2 * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
21 #include "Database/DatabaseEnv.h"
26 #include "WorldPacket.h"
27 #include "WorldSession.h"
28 #include "UpdateMask.h"
31 #include "SkillDiscovery.h"
33 #include "GossipDef.h"
34 #include "UpdateData.h"
36 #include "ChannelMgr.h"
37 #include "MapManager.h"
38 #include "MapInstanced.h"
39 #include "InstanceSaveMgr.h"
40 #include "GridNotifiers.h"
41 #include "GridNotifiersImpl.h"
43 #include "ObjectMgr.h"
44 #include "ObjectAccessor.h"
45 #include "ObjectDefines.h"
46 #include "CreatureAI.h"
52 #include "Transports.h"
54 #include "BattleGround.h"
55 #include "BattleGroundAV.h"
56 #include "BattleGroundMgr.h"
57 #include "ArenaTeam.h"
59 #include "Database/DatabaseImpl.h"
61 #include "SocialMgr.h"
62 #include "AchievementMgr.h"
66 #define ZONE_UPDATE_INTERVAL (1*IN_MILISECONDS)
68 #define PLAYER_SKILL_INDEX(x) (PLAYER_SKILL_INFO_1_1 + ((x)*3))
69 #define PLAYER_SKILL_VALUE_INDEX(x) (PLAYER_SKILL_INDEX(x)+1)
70 #define PLAYER_SKILL_BONUS_INDEX(x) (PLAYER_SKILL_INDEX(x)+2)
72 #define SKILL_VALUE(x) PAIR32_LOPART(x)
73 #define SKILL_MAX(x) PAIR32_HIPART(x)
74 #define MAKE_SKILL_VALUE(v, m) MAKE_PAIR32(v,m)
76 #define SKILL_TEMP_BONUS(x) int16(PAIR32_LOPART(x))
77 #define SKILL_PERM_BONUS(x) int16(PAIR32_HIPART(x))
78 #define MAKE_SKILL_BONUS(t, p) MAKE_PAIR32(t,p)
82 CHARACTER_FLAG_NONE
= 0x00000000,
83 CHARACTER_FLAG_UNK1
= 0x00000001,
84 CHARACTER_FLAG_UNK2
= 0x00000002,
85 CHARACTER_LOCKED_FOR_TRANSFER
= 0x00000004,
86 CHARACTER_FLAG_UNK4
= 0x00000008,
87 CHARACTER_FLAG_UNK5
= 0x00000010,
88 CHARACTER_FLAG_UNK6
= 0x00000020,
89 CHARACTER_FLAG_UNK7
= 0x00000040,
90 CHARACTER_FLAG_UNK8
= 0x00000080,
91 CHARACTER_FLAG_UNK9
= 0x00000100,
92 CHARACTER_FLAG_UNK10
= 0x00000200,
93 CHARACTER_FLAG_HIDE_HELM
= 0x00000400,
94 CHARACTER_FLAG_HIDE_CLOAK
= 0x00000800,
95 CHARACTER_FLAG_UNK13
= 0x00001000,
96 CHARACTER_FLAG_GHOST
= 0x00002000,
97 CHARACTER_FLAG_RENAME
= 0x00004000,
98 CHARACTER_FLAG_UNK16
= 0x00008000,
99 CHARACTER_FLAG_UNK17
= 0x00010000,
100 CHARACTER_FLAG_UNK18
= 0x00020000,
101 CHARACTER_FLAG_UNK19
= 0x00040000,
102 CHARACTER_FLAG_UNK20
= 0x00080000,
103 CHARACTER_FLAG_UNK21
= 0x00100000,
104 CHARACTER_FLAG_UNK22
= 0x00200000,
105 CHARACTER_FLAG_UNK23
= 0x00400000,
106 CHARACTER_FLAG_UNK24
= 0x00800000,
107 CHARACTER_FLAG_LOCKED_BY_BILLING
= 0x01000000,
108 CHARACTER_FLAG_DECLINED
= 0x02000000,
109 CHARACTER_FLAG_UNK27
= 0x04000000,
110 CHARACTER_FLAG_UNK28
= 0x08000000,
111 CHARACTER_FLAG_UNK29
= 0x10000000,
112 CHARACTER_FLAG_UNK30
= 0x20000000,
113 CHARACTER_FLAG_UNK31
= 0x40000000,
114 CHARACTER_FLAG_UNK32
= 0x80000000
117 enum CharacterCustomizeFlags
119 CHAR_CUSTOMIZE_FLAG_NONE
= 0x00000000,
120 CHAR_CUSTOMIZE_FLAG_CUSTOMIZE
= 0x00000001, // name, gender, etc...
121 CHAR_CUSTOMIZE_FLAG_FACTION
= 0x00010000, // name, gender, faction, etc...
122 CHAR_CUSTOMIZE_FLAG_RACE
= 0x00100000 // name, gender, race, etc...
125 // corpse reclaim times
126 #define DEATH_EXPIRE_STEP (5*MINUTE)
127 #define MAX_DEATH_COUNT 3
129 static uint32 copseReclaimDelay
[MAX_DEATH_COUNT
] = { 30, 60, 120 };
131 //== PlayerTaxi ================================================
133 PlayerTaxi::PlayerTaxi()
136 memset(m_taximask
, 0, sizeof(m_taximask
));
139 void PlayerTaxi::InitTaxiNodesForLevel(uint32 race
, uint32 chrClass
, uint32 level
)
141 // class specific initial known nodes
144 case CLASS_DEATH_KNIGHT
:
146 for(int i
= 0; i
< TaxiMaskSize
; ++i
)
147 m_taximask
[i
] |= sOldContinentsNodesMask
[i
];
152 // race specific initial known nodes: capital and taxi hub masks
155 case RACE_HUMAN
: SetTaximaskNode(2); break; // Human
156 case RACE_ORC
: SetTaximaskNode(23); break; // Orc
157 case RACE_DWARF
: SetTaximaskNode(6); break; // Dwarf
158 case RACE_NIGHTELF
: SetTaximaskNode(26);
159 SetTaximaskNode(27); break; // Night Elf
160 case RACE_UNDEAD_PLAYER
: SetTaximaskNode(11); break;// Undead
161 case RACE_TAUREN
: SetTaximaskNode(22); break; // Tauren
162 case RACE_GNOME
: SetTaximaskNode(6); break; // Gnome
163 case RACE_TROLL
: SetTaximaskNode(23); break; // Troll
164 case RACE_BLOODELF
: SetTaximaskNode(82); break; // Blood Elf
165 case RACE_DRAENEI
: SetTaximaskNode(94); break; // Draenei
168 // new continent starting masks (It will be accessible only at new map)
169 switch(Player::TeamForRace(race
))
171 case ALLIANCE
: SetTaximaskNode(100); break;
172 case HORDE
: SetTaximaskNode(99); break;
174 // level dependent taxi hubs
176 SetTaximaskNode(213); //Shattered Sun Staging Area
179 void PlayerTaxi::LoadTaxiMask(const char* data
)
181 Tokens tokens
= StrSplit(data
, " ");
184 Tokens::iterator iter
;
185 for (iter
= tokens
.begin(), index
= 0;
186 (index
< TaxiMaskSize
) && (iter
!= tokens
.end()); ++iter
, ++index
)
188 // load and set bits only for existed taxi nodes
189 m_taximask
[index
] = sTaxiNodesMask
[index
] & uint32(atol((*iter
).c_str()));
193 void PlayerTaxi::AppendTaximaskTo( ByteBuffer
& data
, bool all
)
197 for (uint8 i
=0; i
<TaxiMaskSize
; ++i
)
198 data
<< uint32(sTaxiNodesMask
[i
]); // all existed nodes
202 for (uint8 i
=0; i
<TaxiMaskSize
; ++i
)
203 data
<< uint32(m_taximask
[i
]); // known nodes
207 bool PlayerTaxi::LoadTaxiDestinationsFromString( const std::string
& values
, uint32 team
)
209 ClearTaxiDestinations();
211 Tokens tokens
= StrSplit(values
," ");
213 for(Tokens::iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
)
215 uint32 node
= uint32(atol(iter
->c_str()));
216 AddTaxiDestination(node
);
219 if(m_TaxiDestinations
.empty())
223 if(m_TaxiDestinations
.size() < 2)
226 for(size_t i
= 1; i
< m_TaxiDestinations
.size(); ++i
)
230 sObjectMgr
.GetTaxiPath(m_TaxiDestinations
[i
-1],m_TaxiDestinations
[i
],path
,cost
);
235 // can't load taxi path without mount set (quest taxi path?)
236 if(!sObjectMgr
.GetTaxiMountDisplayId(GetTaxiSource(),team
,true))
242 std::string
PlayerTaxi::SaveTaxiDestinationsToString()
244 if(m_TaxiDestinations
.empty())
247 std::ostringstream ss
;
249 for(size_t i
=0; i
< m_TaxiDestinations
.size(); ++i
)
250 ss
<< m_TaxiDestinations
[i
] << " ";
255 uint32
PlayerTaxi::GetCurrentTaxiPath() const
257 if(m_TaxiDestinations
.size() < 2)
263 sObjectMgr
.GetTaxiPath(m_TaxiDestinations
[0],m_TaxiDestinations
[1],path
,cost
);
268 std::ostringstream
& operator<< (std::ostringstream
& ss
, PlayerTaxi
const& taxi
)
271 for(int i
= 0; i
< TaxiMaskSize
; ++i
)
272 ss
<< taxi
.m_taximask
[i
] << " ";
277 //== Player ====================================================
279 UpdateMask
Player::updateVisualBits
;
281 Player::Player (WorldSession
*session
): Unit(), m_achievementMgr(this), m_reputationMgr(this)
288 m_objectType
|= TYPEMASK_PLAYER
;
289 m_objectTypeId
= TYPEID_PLAYER
;
291 m_valuesCount
= PLAYER_END
;
298 if(GetSession()->GetSecurity() >= SEC_GAMEMASTER
)
299 SetAcceptTicket(true);
301 // players always accept
302 if(GetSession()->GetSecurity() == SEC_PLAYER
)
303 SetAcceptWhispers(true);
311 m_usedTalentCount
= 0;
312 m_questRewardTalentCount
= 0;
315 m_weaponChangeTimer
= 0;
318 m_zoneUpdateTimer
= 0;
322 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
324 // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
325 // this must help in case next save after mass player load after server startup
326 m_nextSave
= urand(m_nextSave
/2,m_nextSave
*3/2);
328 clearResurrectRequestData();
330 m_SpellModRemoveCount
= 0;
332 memset(m_items
, 0, sizeof(Item
*)*PLAYER_SLOTS_COUNT
);
336 // group is initialized in the reference constructor
337 SetGroupInvite(NULL
);
338 m_groupUpdateMask
= 0;
339 m_auraUpdateMask
= 0;
343 m_GuildIdInvited
= 0;
344 m_ArenaTeamIdInvited
= 0;
346 m_atLoginFlags
= AT_LOGIN_NONE
;
348 mSemaphoreTeleport_Near
= false;
349 mSemaphoreTeleport_Far
= false;
351 m_DelayedOperations
= 0;
352 m_bCanDelayTeleport
= false;
353 m_bHasDelayedTeleport
= false;
354 m_teleport_options
= 0;
361 PlayerTalkClass
= new PlayerMenu( GetSession() );
362 m_currentBuybackSlot
= BUYBACK_SLOT_START
;
364 m_DailyQuestChanged
= false;
365 m_lastDailyQuestTime
= 0;
367 for (int i
=0; i
<MAX_TIMERS
; ++i
)
368 m_MirrorTimer
[i
] = DISABLED_MIRROR_TIMER
;
370 m_MirrorTimerFlags
= UNDERWATER_NONE
;
371 m_MirrorTimerFlagsLast
= UNDERWATER_NONE
;
377 m_deathExpireTime
= 0;
381 m_DetectInvTimer
= 1*IN_MILISECONDS
;
383 for (int j
=0; j
< PLAYER_MAX_BATTLEGROUND_QUEUES
; ++j
)
385 m_bgBattleGroundQueueID
[j
].bgQueueTypeId
= BATTLEGROUND_QUEUE_NONE
;
386 m_bgBattleGroundQueueID
[j
].invitedToInstance
= 0;
389 m_logintime
= time(NULL
);
390 m_Last_tick
= m_logintime
;
391 m_WeaponProficiency
= 0;
392 m_ArmorProficiency
= 0;
395 m_canDualWield
= false;
396 m_canTitanGrip
= false;
399 m_temporaryUnsummonedPetNumber
= 0;
400 //cache for UNIT_CREATED_BY_SPELL to allow
401 //returning reagents for temporarily removed pets
402 //when dying/logging out
405 ////////////////////Rest System/////////////////////
412 rest_type
=REST_TYPE_NO
;
413 ////////////////////Rest System/////////////////////
415 m_mailsLoaded
= false;
416 m_mailsUpdated
= false;
418 m_nextMailDelivereTime
= 0;
420 m_resetTalentsCost
= 0;
421 m_resetTalentsTime
= 0;
422 m_itemUpdateQueueBlocked
= false;
424 for (int i
= 0; i
< MAX_MOVE_TYPE
; ++i
)
425 m_forced_speed_changes
[i
] = 0;
429 /////////////////// Instance System /////////////////////
432 m_InstanceValid
= true;
433 m_dungeonDifficulty
= DUNGEON_DIFFICULTY_NORMAL
;
434 m_raidDifficulty
= RAID_DIFFICULTY_10MAN_NORMAL
;
441 for (int i
= 0; i
< BASEMOD_END
; ++i
)
443 m_auraBaseMod
[i
][FLAT_MOD
] = 0.0f
;
444 m_auraBaseMod
[i
][PCT_MOD
] = 1.0f
;
447 for (int i
= 0; i
< MAX_COMBAT_RATING
; ++i
)
448 m_baseRatingValue
[i
] = 0;
450 m_baseSpellPower
= 0;
453 m_armorPenetrationPct
= 0.0f
;
456 m_lastHonorUpdateTime
= time(NULL
);
468 m_contestedPvPTimer
= 0;
470 m_declinedname
= NULL
;
479 CleanupsBeforeDelete();
481 // it must be unloaded already in PlayerLogout and accessed only for loggined player
484 // Note: buy back item already deleted from DB when player was saved
485 for(int i
= 0; i
< PLAYER_SLOTS_COUNT
; ++i
)
492 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
495 //all mailed items should be deleted, also all mail should be deallocated
496 for (PlayerMails::const_iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
499 for (ItemMap::const_iterator iter
= mMitems
.begin(); iter
!= mMitems
.end(); ++iter
)
500 delete iter
->second
; //if item is duplicated... then server may crash ... but that item should be deallocated
502 delete PlayerTalkClass
