faction,false); // have internal checks for FACTION_FLAG_PEACE_FORCED
14688 // set atWar for hostile
14689 if(GetReputationRank(factionEntry) <= REP_HOSTILE)
14690 SetFactionAtWar(faction,true);
14692 // reset changed flag if values similar to saved in DB
14693 if(faction->Flags==dbFactionFlags)
14694 faction->Changed = false;
14697 while( result->NextRow() );
14699 delete result;
14703 void Player::_LoadSpells(QueryResult *result)
14705 for (PlayerSpellMap::iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
14706 delete itr->second;
14707 m_spells.clear();
14709 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,slot,active FROM character_spell WHERE guid = '%u'",GetGUIDLow());
14711 if(result)
14715 Field *fields = result->Fetch();
14717 addSpell(fields[0].GetUInt16(), fields[2].GetBool(), false, true, fields[1].GetUInt16(), fields[3].GetBool());
14719 while( result->NextRow() );
14721 delete result;
14725 void Player::_LoadTutorials(QueryResult *result)
14727 //QueryResult *result = CharacterDatabase.PQuery("SELECT tut0,tut1,tut2,tut3,tut4,tut5,tut6,tut7 FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetAccountId(), realmid);
14729 if(result)
14733 Field *fields = result->Fetch();
14735 for (int iI=0; iI<8; iI++)
14736 m_Tutorials[iI] = fields[iI].GetUInt32();
14738 while( result->NextRow() );
14740 delete result;
14743 m_TutorialsChanged = false;
14746 void Player::_LoadGroup(QueryResult *result)
14748 //QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
14749 if(result)
14751 uint64 leaderGuid = MAKE_NEW_GUID((*result)[0].GetUInt32(), 0, HIGHGUID_PLAYER);
14752 delete result;
14753 Group* group = objmgr.GetGroupByLeader(leaderGuid);
14754 if(group)
14756 uint8 subgroup = group->GetMemberGroup(GetGUID());
14757 SetGroup(group, subgroup);
14758 if(getLevel() >= LEVELREQUIREMENT_HEROIC)
14760 // the group leader may change the instance difficulty while the player is offline
14761 SetDifficulty(group->GetDifficulty());
14767 void Player::_LoadBoundInstances(QueryResult *result)
14769 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
14770 m_boundInstances[i].clear();
14772 Group *group = GetGroup();
14774 //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));
14775 if(result)
14779 Field *fields = result->Fetch();
14780 bool perm = fields[1].GetBool();
14781 uint32 mapId = fields[2].GetUInt32();
14782 uint32 instanceId = fields[0].GetUInt32();
14783 uint8 difficulty = fields[3].GetUInt8();
14784 time_t resetTime = (time_t)fields[4].GetUInt64();
14785 // the resettime for normal instances is only saved when the InstanceSave is unloaded
14786 // so the value read from the DB may be wrong here but only if the InstanceSave is loaded
14787 // and in that case it is not used
14789 if(!perm && group)
14791 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);
14792 CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId);
14793 continue;
14796 // since non permanent binds are always solo bind, they can always be reset
14797 InstanceSave *save = sInstanceSaveManager.AddInstanceSave(mapId, instanceId, difficulty, resetTime, !perm, true);
14798 if(save) BindToInstance(save, perm, true);
14799 } while(result->NextRow());
14800 delete result;
14804 InstancePlayerBind* Player::GetBoundInstance(uint32 mapid, uint8 difficulty)
14806 // some instances only have one difficulty
14807 const MapEntry* entry = sMapStore.LookupEntry(mapid);
14808 if(!entry || !entry->SupportsHeroicMode()) difficulty = DIFFICULTY_NORMAL;
14810 BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
14811 if(itr != m_boundInstances[difficulty].end())
14812 return &itr->second;
14813 else
14814 return NULL;
14817 void Player::UnbindInstance(uint32 mapid, uint8 difficulty, bool unload)
14819 BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
14820 UnbindInstance(itr, difficulty, unload);
14823 void Player::UnbindInstance(BoundInstancesMap::iterator &itr, uint8 difficulty, bool unload)
14825 if(itr != m_boundInstances[difficulty].end())
14827 if(!unload) CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr->second.save->GetInstanceId());
14828 itr->second.save->RemovePlayer(this); // save can become invalid
14829 m_boundInstances[difficulty].erase(itr++);
14833 InstancePlayerBind* Player::BindToInstance(InstanceSave *save, bool permanent, bool load)
14835 if(save)
14837 InstancePlayerBind& bind = m_boundInstances[save->GetDifficulty()][save->GetMapId()];
14838 if(bind.save)
14840 // update the save when the group kills a boss
14841 if(permanent != bind.perm || save != bind.save)
14842 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());
14844 else
14845 if(!load) CharacterDatabase.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save->GetInstanceId(), permanent);
14847 if(bind.save != save)
14849 if(bind.save) bind.save->RemovePlayer(this);
14850 save->AddPlayer(this);
14853 if(permanent) save->SetCanReset(false);
14855 bind.save = save;
14856 bind.perm = permanent;
14857 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());
14858 return &bind;
14860 else
14861 return NULL;
14864 void Player::SendRaidInfo()
14866 WorldPacket data(SMSG_RAID_INSTANCE_INFO, 4);
14868 uint32 counter = 0, i;
14869 for(i = 0; i < TOTAL_DIFFICULTIES; i++)
14870 for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); itr++)
14871 if(itr->second.perm) counter++;
14873 data << counter;
14874 for(i = 0; i < TOTAL_DIFFICULTIES; i++)
14876 for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); itr++)
14878 if(itr->second.perm)
14880 InstanceSave *save = itr->second.save;
14881 data << (save->GetMapId());
14882 data << (uint32)(save->GetResetTime() - time(NULL));
14883 data << save->GetInstanceId();
14884 data << uint32(counter);
14885 counter--;
14889 GetSession()->SendPacket(&data);
14893 - called on every successful teleportation to a map
14895 void Player::SendSavedInstances()
14897 bool hasBeenSaved = false;
14898 WorldPacket data;
14900 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
14902 for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
14904 if(itr->second.perm) // only permanent binds are sent
14906 hasBeenSaved = true;
14907 break;
14912 //Send opcode 811. true or flase means, whether you have current raid/heroic instances
14913 data.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP);
14914 data << uint32(hasBeenSaved);
14915 GetSession()->SendPacket(&data);
14917 if(!hasBeenSaved)
14918 return;
14920 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
14922 for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
14924 if(itr->second.perm)
14926 data.Initialize(SMSG_UPDATE_LAST_INSTANCE);
14927 data << uint32(itr->second.save->GetMapId());
14928 GetSession()->SendPacket(&data);
14934 /// convert the player's binds to the group
14935 void Player::ConvertInstancesToGroup(Player *player, Group *group, uint64 player_guid)
14937 bool has_binds = false;
14938 bool has_solo = false;
14940 if(player) { player_guid = player->GetGUID(); if(!group) group = player->GetGroup(); }
14941 assert(player_guid);
14943 // copy all binds to the group, when changing leader it's assumed the character
14944 // will not have any solo binds
14946 if(player)
14948 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
14950 for (BoundInstancesMap::iterator itr = player->m_boundInstances[i].begin(); itr != player->m_boundInstances[i].end();)
14952 has_binds = true;
14953 if(group) group->BindToInstance(itr->second.save, itr->second.perm, true);
14954 // permanent binds are not removed
14955 if(!itr->second.perm)
14957 player->UnbindInstance(itr, i, true); // increments itr
14958 has_solo = true;
14960 else
14961 ++itr;
14966 // if the player's not online we don't know what binds it has
14967 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));
14968 // the following should not get executed when changing leaders
14969 if(!player || has_solo) CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid));
14972 bool Player::_LoadHomeBind(QueryResult *result)
14974 bool ok = false;
14975 //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
14976 if (result)
14978 Field *fields = result->Fetch();
14979 m_homebindMapId = fields[0].GetUInt32();
14980 m_homebindZoneId = fields[1].GetUInt16();
14981 m_homebindX = fields[2].GetFloat();
14982 m_homebindY = fields[3].GetFloat();
14983 m_homebindZ = fields[4].GetFloat();
14984 delete result;
14986 // accept saved data only for valid position (and non instanceable)
14987 if( MapManager::IsValidMapCoord(m_homebindMapId,m_homebindX,m_homebindY,m_homebindZ) &&
14988 !sMapStore.LookupEntry(m_homebindMapId)->Instanceable() )
14990 ok = true;
14992 else
14993 CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
14996 if(!ok)
14998 PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass());
14999 if(!info) return false;
15001 m_homebindMapId = info->mapId;
15002 m_homebindZoneId = info->zoneId;
15003 m_homebindX = info->positionX;
15004 m_homebindY = info->positionY;
15005 m_homebindZ = info->positionZ;
15007 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);
15010 DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f\n",
15011 m_homebindMapId, m_homebindZoneId, m_homebindX, m_homebindY, m_homebindZ);
15013 return true;
15016 /*********************************************************/
15017 /*** SAVE SYSTEM ***/
15018 /*********************************************************/
15020 void Player::SaveToDB()
15022 // delay auto save at any saves (manual, in code, or autosave)
15023 m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE);
15025 // first save/honor gain after midnight will also update the player's honor fields
15026 UpdateHonorFields();
15028 // Must saved before enter into BattleGround
15029 if(InBattleGround())
15030 return;
15032 int is_save_resting = HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) ? 1 : 0;
15033 //save, far from tavern/city
15034 //save, but in tavern/city
15035 sLog.outDebug("The value of player %s at save: ", m_name.c_str());
15036 outDebugValues();
15038 // save state (after auras removing), if aura remove some flags then it must set it back by self)
15039 uint32 tmp_bytes = GetUInt32Value(UNIT_FIELD_BYTES_1);
15040 uint32 tmp_bytes2 = GetUInt32Value(UNIT_FIELD_BYTES_2);
15041 uint32 tmp_flags = GetUInt32Value(UNIT_FIELD_FLAGS);
15042 uint32 tmp_pflags = GetUInt32Value(PLAYER_FLAGS);
15043 uint32 tmp_displayid = GetDisplayId();
15045 // Set player sit state to standing on save, also stealth and shifted form
15046 SetByteValue(UNIT_FIELD_BYTES_1, 0, 0); // stand state
15047 SetByteValue(UNIT_FIELD_BYTES_2, 3, 0); // shapeshift
15048 SetByteValue(UNIT_FIELD_BYTES_1, 3, 0); // stand flags?
15049 RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED);
15050 SetDisplayId(GetNativeDisplayId());
15052 bool inworld = IsInWorld();
15054 CharacterDatabase.BeginTransaction();
15056 CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow());
15058 std::string sql_name = m_name;
15059 CharacterDatabase.escape_string(sql_name);
15061 std::ostringstream ss;
15062 ss << "INSERT INTO characters (guid,account,name,race,class,"
15063 "map, dungeon_difficulty, position_x, position_y, position_z, orientation, data, "
15064 "taximask, online, cinematic, "
15065 "totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, "
15066 "trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, "
15067 "death_expire_time, taxi_path) VALUES ("
15068 << GetGUIDLow() << ", "
15069 << GetSession()->GetAccountId() << ", '"
15070 << sql_name << "', "
15071 << m_race << ", "
15072 << m_class << ", ";
15074 bool save_to_dest = false;
15075 if(IsBeingTeleported())
15077 // don't save to battlegrounds or arenas
15078 const MapEntry *entry = sMapStore.LookupEntry(GetTeleportDest().mapid);
15079 if(entry && entry->map_type != MAP_BATTLEGROUND && entry->map_type != MAP_ARENA)
15080 save_to_dest = true;
15083 if(!save_to_dest)
15085 ss << GetMapId() << ", "
15086 << (uint32)GetDifficulty() << ", "
15087 << finiteAlways(GetPositionX()) << ", "
15088 << finiteAlways(GetPositionY()) << ", "
15089 << finiteAlways(GetPositionZ()) << ", "
15090 << finiteAlways(GetOrientation()) << ", '";
15092 else
15094 ss << GetTeleportDest().mapid << ", "
15095 << (uint32)GetDifficulty() << ", "
15096 << finiteAlways(GetTeleportDest().x) << ", "
15097 << finiteAlways(GetTeleportDest().y) << ", "
15098 << finiteAlways(GetTeleportDest().z) << ", "
15099 << finiteAlways(GetTeleportDest().o) << ", '";
15102 uint16 i;
15103 for( i = 0; i < m_valuesCount; i++ )
15105 ss << GetUInt32Value(i) << " ";
15108 ss << "', '";
15110 for( i = 0; i < 8; i++ )
15111 ss << m_taxi.GetTaximask(i) << " ";
15113 ss << "', ";
15114 ss << (inworld ? 1 : 0);
15116 ss << ", ";
15117 ss << m_cinematic;
15119 ss << ", ";
15120 ss << m_Played_time[0];
15121 ss << ", ";
15122 ss << m_Played_time[1];
15124 ss << ", ";
15125 ss << finiteAlways(m_rest_bonus);
15126 ss << ", ";
15127 ss << (uint64)time(NULL);
15128 ss << ", ";
15129 ss << is_save_resting;
15130 ss << ", ";
15131 ss << m_resetTalentsCost;
15132 ss << ", ";
15133 ss << (uint64)m_resetTalentsTime;
15135 ss << ", ";
15136 ss << finiteAlways(m_movementInfo.t_x);
15137 ss << ", ";
15138 ss << finiteAlways(m_movementInfo.t_y);
15139 ss << ", ";
15140 ss << finiteAlways(m_movementInfo.t_z);
15141 ss << ", ";
15142 ss << finiteAlways(m_movementInfo.t_o);
15143 ss << ", ";
15144 if (m_transport)
15145 ss << m_transport->GetGUIDLow();
15146 else
15147 ss << "0";
15149 ss << ", ";
15150 ss << m_ExtraFlags;
15152 ss << ", ";
15153 ss << uint32(m_stableSlots); // to prevent save uint8 as char
15155 ss << ", ";
15156 ss << uint32(m_atLoginFlags);
15158 ss << ", ";
15159 ss << GetZoneId();
15161 ss << ", ";
15162 ss << (uint64)m_deathExpireTime;
15164 ss << ", '";
15165 ss << m_taxi.SaveTaxiDestinationsToString();
15166 ss << "' )";
15168 CharacterDatabase.Execute( ss.str().c_str() );
15170 if(m_mailsUpdated) //save mails only when needed
15171 _SaveMail();
15173 _SaveInventory();
15174 _SaveQuestStatus();
15175 _SaveDailyQuestStatus();
15176 _SaveTutorials();
15177 _SaveSpells();
15178 _SaveSpellCooldowns();
15179 _SaveActions();
15180 _SaveAuras();
15181 _SaveReputation();
15183 CharacterDatabase.CommitTransaction();
15185 // restore state (before aura apply, if aura remove flag then aura must set it ack by self)
15186 SetDisplayId(tmp_displayid);
15187 SetUInt32Value(UNIT_FIELD_BYTES_1, tmp_bytes);
15188 SetUInt32Value(UNIT_FIELD_BYTES_2, tmp_bytes2);
15189 SetUInt32Value(UNIT_FIELD_FLAGS, tmp_flags);
15190 SetUInt32Value(PLAYER_FLAGS, tmp_pflags);
15192 // save pet (hunter pet level and experience and all type pets health/mana).