;
506 m_transport
->RemovePassenger(this);
509 for(size_t x
= 0; x
< ItemSetEff
.size(); x
++)
511 delete ItemSetEff
[x
];
513 // clean up player-instance binds, may unload some instance saves
514 for(uint8 i
= 0; i
< MAX_DIFFICULTY
; ++i
)
515 for(BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
516 itr
->second
.save
->RemovePlayer(this);
518 delete m_declinedname
;
522 void Player::CleanupsBeforeDelete()
524 if(m_uint32Values
) // only for fully created Object
527 DuelComplete(DUEL_INTERUPTED
);
529 Unit::CleanupsBeforeDelete();
532 bool Player::Create( uint32 guidlow
, const std::string
& name
, uint8 race
, uint8 class_
, uint8 gender
, uint8 skin
, uint8 face
, uint8 hairStyle
, uint8 hairColor
, uint8 facialHair
, uint8 outfitId
)
534 //FIXME: outfitId not used in player creating
536 Object::_Create(guidlow
, 0, HIGHGUID_PLAYER
);
540 PlayerInfo
const* info
= sObjectMgr
.GetPlayerInfo(race
, class_
);
543 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
547 for (int i
= 0; i
< PLAYER_SLOTS_COUNT
; ++i
)
550 SetLocationMapId(info
->mapId
);
551 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
);
553 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(class_
);
556 sLog
.outError("Class %u not found in DBC (Wrong DBC files?)",class_
);
560 SetMap(sMapMgr
.CreateMap(info
->mapId
, this));
562 uint8 powertype
= cEntry
->powerType
;
564 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, DEFAULT_WORLD_OBJECT_SIZE
);
565 SetFloatValue(UNIT_FIELD_COMBATREACH
, 1.5f
);
567 setFactionForRace(race
);
569 uint32 RaceClassGender
= ( race
) | ( class_
<< 8 ) | ( gender
<< 16 );
571 SetUInt32Value(UNIT_FIELD_BYTES_0
, ( RaceClassGender
| ( powertype
<< 24 ) ) );
573 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_PVP
);
574 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
);
575 SetFlag(UNIT_FIELD_FLAGS_2
, UNIT_FLAG2_REGENERATE_POWER
);
576 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
); // fix cast time showed in spell tooltip on client
577 SetFloatValue(UNIT_FIELD_HOVERHEIGHT
, 1.0f
); // default for players in 3.0.3
579 // -1 is default value
580 SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX
, uint32(-1));
582 SetUInt32Value(PLAYER_BYTES
, (skin
| (face
<< 8) | (hairStyle
<< 16) | (hairColor
<< 24)));
583 SetUInt32Value(PLAYER_BYTES_2
, (facialHair
| (0x00 << 8) | (0x00 << 16) | (0x02 << 24)));
584 SetByteValue(PLAYER_BYTES_3
, 0, gender
);
586 SetUInt32Value( PLAYER_GUILDID
, 0 );
587 SetUInt32Value( PLAYER_GUILDRANK
, 0 );
588 SetUInt32Value( PLAYER_GUILD_TIMESTAMP
, 0 );
590 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES
, 0 ); // 0=disabled
591 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES1
, 0 ); // 0=disabled
592 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES2
, 0 ); // 0=disabled
593 SetUInt32Value( PLAYER_CHOSEN_TITLE
, 0 );
594 SetUInt32Value( PLAYER_FIELD_KILLS
, 0 );
595 SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 0 );
596 SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION
, 0 );
597 SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0 );
599 // set starting level
600 uint32 start_level
= getClass() != CLASS_DEATH_KNIGHT
601 ? sWorld
.getConfig(CONFIG_START_PLAYER_LEVEL
)
602 : sWorld
.getConfig(CONFIG_START_HEROIC_PLAYER_LEVEL
);
604 if (GetSession()->GetSecurity() >= SEC_MODERATOR
)
606 uint32 gm_level
= sWorld
.getConfig(CONFIG_START_GM_LEVEL
);
607 if(gm_level
> start_level
)
608 start_level
= gm_level
;
611 SetUInt32Value(UNIT_FIELD_LEVEL
, start_level
);
615 SetUInt32Value (PLAYER_FIELD_COINAGE
, sWorld
.getConfig(CONFIG_START_PLAYER_MONEY
));
616 SetUInt32Value (PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_START_HONOR_POINTS
));
617 SetUInt32Value (PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_START_ARENA_POINTS
));
620 m_Last_tick
= time(NULL
);
621 m_Played_time
[PLAYED_TIME_TOTAL
] = 0;
622 m_Played_time
[PLAYED_TIME_LEVEL
] = 0;
624 // base stats and related field values
626 InitTaxiNodesForLevel();
627 InitGlyphsForLevel();
628 InitTalentForLevel();
629 InitPrimaryProfessions(); // to max set before any spell added
631 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
632 UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
633 SetHealth(GetMaxHealth());
634 if (getPowerType()==POWER_MANA
)
636 UpdateMaxPower(POWER_MANA
); // Update max Mana (for add bonus from intellect)
637 SetPower(POWER_MANA
,GetMaxPower(POWER_MANA
));
640 if(getPowerType() == POWER_RUNIC_POWER
)
642 SetPower(POWER_RUNE
, 8);
643 SetMaxPower(POWER_RUNE
, 8);
644 SetPower(POWER_RUNIC_POWER
, 0);
645 SetMaxPower(POWER_RUNIC_POWER
, 1000);
649 learnDefaultSpells();
651 // original action bar
652 for (PlayerCreateInfoActions::const_iterator action_itr
= info
->action
.begin(); action_itr
!= info
->action
.end(); ++action_itr
)
653 addActionButton(action_itr
->button
,action_itr
->action
,action_itr
->type
);
656 CharStartOutfitEntry
const* oEntry
= NULL
;
657 for (uint32 i
= 1; i
< sCharStartOutfitStore
.GetNumRows(); ++i
)
659 if(CharStartOutfitEntry
const* entry
= sCharStartOutfitStore
.LookupEntry(i
))
661 if(entry
->RaceClassGender
== RaceClassGender
)
671 for(int j
= 0; j
< MAX_OUTFIT_ITEMS
; ++j
)
673 if(oEntry
->ItemId
[j
] <= 0)
676 uint32 item_id
= oEntry
->ItemId
[j
];
678 // Hack for not existed item id in dbc 3.0.3
682 ItemPrototype
const* iProto
= ObjectMgr::GetItemPrototype(item_id
);
685 sLog
.outErrorDb("Initial item id %u (race %u class %u) from CharStartOutfit.dbc not listed in `item_template`, ignoring.",item_id
,getRace(),getClass());
689 // BuyCount by default
690 uint32 count
= iProto
->BuyCount
;
692 // special amount for foor/drink
693 if(iProto
->Class
==ITEM_CLASS_CONSUMABLE
&& iProto
->SubClass
==ITEM_SUBCLASS_FOOD
)
695 switch(iProto
->Spells
[0].SpellCategory
)
698 count
= getClass()==CLASS_DEATH_KNIGHT
? 10 : 4;
704 if(iProto
->Stackable
< count
)
705 count
= iProto
->Stackable
;
708 StoreNewItemInBestSlots(item_id
, count
);
712 for (PlayerCreateInfoItems::const_iterator item_id_itr
= info
->item
.begin(); item_id_itr
!=info
->item
.end(); ++item_id_itr
++)
713 StoreNewItemInBestSlots(item_id_itr
->item_id
, item_id_itr
->item_amount
);
715 // bags and main-hand weapon must equipped at this moment
716 // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
717 // or ammo not equipped in special bag
718 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
720 if(Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
723 // equip offhand weapon/shield if it attempt equipped before main-hand weapon
724 uint8 msg
= CanEquipItem( NULL_SLOT
, eDest
, pItem
, false );
725 if( msg
== EQUIP_ERR_OK
)
727 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
728 EquipItem( eDest
, pItem
, true);
730 // move other items to more appropriate slots (ammo not equipped in special bag)
733 ItemPosCountVec sDest
;
734 msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, sDest
, pItem
, false );
735 if( msg
== EQUIP_ERR_OK
)
737 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
738 pItem
= StoreItem( sDest
, pItem
, true);
741 // if this is ammo then use it
742 msg
= CanUseAmmo( pItem
->GetEntry() );
743 if( msg
== EQUIP_ERR_OK
)
744 SetAmmo( pItem
->GetEntry() );
748 // all item positions resolved
753 bool Player::StoreNewItemInBestSlots(uint32 titem_id
, uint32 titem_amount
)
755 sLog
.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id
, titem_amount
);
757 // attempt equip by one
758 while(titem_amount
> 0)
761 uint8 msg
= CanEquipNewItem( NULL_SLOT
, eDest
, titem_id
, false );
762 if( msg
!= EQUIP_ERR_OK
)
765 EquipNewItem( eDest
, titem_id
, true);
766 AutoUnequipOffhandIfNeed();
770 if(titem_amount
== 0)
771 return true; // equipped
774 ItemPosCountVec sDest
;
775 // store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
776 uint8 msg
= CanStoreNewItem( INVENTORY_SLOT_BAG_0
, NULL_SLOT
, sDest
, titem_id
, titem_amount
);
777 if( msg
== EQUIP_ERR_OK
)
779 StoreNewItem( sDest
, titem_id
, true, Item::GenerateItemRandomPropertyId(titem_id
) );
780 return true; // stored
783 // item can't be added
784 sLog
.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id
,getRace(),getClass(),msg
);
788 void Player::SendMirrorTimer(MirrorTimerType Type
, uint32 MaxValue
, uint32 CurrentValue
, int32 Regen
)
790 if (int(MaxValue
) == DISABLED_MIRROR_TIMER
)
792 if (int(CurrentValue
) != DISABLED_MIRROR_TIMER
)
793 StopMirrorTimer(Type
);
796 WorldPacket
data(SMSG_START_MIRROR_TIMER
, (21));
797 data
<< (uint32
)Type
;
798 data
<< CurrentValue
;
802 data
<< (uint32
)0; // spell id
803 GetSession()->SendPacket( &data
);
806 void Player::StopMirrorTimer(MirrorTimerType Type
)
808 m_MirrorTimer
[Type
] = DISABLED_MIRROR_TIMER
;
809 WorldPacket
data(SMSG_STOP_MIRROR_TIMER
, 4);
810 data
<< (uint32
)Type
;
811 GetSession()->SendPacket( &data
);
814 uint32
Player::EnvironmentalDamage(EnviromentalDamage type
, uint32 damage
)
816 if(!isAlive() || isGameMaster())
819 // Absorb, resist some environmental damage type
822 if (type
== DAMAGE_LAVA
)
823 CalcAbsorbResist(this, SPELL_SCHOOL_MASK_FIRE
, DIRECT_DAMAGE
, damage
, &absorb
, &resist
);
824 else if (type
== DAMAGE_SLIME
)
825 CalcAbsorbResist(this, SPELL_SCHOOL_MASK_NATURE
, DIRECT_DAMAGE
, damage
, &absorb
, &resist
);
827 damage
-=absorb
+resist
;
829 DealDamageMods(this,damage
,&absorb
);
831 WorldPacket
data(SMSG_ENVIRONMENTALDAMAGELOG
, (21));
832 data
<< uint64(GetGUID());
833 data
<< uint8(type
!=DAMAGE_FALL_TO_VOID
? type
: DAMAGE_FALL
);
834 data
<< uint32(damage
);
835 data
<< uint32(absorb
);
836 data
<< uint32(resist
);
837 SendMessageToSet(&data
, true);
839 uint32 final_damage
= DealDamage(this, damage
, NULL
, SELF_DAMAGE
, SPELL_SCHOOL_MASK_NORMAL
, NULL
, false);
843 if(type
==DAMAGE_FALL
) // DealDamage not apply item durability loss at self damage
845 DEBUG_LOG("We are fall to death, loosing 10 percents durability");
846 DurabilityLossAll(0.10f
,false);
847 // durability lost message
848 WorldPacket
data2(SMSG_DURABILITY_DAMAGE_DEATH
, 0);
849 GetSession()->SendPacket(&data2
);
852 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM
, 1, type
);
858 int32
Player::getMaxTimer(MirrorTimerType timer
)
863 if (GetSession()->GetSecurity() >= sWorld
.getConfig(CONFIG_TIMERBAR_FATIGUE_GMLEVEL
))
864 return DISABLED_MIRROR_TIMER
;
865 return sWorld
.getConfig(CONFIG_TIMERBAR_FATIGUE_MAX
)*IN_MILISECONDS
;
868 if (!isAlive() || HasAuraType(SPELL_AURA_WATER_BREATHING
) ||
869 GetSession()->GetSecurity() >= sWorld
.getConfig(CONFIG_TIMERBAR_BREATH_GMLEVEL
))
870 return DISABLED_MIRROR_TIMER
;
871 int32 UnderWaterTime
= sWorld
.getConfig(CONFIG_TIMERBAR_BREATH_MAX
)*IN_MILISECONDS
;
872 AuraList
const& mModWaterBreathing
= GetAurasByType(SPELL_AURA_MOD_WATER_BREATHING
);
873 for(AuraList::const_iterator i
= mModWaterBreathing
.begin(); i
!= mModWaterBreathing
.end(); ++i
)
874 UnderWaterTime
= uint32(UnderWaterTime
* (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
);
875 return UnderWaterTime
;
879 if (!isAlive() || GetSession()->GetSecurity() >= sWorld
.getConfig(CONFIG_TIMERBAR_FIRE_GMLEVEL
))
880 return DISABLED_MIRROR_TIMER
;
881 return sWorld
.getConfig(CONFIG_TIMERBAR_FIRE_MAX
)*IN_MILISECONDS
;
889 void Player::UpdateMirrorTimers()
891 // Desync flags for update on next HandleDrowning
892 if (m_MirrorTimerFlags
)
893 m_MirrorTimerFlagsLast
= ~m_MirrorTimerFlags
;
896 void Player::HandleDrowning(uint32 time_diff
)
898 if (!m_MirrorTimerFlags
)
902 if (m_MirrorTimerFlags
& UNDERWATER_INWATER
)
904 // Breath timer not activated - activate it
905 if (m_MirrorTimer
[BREATH_TIMER
] == DISABLED_MIRROR_TIMER
)
907 m_MirrorTimer
[BREATH_TIMER
] = getMaxTimer(BREATH_TIMER
);
908 SendMirrorTimer(BREATH_TIMER
, m_MirrorTimer
[BREATH_TIMER
], m_MirrorTimer
[BREATH_TIMER
], -1);
910 else // If activated - do tick
912 m_MirrorTimer
[BREATH_TIMER
]-=time_diff
;
913 // Timer limit - need deal damage
914 if (m_MirrorTimer
[BREATH_TIMER
] < 0)
916 m_MirrorTimer
[BREATH_TIMER
]+= 1*IN_MILISECONDS
;
917 // Calculate and deal damage
918 // TODO: Check this formula
919 uint32 damage
= GetMaxHealth() / 5 + urand(0, getLevel()-1);
920 EnvironmentalDamage(DAMAGE_DROWNING
, damage
);
922 else if (!(m_MirrorTimerFlagsLast
& UNDERWATER_INWATER
)) // Update time in client if need
923 SendMirrorTimer(BREATH_TIMER
, getMaxTimer(BREATH_TIMER
), m_MirrorTimer
[BREATH_TIMER
], -1);
926 else if (m_MirrorTimer
[BREATH_TIMER
] != DISABLED_MIRROR_TIMER
) // Regen timer
928 int32 UnderWaterTime
= getMaxTimer(BREATH_TIMER
);
930 m_MirrorTimer
[BREATH_TIMER
]+=10*time_diff
;
931 if (m_MirrorTimer
[BREATH_TIMER
] >= UnderWaterTime
|| !isAlive())
932 StopMirrorTimer(BREATH_TIMER
);
933 else if (m_MirrorTimerFlagsLast
& UNDERWATER_INWATER
)
934 SendMirrorTimer(BREATH_TIMER
, UnderWaterTime
, m_MirrorTimer
[BREATH_TIMER
], 10);
938 if (m_MirrorTimerFlags
& UNDERWARER_INDARKWATER
)
940 // Fatigue timer not activated - activate it
941 if (m_MirrorTimer
[FATIGUE_TIMER
] == DISABLED_MIRROR_TIMER
)
943 m_MirrorTimer
[FATIGUE_TIMER
] = getMaxTimer(FATIGUE_TIMER
);
944 SendMirrorTimer(FATIGUE_TIMER
, m_MirrorTimer
[FATIGUE_TIMER
], m_MirrorTimer
[FATIGUE_TIMER
], -1);
948 m_MirrorTimer
[FATIGUE_TIMER
]-=time_diff
;
949 // Timer limit - need deal damage or teleport ghost to graveyard
950 if (m_MirrorTimer
[FATIGUE_TIMER
] < 0)
952 m_MirrorTimer
[FATIGUE_TIMER
]+= 1*IN_MILISECONDS
;
953 if (isAlive()) // Calculate and deal damage
955 uint32 damage
= GetMaxHealth() / 5 + urand(0, getLevel()-1);
956 EnvironmentalDamage(DAMAGE_EXHAUSTED
, damage
);
958 else if (HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
)) // Teleport ghost to graveyard
961 else if (!(m_MirrorTimerFlagsLast
& UNDERWARER_INDARKWATER
))
962 SendMirrorTimer(FATIGUE_TIMER
, getMaxTimer(FATIGUE_TIMER
), m_MirrorTimer
[FATIGUE_TIMER
], -1);
965 else if (m_MirrorTimer
[FATIGUE_TIMER
] != DISABLED_MIRROR_TIMER
) // Regen timer
967 int32 DarkWaterTime
= getMaxTimer(FATIGUE_TIMER
);
968 m_MirrorTimer
[FATIGUE_TIMER
]+=10*time_diff
;
969 if (m_MirrorTimer
[FATIGUE_TIMER
] >= DarkWaterTime
|| !isAlive())
970 StopMirrorTimer(FATIGUE_TIMER
);
971 else if (m_MirrorTimerFlagsLast
& UNDERWARER_INDARKWATER
)
972 SendMirrorTimer(FATIGUE_TIMER
, DarkWaterTime
, m_MirrorTimer
[FATIGUE_TIMER
], 10);
975 if (m_MirrorTimerFlags
& (UNDERWATER_INLAVA
|UNDERWATER_INSLIME
))
977 // Breath timer not activated - activate it
978 if (m_MirrorTimer
[FIRE_TIMER
] == DISABLED_MIRROR_TIMER
)
979 m_MirrorTimer
[FIRE_TIMER
] = getMaxTimer(FIRE_TIMER
);
982 m_MirrorTimer
[FIRE_TIMER
]-=time_diff
;
983 if (m_MirrorTimer
[FIRE_TIMER
] < 0)
985 m_MirrorTimer
[FIRE_TIMER
]+= 1*IN_MILISECONDS
;
986 // Calculate and deal damage
987 // TODO: Check this formula
988 uint32 damage
= urand(600, 700);
989 if (m_MirrorTimerFlags
&UNDERWATER_INLAVA
)
990 EnvironmentalDamage(DAMAGE_LAVA
, damage
);
992 EnvironmentalDamage(DAMAGE_SLIME
, damage
);
997 m_MirrorTimer
[FIRE_TIMER
] = DISABLED_MIRROR_TIMER
;
999 // Recheck timers flag
1000 m_MirrorTimerFlags
&=~UNDERWATER_EXIST_TIMERS
;
1001 for (int i
= 0; i
< MAX_TIMERS
; ++i
)
1002 if (m_MirrorTimer
[i
]!=DISABLED_MIRROR_TIMER
)
1004 m_MirrorTimerFlags
|=UNDERWATER_EXIST_TIMERS
;
1007 m_MirrorTimerFlagsLast
= m_MirrorTimerFlags
;
1010 ///The player sobers by 256 every 10 seconds
1011 void Player::HandleSobering()
1015 uint32 drunk
= (m_drunk
<= 256) ? 0 : (m_drunk
- 256);
1016 SetDrunkValue(drunk
);
1019 DrunkenState
Player::GetDrunkenstateByValue(uint16 value
)
1022 return DRUNKEN_SMASHED
;
1024 return DRUNKEN_DRUNK
;
1026 return DRUNKEN_TIPSY
;
1027 return DRUNKEN_SOBER
;
1030 void Player::SetDrunkValue(uint16 newDrunkenValue
, uint32 itemId
)
1032 uint32 oldDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
1034 m_drunk
= newDrunkenValue
;
1035 SetUInt32Value(PLAYER_BYTES_3
,(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFF0001) | (m_drunk
& 0xFFFE));
1037 uint32 newDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
1039 // special drunk invisibility detection
1040 if(newDrunkenState
>= DRUNKEN_DRUNK
)
1041 m_detectInvisibilityMask
|= (1<<6);
1043 m_detectInvisibilityMask
&= ~(1<<6);
1045 if(newDrunkenState
== oldDrunkenState
)
1048 WorldPacket
data(SMSG_CROSSED_INEBRIATION_THRESHOLD
, (8+4+4));
1049 data
<< uint64(GetGUID());
1050 data
<< uint32(newDrunkenState
);
1051 data
<< uint32(itemId
);
1053 SendMessageToSet(&data
, true);
1056 void Player::Update( uint32 p_time
)
1062 if(m_nextMailDelivereTime
&& m_nextMailDelivereTime
<= time(NULL
))
1067 // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
1068 m_nextMailDelivereTime
= 0;
1071 //used to implement delayed far teleports
1072 SetCanDelayTeleport(true);
1073 Unit::Update( p_time
);
1074 SetCanDelayTeleport(false);
1076 // update player only attacks
1077 if(uint32 ranged_att
= getAttackTimer(RANGED_ATTACK
))
1079 setAttackTimer(RANGED_ATTACK
, (p_time
>= ranged_att
? 0 : ranged_att
- p_time
) );
1082 if(uint32 off_att
= getAttackTimer(OFF_ATTACK
))
1084 setAttackTimer(OFF_ATTACK
, (p_time
>= off_att
? 0 : off_att
- p_time
) );
1087 time_t now
= time (NULL
);
1091 UpdateContestedPvP(p_time
);
1093 UpdateDuelFlag(now
);
1095 CheckDuelDistance(now
);
1097 UpdateAfkReport(now
);
1099 // Update items that have just a limited lifetime
1100 if (now
>m_Last_tick
)
1101 UpdateItemDuration(uint32(now
- m_Last_tick
));
1103 if (!m_timedquests
.empty())
1105 std::set
<uint32
>::iterator iter
= m_timedquests
.begin();
1106 while (iter
!= m_timedquests
.end())
1108 QuestStatusData
& q_status
= mQuestStatus
[*iter
];
1109 if( q_status
.m_timer
<= p_time
)
1111 uint32 quest_id
= *iter
;
1112 ++iter
; // current iter will be removed in FailQuest
1113 FailQuest(quest_id
);
1117 q_status
.m_timer
-= p_time
;
1118 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
1124 if (hasUnitState(UNIT_STAT_MELEE_ATTACKING
))
1126 Unit
*pVictim
= getVictim();
1127 if (pVictim
&& !IsNonMeleeSpellCasted(false))
1129 // default combat reach 10
1130 // TODO add weapon,skill check
1132 float pldistance
= ATTACK_DISTANCE
;
1134 if (isAttackReady(BASE_ATTACK
))
1136 if(!IsWithinDistInMap(pVictim
, pldistance
))
1138 setAttackTimer(BASE_ATTACK
,100);
1139 if(m_swingErrorMsg
!= 1) // send single time (client auto repeat)
1141 SendAttackSwingNotInRange();
1142 m_swingErrorMsg
= 1;
1145 //120 degrees of radiant range
1146 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1148 setAttackTimer(BASE_ATTACK
,100);
1149 if(m_swingErrorMsg
!= 2) // send single time (client auto repeat)
1151 SendAttackSwingBadFacingAttack();
1152 m_swingErrorMsg
= 2;
1157 m_swingErrorMsg
= 0; // reset swing error state
1159 // prevent base and off attack in same time, delay attack at 0.2 sec
1160 if(haveOffhandWeapon())
1162 uint32 off_att
= getAttackTimer(OFF_ATTACK
);
1163 if(off_att
< ATTACK_DISPLAY_DELAY
)
1164 setAttackTimer(OFF_ATTACK
,ATTACK_DISPLAY_DELAY
);
1166 AttackerStateUpdate(pVictim
, BASE_ATTACK
);
1167 resetAttackTimer(BASE_ATTACK
);
1171 if ( haveOffhandWeapon() && isAttackReady(OFF_ATTACK
))
1173 if(!IsWithinDistInMap(pVictim
, pldistance
))
1175 setAttackTimer(OFF_ATTACK
,100);
1177 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1179 setAttackTimer(OFF_ATTACK
,100);
1183 // prevent base and off attack in same time, delay attack at 0.2 sec
1184 uint32 base_att
= getAttackTimer(BASE_ATTACK
);
1185 if(base_att
< ATTACK_DISPLAY_DELAY
)
1186 setAttackTimer(BASE_ATTACK
,ATTACK_DISPLAY_DELAY
);
1188 AttackerStateUpdate(pVictim
, OFF_ATTACK
);
1189 resetAttackTimer(OFF_ATTACK
);
1193 Unit
*owner
= pVictim
->GetOwner();
1194 Unit
*u
= owner
? owner
: pVictim
;
1195 if(u
->IsPvP() && (!duel
|| duel
->opponent
!= u
))
1198 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT
);
1203 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
))
1205 if(roll_chance_i(3) && GetTimeInnEnter() > 0) //freeze update
1207 int time_inn
= time(NULL
)-GetTimeInnEnter();
1208 if (time_inn
>= 10) //freeze update
1210 float bubble
= 0.125*sWorld
.getRate(RATE_REST_INGAME
);
1211 //speed collect rest bonus (section/in hour)
1212 SetRestBonus( GetRestBonus()+ time_inn
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
1213 UpdateInnerTime(time(NULL
));
1220 if(p_time
>= m_regenTimer
)
1223 m_regenTimer
-= p_time
;
1226 if (m_weaponChangeTimer
> 0)
1228 if(p_time
>= m_weaponChangeTimer
)
1229 m_weaponChangeTimer
= 0;
1231 m_weaponChangeTimer
-= p_time
;
1234 if (m_zoneUpdateTimer
> 0)
1236 if(p_time
>= m_zoneUpdateTimer
)
1238 uint32 newzone
, newarea
;
1239 GetZoneAndAreaId(newzone
,newarea
);
1241 if( m_zoneUpdateId
!= newzone
)
1242 UpdateZone(newzone
,newarea
); // also update area
1245 // use area updates as well
1246 // needed for free far all arenas for example
1247 if( m_areaUpdateId
!= newarea
)
1248 UpdateArea(newarea
);
1250 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
1254 m_zoneUpdateTimer
-= p_time
;
1259 // if no longer casting, set regen power as soon as it is up.