15193 if(Pet* pet = GetPet())
15194 pet->SavePetToDB(PET_SAVE_AS_CURRENT);
15195 m_achievementMgr.SaveToDB();
15198 // fast save function for item/money cheating preventing - save only inventory and money state
15199 void Player::SaveInventoryAndGoldToDB()
15201 _SaveInventory();
15202 SetUInt32ValueInDB(PLAYER_FIELD_COINAGE,GetMoney(),GetGUID());
15205 void Player::_SaveActions()
15207 for(ActionButtonList::iterator itr = m_actionButtons.begin(); itr != m_actionButtons.end(); )
15209 switch (itr->second.uState)
15211 case ACTIONBUTTON_NEW:
15212 CharacterDatabase.PExecute("INSERT INTO character_action (guid,button,action,type,misc) VALUES ('%u', '%u', '%u', '%u', '%u')",
15213 GetGUIDLow(), (uint32)itr->first, (uint32)itr->second.action, (uint32)itr->second.type, (uint32)itr->second.misc );
15214 itr->second.uState = ACTIONBUTTON_UNCHANGED;
15215 ++itr;
15216 break;
15217 case ACTIONBUTTON_CHANGED:
15218 CharacterDatabase.PExecute("UPDATE character_action SET action = '%u', type = '%u', misc= '%u' WHERE guid= '%u' AND button= '%u' ",
15219 (uint32)itr->second.action, (uint32)itr->second.type, (uint32)itr->second.misc, GetGUIDLow(), (uint32)itr->first );
15220 itr->second.uState = ACTIONBUTTON_UNCHANGED;
15221 ++itr;
15222 break;
15223 case ACTIONBUTTON_DELETED:
15224 CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u'", GetGUIDLow(), (uint32)itr->first );
15225 m_actionButtons.erase(itr++);
15226 break;
15227 default:
15228 ++itr;
15229 break;
15234 void Player::_SaveAuras()
15236 CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
15238 AuraMap const& auras = GetAuras();
15239 for(AuraMap::const_iterator itr = auras.begin(); itr != auras.end(); ++itr)
15241 SpellEntry const *spellInfo = itr->second->GetSpellProto();
15243 //skip all auras from spells that are passive or need a shapeshift
15244 if (itr->second->IsPassive() || itr->second->IsRemovedOnShapeLost())
15245 continue;
15247 //do not save single target auras (unless they were cast by the player)
15248 if (itr->second->GetCasterGUID() != GetGUID() && IsSingleTargetSpell(spellInfo))
15249 continue;
15251 uint8 i;
15252 // or apply at cast SPELL_AURA_MOD_SHAPESHIFT or SPELL_AURA_MOD_STEALTH auras
15253 for (i = 0; i < 3; i++)
15254 if (spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MOD_SHAPESHIFT ||
15255 spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MOD_STEALTH)
15256 break;
15258 if (i == 3)
15260 CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u' and spell = '%u' and effect_index= '%u'",GetGUIDLow(),(uint32)(*itr).second->GetId(), (uint32)(*itr).second->GetEffIndex());
15261 CharacterDatabase.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_index,amount,maxduration,remaintime,remaincharges) "
15262 "VALUES ('%u', '" I64FMTD "' ,'%u', '%u', '%d', '%d', '%d', '%d')",
15263 GetGUIDLow(), itr->second->GetCasterGUID(), (uint32)(*itr).second->GetId(), (uint32)(*itr).second->GetEffIndex(), (*itr).second->GetModifier()->m_amount,int((*itr).second->GetAuraMaxDuration()),int((*itr).second->GetAuraDuration()),int((*itr).second->m_procCharges));
15268 void Player::_SaveInventory()
15270 // force items in buyback slots to new state
15271 // and remove those that aren't already
15272 for (uint8 i = BUYBACK_SLOT_START; i < BUYBACK_SLOT_END; i++)
15274 Item *item = m_items[i];
15275 if (!item || item->GetState() == ITEM_NEW) continue;
15276 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow());
15277 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item->GetGUIDLow());
15278 m_items[i]->FSetState(ITEM_NEW);
15281 // update enchantment durations
15282 for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();++itr)
15284 itr->item->SetEnchantmentDuration(itr->slot,itr->leftduration);
15287 // if no changes
15288 if (m_itemUpdateQueue.empty()) return;
15290 // do not save if the update queue is corrupt
15291 bool error = false;
15292 for(size_t i = 0; i < m_itemUpdateQueue.size(); i++)
15294 Item *item = m_itemUpdateQueue[i];
15295 if(!item || item->GetState() == ITEM_REMOVED) continue;
15296 Item *test = GetItemByPos( item->GetBagSlot(), item->GetSlot());
15298 if (test == NULL)
15300 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());
15301 error = true;
15303 else if (test != item)
15305 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());
15306 error = true;
15310 if (error)
15312 sLog.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
15313 ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED);
15314 return;
15317 for(size_t i = 0; i < m_itemUpdateQueue.size(); i++)
15319 Item *item = m_itemUpdateQueue[i];
15320 if(!item) continue;
15322 Bag *container = item->GetContainer();
15323 uint32 bag_guid = container ? container->GetGUIDLow() : 0;
15325 switch(item->GetState())
15327 case ITEM_NEW:
15328 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());
15329 break;
15330 case ITEM_CHANGED:
15331 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());
15332 break;
15333 case ITEM_REMOVED:
15334 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow());
15335 break;
15336 case ITEM_UNCHANGED:
15337 break;
15340 item->SaveToDB(); // item have unchanged inventory record and can be save standalone
15342 m_itemUpdateQueue.clear();
15345 void Player::_SaveMail()
15347 if (!m_mailsLoaded)
15348 return;
15350 for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); itr++)
15352 Mail *m = (*itr);
15353 if (m->state == MAIL_STATE_CHANGED)
15355 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'",
15356 m->itemTextId, m->HasItems() ? 1 : 0, (uint64)m->expire_time, (uint64)m->deliver_time, m->money, m->COD, m->checked, m->messageID);
15357 if(m->removedItems.size())
15359 for(std::vector<uint32>::iterator itr2 = m->removedItems.begin(); itr2 != m->removedItems.end(); ++itr2)
15360 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2);
15361 m->removedItems.clear();
15363 m->state = MAIL_STATE_UNCHANGED;
15365 else if (m->state == MAIL_STATE_DELETED)
15367 if (m->HasItems())
15368 for(std::vector<MailItemInfo>::iterator itr2 = m->items.begin(); itr2 != m->items.end(); ++itr2)
15369 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2->item_guid);
15370 if (m->itemTextId)
15371 CharacterDatabase.PExecute("DELETE FROM item_text WHERE id = '%u'", m->itemTextId);
15372 CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", m->messageID);
15373 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m->messageID);
15377 //deallocate deleted mails...
15378 for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); )
15380 if ((*itr)->state == MAIL_STATE_DELETED)
15382 Mail* m = *itr;
15383 m_mail.erase(itr);
15384 delete m;
15385 itr = m_mail.begin();
15387 else
15388 ++itr;
15391 m_mailsUpdated = false;
15394 void Player::_SaveQuestStatus()
15396 // we don't need transactions here.
15397 for( QuestStatusMap::iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i )
15399 switch (i->second.uState)
15401 case QUEST_NEW :
15402 CharacterDatabase.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) "
15403 "VALUES ('%u', '%u', '%u', '%u', '%u', '" I64FMTD "', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
15404 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]);
15405 break;
15406 case QUEST_CHANGED :
15407 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' ",
15408 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 );
15409 break;
15410 case QUEST_UNCHANGED:
15411 break;
15413 i->second.uState = QUEST_UNCHANGED;
15417 void Player::_SaveDailyQuestStatus()
15419 if(!m_DailyQuestChanged)
15420 return;
15422 m_DailyQuestChanged = false;
15424 // save last daily quest time for all quests: we need only mostly reset time for reset check anyway
15426 // we don't need transactions here.
15427 CharacterDatabase.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow());
15428 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
15429 if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx))
15430 CharacterDatabase.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" I64FMTD "')",
15431 GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx),uint64(m_lastDailyQuestTime));
15434 void Player::_SaveReputation()
15436 for(FactionStateList::iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
15438 if (itr->second.Changed)
15440 CharacterDatabase.PExecute("DELETE FROM character_reputation WHERE guid = '%u' AND faction='%u'", GetGUIDLow(), itr->second.ID);
15441 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);
15442 itr->second.Changed = false;
15447 void Player::_SaveSpells()
15449 for (PlayerSpellMap::const_iterator itr = m_spells.begin(), next = m_spells.begin(); itr != m_spells.end(); itr = next)
15451 ++next;
15452 if (itr->second->state == PLAYERSPELL_REMOVED || itr->second->state == PLAYERSPELL_CHANGED)
15453 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr->first);
15454 if (itr->second->state == PLAYERSPELL_NEW || itr->second->state == PLAYERSPELL_CHANGED)
15455 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);
15457 if (itr->second->state == PLAYERSPELL_REMOVED)
15458 _removeSpell(itr->first);
15459 else
15460 itr->second->state = PLAYERSPELL_UNCHANGED;
15464 void Player::_SaveTutorials()
15466 if(!m_TutorialsChanged)
15467 return;
15469 uint32 Rows=0;
15470 // it's better than rebuilding indexes multiple times
15471 QueryResult *result = CharacterDatabase.PQuery("SELECT count(*) AS r FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetSession()->GetAccountId(), realmID );
15472 if(result)
15474 Rows = result->Fetch()[0].GetUInt32();
15475 delete result;
15478 if (Rows)
15480 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'",
15481 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 );
15483 else
15485 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]);
15488 m_TutorialsChanged = false;
15491 void Player::outDebugValues() const
15493 if(!sLog.IsOutDebug()) // optimize disabled debug output
15494 return;
15496 sLog.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA));
15497 sLog.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY), GetStat(STAT_STRENGTH));
15498 sLog.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT), GetStat(STAT_SPIRIT));
15499 sLog.outDebug("STAMINA is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_STAMINA), GetStat(STAT_SPIRIT));
15500 sLog.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE));
15501 sLog.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY), GetResistance(SPELL_SCHOOL_FIRE));
15502 sLog.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE), GetResistance(SPELL_SCHOOL_FROST));
15503 sLog.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW), GetResistance(SPELL_SCHOOL_ARCANE));
15504 sLog.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE), GetFloatValue(UNIT_FIELD_MAXDAMAGE));
15505 sLog.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE));
15506 sLog.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE));
15507 sLog.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK), GetAttackTime(RANGED_ATTACK));
15510 /*********************************************************/
15511 /*** FLOOD FILTER SYSTEM ***/
15512 /*********************************************************/
15514 void Player::UpdateSpeakTime()
15516 // ignore chat spam protection for GMs in any mode
15517 if(GetSession()->GetSecurity() > SEC_PLAYER)
15518 return;
15520 time_t current = time (NULL);
15521 if(m_speakTime > current)
15523 uint32 max_count = sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT);
15524 if(!max_count)
15525 return;
15527 ++m_speakCount;
15528 if(m_speakCount >= max_count)
15530 // prevent overwrite mute time, if message send just before mutes set, for example.