1260 if (!IsUnderLastManaUseEffect())
1261 SetFlag(UNIT_FIELD_FLAGS_2
, UNIT_FLAG2_REGENERATE_POWER
);
1267 if (m_deathState
== JUST_DIED
)
1274 if(p_time
>= m_nextSave
)
1276 // m_nextSave reseted in SaveToDB call
1278 sLog
.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
1282 m_nextSave
-= p_time
;
1286 //Handle Water/drowning
1287 HandleDrowning(p_time
);
1289 //Handle detect stealth players
1290 if (m_DetectInvTimer
> 0)
1292 if (p_time
>= m_DetectInvTimer
)
1294 HandleStealthedUnitsDetection();
1295 m_DetectInvTimer
= 3000;
1298 m_DetectInvTimer
-= p_time
;
1302 if (now
> m_Last_tick
)
1304 uint32 elapsed
= uint32(now
- m_Last_tick
);
1305 m_Played_time
[PLAYED_TIME_TOTAL
] += elapsed
; // Total played time
1306 m_Played_time
[PLAYED_TIME_LEVEL
] += elapsed
; // Level played time
1312 m_drunkTimer
+= p_time
;
1314 if (m_drunkTimer
> 10*IN_MILISECONDS
)
1318 // not auto-free ghost from body in instances
1319 if(m_deathTimer
> 0 && !GetBaseMap()->Instanceable())
1321 if(p_time
>= m_deathTimer
)
1328 m_deathTimer
-= p_time
;
1331 UpdateEnchantTime(p_time
);
1332 UpdateHomebindTime(p_time
);
1335 SendUpdateToOutOfRangeGroupMembers();
1337 Pet
* pet
= GetPet();
1338 if(pet
&& !pet
->IsWithinDistInMap(this, GetMap()->GetVisibilityDistance()) && (GetCharmGUID() && (pet
->GetGUID() != GetCharmGUID())))
1340 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
, true);
1343 //we should execute delayed teleports only for alive(!) players
1344 //because we don't want player's ghost teleported from graveyard
1345 if(IsHasDelayedTeleport() && isAlive())
1346 TeleportTo(m_teleport_dest
, m_teleport_options
);
1349 void Player::setDeathState(DeathState s
)
1351 uint32 ressSpellId
= 0;
1353 bool cur
= isAlive();
1355 if(s
== JUST_DIED
&& cur
)
1357 // drunken state is cleared on death
1359 // lost combo points at any target (targeted combo points clear in Unit::setDeathState)
1362 clearResurrectRequestData();
1364 // remove form before other mods to prevent incorrect stats calculation
1365 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId
);
1367 //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
1368 RemovePet(NULL
, PET_SAVE_NOT_IN_SLOT
, true);
1370 // remove uncontrolled pets
1373 // save value before aura remove in Unit::setDeathState
1374 ressSpellId
= GetUInt32Value(PLAYER_SELF_RES_SPELL
);
1378 ressSpellId
= GetResurrectionSpellId();
1379 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP
, 1);
1380 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH
, 1);
1381 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON
, 1);
1383 Unit::setDeathState(s
);
1385 // restore resurrection spell id for player after aura remove
1386 if(s
== JUST_DIED
&& cur
&& ressSpellId
)
1387 SetUInt32Value(PLAYER_SELF_RES_SPELL
, ressSpellId
);
1389 if(isAlive() && !cur
)
1391 //clear aura case after resurrection by another way (spells will be applied before next death)
1392 SetUInt32Value(PLAYER_SELF_RES_SPELL
, 0);
1394 // restore default warrior stance
1395 if(getClass()== CLASS_WARRIOR
)
1396 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
1400 bool Player::BuildEnumData( QueryResult
* result
, WorldPacket
* p_data
)
1403 // "SELECT characters.guid, characters.name, characters.race, characters.class, characters.gender, characters.playerBytes, characters.playerBytes2, characters.level, "
1404 // 8 9 10 11 12 13 14
1405 // "characters.zone, characters.map, characters.position_x, characters.position_y, characters.position_z, guild_member.guildid, characters.playerFlags, "
1406 // 15 16 17 18 19 20
1407 // "characters.at_login, character_pet.entry, character_pet.modelid, character_pet.level, characters.data, character_declinedname.genitive "
1409 Field
*fields
= result
->Fetch();
1411 uint32 guid
= fields
[0].GetUInt32();
1412 uint8 pRace
= fields
[2].GetUInt8();
1413 uint8 pClass
= fields
[3].GetUInt8();
1415 PlayerInfo
const *info
= sObjectMgr
.GetPlayerInfo(pRace
, pClass
);
1418 sLog
.outError("Player %u has incorrect race/class pair. Don't build enum.", guid
);
1422 *p_data
<< uint64(MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
1423 *p_data
<< fields
[1].GetString(); // name
1424 *p_data
<< uint8(pRace
); // race
1425 *p_data
<< uint8(pClass
); // class
1426 *p_data
<< uint8(fields
[4].GetUInt8()); // gender
1428 uint32 playerBytes
= fields
[5].GetUInt32();
1429 *p_data
<< uint8(playerBytes
); // skin
1430 *p_data
<< uint8(playerBytes
>> 8); // face
1431 *p_data
<< uint8(playerBytes
>> 16); // hair style
1432 *p_data
<< uint8(playerBytes
>> 24); // hair color
1434 uint32 playerBytes2
= fields
[6].GetUInt32();
1435 *p_data
<< uint8(playerBytes2
& 0xFF); // facial hair
1437 *p_data
<< uint8(fields
[7].GetUInt8()); // level
1438 *p_data
<< uint32(fields
[8].GetUInt32()); // zone
1439 *p_data
<< uint32(fields
[9].GetUInt32()); // map
1441 *p_data
<< fields
[10].GetFloat(); // x
1442 *p_data
<< fields
[11].GetFloat(); // y
1443 *p_data
<< fields
[12].GetFloat(); // z
1445 *p_data
<< uint32(fields
[13].GetUInt32()); // guild id
1447 uint32 char_flags
= 0;
1448 uint32 playerFlags
= fields
[14].GetUInt32();
1449 uint32 atLoginFlags
= fields
[15].GetUInt32();
1450 if(playerFlags
& PLAYER_FLAGS_HIDE_HELM
)
1451 char_flags
|= CHARACTER_FLAG_HIDE_HELM
;
1452 if(playerFlags
& PLAYER_FLAGS_HIDE_CLOAK
)
1453 char_flags
|= CHARACTER_FLAG_HIDE_CLOAK
;
1454 if(playerFlags
& PLAYER_FLAGS_GHOST
)
1455 char_flags
|= CHARACTER_FLAG_GHOST
;
1456 if(atLoginFlags
& AT_LOGIN_RENAME
)
1457 char_flags
|= CHARACTER_FLAG_RENAME
;
1458 if(sWorld
.getConfig(CONFIG_DECLINED_NAMES_USED
))
1460 if(!fields
[20].GetCppString().empty())
1461 char_flags
|= CHARACTER_FLAG_DECLINED
;
1464 char_flags
|= CHARACTER_FLAG_DECLINED
;
1466 *p_data
<< uint32(char_flags
); // character flags
1467 // character customize flags
1468 *p_data
<< uint32(atLoginFlags
& AT_LOGIN_CUSTOMIZE
? CHAR_CUSTOMIZE_FLAG_CUSTOMIZE
: CHAR_CUSTOMIZE_FLAG_NONE
);
1469 *p_data
<< uint8(1); // unknown
1473 uint32 petDisplayId
= 0;
1474 uint32 petLevel
= 0;
1475 uint32 petFamily
= 0;
1477 // show pet at selection character in character list only for non-ghost character
1478 if (result
&& !(playerFlags
& PLAYER_FLAGS_GHOST
) && (pClass
== CLASS_WARLOCK
|| pClass
== CLASS_HUNTER
|| pClass
== CLASS_DEATH_KNIGHT
))
1480 uint32 entry
= fields
[16].GetUInt32();
1481 CreatureInfo
const* cInfo
= sCreatureStorage
.LookupEntry
<CreatureInfo
>(entry
);
1484 petDisplayId
= fields
[17].GetUInt32();
1485 petLevel
= fields
[18].GetUInt32();
1486 petFamily
= cInfo
->family
;
1490 *p_data
<< uint32(petDisplayId
);
1491 *p_data
<< uint32(petLevel
);
1492 *p_data
<< uint32(petFamily
);
1495 // TODO: do not access data field here
1496 Tokens data
= StrSplit(fields
[19].GetCppString(), " ");
1498 for (uint8 slot
= 0; slot
< EQUIPMENT_SLOT_END
; slot
++)
1500 uint32 visualbase
= PLAYER_VISIBLE_ITEM_1_ENTRYID
+ (slot
* 2);
1501 uint32 item_id
= GetUInt32ValueFromArray(data
, visualbase
);
1502 const ItemPrototype
* proto
= ObjectMgr::GetItemPrototype(item_id
);
1505 *p_data
<< uint32(0);
1506 *p_data
<< uint8(0);
1507 *p_data
<< uint32(0);
1511 SpellItemEnchantmentEntry
const *enchant
= NULL
;
1513 uint32 enchants
= GetUInt32ValueFromArray(data
, visualbase
+ 1);
1514 for(uint8 enchantSlot
= PERM_ENCHANTMENT_SLOT
; enchantSlot
<= TEMP_ENCHANTMENT_SLOT
; ++enchantSlot
)
1516 // values stored in 2 uint16
1517 uint32 enchantId
= 0x0000FFFF & (enchants
>> enchantSlot
*16);
1521 if ((enchant
= sSpellItemEnchantmentStore
.LookupEntry(enchantId
)))
1525 *p_data
<< uint32(proto
->DisplayInfoID
);
1526 *p_data
<< uint8(proto
->InventoryType
);
1527 *p_data
<< uint32(enchant
? enchant
->aura_id
: 0);
1529 *p_data
<< uint32(0); // first bag display id
1530 *p_data
<< uint8(0); // first bag inventory type
1531 *p_data
<< uint32(0); // enchant?
1536 bool Player::ToggleAFK()
1538 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1540 bool state
= HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1542 // afk player not allowed in battleground
1543 if(state
&& InBattleGround())
1544 LeaveBattleground();
1549 bool Player::ToggleDND()
1551 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1553 return HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1556 uint8
Player::chatTag() const
1573 bool Player::TeleportTo(uint32 mapid
, float x
, float y
, float z
, float orientation
, uint32 options
)
1575 if(!MapManager::IsValidMapCoord(mapid
, x
, y
, z
, orientation
))
1577 sLog
.outError("TeleportTo: invalid map %d or absent instance template.", mapid
);
1581 // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
1582 Pet
* pet
= GetPet();
1584 MapEntry
const* mEntry
= sMapStore
.LookupEntry(mapid
);
1586 // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
1587 // don't let gm level > 1 either
1588 if(!InBattleGround() && mEntry
->IsBattleGroundOrArena())
1591 // client without expansion support
1592 if(GetSession()->Expansion() < mEntry
->Expansion())
1594 sLog
.outDebug("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid
);
1597 RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
1599 SendTransferAborted(mapid
, TRANSFER_ABORT_INSUF_EXPAN_LVL
, mEntry
->Expansion());
1601 return false; // normal client can't teleport to this map...
1605 sLog
.outDebug("Player %s is being teleported to map %u", GetName(), mapid
);
1608 // if we were on a transport, leave
1609 if (!(options
& TELE_TO_NOT_LEAVE_TRANSPORT
) && m_transport
)
1611 m_transport
->RemovePassenger(this);
1613 m_movementInfo
.t_x
= 0.0f
;
1614 m_movementInfo
.t_y
= 0.0f
;
1615 m_movementInfo
.t_z
= 0.0f
;
1616 m_movementInfo
.t_o
= 0.0f
;
1617 m_movementInfo
.t_seat
= -1;
1618 m_movementInfo
.t_time
= 0;
1621 // The player was ported to another map and looses the duel immediately.
1622 // We have to perform this check before the teleport, otherwise the
1623 // ObjectAccessor won't find the flag.
1624 if (duel
&& GetMapId()!=mapid
)
1626 GameObject
* obj
= GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER
));
1628 DuelComplete(DUEL_FLED
);
1631 // reset movement flags at teleport, because player will continue move with these flags after teleport
1632 m_movementInfo
.SetMovementFlags(MOVEMENTFLAG_NONE
);
1634 if ((GetMapId() == mapid
) && (!m_transport
))
1636 //lets reset far teleport flag if it wasn't reset during chained teleports
1637 SetSemaphoreTeleportFar(false);
1638 //setup delayed teleport flag
1639 SetDelayedTeleportFlag(IsCanDelayTeleport());
1640 //if teleport spell is casted in Unit::Update() func
1641 //then we need to delay it until update process will be finished
1642 if(IsHasDelayedTeleport())
1644 SetSemaphoreTeleportNear(true);
1645 //lets save teleport destination for player
1646 m_teleport_dest
= WorldLocation(mapid
, x
, y
, z
, orientation
);
1647 m_teleport_options
= options
;
1651 if (!(options
& TELE_TO_NOT_UNSUMMON_PET
))
1653 //same map, only remove pet if out of range for new position
1654 if(pet
&& !pet
->IsWithinDist3d(x
,y
,z
,GetMap()->GetVisibilityDistance()))
1655 UnsummonPetTemporaryIfAny();
1658 if(!(options
& TELE_TO_NOT_LEAVE_COMBAT
))
1661 // this will be used instead of the current location in SaveToDB
1662 m_teleport_dest
= WorldLocation(mapid
, x
, y
, z
, orientation
);
1663 SetFallInformation(0, z
);
1665 // code for finish transfer called in WorldSession::HandleMovementOpcodes()
1666 // at client packet MSG_MOVE_TELEPORT_ACK
1667 SetSemaphoreTeleportNear(true);
1668 // near teleport, triggering send MSG_MOVE_TELEPORT_ACK from client at landing
1669 if(!GetSession()->PlayerLogout())
1672 BuildTeleportAckMsg(&data
, x
, y
, z
, orientation
);
1673 GetSession()->SendPacket(&data
);
1678 // far teleport to another map
1679 Map
* oldmap
= IsInWorld() ? GetMap() : NULL
;
1680 // check if we can enter before stopping combat / removing pet / totems / interrupting spells
1682 // Check enter rights before map getting to avoid creating instance copy for player
1683 // this check not dependent from map instance copy and same for all instance copies of selected map
1684 if (!sMapMgr
.CanPlayerEnter(mapid
, this))
1687 // If the map is not created, assume it is possible to enter it.
1688 // It will be created in the WorldPortAck.
1689 Map
*map
= sMapMgr
.FindMap(mapid
);
1690 if (!map
|| map
->CanEnter(this))
1692 //lets reset near teleport flag if it wasn't reset during chained teleports
1693 SetSemaphoreTeleportNear(false);
1694 //setup delayed teleport flag
1695 SetDelayedTeleportFlag(IsCanDelayTeleport());
1696 //if teleport spell is casted in Unit::Update() func
1697 //then we need to delay it until update process will be finished
1698 if(IsHasDelayedTeleport())
1700 SetSemaphoreTeleportFar(true);
1701 //lets save teleport destination for player
1702 m_teleport_dest
= WorldLocation(mapid
, x
, y
, z
, orientation
);
1703 m_teleport_options
= options
;
1711 ResetContestedPvP();
1713 // remove player from battleground on far teleport (when changing maps)
1714 if(BattleGround
const* bg
= GetBattleGround())
1716 // Note: at battleground join battleground id set before teleport
1717 // and we already will found "current" battleground
1718 // just need check that this is targeted map or leave
1719 if(bg
->GetMapId() != mapid
)
1720 LeaveBattleground(false); // don't teleport to entry point
1723 // remove pet on map change
1725 UnsummonPetTemporaryIfAny();
1727 // remove all dyn objects
1728 RemoveAllDynObjects();
1730 // stop spellcasting
1731 // not attempt interrupt teleportation spell at caster teleport
1732 if(!(options
& TELE_TO_SPELL
))
1733 if(IsNonMeleeSpellCasted(true))
1734 InterruptNonMeleeSpells(true);
1736 //remove auras before removing from map...
1737 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP
| AURA_INTERRUPT_FLAG_MOVE
| AURA_INTERRUPT_FLAG_TURNING
);
1739 if(!GetSession()->PlayerLogout())
1741 // send transfer packets
1742 WorldPacket
data(SMSG_TRANSFER_PENDING
, (4+4+4));
1743 data
<< uint32(mapid
);
1746 data
<< m_transport
->GetEntry() << GetMapId();
1748 GetSession()->SendPacket(&data
);
1750 data
.Initialize(SMSG_NEW_WORLD
, (20));
1753 data
<< (uint32
)mapid
<< m_movementInfo
.t_x
<< m_movementInfo
.t_y
<< m_movementInfo
.t_z
<< m_movementInfo
.t_o
;
1757 data
<< (uint32
)mapid
<< (float)x
<< (float)y
<< (float)z
<< (float)orientation
;
1759 GetSession()->SendPacket( &data
);
1760 SendSavedInstances();
1763 // remove from old map now
1765 oldmap
->Remove(this, false);
1767 // new final coordinates
1771 float final_o
= orientation
;
1775 final_x
+= m_movementInfo
.t_x
;
1776 final_y
+= m_movementInfo
.t_y
;
1777 final_z
+= m_movementInfo
.t_z
;
1778 final_o
+= m_movementInfo
.t_o
;
1781 m_teleport_dest
= WorldLocation(mapid
, final_x
, final_y
, final_z
, final_o
);
1782 SetFallInformation(0, final_z
);
1783 // if the player is saved before worldportack (at logout for example)
1784 // this will be used instead of the current location in SaveToDB
1786 // move packet sent by client always after far teleport
1787 // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
1788 SetSemaphoreTeleportFar(true);
1796 bool Player::TeleportToBGEntryPoint()
1798 ScheduleDelayedOperation(DELAYED_BG_MOUNT_RESTORE
);
1799 ScheduleDelayedOperation(DELAYED_BG_TAXI_RESTORE
);
1800 return TeleportTo(m_bgData
.joinPos
);
1803 void Player::ProcessDelayedOperations()
1805 if(m_DelayedOperations
== 0)
1808 if(m_DelayedOperations
& DELAYED_RESURRECT_PLAYER
)
1810 ResurrectPlayer(0.0f
, false);
1812 if(GetMaxHealth() > m_resurrectHealth
)
1813 SetHealth( m_resurrectHealth
);
1815 SetHealth( GetMaxHealth() );
1817 if(GetMaxPower(POWER_MANA
) > m_resurrectMana
)
1818 SetPower(POWER_MANA
, m_resurrectMana
);
1820 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
) );
1822 SetPower(POWER_RAGE
, 0 );
1823 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
) );
1828 if(m_DelayedOperations
& DELAYED_SAVE_PLAYER
)
1833 if(m_DelayedOperations
& DELAYED_SPELL_CAST_DESERTER
)
1835 CastSpell(this, 26013, true); // Deserter
1838 if (m_DelayedOperations
& DELAYED_BG_MOUNT_RESTORE
)
1840 if (m_bgData
.mountSpell
)
1842 CastSpell(this, m_bgData
.mountSpell
, true);
1843 m_bgData
.mountSpell
= 0;
1847 if (m_DelayedOperations
& DELAYED_BG_TAXI_RESTORE
)
1849 if (m_bgData
.HasTaxiPath())
1851 m_taxi
.AddTaxiDestination(m_bgData
.taxiPath
[0]);
1852 m_taxi
.AddTaxiDestination(m_bgData
.taxiPath
[1]);
1853 m_bgData
.ClearTaxiPath();
1855 ContinueTaxiFlight();
1859 //we have executed ALL delayed ops, so clear the flag
1860 m_DelayedOperations
= 0;
1863 void Player::AddToWorld()
1865 ///- Do not add/remove the player from the object storage
1866 ///- It will crash when updating the ObjectAccessor
1867 ///- The player should only be added when logging in
1870 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; ++i
)
1873 m_items
[i
]->AddToWorld();
1877 void Player::RemoveFromWorld()
1882 ///- Release charmed creatures, unsummon totems and remove pets/guardians
1883 UnsummonAllTotems();
1887 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; ++i
)
1890 m_items
[i
]->RemoveFromWorld();
1893 ///- Do not add/remove the player from the object storage
1894 ///- It will crash when updating the ObjectAccessor
1895 ///- The player should only be removed when logging out
1896 Unit::RemoveFromWorld();
1899 void Player::RewardRage( uint32 damage
, uint32 weaponSpeedHitFactor
, bool attacker
)
1903 float rageconversion
= ((0.0091107836 * getLevel()*getLevel())+3.225598133*getLevel())+4.2652911;
1907 addRage
= ((damage
/rageconversion
*7.5 + weaponSpeedHitFactor
)/2);
1909 // talent who gave more rage on attack
1910 addRage
*= 1.0f
+ GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT
) / 100.0f
;
1914 addRage
= damage
/rageconversion
*2.5;
1916 // Berserker Rage effect
1917 if(HasAura(18499,0))
1921 addRage
*= sWorld
.getRate(RATE_POWER_RAGE_INCOME
);
1923 ModifyPower(POWER_RAGE
, uint32(addRage
*10));
1926 void Player::RegenerateAll(uint32 diff
)
1928 // Not in combat or they have regeneration
1929 if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) ||
1930 HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
) || IsPolymorphed() )
1932 RegenerateHealth(diff
);
1933 if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN
))
1935 Regenerate(POWER_RAGE
, diff
);
1936 if(getClass() == CLASS_DEATH_KNIGHT
)
1937 Regenerate(POWER_RUNIC_POWER
, diff
);
1941 Regenerate(POWER_ENERGY
, diff
);
1943 Regenerate(POWER_MANA
, diff
);
1945 if (getClass() == CLASS_DEATH_KNIGHT
)
1946 Regenerate(POWER_RUNE
, diff
);
1948 m_regenTimer
= REGEN_TIME_FULL
;
1951 // diff contains the time in milliseconds since last regen.
1952 void Player::Regenerate(Powers power
, uint32 diff
)
1954 uint32 curValue
= GetPower(power
);
1955 uint32 maxValue
= GetMaxPower(power
);
1957 float addvalue
= 0.0f
;
1963 bool recentCast
= IsUnderLastManaUseEffect();
1964 float ManaIncreaseRate
= sWorld
.getRate(RATE_POWER_MANA
);
1967 // Mangos Updates Mana in intervals of 2s, which is correct
1968 addvalue
= GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER
) * ManaIncreaseRate
* 2.00f
;
1972 addvalue
= GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER
) * ManaIncreaseRate
* 2.00f
;
1975 case POWER_RAGE
: // Regenerate rage
1977 float RageDecreaseRate
= sWorld
.getRate(RATE_POWER_RAGE_LOSS
);
1978 addvalue
= 20 * RageDecreaseRate
; // 2 rage by tick (= 2 seconds => 1 rage/sec)
1980 case POWER_ENERGY
: // Regenerate energy (rogue)
1983 case POWER_RUNIC_POWER
:
1985 float RunicPowerDecreaseRate
= sWorld
.getRate(RATE_POWER_RUNICPOWER_LOSS
);
1986 addvalue
= 30 * RunicPowerDecreaseRate
; // 3 RunicPower by tick
1990 if (getClass() != CLASS_DEATH_KNIGHT
)
1993 for(uint32 i
= 0; i
< MAX_RUNES
; ++i
)
1995 if(uint16 cd
= GetRuneCooldown(i
)) // if we have cooldown, reduce it...
1996 SetRuneCooldown(i
, (cd
< diff
) ? 0 : cd
- diff
);
2000 case POWER_HAPPINESS
:
2005 // Mana regen calculated in Player::UpdateManaRegen()
2006 // Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras
2007 if(power
!= POWER_MANA
)
2009 AuraList
const& ModPowerRegenPCTAuras
= GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT
);
2010 for(AuraList::const_iterator i
= ModPowerRegenPCTAuras
.begin(); i
!= ModPowerRegenPCTAuras
.end(); ++i
)
2011 if ((*i
)->GetModifier()->m_miscvalue
== power
)
2012 addvalue
*= ((*i
)->GetModifier()->m_amount
+ 100) / 100.0f
;
2015 // addvalue computed on a 2sec basis. => update to diff time
2016 addvalue
*= float(diff
) / REGEN_TIME_FULL
;
2018 if (power
!= POWER_RAGE
&& power
!= POWER_RUNIC_POWER
)
2020 curValue
+= uint32(addvalue
);
2021 if (curValue
> maxValue
)
2022 curValue
= maxValue
;
2026 if(curValue
<= uint32(addvalue
))
2029 curValue
-= uint32(addvalue
);
2031 SetPower(power
, curValue
);
2034 void Player::RegenerateHealth(uint32 diff
)
2036 uint32 curValue
= GetHealth();
2037 uint32 maxValue
= GetMaxHealth();
2039 if (curValue
>= maxValue
) return;
2041 float HealthIncreaseRate
= sWorld
.getRate(RATE_HEALTH
);
2043 float addvalue
= 0.0f
;
2046 if ( IsPolymorphed() )
2047 addvalue
= GetMaxHealth()/3;
2048 // normal regen case (maybe partly in combat case)
2049 else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) )
2051 addvalue
= OCTRegenHPPerSpirit()* HealthIncreaseRate
;
2054 AuraList
const& mModHealthRegenPct
= GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT
);
2055 for(AuraList::const_iterator i
= mModHealthRegenPct
.begin(); i
!= mModHealthRegenPct
.end(); ++i
)
2056 addvalue
*= (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
;
2058 else if(HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
))
2059 addvalue
*= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) / 100.0f
;
2065 // always regeneration bonus (including combat)
2066 addvalue
+= GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
);
2071 addvalue
*= (float)diff
/ REGEN_TIME_FULL
;
2073 ModifyHealth(int32(addvalue
));
2076 Creature
* Player::GetNPCIfCanInteractWith(uint64 guid
, uint32 npcflagmask
)
2079 if (!guid
|| !IsInWorld() || isInFlight())
2082 // exist (we need look pets also for some interaction (quest/etc)
2083 Creature
*unit
= GetMap()->GetCreatureOrPetOrVehicle(guid
);
2087 // appropriate npc type
2088 if (npcflagmask
&& !unit
->HasFlag( UNIT_NPC_FLAGS
, npcflagmask
))
2091 if (npcflagmask
== UNIT_NPC_FLAG_STABLEMASTER
)
2093 if (getClass() != CLASS_HUNTER
)
2097 // if a dead unit should be able to talk - the creature must be alive and have special flags
2098 if (!unit
->isAlive())
2101 if (isAlive() && unit
->isInvisibleForAlive())
2104 // not allow interaction under control, but allow with own pets
2105 if (unit
->GetCharmerGUID())
2109 if (unit
->IsHostileTo(this))
2113 if(FactionTemplateEntry
const* factionTemplate
= sFactionTemplateStore
.LookupEntry(unit
->getFaction()))
2114 if(factionTemplate
->faction
)
2115 if(FactionEntry
const* faction
= sFactionStore
.LookupEntry(factionTemplate
->faction
))
2116 if(faction
->reputationListID
>= 0 && GetReputationMgr().GetRank(faction
) <= REP_UNFRIENDLY
)
2120 if(!unit
->IsWithinDistInMap(this,INTERACTION_DISTANCE
))
2126 GameObject
* Player::GetGameObjectIfCanInteractWith(uint64 guid
, uint32 gameobject_type
) const
2128 if (GameObject
*go
= GetMap()->GetGameObject(guid
))
2130 if (uint32(go
->GetGoType()) == gameobject_type
|| gameobject_type
== MAX_GAMEOBJECT_TYPE
)
2133 switch(go
->GetGoType())
2135 // TODO: find out how the client calculates the maximal usage distance to spellless working
2136 // gameobjects like guildbanks and mailboxes - 10.0 is a just an abitrary choosen number
2137 case GAMEOBJECT_TYPE_GUILD_BANK
:
2138 case GAMEOBJECT_TYPE_MAILBOX
:
2141 case GAMEOBJECT_TYPE_FISHINGHOLE
:
2142 maxdist
= 20.0f
+CONTACT_DISTANCE
; // max spell range
2145 maxdist
= INTERACTION_DISTANCE
;
2149 if (go
->IsWithinDistInMap(this, maxdist
) && go
->isSpawned())
2152 sLog
.outError("GetGameObjectIfCanInteractWith: GameObject '%s' [GUID: %u] is too far away from player %s [GUID: %u] to be used by him (distance=%f, maximal 10 is allowed)", go
->GetGOInfo()->name
,
2153 go
->GetGUIDLow(), GetName(), GetGUIDLow(), go
->GetDistance(this));
2159 bool Player::IsUnderWater() const
2161 return IsInWater() &&
2162 GetPositionZ() < (GetBaseMap()->GetWaterLevel(GetPositionX(),GetPositionY())-2);
2165 void Player::SetInWater(bool apply
)
2167 if(m_isInWater
==apply
)
2170 //define player in water by opcodes
2171 //move player's guid into HateOfflineList of those mobs
2172 //which can't swim and move guid back into ThreatList when
2174 //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
2175 m_isInWater
= apply
;
2177 // remove auras that need water/land
2178 RemoveAurasWithInterruptFlags(apply
? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER
: AURA_INTERRUPT_FLAG_NOT_UNDERWATER
);
2180 getHostileRefManager().updateThreatTables();
2183 void Player::SetGameMaster(bool on
)
2187 m_ExtraFlags
|= PLAYER_EXTRA_GM_ON
;
2189 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
2191 if (Pet
* pet
= GetPet())
2193 pet
->setFaction(35);
2194 pet
->getHostileRefManager().setOnlineOfflineState(false);
2197 for (int8 i
= 0; i
< MAX_TOTEM
; ++i
)