15531 time_t new_mute = current + sWorld.getConfig(CONFIG_CHATFLOOD_MUTE_TIME);
15532 if(GetSession()->m_muteTime < new_mute)
15533 GetSession()->m_muteTime = new_mute;
15535 m_speakCount = 0;
15538 else
15539 m_speakCount = 0;
15541 m_speakTime = current + sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY);
15544 bool Player::CanSpeak() const
15546 return GetSession()->m_muteTime <= time (NULL);
15549 /*********************************************************/
15550 /*** LOW LEVEL FUNCTIONS:Notifiers ***/
15551 /*********************************************************/
15553 void Player::SendAttackSwingNotInRange()
15555 WorldPacket data(SMSG_ATTACKSWING_NOTINRANGE, 0);
15556 GetSession()->SendPacket( &data );
15559 void Player::SavePositionInDB(uint32 mapid, float x,float y,float z,float o,uint32 zone,uint64 guid)
15561 std::ostringstream ss;
15562 ss << "UPDATE characters SET position_x='"<<x<<"',position_y='"<<y
15563 << "',position_z='"<<z<<"',orientation='"<<o<<"',map='"<<mapid
15564 << "',zone='"<<zone<<"',trans_x='0',trans_y='0',trans_z='0',"
15565 << "transguid='0',taxi_path='' WHERE guid='"<< GUID_LOPART(guid) <<"'";
15566 sLog.outDebug(ss.str().c_str());
15567 CharacterDatabase.Execute(ss.str().c_str());
15570 bool Player::SaveValuesArrayInDB(Tokens const& tokens, uint64 guid)
15572 std::ostringstream ss2;
15573 ss2<<"UPDATE characters SET data='";
15574 int i=0;
15575 for (Tokens::const_iterator iter = tokens.begin(); iter != tokens.end(); ++iter, ++i)
15577 ss2<<tokens[i]<<" ";
15579 ss2<<"' WHERE guid='"<< GUID_LOPART(guid) <<"'";
15581 return CharacterDatabase.Execute(ss2.str().c_str());
15584 void Player::SetUInt32ValueInArray(Tokens& tokens,uint16 index, uint32 value)
15586 char buf[11];
15587 snprintf(buf,11,"%u",value);
15589 if(index >= tokens.size())
15590 return;
15592 tokens[index] = buf;
15595 void Player::SetUInt32ValueInDB(uint16 index, uint32 value, uint64 guid)
15597 Tokens tokens;
15598 if(!LoadValuesArrayFromDB(tokens,guid))
15599 return;
15601 if(index >= tokens.size())
15602 return;
15604 char buf[11];
15605 snprintf(buf,11,"%u",value);
15606 tokens[index] = buf;
15608 SaveValuesArrayInDB(tokens,guid);
15611 void Player::SetFloatValueInDB(uint16 index, float value, uint64 guid)
15613 uint32 temp;
15614 memcpy(&temp, &value, sizeof(value));
15615 Player::SetUInt32ValueInDB(index, temp, guid);
15618 void Player::SendAttackSwingNotStanding()
15620 WorldPacket data(SMSG_ATTACKSWING_NOTSTANDING, 0);
15621 GetSession()->SendPacket( &data );
15624 void Player::SendAttackSwingDeadTarget()
15626 WorldPacket data(SMSG_ATTACKSWING_DEADTARGET, 0);
15627 GetSession()->SendPacket( &data );
15630 void Player::SendAttackSwingCantAttack()
15632 WorldPacket data(SMSG_ATTACKSWING_CANT_ATTACK, 0);
15633 GetSession()->SendPacket( &data );
15636 void Player::SendAttackSwingCancelAttack()
15638 WorldPacket data(SMSG_CANCEL_COMBAT, 0);
15639 GetSession()->SendPacket( &data );
15642 void Player::SendAttackSwingBadFacingAttack()
15644 WorldPacket data(SMSG_ATTACKSWING_BADFACING, 0);
15645 GetSession()->SendPacket( &data );
15648 void Player::SendAutoRepeatCancel()
15650 WorldPacket data(SMSG_CANCEL_AUTO_REPEAT, GetPackGUID().size());
15651 data.append(GetPackGUID()); // may be it's target guid
15652 GetSession()->SendPacket( &data );
15655 void Player::PlaySound(uint32 Sound, bool OnlySelf)
15657 WorldPacket data(SMSG_PLAY_SOUND, 4);
15658 data << Sound;
15659 if (OnlySelf)
15660 GetSession()->SendPacket( &data );
15661 else
15662 SendMessageToSet( &data, true );
15665 void Player::SendExplorationExperience(uint32 Area, uint32 Experience)
15667 WorldPacket data( SMSG_EXPLORATION_EXPERIENCE, 8 );
15668 data << Area;
15669 data << Experience;
15670 GetSession()->SendPacket(&data);
15673 void Player::SendDungeonDifficulty(bool IsInGroup)
15675 uint8 val = 0x00000001;
15676 WorldPacket data(MSG_SET_DUNGEON_DIFFICULTY, 12);
15677 data << (uint32)GetDifficulty();
15678 data << uint32(val);
15679 data << uint32(IsInGroup);
15680 GetSession()->SendPacket(&data);
15683 void Player::SendResetFailedNotify(uint32 mapid)
15685 WorldPacket data(SMSG_RESET_FAILED_NOTIFY, 4);
15686 data << uint32(mapid);
15687 GetSession()->SendPacket(&data);
15690 /// Reset all solo instances and optionally send a message on success for each
15691 void Player::ResetInstances(uint8 method)
15693 // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
15695 // we assume that when the difficulty changes, all instances that can be reset will be
15696 uint8 dif = GetDifficulty();
15698 for (BoundInstancesMap::iterator itr = m_boundInstances[dif].begin(); itr != m_boundInstances[dif].end();)
15700 InstanceSave *p = itr->second.save;
15701 const MapEntry *entry = sMapStore.LookupEntry(itr->first);
15702 if(!entry || !p->CanReset())
15704 ++itr;
15705 continue;
15708 if(method == INSTANCE_RESET_ALL)
15710 // the "reset all instances" method can only reset normal maps
15711 if(dif == DIFFICULTY_HEROIC || entry->map_type == MAP_RAID)
15713 ++itr;
15714 continue;
15718 // if the map is loaded, reset it
15719 Map *map = MapManager::Instance().FindMap(p->GetMapId(), p->GetInstanceId());
15720 if(map && map->IsDungeon())
15721 ((InstanceMap*)map)->Reset(method);
15723 // since this is a solo instance there should not be any players inside
15724 if(method == INSTANCE_RESET_ALL || method == INSTANCE_RESET_CHANGE_DIFFICULTY)
15725 SendResetInstanceSuccess(p->GetMapId());
15727 p->DeleteFromDB();
15728 m_boundInstances[dif].erase(itr++);
15730 // the following should remove the instance save from the manager and delete it as well
15731 p->RemovePlayer(this);
15735 void Player::SendResetInstanceSuccess(uint32 MapId)
15737 WorldPacket data(SMSG_INSTANCE_RESET, 4);
15738 data << MapId;
15739 GetSession()->SendPacket(&data);
15742 void Player::SendResetInstanceFailed(uint32 reason, uint32 MapId)
15744 // TODO: find what other fail reasons there are besides players in the instance
15745 WorldPacket data(SMSG_INSTANCE_RESET_FAILED, 4);
15746 data << reason;
15747 data << MapId;
15748 GetSession()->SendPacket(&data);
15751 /*********************************************************/
15752 /*** Update timers ***/
15753 /*********************************************************/
15755 ///checks the 15 afk reports per 5 minutes limit
15756 void Player::UpdateAfkReport(time_t currTime)
15758 if(m_bgAfkReportedTimer <= currTime)
15760 m_bgAfkReportedCount = 0;
15761 m_bgAfkReportedTimer = currTime+5*MINUTE;
15765 void Player::UpdateContestedPvP(uint32 diff)
15767 if(!m_contestedPvPTimer||isInCombat())
15768 return;
15769 if(m_contestedPvPTimer <= diff)
15771 ResetContestedPvP();
15773 else
15774 m_contestedPvPTimer -= diff;
15777 void Player::UpdatePvPFlag(time_t currTime)
15779 if(!IsPvP())
15780 return;
15781 if(pvpInfo.endTimer == 0 || currTime < (pvpInfo.endTimer + 300))
15782 return;
15784 UpdatePvP(false);
15787 void Player::UpdateDuelFlag(time_t currTime)
15789 if(!duel || duel->startTimer == 0 ||currTime < duel->startTimer + 3)
15790 return;
15792 SetUInt32Value(PLAYER_DUEL_TEAM, 1);
15793 duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 2);
15795 duel->startTimer = 0;
15796 duel->startTime = currTime;
15797 duel->opponent->duel->startTimer = 0;
15798 duel->opponent->duel->startTime = currTime;
15801 void Player::RemovePet(Pet* pet, PetSaveMode mode, bool returnreagent)
15803 if(!pet)
15804 pet = GetPet();
15806 if(returnreagent && (pet || m_temporaryUnsummonedPetNumber))
15808 //returning of reagents only for players, so best done here
15809 uint32 spellId = pet ? pet->GetUInt32Value(UNIT_CREATED_BY_SPELL) : m_oldpetspell;
15810 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
15812 if(spellInfo)
15814 for(uint32 i = 0; i < 7; ++i)
15816 if(spellInfo->Reagent[i] > 0)
15818 ItemPosCountVec dest; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
15819 uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, spellInfo->Reagent[i], spellInfo->ReagentCount[i] );
15820 if( msg == EQUIP_ERR_OK )
15822 Item* item = StoreNewItem( dest, spellInfo->Reagent[i], true);
15823 if(IsInWorld())
15824 SendNewItem(item,spellInfo->ReagentCount[i],true,false);
15829 m_temporaryUnsummonedPetNumber = 0;
15832 if(!pet || pet->GetOwnerGUID()!=GetGUID())
15833 return;
15835 // only if current pet in slot
15836 switch(pet->getPetType())
15838 case MINI_PET:
15839 m_miniPet = 0;
15840 break;
15841 case GUARDIAN_PET:
15842 m_guardianPets.erase(pet->GetGUID());
15843 break;
15844 default:
15845 if(GetPetGUID()==pet->GetGUID())
15846 SetPet(0);
15847 break;
15850 pet->CombatStop();
15852 if(returnreagent)
15854 switch(pet->GetEntry())
15856 //warlock pets except imp are removed(?) when logging out
15857 case 1860:
15858 case 1863:
15859 case 417:
15860 case 17252:
15861 mode = PET_SAVE_NOT_IN_SLOT;
15862 break;
15866 pet->SavePetToDB(mode);
15868 pet->CleanupsBeforeDelete();
15869 pet->AddObjectToRemoveList();
15870 pet->m_removed = true;
15872 if(pet->isControlled())
15874 WorldPacket data(SMSG_PET_SPELLS, 8);
15875 data << uint64(0);
15876 data << uint32(0);
15877 GetSession()->SendPacket(&data);
15879 if(GetGroup())
15880 SetGroupUpdateFlag(GROUP_UPDATE_PET);
15884 void Player::RemoveMiniPet()
15886 if(Pet* pet = GetMiniPet())
15888 pet->Remove(PET_SAVE_AS_DELETED);
15889 m_miniPet = 0;
15893 Pet* Player::GetMiniPet()
15895 if(!m_miniPet)
15896 return NULL;
15897 return ObjectAccessor::GetPet(m_miniPet);
15900 void Player::RemoveGuardians()
15902 while(!m_guardianPets.empty())
15904 uint64 guid = *m_guardianPets.begin();
15905 if(Pet* pet = ObjectAccessor::GetPet(guid))
15906 pet->Remove(PET_SAVE_AS_DELETED);
15908 m_guardianPets.erase(guid);
15912 bool Player::HasGuardianWithEntry(uint32 entry)
15914 // pet guid middle part is entry (and creature also)
15915 // and in guardian list must be guardians with same entry _always_
15916 for(GuardianPetList::const_iterator itr = m_guardianPets.begin(); itr != m_guardianPets.end(); ++itr)
15917 if(GUID_ENPART(*itr)==entry)
15918 return true;
15920 return false;
15923 void Player::Uncharm()
15925 Unit* charm = GetCharm();
15926 if(!charm)
15927 return;
15929 charm->RemoveSpellsCausingAura(SPELL_AURA_MOD_CHARM);
15930 charm->RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS);
15933 void Player::BuildPlayerChat(WorldPacket *data, uint8 msgtype, std::string text, uint32 language) const
15935 *data << (uint8)msgtype;
15936 *data << (uint32)language;
15937 *data << (uint64)GetGUID();
15938 *data << (uint32)language; //language 2.1.0 ?
15939 *data << (uint64)GetGUID();
15940 *data << (uint32)(text.length()+1);
15941 *data << text;
15942 *data << (uint8)chatTag();
15945 void Player::Say(const std::string text, const uint32 language)
15947 WorldPacket data(SMSG_MESSAGECHAT, 200);
15948 BuildPlayerChat(&data, CHAT_MSG_SAY, text, language);
15949 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY),true);
15952 void Player::Yell(const std::string text, const uint32 language)
15954 WorldPacket data(SMSG_MESSAGECHAT, 200);
15955 BuildPlayerChat(&data, CHAT_MSG_YELL, text, language);
15956 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_YELL),true);
15959 void Player::TextEmote(const std::string text)
15961 WorldPacket data(SMSG_MESSAGECHAT, 200);
15962 BuildPlayerChat(&data, CHAT_MSG_EMOTE, text, LANG_UNIVERSAL);
15963 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE),true, !sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT) );
15966 void Player::Whisper(std::string text, uint32 language,uint64 receiver)
15968 if (language != LANG_ADDON) // if not addon data
15969 language = LANG_UNIVERSAL; // whispers should always be readable
15971 Player *rPlayer = objmgr.GetPlayer(receiver);
15973 // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode
15974 if(!rPlayer->isDND() || isGameMaster())
15976 WorldPacket data(SMSG_MESSAGECHAT, 200);
15977 BuildPlayerChat(&data, CHAT_MSG_WHISPER, text, language);
15978 rPlayer->GetSession()->SendPacket(&data);
15980 data.Initialize(SMSG_MESSAGECHAT, 200);
15981 rPlayer->BuildPlayerChat(&data, CHAT_MSG_REPLY, text, language);
15982 GetSession()->SendPacket(&data);
15984 else
15986 // announce to player that player he is whispering to is dnd and cannot receive his message
15987 ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND, rPlayer->GetName(), rPlayer->dndMsg.c_str());
15990 if(!isAcceptWhispers())
15992 SetAcceptWhispers(true);
15993 ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON);
15996 // announce to player that player he is whispering to is afk
15997 if(rPlayer->isAFK())
15998 ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK, rPlayer->GetName(), rPlayer->afkMsg.c_str());
16000 // if player whisper someone, auto turn of dnd to be able to receive an answer
16001 if(isDND() && !rPlayer->isGameMaster())
16002 ToggleDND();
16005 void Player::PetSpellInitialize()
16007 Pet* pet = GetPet();
16009 if(pet)
16011 uint8 addlist = 0;
16013 sLog.outDebug("Pet Spells Groups");
16015 CreatureInfo const *cinfo = pet->GetCreatureInfo();
16017 if(pet->isControlled() && (pet->getPetType() == HUNTER_PET || cinfo && cinfo->type == CREATURE_TYPE_DEMON && getClass() == CLASS_WARLOCK))
16019 for(PetSpellMap::iterator itr = pet->m_spells.begin();itr != pet->m_spells.end();itr++)
16021 if(itr->second->state == PETSPELL_REMOVED)
16022 continue;
16023 ++addlist;
16027 // first line + actionbar + spellcount + spells + last adds
16028 WorldPacket data(SMSG_PET_SPELLS, 16+40+1+4*addlist+25);
16030 CharmInfo *charmInfo = pet->GetCharmInfo();
16032 //16
16033 data << uint64(pet->GetGUID());
16034 data << uint32(pet->GetCreatureInfo()->family); // creature family (required for pet talents)
16035 data << uint8(charmInfo->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0);
16036 data << uint32(0);
16038 for(uint32 i = 0; i < 10; i++) //40
16040 data << uint16(charmInfo->GetActionBarEntry(i)->SpellOrAction) << uint16(charmInfo->GetActionBarEntry(i)->Type);
16043 data << uint8(addlist); //1
16045 if(addlist && pet->isControlled())
16047 for (PetSpellMap::iterator itr = pet->m_spells.begin(); itr != pet->m_spells.end(); ++itr)
16049 if(itr->second->state == PETSPELL_REMOVED)
16050 continue;
16052 data << uint16(itr->first);
16053 data << uint16(itr->second->active); // pet spell active state isn't boolean
16057 //data << uint8(0x01) << uint32(0x6010) << uint32(0x01) << uint32(0x05) << uint16(0x00); //15
16058 uint8 count = 3; //1+8+8+8=25
16060 // if count = 0, then end of packet...
16061 data << count;
16062 // uint32 value is spell id...
16063 // uint64 value is constant 0, unknown...