2199 if(Creature
*totem
= GetMap()->GetCreature(m_TotemSlot
[i
]))
2200 totem
->setFaction(35);
2202 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
2203 ResetContestedPvP();
2205 getHostileRefManager().setOnlineOfflineState(false);
2206 CombatStopWithPets();
2208 SetPhaseMask(PHASEMASK_ANYWHERE
,false); // see and visible in all phases
2213 AuraList
const& phases
= GetAurasByType(SPELL_AURA_PHASE
);
2214 SetPhaseMask(!phases
.empty() ? phases
.front()->GetMiscValue() : PHASEMASK_NORMAL
,false);
2216 m_ExtraFlags
&= ~ PLAYER_EXTRA_GM_ON
;
2217 setFactionForRace(getRace());
2218 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
2220 if (Pet
* pet
= GetPet())
2222 pet
->setFaction(getFaction());
2223 pet
->getHostileRefManager().setOnlineOfflineState(true);
2226 for (int8 i
= 0; i
< MAX_TOTEM
; ++i
)
2228 if(Creature
*totem
= GetMap()->GetCreature(m_TotemSlot
[i
]))
2229 totem
->setFaction(getFaction());
2231 // restore FFA PvP Server state
2232 if(sWorld
.IsFFAPvPRealm())
2233 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
2235 // restore FFA PvP area state, remove not allowed for GM mounts
2236 UpdateArea(m_areaUpdateId
);
2238 getHostileRefManager().setOnlineOfflineState(true);
2241 UpdateVisibilityForPlayer();
2244 void Player::SetGMVisible(bool on
)
2248 m_ExtraFlags
&= ~PLAYER_EXTRA_GM_INVISIBLE
; //remove flag
2250 // Reapply stealth/invisibility if active or show if not any
2251 if(HasAuraType(SPELL_AURA_MOD_STEALTH
))
2252 SetVisibility(VISIBILITY_GROUP_STEALTH
);
2253 else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY
))
2254 SetVisibility(VISIBILITY_GROUP_INVISIBILITY
);
2256 SetVisibility(VISIBILITY_ON
);
2260 m_ExtraFlags
|= PLAYER_EXTRA_GM_INVISIBLE
; //add flag
2262 SetAcceptWhispers(false);
2263 SetGameMaster(true);
2265 SetVisibility(VISIBILITY_OFF
);
2269 bool Player::IsGroupVisibleFor(Player
* p
) const
2271 switch(sWorld
.getConfig(CONFIG_GROUP_VISIBILITY
))
2273 default: return IsInSameGroupWith(p
);
2274 case 1: return IsInSameRaidWith(p
);
2275 case 2: return GetTeam()==p
->GetTeam();
2279 bool Player::IsInSameGroupWith(Player
const* p
) const
2281 return (p
==this || (GetGroup() != NULL
&&
2282 GetGroup()->SameSubGroup((Player
*)this, (Player
*)p
)));
2285 ///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
2286 /// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
2287 void Player::UninviteFromGroup()
2289 Group
* group
= GetGroupInvite();
2293 group
->RemoveInvite(this);
2295 if(group
->GetMembersCount() <= 1) // group has just 1 member => disband
2297 if(group
->IsCreated())
2299 group
->Disband(true);
2300 sObjectMgr
.RemoveGroup(group
);
2303 group
->RemoveAllInvites();
2309 void Player::RemoveFromGroup(Group
* group
, uint64 guid
)
2313 if (group
->RemoveMember(guid
, 0) <= 1)
2315 // group->Disband(); already disbanded in RemoveMember
2316 sObjectMgr
.RemoveGroup(group
);
2318 // removemember sets the player's group pointer to NULL
2323 void Player::SendLogXPGain(uint32 GivenXP
, Unit
* victim
, uint32 RestXP
)
2325 WorldPacket
data(SMSG_LOG_XPGAIN
, 21);
2326 data
<< uint64(victim
? victim
->GetGUID() : 0); // guid
2327 data
<< uint32(GivenXP
+RestXP
); // given experience
2328 data
<< uint8(victim
? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
2331 data
<< uint32(GivenXP
); // experience without rested bonus
2332 data
<< float(1); // 1 - none 0 - 100% group bonus output
2334 data
<< uint8(0); // new 2.4.0
2335 GetSession()->SendPacket(&data
);
2338 void Player::GiveXP(uint32 xp
, Unit
* victim
)
2346 uint32 level
= getLevel();
2348 // XP to money conversion processed in Player::RewardQuest
2349 if(level
>= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
2354 // handle SPELL_AURA_MOD_KILL_XP_PCT auras
2355 Unit::AuraList
const& ModXPPctAuras
= GetAurasByType(SPELL_AURA_MOD_KILL_XP_PCT
);
2356 for(Unit::AuraList::const_iterator i
= ModXPPctAuras
.begin();i
!= ModXPPctAuras
.end(); ++i
)
2357 xp
= uint32(xp
*(1.0f
+ (*i
)->GetModifier()->m_amount
/ 100.0f
));
2361 // handle SPELL_AURA_MOD_QUEST_XP_PCT auras
2362 Unit::AuraList
const& ModXPPctAuras
= GetAurasByType(SPELL_AURA_MOD_QUEST_XP_PCT
);
2363 for(Unit::AuraList::const_iterator i
= ModXPPctAuras
.begin();i
!= ModXPPctAuras
.end(); ++i
)
2364 xp
= uint32(xp
*(1.0f
+ (*i
)->GetModifier()->m_amount
/ 100.0f
));
2368 // XP resting bonus for kill
2369 uint32 rested_bonus_xp
= victim
? GetXPRestBonus(xp
) : 0;
2371 SendLogXPGain(xp
,victim
,rested_bonus_xp
);
2373 uint32 curXP
= GetUInt32Value(PLAYER_XP
);
2374 uint32 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2375 uint32 newXP
= curXP
+ xp
+ rested_bonus_xp
;
2377 while( newXP
>= nextLvlXP
&& level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2381 if ( level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2382 GiveLevel(level
+ 1);
2385 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2388 SetUInt32Value(PLAYER_XP
, newXP
);
2391 // Update player to next level
2392 // Current player experience not update (must be update by caller)
2393 void Player::GiveLevel(uint32 level
)
2395 if ( level
== getLevel() )
2398 PlayerLevelInfo info
;
2399 sObjectMgr
.GetPlayerLevelInfo(getRace(),getClass(),level
,&info
);
2401 PlayerClassLevelInfo classInfo
;
2402 sObjectMgr
.GetPlayerClassLevelInfo(getClass(),level
,&classInfo
);
2404 // send levelup info to client
2405 WorldPacket
data(SMSG_LEVELUP_INFO
, (4+4+MAX_POWERS
*4+MAX_STATS
*4));
2406 data
<< uint32(level
);
2407 data
<< uint32(int32(classInfo
.basehealth
) - int32(GetCreateHealth()));
2408 // for(int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6)
2409 data
<< uint32(int32(classInfo
.basemana
) - int32(GetCreateMana()));
2417 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
) // Stats loop (0-4)
2418 data
<< uint32(int32(info
.stats
[i
]) - GetCreateStat(Stats(i
)));
2420 GetSession()->SendPacket(&data
);
2422 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, sObjectMgr
.GetXPForLevel(level
));
2424 //update level, max level of skills
2425 m_Played_time
[PLAYED_TIME_LEVEL
] = 0; // Level Played Time reset
2427 _ApplyAllLevelScaleItemMods(false);
2431 UpdateSkillsForLevel ();
2433 // save base values (bonuses already included in stored stats
2434 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2435 SetCreateStat(Stats(i
), info
.stats
[i
]);
2437 SetCreateHealth(classInfo
.basehealth
);
2438 SetCreateMana(classInfo
.basemana
);
2440 InitTalentForLevel();
2441 InitTaxiNodesForLevel();
2442 InitGlyphsForLevel();
2446 // set current level health and mana/energy to maximum after applying all mods.
2447 SetHealth(GetMaxHealth());
2448 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2449 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2450 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2451 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2452 SetPower(POWER_FOCUS
, 0);
2453 SetPower(POWER_HAPPINESS
, 0);
2455 _ApplyAllLevelScaleItemMods(true);
2457 // update level to hunter/summon pet
2458 if (Pet
* pet
= GetPet())
2459 pet
->SynchronizeLevelWithOwner();
2461 if (MailLevelReward
const* mailReward
= sObjectMgr
.GetMailLevelReward(level
,getRaceMask()))
2462 MailDraft(mailReward
->mailTemplateId
).SendMailTo(this,MailSender(MAIL_CREATURE
,mailReward
->senderEntry
));
2464 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL
);
2467 void Player::InitTalentForLevel()
2469 uint32 level
= getLevel();
2470 // talents base at level diff ( talents = level - 9 but some can be used already)
2473 // Remove all talent points
2474 if(m_usedTalentCount
> 0) // Free any used talents
2477 SetFreeTalentPoints(0);
2482 uint32 talentPointsForLevel
= CalculateTalentsPoints();
2484 // if used more that have then reset
2485 if(m_usedTalentCount
> talentPointsForLevel
)
2487 if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR
)
2490 SetFreeTalentPoints(0);
2492 // else update amount of free points
2494 SetFreeTalentPoints(talentPointsForLevel
-m_usedTalentCount
);
2497 if(!GetSession()->PlayerLoading())
2498 SendTalentsInfoData(false); // update at client
2501 void Player::InitStatsForLevel(bool reapplyMods
)
2503 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2504 _RemoveAllStatBonuses();
2506 PlayerClassLevelInfo classInfo
;
2507 sObjectMgr
.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo
);
2509 PlayerLevelInfo info
;
2510 sObjectMgr
.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info
);
2512 SetUInt32Value(PLAYER_FIELD_MAX_LEVEL
, sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) );
2513 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, sObjectMgr
.GetXPForLevel(getLevel()));
2515 // reset before any aura state sources (health set/aura apply)
2516 SetUInt32Value(UNIT_FIELD_AURASTATE
, 0);
2518 UpdateSkillsForLevel ();
2520 // set default cast time multiplier
2521 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
);
2523 // reset size before reapply auras
2524 SetFloatValue(OBJECT_FIELD_SCALE_X
,1.0f
);
2526 // save base values (bonuses already included in stored stats
2527 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2528 SetCreateStat(Stats(i
), info
.stats
[i
]);
2530 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2531 SetStat(Stats(i
), info
.stats
[i
]);
2533 SetCreateHealth(classInfo
.basehealth
);
2536 SetCreateMana(classInfo
.basemana
);
2538 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2542 //reset rating fields values
2543 for(uint16 index
= PLAYER_FIELD_COMBAT_RATING_1
; index
< PLAYER_FIELD_COMBAT_RATING_1
+ MAX_COMBAT_RATING
; ++index
)
2544 SetUInt32Value(index
, 0);
2546 SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS
,0);
2547 for (int i
= 0; i
< 7; ++i
)
2549 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG
+i
, 0);
2550 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS
+i
, 0);
2551 SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT
+i
, 1.00f
);
2554 //reset attack power, damage and attack speed fields
2555 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
, 2000.0f
);
2556 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
+ 1, 2000.0f
); // offhand attack time
2557 SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME
, 2000.0f
);
2559 SetFloatValue(UNIT_FIELD_MINDAMAGE
, 0.0f
);
2560 SetFloatValue(UNIT_FIELD_MAXDAMAGE
, 0.0f
);
2561 SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
, 0.0f
);
2562 SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
, 0.0f
);
2563 SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
, 0.0f
);
2564 SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
, 0.0f
);
2566 SetInt32Value(UNIT_FIELD_ATTACK_POWER
, 0 );
2567 SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS
, 0 );
2568 SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER
,0.0f
);
2569 SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER
, 0 );
2570 SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS
,0 );
2571 SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER
,0.0f
);
2573 // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2574 SetFloatValue(PLAYER_CRIT_PERCENTAGE
,0.0f
);
2575 SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE
,0.0f
);
2576 SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE
,0.0f
);
2578 // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2579 for (uint8 i
= 0; i
< 7; ++i
)
2580 SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1
+i
, 0.0f
);
2582 SetFloatValue(PLAYER_PARRY_PERCENTAGE
, 0.0f
);
2583 SetFloatValue(PLAYER_BLOCK_PERCENTAGE
, 0.0f
);
2584 SetUInt32Value(PLAYER_SHIELD_BLOCK
, 0);
2587 SetFloatValue(PLAYER_DODGE_PERCENTAGE
, 0.0f
);
2589 // set armor (resistance 0) to original value (create_agility*2)
2590 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2591 SetResistanceBuffMods(SpellSchools(0), true, 0.0f
);
2592 SetResistanceBuffMods(SpellSchools(0), false, 0.0f
);
2593 // set other resistance to original value (0)
2594 for (int i
= 1; i
< MAX_SPELL_SCHOOL
; ++i
)
2596 SetResistance(SpellSchools(i
), 0);
2597 SetResistanceBuffMods(SpellSchools(i
), true, 0.0f
);
2598 SetResistanceBuffMods(SpellSchools(i
), false, 0.0f
);
2601 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE
,0);
2602 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE
,0);
2603 for(int i
= 0; i
< MAX_SPELL_SCHOOL
; ++i
)
2605 SetUInt32Value(UNIT_FIELD_POWER_COST_MODIFIER
+i
,0);
2606 SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER
+i
,0.0f
);
2608 // Reset no reagent cost field
2609 for(int i
= 0; i
< 3; ++i
)
2610 SetUInt32Value(PLAYER_NO_REAGENT_COST_1
+ i
, 0);
2611 // Init data for form but skip reapply item mods for form
2612 InitDataForForm(reapplyMods
);
2615 for (int i
= POWER_MANA
; i
< MAX_POWERS
; ++i
)
2616 SetMaxPower(Powers(i
), uint32(GetCreatePowers(Powers(i
))));
2618 SetMaxHealth(classInfo
.basehealth
); // stamina bonus will applied later
2620 // cleanup mounted state (it will set correctly at aura loading if player saved at mount.