16064 data << uint32(0x6010) << uint64(0); // if count = 1, 2 or 3
16065 //data << uint32(0x5fd1) << uint64(0); // if count = 2
16066 data << uint32(0x8e8c) << uint64(0); // if count = 3
16067 data << uint32(0x8e8b) << uint64(0); // if count = 3
16069 GetSession()->SendPacket(&data);
16073 void Player::PossessSpellInitialize()
16075 Unit* charm = GetCharm();
16077 if(!charm)
16078 return;
16080 CharmInfo *charmInfo = charm->GetCharmInfo();
16082 if(!charmInfo)
16084 sLog.outError("Player::PossessSpellInitialize(): charm ("I64FMTD") has no charminfo!", charm->GetGUID());
16085 return;
16088 uint8 addlist = 0;
16089 WorldPacket data(SMSG_PET_SPELLS, 16+40+1+4*addlist+25);// first line + actionbar + spellcount + spells + last adds
16091 //16
16092 data << uint64(charm->GetGUID());
16093 data << uint32(0x00000000);
16094 data << uint8(0) << uint8(0) << uint16(0);
16095 data << uint32(0);
16097 for(uint32 i = 0; i < 10; i++) //40
16099 data << uint16(charmInfo->GetActionBarEntry(i)->SpellOrAction) << uint16(charmInfo->GetActionBarEntry(i)->Type);
16102 data << uint8(addlist); //1
16104 uint8 count = 3;
16105 data << count;
16106 data << uint32(0x6010) << uint64(0); // if count = 1, 2 or 3
16107 data << uint32(0x8e8c) << uint64(0); // if count = 3
16108 data << uint32(0x8e8b) << uint64(0); // if count = 3
16110 GetSession()->SendPacket(&data);
16113 void Player::CharmSpellInitialize()
16115 Unit* charm = GetCharm();
16117 if(!charm)
16118 return;
16120 CharmInfo *charmInfo = charm->GetCharmInfo();
16121 if(!charmInfo)
16123 sLog.outError("Player::CharmSpellInitialize(): the player's charm ("I64FMTD") has no charminfo!", charm->GetGUID());
16124 return;
16127 uint8 addlist = 0;
16129 if(charm->GetTypeId() != TYPEID_PLAYER)
16131 CreatureInfo const *cinfo = ((Creature*)charm)->GetCreatureInfo();
16133 if(cinfo && cinfo->type == CREATURE_TYPE_DEMON && getClass() == CLASS_WARLOCK)
16135 for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
16137 if(charmInfo->GetCharmSpell(i)->spellId)
16138 ++addlist;
16143 WorldPacket data(SMSG_PET_SPELLS, 16+40+1+4*addlist+25);// first line + actionbar + spellcount + spells + last adds
16145 data << (uint64)charm->GetGUID() << uint32(0x00000000);
16147 if(charm->GetTypeId() != TYPEID_PLAYER)
16148 data << uint8(charmInfo->GetReactState()) << uint8(charmInfo->GetCommandState());
16149 else
16150 data << uint8(0) << uint8(0);
16152 data << uint16(0);
16153 data << uint32(0);
16155 for(uint32 i = 0; i < 10; i++) //40
16157 data << uint16(charmInfo->GetActionBarEntry(i)->SpellOrAction) << uint16(charmInfo->GetActionBarEntry(i)->Type);
16160 data << uint8(addlist); //1
16162 if(addlist)
16164 for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
16166 CharmSpellEntry *cspell = charmInfo->GetCharmSpell(i);
16167 if(cspell->spellId)
16169 data << uint16(cspell->spellId);
16170 data << uint16(cspell->active);
16175 uint8 count = 3;
16176 data << count;
16177 data << uint32(0x6010) << uint64(0); // if count = 1, 2 or 3
16178 data << uint32(0x8e8c) << uint64(0); // if count = 3
16179 data << uint32(0x8e8b) << uint64(0); // if count = 3
16181 GetSession()->SendPacket(&data);
16184 int32 Player::GetTotalFlatMods(uint32 spellId, SpellModOp op)
16186 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
16187 if (!spellInfo) return 0;
16188 int32 total = 0;
16189 for (SpellModList::iterator itr = m_spellMods[op].begin(); itr != m_spellMods[op].end(); ++itr)
16191 SpellModifier *mod = *itr;
16193 if(!IsAffectedBySpellmod(spellInfo,mod))
16194 continue;
16196 if (mod->type == SPELLMOD_FLAT)
16197 total += mod->value;
16199 return total;
16202 int32 Player::GetTotalPctMods(uint32 spellId, SpellModOp op)
16204 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
16205 if (!spellInfo) return 0;
16206 int32 total = 0;
16207 for (SpellModList::iterator itr = m_spellMods[op].begin(); itr != m_spellMods[op].end(); ++itr)
16209 SpellModifier *mod = *itr;
16211 if(!IsAffectedBySpellmod(spellInfo,mod))
16212 continue;
16214 if (mod->type == SPELLMOD_PCT)
16215 total += mod->value;
16217 return total;
16220 bool Player::IsAffectedBySpellmod(SpellEntry const *spellInfo, SpellModifier *mod, Spell const* spell)
16222 if (!mod || !spellInfo)
16223 return false;
16225 if(mod->charges == -1 && mod->lastAffected ) // marked as expired but locked until spell casting finish
16227 // prevent apply to any spell except spell that trigger expire
16228 if(spell)
16230 if(mod->lastAffected != spell)
16231 return false;
16233 else if(mod->lastAffected != FindCurrentSpellBySpellId(spellInfo->Id))
16234 return false;
16237 return spellmgr.IsAffectedBySpell(spellInfo,mod->spellId,mod->effectId,mod->mask);
16240 void Player::AddSpellMod(SpellModifier* mod, bool apply)
16242 uint16 Opcode= (mod->type == SPELLMOD_FLAT) ? SMSG_SET_FLAT_SPELL_MODIFIER : SMSG_SET_PCT_SPELL_MODIFIER;
16244 for(int eff=0;eff<64;++eff)
16246 uint64 _mask = uint64(1) << eff;
16247 if ( mod->mask & _mask)
16249 int32 val = 0;
16250 for (SpellModList::iterator itr = m_spellMods[mod->op].begin(); itr != m_spellMods[mod->op].end(); ++itr)
16252 if ((*itr)->type == mod->type && (*itr)->mask & _mask)
16253 val += (*itr)->value;
16255 val += apply ? mod->value : -(mod->value);
16256 WorldPacket data(Opcode, (1+1+4));
16257 data << uint8(eff);
16258 data << uint8(mod->op);
16259 data << int32(val);
16260 SendDirectMessage(&data);
16264 if (apply)
16265 m_spellMods[mod->op].push_back(mod);
16266 else
16268 if (mod->charges == -1)
16269 --m_SpellModRemoveCount;
16270 m_spellMods[mod->op].remove(mod);
16271 delete mod;
16275 void Player::RemoveSpellMods(Spell const* spell)
16277 if(!spell || (m_SpellModRemoveCount == 0))
16278 return;
16280 for(int i=0;i<MAX_SPELLMOD;++i)
16282 for (SpellModList::iterator itr = m_spellMods[i].begin(); itr != m_spellMods[i].end();)
16284 SpellModifier *mod = *itr;
16285 ++itr;
16287 if (mod && mod->charges == -1 && (mod->lastAffected == spell || mod->lastAffected==NULL))
16289 RemoveAurasDueToSpell(mod->spellId);
16290 if (m_spellMods[i].empty())
16291 break;
16292 else
16293 itr = m_spellMods[i].begin();
16299 // send Proficiency
16300 void Player::SendProficiency(uint8 pr1, uint32 pr2)
16302 WorldPacket data(SMSG_SET_PROFICIENCY, 8);
16303 data << pr1 << pr2;
16304 GetSession()->SendPacket (&data);
16307 void Player::RemovePetitionsAndSigns(uint64 guid, uint32 type)
16309 QueryResult *result = NULL;
16310 if(type==10)
16311 result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid));
16312 else
16313 result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16314 if(result)
16316 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.
16317 { // and SendPetitionQueryOpcode reads data from the DB
16318 Field *fields = result->Fetch();
16319 uint64 ownerguid = MAKE_NEW_GUID(fields[0].GetUInt32(), 0, HIGHGUID_PLAYER);
16320 uint64 petitionguid = MAKE_NEW_GUID(fields[1].GetUInt32(), 0, HIGHGUID_ITEM);
16322 // send update if charter owner in game
16323 Player* owner = objmgr.GetPlayer(ownerguid);
16324 if(owner)
16325 owner->GetSession()->SendPetitionQueryOpcode(petitionguid);
16327 } while ( result->NextRow() );
16329 delete result;
16331 if(type==10)
16332 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid));
16333 else
16334 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16337 CharacterDatabase.BeginTransaction();
16338 if(type == 10)
16340 CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid));
16341 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid));
16343 else
16345 CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16346 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16348 CharacterDatabase.CommitTransaction();
16351 void Player::SetRestBonus (float rest_bonus_new)
16353 // Prevent resting on max level
16354 if(getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
16355 rest_bonus_new = 0;
16357 if(rest_bonus_new < 0)
16358 rest_bonus_new = 0;
16360 float rest_bonus_max = (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)*1.5/2;
16362 if(rest_bonus_new > rest_bonus_max)
16363 m_rest_bonus = rest_bonus_max;
16364 else
16365 m_rest_bonus = rest_bonus_new;
16367 // update data for client
16368 if(m_rest_bonus>10)
16369 SetByteValue(PLAYER_BYTES_2, 3, 0x01); // Set Reststate = Rested
16370 else if(m_rest_bonus<=1)
16371 SetByteValue(PLAYER_BYTES_2, 3, 0x02); // Set Reststate = Normal
16373 //RestTickUpdate
16374 SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE, uint32(m_rest_bonus));
16377 void Player::HandleStealthedUnitsDetection()
16379 std::list<Unit*> stealthedUnits;
16381 CellPair p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
16382 Cell cell(p);
16383 cell.data.Part.reserved = ALL_DISTRICT;
16384 cell.SetNoCreate();
16386 MaNGOS::AnyStealthedCheck u_check;
16387 MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck > searcher(stealthedUnits, u_check);
16389 TypeContainerVisitor<MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck >, WorldTypeMapContainer > world_unit_searcher(searcher);
16390 TypeContainerVisitor<MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck >, GridTypeMapContainer > grid_unit_searcher(searcher);
16392 CellLock<GridReadGuard> cell_lock(cell, p);
16393 cell_lock->Visit(cell_lock, world_unit_searcher, *MapManager::Instance().GetMap(GetMapId(), this));
16394 cell_lock->Visit(cell_lock, grid_unit_searcher, *MapManager::Instance().GetMap(GetMapId(), this));
16396 for (std::list<Unit*>::iterator i = stealthedUnits.begin(); i != stealthedUnits.end();)
16398 if((*i)==this)
16400 i = stealthedUnits.erase(i);
16401 continue;
16404 if ((*i)->isVisibleForOrDetect(this,true))
16407 (*i)->SendUpdateToPlayer(this);
16408 m_clientGUIDs.insert((*i)->GetGUID());
16410 #ifdef MANGOS_DEBUG
16411 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
16412 sLog.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i)->GetGUIDLow(),(*i)->GetTypeId(),GetGUIDLow(),GetDistance(*i));
16413 #endif
16415 // target aura duration for caster show only if target exist at caster client
16416 // send data at target visibility change (adding to client)
16417 if((*i)!=this && (*i)->isType(TYPEMASK_UNIT))
16418 SendAurasForTarget(*i);
16420 i = stealthedUnits.erase(i);
16421 continue;
16424 ++i;
16428 bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, uint32 mount_id, Creature* npc)
16430 if(nodes.size() < 2)
16431 return false;
16433 // not let cheating with start flight mounted
16434 if(IsMounted())
16436 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16437 data << uint32(ERR_TAXIPLAYERALREADYMOUNTED);
16438 GetSession()->SendPacket(&data);
16439 return false;
16442 if( m_ShapeShiftFormSpellId && m_form != FORM_BATTLESTANCE && m_form != FORM_BERSERKERSTANCE && m_form != FORM_DEFENSIVESTANCE && m_form != FORM_SHADOW )
16444 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16445 data << uint32(ERR_TAXIPLAYERSHAPESHIFTED);
16446 GetSession()->SendPacket(&data);
16447 return false;
16450 // 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
16451 if(GetSession()->isLogingOut() ||
16452 (!m_currentSpells[CURRENT_GENERIC_SPELL] ||
16453 m_currentSpells[CURRENT_GENERIC_SPELL]->m_spellInfo->Effect[0] != SPELL_EFFECT_SEND_TAXI)&&
16454 IsNonMeleeSpellCasted(false) ||
16455 isInCombat())
16457 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16458 data << uint32(ERR_TAXIPLAYERBUSY);
16459 GetSession()->SendPacket(&data);
16460 return false;
16463 if(HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
16464 return false;
16466 uint32 sourcenode = nodes[0];
16468 // starting node too far away (cheat?)
16469 TaxiNodesEntry const* node = sTaxiNodesStore.LookupEntry(sourcenode);
16470 if( !node || node->map_id != GetMapId() ||
16471 (node->x - GetPositionX())*(node->x - GetPositionX())+
16472 (node->y - GetPositionY())*(node->y - GetPositionY())+
16473 (node->z - GetPositionZ())*(node->z - GetPositionZ()) >
16474 (2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE) )
16476 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16477 data << uint32(ERR_TAXIUNSPECIFIEDSERVERERROR);
16478 GetSession()->SendPacket(&data);
16479 return false;
16482 // Prepare to flight start now
16484 // stop combat at start taxi flight if any
16485 CombatStop();
16487 // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
16488 TradeCancel(true);
16490 // clean not finished taxi path if any
16491 m_taxi.ClearTaxiDestinations();
16493 // 0 element current node
16494 m_taxi.AddTaxiDestination(sourcenode);
16496 // fill destinations path tail
16497 uint32 sourcepath = 0;
16498 uint32 totalcost = 0;
16500 uint32 prevnode = sourcenode;
16501 uint32 lastnode = 0;
16503 for(uint32 i = 1; i < nodes.size(); ++i)
16505 uint32 path, cost;
16507 lastnode = nodes[i];
16508 objmgr.GetTaxiPath(prevnode, lastnode, path, cost);
16510 if(!path)
16512 m_taxi.ClearTaxiDestinations();
16513 return false;
16516 totalcost += cost;
16518 if(prevnode == sourcenode)
16519 sourcepath = path;
16521 m_taxi.AddTaxiDestination(lastnode);
16523 prevnode = lastnode;
16526 if(!mount_id) // if not provide then attempt use default.