2621 SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID
, 0);
2623 // cleanup unit flags (will be re-applied if need at aura load).
2624 RemoveFlag( UNIT_FIELD_FLAGS
,
2625 UNIT_FLAG_NON_ATTACKABLE
| UNIT_FLAG_DISABLE_MOVE
| UNIT_FLAG_NOT_ATTACKABLE_1
|
2626 UNIT_FLAG_PET_IN_COMBAT
| UNIT_FLAG_SILENCED
| UNIT_FLAG_PACIFIED
|
2627 UNIT_FLAG_STUNNED
| UNIT_FLAG_IN_COMBAT
| UNIT_FLAG_DISARMED
|
2628 UNIT_FLAG_CONFUSED
| UNIT_FLAG_FLEEING
| UNIT_FLAG_NOT_SELECTABLE
|
2629 UNIT_FLAG_SKINNABLE
| UNIT_FLAG_MOUNT
| UNIT_FLAG_TAXI_FLIGHT
);
2630 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
); // must be set
2632 SetFlag(UNIT_FIELD_FLAGS_2
,UNIT_FLAG2_REGENERATE_POWER
);// must be set
2634 // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
2635 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
| PLAYER_FLAGS_DND
| PLAYER_FLAGS_GM
| PLAYER_FLAGS_GHOST
);
2637 RemoveStandFlags(UNIT_STAND_FLAGS_ALL
); // one form stealth modified bytes
2638 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
| UNIT_BYTE2_FLAG_SANCTUARY
);
2640 // restore if need some important flags
2641 SetUInt32Value(PLAYER_FIELD_BYTES2
, 0 ); // flags empty by default
2643 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2644 _ApplyAllStatBonuses();
2646 // set current level health and mana/energy to maximum after applying all mods.
2647 SetHealth(GetMaxHealth());
2648 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2649 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2650 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2651 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2652 SetPower(POWER_FOCUS
, 0);
2653 SetPower(POWER_HAPPINESS
, 0);
2654 SetPower(POWER_RUNIC_POWER
, 0);
2656 // update level to hunter/summon pet
2657 if (Pet
* pet
= GetPet())
2658 pet
->SynchronizeLevelWithOwner();
2661 void Player::SendInitialSpells()
2663 time_t curTime
= time(NULL
);
2664 time_t infTime
= curTime
+ infinityCooldownDelayCheck
;
2666 uint16 spellCount
= 0;
2668 WorldPacket
data(SMSG_INITIAL_SPELLS
, (1+2+4*m_spells
.size()+2+m_spellCooldowns
.size()*(2+2+2+4+4)));
2671 size_t countPos
= data
.wpos();
2672 data
<< uint16(spellCount
); // spell count placeholder
2674 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2676 if(itr
->second
->state
== PLAYERSPELL_REMOVED
)
2679 if(!itr
->second
->active
|| itr
->second
->disabled
)
2682 data
<< uint32(itr
->first
);
2683 data
<< uint16(0); // it's not slot id
2688 data
.put
<uint16
>(countPos
,spellCount
); // write real count value
2690 uint16 spellCooldowns
= m_spellCooldowns
.size();
2691 data
<< uint16(spellCooldowns
);
2692 for(SpellCooldowns::const_iterator itr
=m_spellCooldowns
.begin(); itr
!=m_spellCooldowns
.end(); ++itr
)
2694 SpellEntry
const *sEntry
= sSpellStore
.LookupEntry(itr
->first
);
2698 data
<< uint32(itr
->first
);
2700 data
<< uint16(itr
->second
.itemid
); // cast item id
2701 data
<< uint16(sEntry
->Category
); // spell category
2703 // send infinity cooldown in special format
2704 if(itr
->second
.end
>= infTime
)
2706 data
<< uint32(1); // cooldown
2707 data
<< uint32(0x80000000); // category cooldown
2711 time_t cooldown
= itr
->second
.end
> curTime
? (itr
->second
.end
-curTime
)*IN_MILISECONDS
: 0;
2713 if(sEntry
->Category
) // may be wrong, but anyway better than nothing...
2715 data
<< uint32(0); // cooldown
2716 data
<< uint32(cooldown
); // category cooldown
2720 data
<< uint32(cooldown
); // cooldown
2721 data
<< uint32(0); // category cooldown
2725 GetSession()->SendPacket(&data
);
2727 sLog
.outDetail( "CHARACTER: Sent Initial Spells" );
2730 void Player::RemoveMail(uint32 id
)
2732 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
2734 if ((*itr
)->messageID
== id
)
2736 //do not delete item, because Player::removeMail() is called when returning mail to sender.
2743 void Player::SendMailResult(uint32 mailId
, MailResponseType mailAction
, MailResponseResult mailError
, uint32 equipError
, uint32 item_guid
, uint32 item_count
)
2745 WorldPacket
data(SMSG_SEND_MAIL_RESULT
, (4+4+4+(mailError
== MAIL_ERR_EQUIP_ERROR
?4:(mailAction
== MAIL_ITEM_TAKEN
?4+4:0))));
2746 data
<< (uint32
) mailId
;
2747 data
<< (uint32
) mailAction
;
2748 data
<< (uint32
) mailError
;
2749 if ( mailError
== MAIL_ERR_EQUIP_ERROR
)
2750 data
<< (uint32
) equipError
;
2751 else if( mailAction
== MAIL_ITEM_TAKEN
)
2753 data
<< (uint32
) item_guid
; // item guid low?
2754 data
<< (uint32
) item_count
; // item count?
2756 GetSession()->SendPacket(&data
);
2759 void Player::SendNewMail()
2761 // deliver undelivered mail
2762 WorldPacket
data(SMSG_RECEIVED_MAIL
, 4);
2764 GetSession()->SendPacket(&data
);
2767 void Player::UpdateNextMailTimeAndUnreads()
2769 // calculate next delivery time (min. from non-delivered mails
2770 // and recalculate unReadMail
2771 time_t cTime
= time(NULL
);
2772 m_nextMailDelivereTime
= 0;
2774 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
2776 if((*itr
)->deliver_time
> cTime
)
2778 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> (*itr
)->deliver_time
)
2779 m_nextMailDelivereTime
= (*itr
)->deliver_time
;
2781 else if(((*itr
)->checked
& MAIL_CHECK_MASK_READ
) == 0)
2786 void Player::AddNewMailDeliverTime(time_t deliver_time
)
2788 if(deliver_time
<= time(NULL
)) // ready now
2793 else // not ready and no have ready mails
2795 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> deliver_time
)
2796 m_nextMailDelivereTime
= deliver_time
;
2800 bool Player::addSpell(uint32 spell_id
, bool active
, bool learning
, bool dependent
, bool disabled
)
2802 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
2805 // do character spell book cleanup (all characters)
2806 if(!IsInWorld() && !learning
) // spell load case
2808 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id
);
2809 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2812 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id
);
2817 if(!SpellMgr::IsSpellValid(spellInfo
,this,false))
2819 // do character spell book cleanup (all characters)
2820 if(!IsInWorld() && !learning
) // spell load case
2822 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id
);
2823 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2826 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id
);
2831 PlayerSpellState state
= learning
? PLAYERSPELL_NEW
: PLAYERSPELL_UNCHANGED
;
2833 bool dependent_set
= false;
2834 bool disabled_case
= false;
2835 bool superceded_old
= false;
2837 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2838 if (itr
!= m_spells
.end())
2840 uint32 next_active_spell_id
= 0;
2841 // fix activate state for non-stackable low rank (and find next spell for !active case)
2842 if(!SpellMgr::canStackSpellRanks(spellInfo
) && sSpellMgr
.GetSpellRank(spellInfo
->Id
) != 0)
2844 SpellChainMapNext
const& nextMap
= sSpellMgr
.GetSpellChainNext();
2845 for(SpellChainMapNext::const_iterator next_itr
= nextMap
.lower_bound(spell_id
); next_itr
!= nextMap
.upper_bound(spell_id
); ++next_itr
)
2847 if(HasSpell(next_itr
->second
))
2849 // high rank already known so this must !active
2851 next_active_spell_id
= next_itr
->second
;
2857 // not do anything if already known in expected state
2858 if(itr
->second
->state
!= PLAYERSPELL_REMOVED
&& itr
->second
->active
== active
&&
2859 itr
->second
->dependent
== dependent
&& itr
->second
->disabled
== disabled
)
2861 if(!IsInWorld() && !learning
) // explicitly load from DB and then exist in it already and set correctly
2862 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2867 // dependent spell known as not dependent, overwrite state
2868 if (itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->dependent
&& dependent
)
2870 itr
->second
->dependent
= dependent
;
2871 if (itr
->second
->state
!= PLAYERSPELL_NEW
)
2872 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2873 dependent_set
= true;
2876 // update active state for known spell
2877 if(itr
->second
->active
!= active
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->disabled
)
2879 itr
->second
->active
= active
;
2881 if(!IsInWorld() && !learning
&& !dependent_set
) // explicitly load from DB and then exist in it already and set correctly
2882 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2883 else if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2884 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2888 if (IsPassiveSpell(spell_id
) && IsNeedCastPassiveSpellAtLearn(spellInfo
))
2889 CastSpell (this,spell_id
,true);
2891 else if(IsInWorld())
2893 if(next_active_spell_id
)
2895 // update spell ranks in spellbook and action bar
2896 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, 4 + 4);
2897 data
<< uint32(spell_id
);
2898 data
<< uint32(next_active_spell_id
);
2899 GetSession()->SendPacket( &data
);
2903 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
2904 data
<< uint32(spell_id
);
2905 GetSession()->SendPacket(&data
);
2909 return active
; // learn (show in spell book if active now)
2912 if(itr
->second
->disabled
!= disabled
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
)
2914 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2915 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2916 itr
->second
->disabled
= disabled
;
2921 disabled_case
= true;
2923 else switch(itr
->second
->state
)
2925 case PLAYERSPELL_UNCHANGED
: // known saved spell
2927 case PLAYERSPELL_REMOVED
: // re-learning removed not saved spell
2930 m_spells
.erase(itr
);
2931 state
= PLAYERSPELL_CHANGED
;
2932 break; // need re-add
2934 default: // known not saved yet spell (new or modified)
2936 // can be in case spell loading but learned at some previous spell loading
2937 if(!IsInWorld() && !learning
&& !dependent_set
)
2938 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2945 if(!disabled_case
) // skip new spell adding if spell already known (disabled spells case)
2947 // talent: unlearn all other talent ranks (high and low)
2948 if(TalentSpellPos
const* talentPos
= GetTalentSpellPos(spell_id
))
2950 if(TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry( talentPos
->talent_id
))
2952 for(int i
=0; i
< MAX_TALENT_RANK
; ++i
)
2954 // skip learning spell and no rank spell case
2955 uint32 rankSpellId
= talentInfo
->RankID
[i
];
2956 if(!rankSpellId
|| rankSpellId
==spell_id
)
2959 removeSpell(rankSpellId
,false,false);
2963 // non talent spell: learn low ranks (recursive call)
2964 else if(uint32 prev_spell
= sSpellMgr
.GetPrevSpellInChain(spell_id
))
2966 if(!IsInWorld() || disabled
) // at spells loading, no output, but allow save
2967 addSpell(prev_spell
,active
,true,true,disabled
);
2968 else // at normal learning
2969 learnSpell(prev_spell
,true);
2972 PlayerSpell
*newspell
= new PlayerSpell
;
2973 newspell
->state
= state
;
2974 newspell
->active
= active
;
2975 newspell
->dependent
= dependent
;
2976 newspell
->disabled
= disabled
;
2978 // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
2979 if(newspell
->active
&& !newspell
->disabled
&& !SpellMgr::canStackSpellRanks(spellInfo
) && sSpellMgr
.GetSpellRank(spellInfo
->Id
) != 0)
2981 for( PlayerSpellMap::iterator itr2
= m_spells
.begin(); itr2
!= m_spells
.end(); ++itr2
)
2983 if(itr2
->second
->state
== PLAYERSPELL_REMOVED
) continue;
2984 SpellEntry
const *i_spellInfo
= sSpellStore
.LookupEntry(itr2
->first
);
2985 if(!i_spellInfo
) continue;
2987 if( sSpellMgr
.IsRankSpellDueToSpell(spellInfo
,itr2
->first
) )
2989 if(itr2
->second
->active
)
2991 if(sSpellMgr
.IsHighRankOfSpell(spell_id
,itr2
->first
))
2993 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
2995 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, 4 + 4);
2996 data
<< uint32(itr2
->first
);
2997 data
<< uint32(spell_id
);
2998 GetSession()->SendPacket( &data
);
3001 // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
3002 itr2
->second
->active
= false;
3003 if(itr2
->second
->state
!= PLAYERSPELL_NEW
)
3004 itr2
->second
->state
= PLAYERSPELL_CHANGED
;
3005 superceded_old
= true; // new spell replace old in action bars and spell book.