16527 mount_id = objmgr.GetTaxiMount(sourcenode, GetTeam());
16529 if (mount_id == 0 || sourcepath == 0)
16531 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16532 data << uint32(ERR_TAXIUNSPECIFIEDSERVERERROR);
16533 GetSession()->SendPacket(&data);
16534 m_taxi.ClearTaxiDestinations();
16535 return false;
16538 uint32 money = GetMoney();
16540 if(npc)
16542 totalcost = (uint32)ceil(totalcost*GetReputationPriceDiscount(npc));
16545 if(money < totalcost)
16547 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16548 data << uint32(ERR_TAXINOTENOUGHMONEY);
16549 GetSession()->SendPacket(&data);
16550 m_taxi.ClearTaxiDestinations();
16551 return false;
16554 //Checks and preparations done, DO FLIGHT
16555 ModifyMoney(-(int32)totalcost);
16557 // prevent stealth flight
16558 RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
16560 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16561 data << uint32(ERR_TAXIOK);
16562 GetSession()->SendPacket(&data);
16564 sLog.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY");
16566 GetSession()->SendDoFlight(mount_id, sourcepath);
16568 return true;
16571 void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask, uint32 unTimeMs )
16573 // last check 2.0.10
16574 WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+m_spells.size()*8);
16575 data << GetGUID();
16576 data << uint8(0x0); // flags (0x1, 0x2)
16577 time_t curTime = time(NULL);
16578 for(PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
16580 if (itr->second->state == PLAYERSPELL_REMOVED)
16581 continue;
16582 uint32 unSpellId = itr->first;
16583 SpellEntry const *spellInfo = sSpellStore.LookupEntry(unSpellId);
16584 if (!spellInfo)
16586 ASSERT(spellInfo);
16587 continue;
16590 // Not send cooldown for this spells
16591 if (spellInfo->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE)
16592 continue;
16594 if((idSchoolMask & GetSpellSchoolMask(spellInfo)) && GetSpellCooldownDelay(unSpellId) < unTimeMs )
16596 data << unSpellId;
16597 data << unTimeMs; // in m.secs
16598 AddSpellCooldown(unSpellId, 0, curTime + unTimeMs/1000);
16601 GetSession()->SendPacket(&data);
16604 void Player::InitDataForForm(bool reapplyMods)
16606 SpellShapeshiftEntry const* ssEntry = sSpellShapeshiftStore.LookupEntry(m_form);
16607 if(ssEntry && ssEntry->attackSpeed)
16609 SetAttackTime(BASE_ATTACK,ssEntry->attackSpeed);
16610 SetAttackTime(OFF_ATTACK,ssEntry->attackSpeed);
16611 SetAttackTime(RANGED_ATTACK, BASE_ATTACK_TIME);
16613 else
16614 SetRegularAttackTime();
16616 switch(m_form)
16618 case FORM_CAT:
16620 if(getPowerType()!=POWER_ENERGY)
16621 setPowerType(POWER_ENERGY);
16622 break;
16624 case FORM_BEAR:
16625 case FORM_DIREBEAR:
16627 if(getPowerType()!=POWER_RAGE)
16628 setPowerType(POWER_RAGE);
16629 break;
16631 default: // 0, for example
16633 ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(getClass());
16634 if(cEntry && cEntry->powerType < MAX_POWERS && uint32(getPowerType()) != cEntry->powerType)
16635 setPowerType(Powers(cEntry->powerType));
16636 break;
16640 // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
16641 if (!reapplyMods)
16642 UpdateEquipSpellsAtFormChange();
16644 UpdateAttackPowerAndDamage();
16645 UpdateAttackPowerAndDamage(true);
16648 // Return true is the bought item has a max count to force refresh of window by caller
16649 bool Player::BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint64 bagguid, uint8 slot)
16651 // cheating attempt
16652 if(count < 1) count = 1;
16654 if(!isAlive())
16655 return false;
16657 ItemPrototype const *pProto = objmgr.GetItemPrototype( item );
16658 if( !pProto )
16660 SendBuyError( BUY_ERR_CANT_FIND_ITEM, NULL, item, 0);
16661 return false;
16664 Creature *pCreature = ObjectAccessor::GetNPCIfCanInteractWith(*this, vendorguid,UNIT_NPC_FLAG_VENDOR);
16665 if (!pCreature)
16667 sLog.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid)) );
16668 SendBuyError( BUY_ERR_DISTANCE_TOO_FAR, NULL, item, 0);
16669 return false;
16672 VendorItemData const* vItems = pCreature->GetVendorItems();
16673 if(!vItems || vItems->Empty())
16675 SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
16676 return false;
16679 size_t vendor_slot = vItems->FindItemSlot(item);
16680 if(vendor_slot >= vItems->GetItemCount())
16682 SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
16683 return false;
16686 VendorItem const* crItem = vItems->m_items[vendor_slot];
16688 // check current item amount if it limited
16689 if( crItem->maxcount != 0 )
16691 if(pCreature->GetVendorItemCurrentCount(crItem) < pProto->BuyCount * count )
16693 SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD, pCreature, item, 0);
16694 return false;
16698 if( uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank)
16700 SendBuyError( BUY_ERR_REPUTATION_REQUIRE, pCreature, item, 0);
16701 return false;
16704 if(crItem->ExtendedCost)
16706 ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
16707 if(!iece)
16709 sLog.outError("Item %u have wrong ExtendedCost field value %u", pProto->ItemId, crItem->ExtendedCost);
16710 return false;
16713 // honor points price
16714 if(GetHonorPoints() < (iece->reqhonorpoints * count))
16716 SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS, NULL, NULL);
16717 return false;
16720 // arena points price
16721 if(GetArenaPoints() < (iece->reqarenapoints * count))
16723 SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS, NULL, NULL);
16724 return false;
16727 // item base price
16728 for (uint8 i = 0; i < 5; ++i)
16730 if(iece->reqitem[i] && !HasItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count)))
16732 SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, NULL, NULL);
16733 return false;
16737 // check for personal arena rating requirement
16738 if( GetMaxPersonalArenaRatingRequirement() < iece->reqpersonalarenarating )
16740 // probably not the proper equip err
16741 SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK,NULL,NULL);
16742 return false;
16746 uint32 price = pProto->BuyPrice * count;
16748 // reputation discount
16749 price = uint32(floor(price * GetReputationPriceDiscount(pCreature)));
16751 if( GetMoney() < price )
16753 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, pCreature, item, 0);
16754 return false;
16757 uint8 bag = 0; // init for case invalid bagGUID
16759 if (bagguid != NULL_BAG && slot != NULL_SLOT)
16761 Bag *pBag;
16762 if( bagguid == GetGUID() )
16764 bag = INVENTORY_SLOT_BAG_0;
16766 else
16768 for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END;i++)
16770 pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0,i);
16771 if( pBag )
16773 if( bagguid == pBag->GetGUID() )
16775 bag = i;
16776 break;
16783 if( IsInventoryPos( bag, slot ) || (bagguid == NULL_BAG && slot == NULL_SLOT) )
16785 ItemPosCountVec dest;
16786 uint8 msg = CanStoreNewItem( bag, slot, dest, item, pProto->BuyCount * count );
16787 if( msg != EQUIP_ERR_OK )
16789 SendEquipError( msg, NULL, NULL );
16790 return false;
16793 ModifyMoney( -(int32)price );
16794 if(crItem->ExtendedCost) // case for new honor system
16796 ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
16797 if(iece->reqhonorpoints)
16798 ModifyHonorPoints( - int32(iece->reqhonorpoints * count));
16799 if(iece->reqarenapoints)
16800 ModifyArenaPoints( - int32(iece->reqarenapoints * count));
16801 for (uint8 i = 0; i < 5; ++i)
16803 if(iece->reqitem[i])
16804 DestroyItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count), true);
16808 if(Item *it = StoreNewItem( dest, item, true ))
16810 uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count);
16812 WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
16813 data << pCreature->GetGUID();
16814 data << (uint32)(vendor_slot+1); // numbered from 1 at client
16815 data << (uint32)(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
16816 data << (uint32)count;
16817 GetSession()->SendPacket(&data);
16819 SendNewItem(it, pProto->BuyCount*count, true, false, false);
16822 else if( IsEquipmentPos( bag, slot ) )
16824 uint16 dest;
16825 uint8 msg = CanEquipNewItem( slot, dest, item, pProto->BuyCount * count, false );
16826 if( msg != EQUIP_ERR_OK )
16828 SendEquipError( msg, NULL, NULL );
16829 return false;
16832 ModifyMoney( -(int32)price );
16833 if(crItem->ExtendedCost) // case for new honor system
16835 ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
16836 if(iece->reqhonorpoints)
16837 ModifyHonorPoints( - int32(iece->reqhonorpoints));
16838 if(iece->reqarenapoints)
16839 ModifyArenaPoints( - int32(iece->reqarenapoints));
16840 for (uint8 i = 0; i < 5; ++i)
16842 if(iece->reqitem[i])
16843 DestroyItemCount(iece->reqitem[i], iece->reqitemcount[i], true);
16847 if(Item *it = EquipNewItem( dest, item, pProto->BuyCount * count, true ))
16849 uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count);
16851 WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
16852 data << pCreature->GetGUID();
16853 data << (uint32)(vendor_slot+1); // numbered from 1 at client
16854 data << (uint32)(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
16855 data << (uint32)count;
16856 GetSession()->SendPacket(&data);
16858 SendNewItem(it, pProto->BuyCount*count, true, false, false);
16860 AutoUnequipOffhandIfNeed();
16863 else
16865 SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL );
16866 return false;
16869 return crItem->maxcount!=0;
16872 uint32 Player::GetMaxPersonalArenaRatingRequirement()
16874 // returns the maximal personal arena rating that can be used to purchase items requiring this condition
16875 // the personal rating of the arena team must match the required limit as well
16876 // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
16877 uint32 max_personal_rating = 0;
16878 for(int i = 0; i < MAX_ARENA_SLOT; ++i)
16880 if(ArenaTeam * at = objmgr.GetArenaTeamById(GetArenaTeamId(i)))
16882 uint32 p_rating = GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (i * 6) + 5);
16883 uint32 t_rating = at->GetRating();
16884 p_rating = p_rating<t_rating? p_rating : t_rating;
16885 if(max_personal_rating < p_rating)
16886 max_personal_rating = p_rating;
16889 return max_personal_rating;
16892 void Player::UpdateHomebindTime(uint32 time)
16894 // GMs never get homebind timer online
16895 if (m_InstanceValid || isGameMaster())
16897 if(m_HomebindTimer) // instance valid, but timer not reset
16899 // hide reminder
16900 WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4);
16901 data << uint32(0);
16902 data << uint32(0);
16903 GetSession()->SendPacket(&data);
16905 // instance is valid, reset homebind timer
16906 m_HomebindTimer = 0;
16908 else if (m_HomebindTimer > 0)
16910 if (time >= m_HomebindTimer)
16912 // teleport to homebind location
16913 TeleportTo(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, GetOrientation());
16915 else
16916 m_HomebindTimer -= time;
16918 else
16920 // instance is invalid, start homebind timer
16921 m_HomebindTimer = 60000;
16922 // send message to player
16923 WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4);
16924 data << m_HomebindTimer;
16925 data << uint32(1);
16926 GetSession()->SendPacket(&data);
16927 sLog.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow());
16931 void Player::UpdatePvP(bool state, bool ovrride)
16933 if(!state || ovrride)
16935 SetPvP(state);
16936 if(Pet* pet = GetPet())
16937 pet->SetPvP(state);
16938 if(Unit* charmed = GetCharm())
16939 charmed->SetPvP(state);
16941 pvpInfo.endTimer = 0;
16943 else
16945 if(pvpInfo.endTimer != 0)
16946 pvpInfo.endTimer = time(NULL);
16947 else
16949 SetPvP(state);
16951 if(Pet* pet = GetPet())
16952 pet->SetPvP(state);
16953 if(Unit* charmed = GetCharm())
16954 charmed->SetPvP(state);
16959 void Player::AddSpellCooldown(uint32 spellid, uint32 itemid, time_t end_time)
16961 SpellCooldown sc;
16962 sc.end = end_time;
16963 sc.itemid = itemid;
16964 m_spellCooldowns[spellid] = sc;
16967 void Player::SendCooldownEvent(SpellEntry const *spellInfo)
16969 if ( !(spellInfo->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE) )
16970 return;
16972 // Get spell cooldwn
16973 int32 cooldown = GetSpellRecoveryTime(spellInfo);
16974 // Apply spellmods
16975 ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, cooldown);
16976 if (cooldown < 0)
16977 cooldown = 0;
16978 // Add cooldown
16979 AddSpellCooldown(spellInfo->Id, 0, time(NULL) + cooldown / 1000);
16980 // Send activate
16981 WorldPacket data(SMSG_COOLDOWN_EVENT, (4+8));
16982 data << spellInfo->Id;
16983 data << GetGUID();
16984 SendDirectMessage(&data);
16986 //slot to be excluded while counting
16987 bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot)
16989 if(!enchantmentcondition)
16990 return true;
16992 SpellItemEnchantmentConditionEntry const *Condition = sSpellItemEnchantmentConditionStore.LookupEntry(enchantmentcondition);
16994 if(!Condition)
16995 return true;
16997 uint8 curcount[4] = {0, 0, 0, 0};
16999 //counting current equipped gem colors
17000 for(uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
17002 if(i == slot)
17003 continue;
17004 Item *pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
17005 if(pItem2 && pItem2->GetProto()->Socket[0].Color)
17007 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
17009 uint32 enchant_id = pItem2->GetEnchantmentId(EnchantmentSlot(enchant_slot));
17010 if(!enchant_id)
17011 continue;
17013 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
17014 if(!enchantEntry)
17015 continue;
17017 uint32 gemid = enchantEntry->GemID;
17018 if(!gemid)
17019 continue;
17021 ItemPrototype const* gemProto = sItemStorage.LookupEntry<ItemPrototype>(gemid);
17022 if(!gemProto)
17023 continue;
17025 GemPropertiesEntry const* gemProperty = sGemPropertiesStore.LookupEntry(gemProto->GemProperties);
17026 if(!gemProperty)
17027 continue;
17029 uint8 GemColor = gemProperty->color;
17031 for(uint8 b = 0, tmpcolormask = 1; b < 4; b++, tmpcolormask <<= 1)
17033 if(tmpcolormask & GemColor)
17034 ++curcount[b];
17040 bool activate = true;
17042 for(int i = 0; i < 5; i++)
17044 if(!Condition->Color[i])
17045 continue;
17047 uint32 _cur_gem = curcount[Condition->Color[i] - 1];
17049 // if have <CompareColor> use them as count, else use <value> from Condition
17050 uint32 _cmp_gem = Condition->CompareColor[i] ? curcount[Condition->CompareColor[i] - 1]: Condition->Value[i];
17052 switch(Condition->Comparator[i])
17054 case 2: // requires less <color> than (<value> || <comparecolor>) gems
17055 activate &= (_cur_gem < _cmp_gem) ? true : false;
17056 break;
17057 case 3: // requires more <color> than (<value> || <comparecolor>) gems
17058 activate &= (_cur_gem > _cmp_gem) ? true : false;
17059 break;
17060 case 5: // requires at least <color> than (<value> || <comparecolor>) gems
17061 activate &= (_cur_gem >= _cmp_gem) ? true : false;
17062 break;
17066 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");
17068 return activate;
17071 void Player::CorrectMetaGemEnchants(uint8 exceptslot, bool apply)
17073 //cycle all equipped items
17074 for(uint32 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
17076 //enchants for the slot being socketed are handled by Player::ApplyItemMods
17077 if(slot == exceptslot)
17078 continue;
17080 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot );
17082 if(!pItem || !pItem->GetProto()->Socket[0].Color)
17083 continue;
17085 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
17087 uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
17088 if(!enchant_id)
17089 continue;
17091 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
17092 if(!enchantEntry)
17093 continue;
17095 uint32 condition = enchantEntry->EnchantmentCondition;
17096 if(condition)
17098 //was enchant active with/without item?
17099 bool wasactive = EnchantmentFitsRequirements(condition, apply ? exceptslot : -1);
17100 //should it now be?
17101 if(wasactive ^ EnchantmentFitsRequirements(condition, apply ? -1 : exceptslot))
17103 // ignore item gem conditions
17104 //if state changed, (dis)apply enchant
17105 ApplyEnchantment(pItem,EnchantmentSlot(enchant_slot),!wasactive,true,true);
17112 //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
17113 void Player::ToggleMetaGemsActive(uint8 exceptslot, bool apply)
17115 //cycle all equipped items
17116 for(int slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
17118 //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
17119 if(slot == exceptslot)
17120 continue;
17122 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot );
17124 if(!pItem || !pItem->GetProto()->Socket[0].Color) //if item has no sockets or no item is equipped go to next item
17125 continue;
17127 //cycle all (gem)enchants
17128 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
17130 uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
17131 if(!enchant_id) //if no enchant go to next enchant(slot)
17132 continue;
17134 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
17135 if(!enchantEntry)
17136 continue;
17138 //only metagems to be (de)activated, so only enchants with condition
17139 uint32 condition = enchantEntry->EnchantmentCondition;
17140 if(condition)
17141 ApplyEnchantment(pItem,EnchantmentSlot(enchant_slot), apply);
17146 void Player::LeaveBattleground(bool teleportToEntryPoint)
17148 if(BattleGround *bg = GetBattleGround())
17150 bool need_debuf = bg->isBattleGround() && (bg->GetStatus() == STATUS_IN_PROGRESS) && sWorld.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER);
17152 bg->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint, true);
17154 // call after remove to be sure that player resurrected for correct cast
17155 if(need_debuf)
17156 CastSpell(this, 26013, true); // Deserter
17160 bool Player::CanJoinToBattleground() const
17162 // check Deserter debuff
17163 if(GetDummyAura(26013))
17164 return false;
17166 return true;
17169 bool Player::CanReportAfkDueToLimit()
17171 // a player can complain about 15 people per 5 minutes
17172 if(m_bgAfkReportedCount >= 15)
17173 return false;
17174 ++m_bgAfkReportedCount;
17175 return true;
17178 ///This player has been blamed to be inactive in a battleground
17179 void Player::ReportedAfkBy(Player* reporter)
17181 BattleGround *bg = GetBattleGround();
17182 if(!bg || bg != reporter->GetBattleGround() || GetTeam() != reporter->GetTeam())
17183 return;
17185 // check if player has 'Idle' or 'Inactive' debuff
17186 if(m_bgAfkReporter.find(reporter->GetGUIDLow())==m_bgAfkReporter.end() && !HasAura(43680,0) && !HasAura(43681,0) && reporter->CanReportAfkDueToLimit())
17188 m_bgAfkReporter.insert(reporter->GetGUIDLow());
17189 // 3 players have to complain to apply debuff
17190 if(m_bgAfkReporter.size() >= 3)
17192 // cast 'Idle' spell
17193 CastSpell(this, 43680, true);
17194 m_bgAfkReporter.clear();
17199 bool Player::IsVisibleInGridForPlayer( Player* pl ) const
17201 // gamemaster in GM mode see all, including ghosts
17202 if(pl->isGameMaster() && GetSession()->GetSecurity() <= pl->GetSession()->GetSecurity())
17203 return true;
17205 // It seems in battleground everyone sees everyone, except the enemy-faction ghosts
17206 if (InBattleGround())
17208 if (!(isAlive() || m_deathTimer > 0) && !IsFriendlyTo(pl) )
17209 return false;
17210 return true;
17213 // Live player see live player or dead player with not realized corpse
17214 if(pl->isAlive() || pl->m_deathTimer > 0)
17216 return isAlive() || m_deathTimer > 0;
17219 // Ghost see other friendly ghosts, that's for sure
17220 if(!(isAlive() || m_deathTimer > 0) && IsFriendlyTo(pl))
17221 return true;
17223 // Dead player see live players near own corpse
17224 if(isAlive())
17226 Corpse *corpse = pl->GetCorpse();
17227 if(corpse)
17229 // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
17230 if(corpse->IsWithinDistInMap(this,(20+25)*sWorld.getRate(RATE_CREATURE_AGGRO)))
17231 return true;
17235 // and not see any other
17236 return false;
17239 bool Player::IsVisibleGloballyFor( Player* u ) const
17241 if(!u)
17242 return false;
17244 // Always can see self
17245 if (u==this)
17246 return true;
17248 // Visible units, always are visible for all players
17249 if (GetVisibility() == VISIBILITY_ON)
17250 return true;
17252 // GMs are visible for higher gms (or players are visible for gms)
17253 if (u->GetSession()->GetSecurity() > SEC_PLAYER)
17254 return GetSession()->GetSecurity() <= u->GetSession()->GetSecurity();
17256 // non faction visibility non-breakable for non-GMs
17257 if (GetVisibility() == VISIBILITY_OFF)
17258 return false;
17260 // non-gm stealth/invisibility not hide from global player lists
17261 return true;
17264 void Player::UpdateVisibilityOf(WorldObject* target)
17266 if(HaveAtClient(target))
17268 if(!target->isVisibleForInState(this,true))
17270 target->DestroyForPlayer(this);
17271 m_clientGUIDs.erase(target->GetGUID());
17273 #ifdef MANGOS_DEBUG
17274 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
17275 sLog.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target));
17276 #endif
17279 else
17281 if(target->isVisibleForInState(this,false))
17283 target->SendUpdateToPlayer(this);
17284 if(target->GetTypeId()!=TYPEID_GAMEOBJECT||!((GameObject*)target)->IsTransport())
17285 m_clientGUIDs.insert(target->GetGUID());
17287 #ifdef MANGOS_DEBUG
17288 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
17289 sLog.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target));
17290 #endif
17292 // target aura duration for caster show only if target exist at caster client
17293 // send data at target visibility change (adding to client)
17294 if(target!=this && target->isType(TYPEMASK_UNIT))
17295 SendAurasForTarget((Unit*)target);
17297 if(target->GetTypeId()==TYPEID_UNIT && ((Creature*)target)->isAlive())
17298 ((Creature*)target)->SendMonsterMoveWithSpeedToCurrentDestination(this);
17303 template<class T>
17304 inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, T* target)
17306 s64.insert(target->GetGUID());
17309 template<>
17310 inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, GameObject* target)
17312 if(!target->IsTransport())
17313 s64.insert(target->GetGUID());
17316 template<class T>
17317 void Player::UpdateVisibilityOf(T* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow)
17319 if(HaveAtClient(target))
17321 if(!target->isVisibleForInState(this,true))
17323 target->BuildOutOfRangeUpdateBlock(&data);
17324 m_clientGUIDs.erase(target->GetGUID());
17326 #ifdef MANGOS_DEBUG
17327 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
17328 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));
17329 #endif
17332 else
17334 if(target->isVisibleForInState(this,false))
17336 visibleNow.insert(target);
17337 target->BuildUpdate(data_updates);
17338 target->BuildCreateUpdateBlockForPlayer(&data, this);
17339 UpdateVisibilityOf_helper(m_clientGUIDs,target);
17341 #ifdef MANGOS_DEBUG
17342 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
17343 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));
17344 #endif
17349 template void Player::UpdateVisibilityOf(Player* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17350 template void Player::UpdateVisibilityOf(Creature* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17351 template void Player::UpdateVisibilityOf(Corpse* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17352 template void Player::UpdateVisibilityOf(GameObject* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17353 template void Player::UpdateVisibilityOf(DynamicObject* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17355 void Player::InitPrimaryProffesions()
17357 SetFreePrimaryProffesions(sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL));
17360 void Player::SendComboPoints()
17362 Unit *combotarget = ObjectAccessor::GetUnit(*this, m_comboTarget);
17363 if (combotarget)
17365 WorldPacket data(SMSG_UPDATE_COMBO_POINTS, combotarget->GetPackGUID().size()+1);
17366 data.append(combotarget->GetPackGUID());
17367 data << uint8(m_comboPoints);
17368 GetSession()->SendPacket(&data);
17372 void Player::AddComboPoints(Unit* target, int8 count)
17374 if(!count)
17375 return;
17377 // without combo points lost (duration checked in aura)
17378 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS);
17380 if(target->GetGUID() == m_comboTarget)
17382 m_comboPoints += count;
17384 else
17386 if(m_comboTarget)
17387 if(Unit* target = ObjectAccessor::GetUnit(*this,m_comboTarget))
17388 target->RemoveComboPointHolder(GetGUIDLow());
17390 m_comboTarget = target->GetGUID();
17391 m_comboPoints = count;
17393 target->AddComboPointHolder(GetGUIDLow());
17396 if (m_comboPoints > 5) m_comboPoints = 5;
17397 if (m_comboPoints < 0) m_comboPoints = 0;
17399 SendComboPoints();
17402 void Player::ClearComboPoints()
17404 if(!m_comboTarget)
17405 return;
17407 // without combopoints lost (duration checked in aura)
17408 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS);
17410 m_comboPoints = 0;
17412 SendComboPoints();
17414 if(Unit* target = ObjectAccessor::GetUnit(*this,m_comboTarget))
17415 target->RemoveComboPointHolder(GetGUIDLow());
17417 m_comboTarget = 0;
17420 void Player::SetGroup(Group *group, int8 subgroup)
17422 if(group == NULL) m_group.unlink();
17423 else
17425 // never use SetGroup without a subgroup unless you specify NULL for group
17426 assert(subgroup >= 0);
17427 m_group.link(group, this);
17428 m_group.setSubGroup((uint8)subgroup);
17432 void Player::SendInitialPacketsBeforeAddToMap()
17434 WorldPacket data(SMSG_SET_REST_START_OBSOLETE, 4);
17435 data << uint32(0); // unknown, may be rest state time or expirience
17436 GetSession()->SendPacket(&data);
17438 // Homebind
17439 data.Initialize(SMSG_BINDPOINTUPDATE, 5*4);
17440 data << m_homebindX << m_homebindY << m_homebindZ;
17441 data << (uint32) m_homebindMapId;
17442 data << (uint32) m_homebindZoneId;
17443 GetSession()->SendPacket(&data);
17445 // SMSG_SET_PROFICIENCY
17446 // SMSG_UPDATE_AURA_DURATION
17448 // tutorial stuff
17449 data.Initialize(SMSG_TUTORIAL_FLAGS, 8*4);
17450 for (int i = 0; i < 8; ++i)
17451 data << uint32( GetTutorialInt(i) );
17452 GetSession()->SendPacket(&data);
17454 SendInitialSpells();
17456 data.Initialize(SMSG_SEND_UNLEARN_SPELLS, 4);
17457 data << uint32(0); // count, for(count) uint32;
17458 GetSession()->SendPacket(&data);
17460 SendInitialActionButtons();
17461 SendInitialReputations();
17462 m_achievementMgr.SendAllAchievementData();
17463 UpdateZone(GetZoneId());
17464 SendInitWorldStates();
17466 // SMSG_SET_AURA_SINGLE
17468 data.Initialize(SMSG_LOGIN_SETTIMESPEED, 8);
17469 data << uint32(secsToTimeBitFields(sWorld.GetGameTime()));
17470 data << (float)0.01666667f; // game speed
17471 GetSession()->SendPacket( &data );
17473 // set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment
17474 if(HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED) || isInFlight())
17475 AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
17478 void Player::SendInitialPacketsAfterAddToMap()
17480 CastSpell(this, 836, true); // LOGINEFFECT
17482 // set some aura effects that send packet to player client after add player to map
17483 // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
17484 // same auras state lost at far teleport, send it one more time in this case also
17485 static const AuraType auratypes[] =
17487 SPELL_AURA_MOD_FEAR, SPELL_AURA_TRANSFORM, SPELL_AURA_WATER_WALK,
17488 SPELL_AURA_FEATHER_FALL, SPELL_AURA_HOVER, SPELL_AURA_SAFE_FALL,
17489 SPELL_AURA_FLY, SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED, SPELL_AURA_NONE
17491 for(AuraType const* itr = &auratypes[0]; itr && itr[0] != SPELL_AURA_NONE; ++itr)
17493 Unit::AuraList const& auraList = GetAurasByType(*itr);
17494 if(!auraList.empty())
17495 auraList.front()->ApplyModifier(true,true);
17498 if(HasAuraType(SPELL_AURA_MOD_STUN))
17499 SetMovement(MOVE_ROOT);
17501 // manual send package (have code in ApplyModifier(true,true); that don't must be re-applied.
17502 if(HasAuraType(SPELL_AURA_MOD_ROOT))
17504 WorldPacket data(SMSG_FORCE_MOVE_ROOT, 10);
17505 data.append(GetPackGUID());
17506 data << (uint32)2;
17507 SendMessageToSet(&data,true);
17510 SendAurasForTarget(this);
17511 SendEnchantmentDurations(); // must be after add to map
17512 SendItemDurations(); // must be after add to map
17515 void Player::SendUpdateToOutOfRangeGroupMembers()
17517 if (m_groupUpdateMask == GROUP_UPDATE_FLAG_NONE)
17518 return;
17519 if(Group* group = GetGroup())
17520 group->UpdatePlayerOutOfRange(this);
17522 m_groupUpdateMask = GROUP_UPDATE_FLAG_NONE;
17523 m_auraUpdateMask = 0;
17524 if(Pet *pet = GetPet())
17525 pet->ResetAuraUpdateMask();
17528 void Player::SendTransferAborted(uint32 mapid, uint8 reason, uint8 arg)
17530 WorldPacket data(SMSG_TRANSFER_ABORTED, 4+2);
17531 data << uint32(mapid);
17532 data << uint8(reason); // transfer abort reason
17533 switch(reason)
17535 case TRANSFER_ABORT_INSUF_EXPAN_LVL:
17536 case TRANSFER_ABORT_DIFFICULTY:
17537 case TRANSFER_ABORT_UNIQUE_MESSAGE:
17538 data << uint8(arg);
17539 break;
17541 GetSession()->SendPacket(&data);
17544 void Player::SendInstanceResetWarning(uint32 mapid, uint32 time)
17546 // type of warning, based on the time remaining until reset
17547 uint32 type;
17548 if(time > 3600)
17549 type = RAID_INSTANCE_WELCOME;
17550 else if(time > 900 && time <= 3600)
17551 type = RAID_INSTANCE_WARNING_HOURS;
17552 else if(time > 300 && time <= 900)
17553 type = RAID_INSTANCE_WARNING_MIN;
17554 else
17555 type = RAID_INSTANCE_WARNING_MIN_SOON;
17556 WorldPacket data(SMSG_RAID_INSTANCE_MESSAGE, 4+4+4);
17557 data << uint32(type);
17558 data << uint32(mapid);
17559 data << uint32(time);
17560 GetSession()->SendPacket(&data);
17563 void Player::ApplyEquipCooldown( Item * pItem )
17565 for(int i = 0; i <5; ++i)
17567 _Spell const& spellData = pItem->GetProto()->Spells[i];
17569 // no spell
17570 if( !spellData.SpellId )
17571 continue;
17573 // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
17574 if( spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE )
17575 continue;
17577 AddSpellCooldown(spellData.SpellId, pItem->GetEntry(), time(NULL) + 30);
17579 WorldPacket data(SMSG_ITEM_COOLDOWN, 12);
17580 data << pItem->GetGUID();
17581 data << uint32(spellData.SpellId);
17582 GetSession()->SendPacket(&data);
17586 void Player::resetSpells()
17588 // not need after this call
17589 if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS))
17591 m_atLoginFlags = m_atLoginFlags & ~AT_LOGIN_RESET_SPELLS;
17592 CharacterDatabase.PExecute("UPDATE characters SET at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_SPELLS), GetGUIDLow());
17595 // make full copy of map (spells removed and marked as deleted at another spell remove
17596 // and we can't use original map for safe iterative with visit each spell at loop end
17597 PlayerSpellMap smap = GetSpellMap();
17599 for(PlayerSpellMap::const_iterator iter = smap.begin();iter != smap.end(); ++iter)
17600 removeSpell(iter->first); // only iter->first can be accessed, object by iter->second can be deleted already
17602 learnDefaultSpells();
17603 learnQuestRewardedSpells();
17606 void Player::learnDefaultSpells(bool loading)
17608 // learn default race/class spells
17609 PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(),getClass());
17610 std::list<CreateSpellPair>::const_iterator spell_itr;
17611 for (spell_itr = info->spell.begin(); spell_itr!=info->spell.end(); ++spell_itr)
17613 uint16 tspell = spell_itr->first;
17614 if (tspell)
17616 sLog.outDebug("PLAYER: Adding initial spell, id = %u",tspell);
17617 if(loading || !spell_itr->second) // not care about passive spells or loading case
17618 addSpell(tspell,spell_itr->second);
17619 else // but send in normal spell in game learn case
17620 learnSpell(tspell);
17625 void Player::learnQuestRewardedSpells(Quest const* quest)
17627 uint32 spell_id = quest->GetRewSpellCast();
17629 // skip quests without rewarded spell
17630 if( !spell_id )
17631 return;
17633 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
17634 if(!spellInfo)
17635 return;
17637 // check learned spells state
17638 bool found = false;
17639 for(int i=0; i < 3; ++i)
17641 if(spellInfo->Effect[i] == SPELL_EFFECT_LEARN_SPELL && !HasSpell(spellInfo->EffectTriggerSpell[i]))
17643 found = true;
17644 break;
17648 // skip quests with not teaching spell or already known spell
17649 if(!found)
17650 return;
17652 // prevent learn non first rank unknown profession and second specialization for same profession)
17653 uint32 learned_0 = spellInfo->EffectTriggerSpell[0];
17654 if( spellmgr.GetSpellRank(learned_0) > 1 && !HasSpell(learned_0) )
17656 // not have first rank learned (unlearned prof?)
17657 uint32 first_spell = spellmgr.GetFirstSpellInChain(learned_0);
17658 if( !HasSpell(first_spell) )
17659 return;
17661 SpellEntry const *learnedInfo = sSpellStore.LookupEntry(learned_0);
17662 if(!learnedInfo)
17663 return;
17665 // specialization
17666 if(learnedInfo->Effect[0]==SPELL_EFFECT_TRADE_SKILL && learnedInfo->Effect[1]==0)
17668 // search other specialization for same prof
17669 for(PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
17671 if(itr->second->state == PLAYERSPELL_REMOVED || itr->first==learned_0)
17672 continue;
17674 SpellEntry const *itrInfo = sSpellStore.LookupEntry(itr->first);
17675 if(!itrInfo)
17676 return;
17678 // compare only specializations
17679 if(itrInfo->Effect[0]!=SPELL_EFFECT_TRADE_SKILL || itrInfo->Effect[1]!=0)
17680 continue;
17682 // compare same chain spells
17683 if(spellmgr.GetFirstSpellInChain(itr->first) != first_spell)
17684 continue;
17686 // now we have 2 specialization, learn possible only if found is lesser specialization rank
17687 if(!spellmgr.IsHighRankOfSpell(learned_0,itr->first))
17688 return;
17693 CastSpell( this, spell_id, true);
17696 void Player::learnQuestRewardedSpells()
17698 // learn spells received from quest completing
17699 for(QuestStatusMap::const_iterator itr = mQuestStatus.begin(); itr != mQuestStatus.end(); ++itr)
17701 // skip no rewarded quests
17702 if(!itr->second.m_rewarded)
17703 continue;
17705 Quest const* quest = objmgr.GetQuestTemplate(itr->first);
17706 if( !quest )
17707 continue;
17709 learnQuestRewardedSpells(quest);
17713 void Player::learnSkillRewardedSpells(uint32 skill_id )
17715 uint32 raceMask = getRaceMask();
17716 uint32 classMask = getClassMask();
17717 for (uint32 j=0; j<sSkillLineAbilityStore.GetNumRows(); ++j)
17719 SkillLineAbilityEntry const *pAbility = sSkillLineAbilityStore.LookupEntry(j);
17720 if (!pAbility || pAbility->skillId!=skill_id || pAbility->learnOnGetSkill != ABILITY_LEARNED_ON_GET_PROFESSION_SKILL)
17721 continue;
17722 // Check race if set
17723 if (pAbility->racemask && !(pAbility->racemask & raceMask))
17724 continue;
17725 // Check class if set
17726 if (pAbility->classmask && !(pAbility->classmask & classMask))
17727 continue;
17729 if (SpellEntry const* spellentry = sSpellStore.LookupEntry(pAbility->spellId))
17731 // Ok need learn spell
17732 learnSpell(pAbility->spellId);
17737 void Player::learnSkillRewardedSpells()
17739 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
17741 if(!GetUInt32Value(PLAYER_SKILL_INDEX(i)))
17742 continue;
17744 uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
17746 learnSkillRewardedSpells(pskill);
17750 void Player::SendAurasForTarget(Unit *target)
17752 WorldPacket data(SMSG_AURA_UPDATE_ALL);
17753 data.append(target->GetPackGUID());
17755 for(Unit::AuraMap::const_iterator itr = target->GetAuras().begin(); itr != target->GetAuras().end(); ++itr)
17757 Aura* aura = itr->second;
17758 if(aura->GetAuraSlot() >= MAX_AURAS || aura->IsPassive() || aura->GetCasterGUID()!=GetGUID())
17759 continue;
17761 data << uint8(aura->GetAuraSlot());
17762 data << uint32(aura->GetId());
17764 if(aura->GetId())
17766 uint8 auraFlags = aura->GetAuraFlags();
17767 data << uint8(auraFlags); // flags
17768 data << uint8(aura->GetAuraLevel()); // level
17769 data << uint8(aura->m_procCharges); // charges
17771 /*if(!(auraFlags & AFLAG_NOT_GUID))
17773 data << uint8(0) // packed GUID of someone (caster?)
17776 if(auraFlags & AFLAG_DURATION) // include aura duration
17778 data << uint32(aura->GetAuraMaxDuration());
17779 data << uint32(aura->GetAuraDuration());
17784 GetSession()->SendPacket(&data);
17787 void Player::SetDailyQuestStatus( uint32 quest_id )
17789 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
17791 if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx))
17793 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id);
17794 m_lastDailyQuestTime = time(NULL); // last daily quest time
17795 m_DailyQuestChanged = true;
17796 break;
17801 void Player::ResetDailyQuestStatus()
17803 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
17804 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0);
17806 // DB data deleted in caller
17807 m_DailyQuestChanged = false;
17808 m_lastDailyQuestTime = 0;
17811 BattleGround* Player::GetBattleGround() const
17813 if(GetBattleGroundId()==0)
17814 return NULL;
17816 return sBattleGroundMgr.GetBattleGround(GetBattleGroundId());
17819 bool Player::InArena() const
17821 BattleGround *bg = GetBattleGround();
17822 if(!bg || !bg->isArena())
17823 return false;
17825 return true;
17828 bool Player::GetBGAccessByLevel(uint32 bgTypeId) const
17830 BattleGround *bg = sBattleGroundMgr.GetBattleGround(bgTypeId);
17831 if(!bg)
17832 return false;
17834 if(getLevel() < bg->GetMinLevel() || getLevel() > bg->GetMaxLevel())
17835 return false;
17837 return true;
17840 uint32 Player::GetMinLevelForBattleGroundQueueId(uint32 queue_id)
17842 if(queue_id < 1)
17843 return 0;
17845 if(queue_id >=6)
17846 queue_id = 6;
17848 return 10*(queue_id+1);
17851 uint32 Player::GetMaxLevelForBattleGroundQueueId(uint32 queue_id)
17853 if(queue_id >=6)
17854 return 255; // hardcoded max level
17856 return 10*(queue_id+2)-1;
17859 uint32 Player::GetBattleGroundQueueIdFromLevel() const
17861 uint32 level = getLevel();
17862 if(level <= 19)
17863 return 0;
17864 else if (level > 69)
17865 return 6;
17866 else
17867 return level/10 - 1; // 20..29 -> 1, 30-39 -> 2, ...
17870 float Player::GetReputationPriceDiscount( Creature const* pCreature ) const
17872 FactionTemplateEntry const* vendor_faction = pCreature->getFactionTemplateEntry();
17873 if(!vendor_faction)
17874 return 1.0f;
17876 ReputationRank rank = GetReputationRank(vendor_faction->faction);
17877 if(rank <= REP_NEUTRAL)
17878 return 1.0f;
17880 return 1.0f - 0.05f* (rank - REP_NEUTRAL);
17883 bool Player::IsSpellFitByClassAndRace( uint32 spell_id ) const
17885 uint32 racemask = getRaceMask();
17886 uint32 classmask = getClassMask();
17888 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id);
17889 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id);
17891 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
17893 // skip wrong race skills
17894 if( _spell_idx->second->racemask && (_spell_idx->second->racemask & racemask) == 0)
17895 return false;
17897 // skip wrong class skills
17898 if( _spell_idx->second->classmask && (_spell_idx->second->classmask & classmask) == 0)
17899 return false;
17901 return true;
17904 bool Player::HasQuestForGO(int32 GOId)
17906 for( QuestStatusMap::iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i )
17908 QuestStatusData qs=i->second;
17909 if (qs.m_status == QUEST_STATUS_INCOMPLETE)
17911 Quest const* qinfo = objmgr.GetQuestTemplate(i->first);
17912 if(!qinfo)
17913 continue;
17915 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID)
17916 continue;
17918 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
17920 if (qinfo->ReqCreatureOrGOId[j]>=0) //skip non GO case
17921 continue;
17923 if((-1)*GOId == qinfo->ReqCreatureOrGOId[j] && qs.m_creatureOrGOcount[j] < qinfo->ReqCreatureOrGOCount[j])
17924 return true;
17928 return false;
17931 void Player::UpdateForQuestsGO()
17933 if(m_clientGUIDs.empty())
17934 return;
17936 UpdateData udata;
17937 WorldPacket packet;
17938 for(ClientGUIDs::iterator itr=m_clientGUIDs.begin(); itr!=m_clientGUIDs.end(); ++itr)
17940 if(IS_GAMEOBJECT_GUID(*itr))
17942 GameObject *obj = HashMapHolder<GameObject>::Find(*itr);
17943 if(obj)
17944 obj->BuildValuesUpdateBlockForPlayer(&udata,this);
17947 udata.BuildPacket(&packet);
17948 GetSession()->SendPacket(&packet);
17951 void Player::SummonIfPossible(bool agree)
17953 if(!agree)
17955 m_summon_expire = 0;
17956 return;
17959 // expire and auto declined
17960 if(m_summon_expire < time(NULL))
17961 return;
17963 // stop taxi flight at summon
17964 if(isInFlight())
17966 GetMotionMaster()->MovementExpired();
17967 m_taxi.ClearTaxiDestinations();
17970 // drop flag at summon
17971 if(BattleGround *bg = GetBattleGround())
17972 bg->EventPlayerDroppedFlag(this);
17974 m_summon_expire = 0;
17976 TeleportTo(m_summon_mapid, m_summon_x, m_summon_y, m_summon_z,GetOrientation());
17979 void Player::RemoveItemDurations( Item *item )
17981 for(ItemDurationList::iterator itr = m_itemDuration.begin();itr != m_itemDuration.end(); ++itr)
17983 if(*itr==item)
17985 m_itemDuration.erase(itr);
17986 break;
17991 void Player::AddItemDurations( Item *item )
17993 if(item->GetUInt32Value(ITEM_FIELD_DURATION))
17995 m_itemDuration.push_back(item);
17996 item->SendTimeUpdate(this);
18000 void Player::AutoUnequipOffhandIfNeed()
18002 Item *offItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND );
18003 if(!offItem)
18004 return;
18006 Item *mainItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND );
18008 if(!mainItem || mainItem->GetProto()->InventoryType != INVTYPE_2HWEAPON)
18009 return;
18011 ItemPosCountVec off_dest;
18012 uint8 off_msg = CanStoreItem( NULL_BAG, NULL_SLOT, off_dest, offItem, false );
18013 if( off_msg == EQUIP_ERR_OK )
18015 RemoveItem(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true);
18016 StoreItem( off_dest, offItem, true );
18018 else
18020 sLog.outError("Player::EquipItem: Can's store offhand item at 2hand item equip for player (GUID: %u).",GetGUIDLow());
18024 bool Player::HasItemFitToSpellReqirements(SpellEntry const* spellInfo, Item const* ignoreItem)
18026 if(spellInfo->EquippedItemClass < 0)
18027 return true;
18029 // scan other equipped items for same requirements (mostly 2 daggers/etc)
18030 // for optimize check 2 used cases only
18031 switch(spellInfo->EquippedItemClass)
18033 case ITEM_CLASS_WEAPON:
18035 for(int i= EQUIPMENT_SLOT_MAINHAND; i < EQUIPMENT_SLOT_TABARD; ++i)
18036 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
18037 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
18038 return true;
18039 break;
18041 case ITEM_CLASS_ARMOR:
18043 // tabard not have dependent spells
18044 for(int i= EQUIPMENT_SLOT_START; i< EQUIPMENT_SLOT_MAINHAND; ++i)
18045 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
18046 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
18047 return true;
18049 // shields can be equipped to offhand slot
18050 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND))
18051 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
18052 return true;
18054 // ranged slot can have some armor subclasses
18055 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED))
18056 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
18057 return true;
18059 break;
18061 default:
18062 sLog.outError("HasItemFitToSpellReqirements: Not handeled spell reqirement for item class %u",spellInfo->EquippedItemClass);
18063 break;
18066 return false;
18069 void Player::RemoveItemDependentAurasAndCasts( Item * pItem )
18071 AuraMap& auras = GetAuras();
18072 for(AuraMap::iterator itr = auras.begin(); itr != auras.end(); )
18074 Aura* aura = itr->second;
18076 // skip passive (passive item dependent spells work in another way) and not self applied auras
18077 SpellEntry const* spellInfo = aura->GetSpellProto();
18078 if(aura->IsPassive() || aura->GetCasterGUID()!=GetGUID())
18080 ++itr;
18081 continue;
18084 // skip if not item dependent or have alternative item
18085 if(HasItemFitToSpellReqirements(spellInfo,pItem))
18087 ++itr;
18088 continue;
18091 // no alt item, remove aura, restart check
18092 RemoveAurasDueToSpell(aura->GetId());
18093 itr = auras.begin();
18096 // currently casted spells can be dependent from item
18097 for (uint32 i = 0; i < CURRENT_MAX_SPELL; i++)
18099 if( m_currentSpells[i] && m_currentSpells[i]->getState()!=SPELL_STATE_DELAYED &&
18100 !HasItemFitToSpellReqirements(m_currentSpells[i]->m_spellInfo,pItem) )
18101 InterruptSpell(i);
18105 uint32 Player::GetResurrectionSpellId()
18107 // search priceless resurrection possabilities
18108 uint32 prio = 0;
18109 uint32 spell_id = 0;
18110 AuraList const& dummyAuras = GetAurasByType(SPELL_AURA_DUMMY);
18111 for(AuraList::const_iterator itr = dummyAuras.begin(); itr != dummyAuras.end(); ++itr)
18113 // Soulstone Resurrection // prio: 3 (max, non death persistent)
18114 if( prio < 2 && (*itr)->GetSpellProto()->SpellVisual == 99 && (*itr)->GetSpellProto()->SpellIconID == 92 )
18116 switch((*itr)->GetId())
18118 case 20707: spell_id = 3026; break; // rank 1
18119 case 20762: spell_id = 20758; break; // rank 2
18120 case 20763: spell_id = 20759; break; // rank 3
18121 case 20764: spell_id = 20760; break; // rank 4
18122 case 20765: spell_id = 20761; break; // rank 5
18123 case 27239: spell_id = 27240; break; // rank 6
18124 default:
18125 sLog.outError("Unhandled spell %%u: S.Resurrection",(*itr)->GetId());
18126 continue;
18129 prio = 3;
18131 // Twisting Nether // prio: 2 (max)
18132 else if((*itr)->GetId()==23701 && roll_chance_i(10))
18134 prio = 2;
18135 spell_id = 23700;
18139 // Reincarnation (passive spell) // prio: 1
18140 if(prio < 1 && HasSpell(20608) && !HasSpellCooldown(21169) && HasItemCount(17030,1))
18141 spell_id = 21169;
18143 return spell_id;
18146 bool Player::RewardPlayerAndGroupAtKill(Unit* pVictim)
18148 bool PvP = pVictim->isCharmedOwnedByPlayerOrPlayer();
18150 // prepare data for near group iteration (PvP and !PvP cases)
18151 uint32 xp = 0;
18152 bool honored_kill = false;
18154 if(Group *pGroup = GetGroup())
18156 uint32 count = 0;
18157 uint32 sum_level = 0;
18158 Player* member_with_max_level = NULL;
18159 Player* not_gray_member_with_max_level = NULL;
18161 pGroup->GetDataForXPAtKill(pVictim,count,sum_level,member_with_max_level,not_gray_member_with_max_level);
18163 if(member_with_max_level)
18165 /// not get Xp in PvP or no not gray players in group
18166 xp = (PvP || !not_gray_member_with_max_level) ? 0 : MaNGOS::XP::Gain(not_gray_member_with_max_level, pVictim);
18168 /// skip in check PvP case (for speed, not used)
18169 bool is_raid = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsRaid() && pGroup->isRaidGroup();
18170 bool is_dungeon = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsDungeon();
18171 float group_rate = MaNGOS::XP::xp_in_group_rate(count,is_raid);
18173 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
18175 Player* pGroupGuy = itr->getSource();
18176 if(!pGroupGuy)
18177 continue;
18179 if(!pGroupGuy->IsAtGroupRewardDistance(pVictim))
18180 continue; // member (alive or dead) or his corpse at req. distance
18182 // honor can be in PvP and !PvP (racial leader) cases (for alive)
18183 if(pGroupGuy->isAlive() && pGroupGuy->RewardHonor(pVictim,count) && pGroupGuy==this)
18184 honored_kill = true;
18186 // xp and reputation only in !PvP case
18187 if(!PvP)
18189 float rate = group_rate * float(pGroupGuy->getLevel()) / sum_level;
18191 // if is in dungeon then all receive full reputation at kill
18192 // rewarded any alive/dead/near_corpse group member
18193 pGroupGuy->RewardReputation(pVictim,is_dungeon ? 1.0f : rate);
18195 // XP updated only for alive group member
18196 if(pGroupGuy->isAlive() && not_gray_member_with_max_level &&
18197 pGroupGuy->getLevel() <= not_gray_member_with_max_level->getLevel())
18199 uint32 itr_xp = (member_with_max_level == not_gray_member_with_max_level) ? uint32(xp*rate) : uint32((xp*rate/2)+1);
18201 pGroupGuy->GiveXP(itr_xp, pVictim);
18202 if(Pet* pet = pGroupGuy->GetPet())
18203 pet->GivePetXP(itr_xp/2);
18206 // quest objectives updated only for alive group member or dead but with not released body
18207 if(pGroupGuy->isAlive()|| !pGroupGuy->GetCorpse())
18209 // normal creature (not pet/etc) can be only in !PvP case
18210 if(pVictim->GetTypeId()==TYPEID_UNIT)
18211 pGroupGuy->KilledMonster(pVictim->GetEntry(), pVictim->GetGUID());
18217 else // if (!pGroup)
18219 xp = PvP ? 0 : MaNGOS::XP::Gain(this, pVictim);
18221 // honor can be in PvP and !PvP (racial leader) cases
18222 if(RewardHonor(pVictim,1))
18223 honored_kill = true;
18225 // xp and reputation only in !PvP case
18226 if(!PvP)
18228 RewardReputation(pVictim,1);
18229 GiveXP(xp, pVictim);
18231 if(Pet* pet = GetPet())
18232 pet->GivePetXP(xp);
18234 // normal creature (not pet/etc) can be only in !PvP case
18235 if(pVictim->GetTypeId()==TYPEID_UNIT)
18236 KilledMonster(pVictim->GetEntry(),pVictim->GetGUID());
18239 return xp || honored_kill;
18242 bool Player::IsAtGroupRewardDistance(WorldObject const* pRewardSource) const
18244 if(pRewardSource->GetDistance(this) <= sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE))
18245 return true;
18247 if(isAlive())
18248 return false;
18250 Corpse* corpse = GetCorpse();
18251 if(!corpse)
18252 return false;
18254 return pRewardSource->GetDistance(corpse) <= sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE);
18257 uint32 Player::GetBaseWeaponSkillValue (WeaponAttackType attType) const
18259 Item* item = GetWeaponForAttack(attType,true);
18261 // unarmmed only with base attack
18262 if(attType != BASE_ATTACK && !item)
18263 return 0;
18265 // weapon skill or (unarmed for base attack)
18266 uint32 skill = item ? item->GetSkill() : SKILL_UNARMED;
18267 return GetBaseSkillValue(skill);
18270 void Player::ResurectUsingRequestData()
18272 ResurrectPlayer(0.0f,false);
18274 if(GetMaxHealth() > m_resurrectHealth)
18275 SetHealth( m_resurrectHealth );
18276 else
18277 SetHealth( GetMaxHealth() );
18279 if(GetMaxPower(POWER_MANA) > m_resurrectMana)
18280 SetPower(POWER_MANA, m_resurrectMana );
18281 else
18282 SetPower(POWER_MANA, GetMaxPower(POWER_MANA) );
18284 SetPower(POWER_RAGE, 0 );
18286 SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY) );
18288 SpawnCorpseBones();
18290 TeleportTo(m_resurrectMap, m_resurrectX, m_resurrectY, m_resurrectZ, GetOrientation());
18293 void Player::SetClientControl(Unit* target, uint8 allowMove)
18295 WorldPacket data(SMSG_CLIENT_CONTROL_UPDATE, target->GetPackGUID().size()+1);
18296 data.append(target->GetPackGUID());
18297 data << uint8(allowMove);
18298 GetSession()->SendPacket(&data);
18301 void Player::UpdateZoneDependentAuras( uint32 newZone )
18303 // remove new continent flight forms
18304 if( !isGameMaster() &&
18305 GetVirtualMapForMapAndZone(GetMapId(),newZone) != 530)
18307 RemoveSpellsCausingAura(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED);
18308 RemoveSpellsCausingAura(SPELL_AURA_FLY);
18311 // Some spells applied at enter into zone (with subzones)
18312 // Human Illusion
18313 // NOTE: these are removed by RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP);
18314 if ( newZone == 2367 ) // Old Hillsbrad Foothills
18316 uint32 spellid = 0;
18317 // all horde races
18318 if( GetTeam() == HORDE )
18319 spellid = getGender() == GENDER_FEMALE ? 35481 : 35480;
18320 // and some alliance races
18321 else if( getRace() == RACE_NIGHTELF || getRace() == RACE_DRAENEI )
18322 spellid = getGender() == GENDER_FEMALE ? 35483 : 35482;
18324 if(spellid && !HasAura(spellid,0) )
18325 CastSpell(this,spellid,true);
18329 void Player::UpdateAreaDependentAuras( uint32 newArea )
18331 // remove auras from spells with area limitations
18332 for(AuraMap::iterator iter = m_Auras.begin(); iter != m_Auras.end();)
18334 // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
18335 if(!IsSpellAllowedInLocation(iter->second->GetSpellProto(),GetMapId(),m_zoneUpdateId,newArea))
18336 RemoveAura(iter);
18337 else
18338 ++iter;
18341 // unmount if enter in this subzone
18342 if( newArea == 35)
18343 RemoveSpellsCausingAura(SPELL_AURA_MOUNTED);
18344 // Dragonmaw Illusion
18345 else if( newArea == 3759 || newArea == 3966 || newArea == 3939 )
18347 if( GetDummyAura(40214) )
18349 if( !HasAura(40216,0) )
18350 CastSpell(this,40216,true);
18351 if( !HasAura(42016,0) )
18352 CastSpell(this,42016,true);
18357 uint32 Player::GetCorpseReclaimDelay(bool pvp) const
18359 if( pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
18360 !pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
18362 return copseReclaimDelay[0];
18365 time_t now = time(NULL);
18366 // 0..2 full period
18367 uint32 count = (now < m_deathExpireTime) ? (m_deathExpireTime - now)/DEATH_EXPIRE_STEP : 0;
18368 return copseReclaimDelay[count];
18371 void Player::UpdateCorpseReclaimDelay()
18373 bool pvp = m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH;
18375 if( pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
18376 !pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
18377 return;
18379 time_t now = time(NULL);
18380 if(now < m_deathExpireTime)
18382 // full and partly periods 1..3
18383 uint32 count = (m_deathExpireTime - now)/DEATH_EXPIRE_STEP +1;
18384 if(count < MAX_DEATH_COUNT)
18385 m_deathExpireTime = now+(count+1)*DEATH_EXPIRE_STEP;
18386 else
18387 m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP;
18389 else
18390 m_deathExpireTime = now+DEATH_EXPIRE_STEP;
18393 void Player::SendCorpseReclaimDelay(bool load)
18395 Corpse* corpse = GetCorpse();
18396 if(!corpse)
18397 return;
18399 uint32 delay;
18400 if(load)
18402 if(corpse->GetGhostTime() > m_deathExpireTime)
18403 return;
18405 bool pvp = corpse->GetType()==CORPSE_RESURRECTABLE_PVP;
18407 uint32 count;
18408 if( pvp && sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
18409 !pvp && sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
18411 count = (m_deathExpireTime-corpse->GetGhostTime())/DEATH_EXPIRE_STEP;
18412 if(count>=MAX_DEATH_COUNT)
18413 count = MAX_DEATH_COUNT-1;
18415 else
18416 count=0;
18418 time_t expected_time = corpse->GetGhostTime()+copseReclaimDelay[count];
18420 time_t now = time(NULL);
18421 if(now >= expected_time)
18422 return;
18424 delay = expected_time-now;
18426 else
18427 delay = GetCorpseReclaimDelay(corpse->GetType()==CORPSE_RESURRECTABLE_PVP);
18429 //! corpse reclaim delay 30 * 1000ms or longer at often deaths
18430 WorldPacket data(SMSG_CORPSE_RECLAIM_DELAY, 4);
18431 data << uint32(delay*1000);
18432 GetSession()->SendPacket( &data );
18435 Player* Player::GetNextRandomRaidMember(float radius)
18437 Group *pGroup = GetGroup();
18438 if(!pGroup)
18439 return NULL;
18441 std::vector<Player*> nearMembers;
18442 nearMembers.reserve(pGroup->GetMembersCount());
18444 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
18446 Player* Target = itr->getSource();
18448 // IsHostileTo check duel and controlled by enemy
18449 if( Target && Target != this && IsWithinDistInMap(Target, radius) &&
18450 !Target->HasInvisibilityAura() && !IsHostileTo(Target) )
18451 nearMembers.push_back(Target);
18454 if (nearMembers.empty())
18455 return NULL;
18457 uint32 randTarget = urand(0,nearMembers.size()-1);
18458 return nearMembers[randTarget];
18461 void Player::UpdateUnderwaterState( Map* m, float x, float y, float z )
18463 float water_z = m->GetWaterLevel(x,y);
18464 float height_z = m->GetHeight(x,y,z, false); // use .map base surface height
18465 uint8 flag1 = m->GetTerrainType(x,y);
18467 //!Underwater check, not in water if underground or above water level
18468 if (height_z <= INVALID_HEIGHT || z < (height_z-2) || z > (water_z - 2) )
18469 m_isunderwater &= 0x7A;
18470 else if ((z < (water_z - 2)) && (flag1 & 0x01))
18471 m_isunderwater |= 0x01;
18473 //!in lava check, anywhere under lava level
18474 if ((height_z <= INVALID_HEIGHT || z < (height_z - 0)) && (flag1 == 0x00) && IsInWater())
18475 m_isunderwater |= 0x80;
18478 void Player::SetCanParry( bool value )
18480 if(m_canParry==value)
18481 return;
18483 m_canParry = value;
18484 UpdateParryPercentage();
18487 void Player::SetCanBlock( bool value )
18489 if(m_canBlock==value)
18490 return;
18492 m_canBlock = value;
18493 UpdateBlockPercentage();
18496 bool ItemPosCount::isContainedIn(ItemPosCountVec const& vec) const
18498 for(ItemPosCountVec::const_iterator itr = vec.begin(); itr != vec.end();++itr)
18499 if(itr->pos == this->pos)
18500 return true;
18502 return false;
18505 bool Player::isAllowUseBattleGroundObject()
18507 return ( //InBattleGround() && // in battleground - not need, check in other cases
18508 !IsMounted() && // not mounted
18509 !HasStealthAura() && // not stealthed
18510 !HasInvisibilityAura() && // not invisible
18511 !HasAura(SPELL_RECENTLY_DROPPED_FLAG, 0) && // can't pickup
18512 isAlive() // live player
18516 uint32 Player::GetBarberShopCost(uint8 newhairstyle, uint8 newhaircolor, uint8 newfacialhair)
18518 uint32 level = getLevel();
18520 if(level > sGtBarberShopCostBaseStore.GetNumRows())
18521 level = GT_MAX_LEVEL; // max level in this dbc
18523 uint8 hairstyle = GetByteValue(PLAYER_BYTES, 2);
18524 uint8 haircolor = GetByteValue(PLAYER_BYTES, 3);
18525 uint8 facialhair = GetByteValue(PLAYER_BYTES_2, 0);
18527 if((hairstyle == newhairstyle) && (haircolor == newhaircolor) && (facialhair == newfacialhair))
18528 return 0;
18530 GtBarberShopCostBaseEntry const *bsc = sGtBarberShopCostBaseStore.LookupEntry(level - 1);
18532 if(!bsc) // shouldn't happen
18533 return 0xFFFFFFFF;
18535 float cost = 0;
18537 if(hairstyle != newhairstyle)
18538 cost += bsc->cost; // full price
18540 if((haircolor != newhaircolor) && (hairstyle == newhairstyle))
18541 cost += bsc->cost * 0.5f; // +1/2 of price
18543 if(facialhair != newfacialhair)
18544 cost += bsc->cost * 0.75f; // +3/4 of price
18546 return uint32(cost);
18549 void Player::InitGlyphsForLevel()
18551 uint32 level = getLevel();
18552 uint32 value = 0;
18554 // 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level
18555 if(level >= 15)
18556 value |= (0x01 | 0x02);
18557 if(level >= 30)
18558 value |= 0x04;
18559 if(level >= 50)
18560 value |= 0x08;
18561 if(level >= 70)
18562 value |= 0x10;
18563 if(level >= 80)
18564 value |= 0x20;
18566 SetUInt32Value(PLAYER_GLYPHS_ENABLED, value);