3007 else if(sSpellMgr
.IsHighRankOfSpell(itr2
->first
,spell_id
))
3009 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
3011 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, 4 + 4);
3012 data
<< uint32(spell_id
);
3013 data
<< uint32(itr2
->first
);
3014 GetSession()->SendPacket( &data
);
3017 // mark new spell as disable (not learned yet for client and will not learned)
3018 newspell
->active
= false;
3019 if(newspell
->state
!= PLAYERSPELL_NEW
)
3020 newspell
->state
= PLAYERSPELL_CHANGED
;
3027 m_spells
[spell_id
] = newspell
;
3029 // return false if spell disabled
3030 if (newspell
->disabled
)
3034 uint32 talentCost
= GetTalentSpellCost(spell_id
);
3036 // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
3037 // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
3038 if (talentCost
> 0 && IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_LEARN_SPELL
))
3040 // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
3041 CastSpell(this, spell_id
, true);
3043 // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
3044 else if (IsPassiveSpell(spell_id
))
3046 if (IsNeedCastPassiveSpellAtLearn(spellInfo
))
3047 CastSpell(this, spell_id
, true);
3049 else if (IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_SKILL_STEP
))
3051 CastSpell(this, spell_id
, true);
3055 // update used talent points count
3056 m_usedTalentCount
+= talentCost
;
3058 // update free primary prof.points (if any, can be none in case GM .learn prof. learning)
3059 if (uint32 freeProfs
= GetFreePrimaryProfessionPoints())
3061 if(sSpellMgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
3062 SetFreePrimaryProfessions(freeProfs
-1);
3065 // add dependent skills
3066 uint16 maxskill
= GetMaxSkillValueForLevel();
3068 SpellLearnSkillNode
const* spellLearnSkill
= sSpellMgr
.GetSpellLearnSkill(spell_id
);
3070 SkillLineAbilityMapBounds skill_bounds
= sSpellMgr
.GetSkillLineAbilityMapBounds(spell_id
);
3072 if (spellLearnSkill
)
3074 uint32 skill_value
= GetPureSkillValue(spellLearnSkill
->skill
);
3075 uint32 skill_max_value
= GetPureMaxSkillValue(spellLearnSkill
->skill
);
3077 if (skill_value
< spellLearnSkill
->value
)
3078 skill_value
= spellLearnSkill
->value
;
3080 uint32 new_skill_max_value
= spellLearnSkill
->maxvalue
== 0 ? maxskill
: spellLearnSkill
->maxvalue
;
3082 if (skill_max_value
< new_skill_max_value
)
3083 skill_max_value
= new_skill_max_value
;
3085 SetSkill(spellLearnSkill
->skill
,skill_value
,skill_max_value
);
3089 // not ranked skills
3090 for(SkillLineAbilityMap::const_iterator _spell_idx
= skill_bounds
.first
; _spell_idx
!= skill_bounds
.second
; ++_spell_idx
)
3092 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
3096 if (HasSkill(pSkill
->id
))
3099 if (_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
||
3100 // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
3101 ((pSkill
->id
==SKILL_LOCKPICKING
|| pSkill
->id
==SKILL_RUNEFORGING
) && _spell_idx
->second
->max_value
==0))
3103 switch(GetSkillRangeType(pSkill
,_spell_idx
->second
->racemask
!=0))
3105 case SKILL_RANGE_LANGUAGE
:
3106 SetSkill(pSkill
->id
, 300, 300 );
3108 case SKILL_RANGE_LEVEL
:
3109 SetSkill(pSkill
->id
, 1, GetMaxSkillValueForLevel() );
3111 case SKILL_RANGE_MONO
:
3112 SetSkill(pSkill
->id
, 1, 1 );
3121 // learn dependent spells
3122 SpellLearnSpellMapBounds spell_bounds
= sSpellMgr
.GetSpellLearnSpellMapBounds(spell_id
);
3124 for(SpellLearnSpellMap::const_iterator itr2
= spell_bounds
.first
; itr2
!= spell_bounds
.second
; ++itr2
)
3126 if (!itr2
->second
.autoLearned
)
3128 if (!IsInWorld() || !itr2
->second
.active
) // at spells loading, no output, but allow save
3129 addSpell(itr2
->second
.spell
,itr2
->second
.active
,true,true,false);
3130 else // at normal learning
3131 learnSpell(itr2
->second
.spell
,true);
3135 if (!GetSession()->PlayerLoading())
3137 // not ranked skills
3138 for(SkillLineAbilityMap::const_iterator _spell_idx
= skill_bounds
.first
; _spell_idx
!= skill_bounds
.second
; ++_spell_idx
)
3140 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE
,_spell_idx
->second
->skillId
);
3141 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS
,_spell_idx
->second
->skillId
);
3144 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL
,spell_id
);
3147 // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
3148 return active
&& !disabled
&& !superceded_old
;
3151 bool Player::IsNeedCastPassiveSpellAtLearn(SpellEntry
const* spellInfo
) const
3153 // note: form passives activated with shapeshift spells be implemented by HandleShapeshiftBoosts instead of spell_learn_spell
3154 // talent dependent passives activated at form apply have proper stance data
3155 bool need_cast
= (!spellInfo
->Stances
|| (m_form
!= 0 && (spellInfo
->Stances
& (1<<(m_form
-1)))));
3157 //Check CasterAuraStates
3158 return need_cast
&& (!spellInfo
->CasterAuraState
|| HasAuraState(AuraState(spellInfo
->CasterAuraState
)));
3161 void Player::learnSpell(uint32 spell_id
, bool dependent
)
3163 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
3165 bool disabled
= (itr
!= m_spells
.end()) ? itr
->second
->disabled
: false;
3166 bool active
= disabled
? itr
->second
->active
: true;
3168 bool learning
= addSpell(spell_id
,active
,true,dependent
,false);
3170 // learn all disabled higher ranks (recursive)
3173 SpellChainMapNext
const& nextMap
= sSpellMgr
.GetSpellChainNext();
3174 for(SpellChainMapNext::const_iterator i
= nextMap
.lower_bound(spell_id
); i
!= nextMap
.upper_bound(spell_id
); ++i
)
3176 PlayerSpellMap::iterator iter
= m_spells
.find(i
->second
);
3177 if (iter
!= m_spells
.end() && iter
->second
->disabled
)
3178 learnSpell(i
->second
,false);
3182 // prevent duplicated entires in spell book, also not send if not in world (loading)
3183 if(!learning
|| !IsInWorld ())
3186 WorldPacket
data(SMSG_LEARNED_SPELL
, 4);
3187 data
<< uint32(spell_id
);
3188 GetSession()->SendPacket(&data
);
3191 void Player::removeSpell(uint32 spell_id
, bool disabled
, bool learn_low_rank
, bool sendUpdate
)
3193 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
3194 if (itr
== m_spells
.end())
3197 if (itr
->second
->state
== PLAYERSPELL_REMOVED
|| (disabled
&& itr
->second
->disabled
))
3200 // unlearn non talent higher ranks (recursive)
3201 SpellChainMapNext
const& nextMap
= sSpellMgr
.GetSpellChainNext();
3202 for(SpellChainMapNext::const_iterator itr2
= nextMap
.lower_bound(spell_id
); itr2
!= nextMap
.upper_bound(spell_id
); ++itr2
)
3203 if(HasSpell(itr2
->second
) && !GetTalentSpellPos(itr2
->second
))
3204 removeSpell(itr2
->second
,disabled
,false);
3206 // re-search, it can be corrupted in prev loop
3207 itr
= m_spells
.find(spell_id
);
3208 if (itr
== m_spells
.end())
3209 return; // already unleared
3211 bool cur_active
= itr
->second
->active
;
3212 bool cur_dependent
= itr
->second
->dependent
;
3216 itr
->second
->disabled
= disabled
;
3217 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
3218 itr
->second
->state
= PLAYERSPELL_CHANGED
;
3222 if(itr
->second
->state
== PLAYERSPELL_NEW
)
3225 m_spells
.erase(itr
);
3228 itr
->second
->state
= PLAYERSPELL_REMOVED
;
3231 RemoveAurasDueToSpell(spell_id
);
3234 for(int i
= 0; i
< 3; ++i
)
3235 if(PetAura
const* petSpell
= sSpellMgr
.GetPetAura(spell_id
, i
))
3236 RemovePetAura(petSpell
);
3238 // free talent points
3239 uint32 talentCosts
= GetTalentSpellCost(spell_id
);
3242 if(talentCosts
< m_usedTalentCount
)
3243 m_usedTalentCount
-= talentCosts
;
3245 m_usedTalentCount
= 0;
3248 // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
3249 if(sSpellMgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
3251 uint32 freeProfs
= GetFreePrimaryProfessionPoints()+1;
3252 if(freeProfs
<= sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
))
3253 SetFreePrimaryProfessions(freeProfs
);
3256 // remove dependent skill
3257 SpellLearnSkillNode
const* spellLearnSkill
= sSpellMgr
.GetSpellLearnSkill(spell_id
);
3260 uint32 prev_spell
= sSpellMgr
.GetPrevSpellInChain(spell_id
);
3261 if(!prev_spell
) // first rank, remove skill
3262 SetSkill(spellLearnSkill
->skill
,0,0);
3265 // search prev. skill setting by spell ranks chain
3266 SpellLearnSkillNode
const* prevSkill
= sSpellMgr
.GetSpellLearnSkill(prev_spell
);
3267 while(!prevSkill
&& prev_spell
)
3269 prev_spell
= sSpellMgr
.GetPrevSpellInChain(prev_spell
);
3270 prevSkill
= sSpellMgr
.GetSpellLearnSkill(sSpellMgr
.GetFirstSpellInChain(prev_spell
));
3273 if (!prevSkill
) // not found prev skill setting, remove skill
3274 SetSkill(spellLearnSkill
->skill
,0,0);
3275 else // set to prev. skill setting values
3277 uint32 skill_value
= GetPureSkillValue(prevSkill
->skill
);
3278 uint32 skill_max_value
= GetPureMaxSkillValue(prevSkill
->skill
);
3280 if (skill_value
> prevSkill
->value
)
3281 skill_value
= prevSkill
->value
;
3283 uint32 new_skill_max_value
= prevSkill
->maxvalue
== 0 ? GetMaxSkillValueForLevel() : prevSkill
->maxvalue
;
3285 if (skill_max_value
> new_skill_max_value
)
3286 skill_max_value
= new_skill_max_value
;
3288 SetSkill(prevSkill
->skill
,skill_value
,skill_max_value
);
3295 // not ranked skills
3296 SkillLineAbilityMapBounds bounds
= sSpellMgr
.GetSkillLineAbilityMapBounds(spell_id
);
3298 for(SkillLineAbilityMap::const_iterator _spell_idx
= bounds
.first
; _spell_idx
!= bounds
.second
; ++_spell_idx
)
3300 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
3304 if(_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
&&
3305 pSkill
->categoryId
!= SKILL_CATEGORY_CLASS
||// not unlearn class skills (spellbook/talent pages)
3306 // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
3307 ((pSkill
->id
==SKILL_LOCKPICKING
|| pSkill
->id
==SKILL_RUNEFORGING
) && _spell_idx
->second
->max_value
==0))
3309 // not reset skills for professions and racial abilities
3310 if ((pSkill
->categoryId
==SKILL_CATEGORY_SECONDARY
|| pSkill
->categoryId
==SKILL_CATEGORY_PROFESSION
) &&
3311 (IsProfessionSkill(pSkill
->id
) || _spell_idx
->second
->racemask
!=0))
3314 SetSkill(pSkill
->id
, 0, 0 );
3319 // remove dependent spells
3320 SpellLearnSpellMapBounds spell_bounds
= sSpellMgr
.GetSpellLearnSpellMapBounds(spell_id
);
3322 for(SpellLearnSpellMap::const_iterator itr2
= spell_bounds
.first
; itr2
!= spell_bounds
.second
; ++itr2
)
3323 removeSpell(itr2
->second
.spell
, disabled
);
3325 // activate lesser rank in spellbook/action bar, and cast it if need
3326 bool prev_activate
= false;
3328 if (uint32 prev_id
= sSpellMgr
.GetPrevSpellInChain (spell_id
))
3330 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
3332 // if talent then lesser rank also talent and need learn
3336 learnSpell (prev_id
,false);
3338 // if ranked non-stackable spell: need activate lesser rank and update dendence state
3339 else if (cur_active
&& !SpellMgr::canStackSpellRanks(spellInfo
) && sSpellMgr
.GetSpellRank(spellInfo
->Id
) != 0)
3341 // need manually update dependence state (learn spell ignore like attempts)
3342 PlayerSpellMap::iterator prev_itr
= m_spells
.find(prev_id
);
3343 if (prev_itr
!= m_spells
.end())
3345 if (prev_itr
->second
->dependent
!= cur_dependent
)
3347 prev_itr
->second
->dependent
= cur_dependent
;
3348 if (prev_itr
->second
->state
!= PLAYERSPELL_NEW
)
3349 prev_itr
->second
->state
= PLAYERSPELL_CHANGED
;
3352 // now re-learn if need re-activate
3353 if (cur_active
&& !prev_itr
->second
->active
&& learn_low_rank
)
3355 if (addSpell(prev_id
,true,false,prev_itr
->second
->dependent
,prev_itr
->second
->disabled
))
3357 // downgrade spell ranks in spellbook and action bar
3358 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, 4 + 4);
3359 data
<< uint32(spell_id
);
3360 data
<< uint32(prev_id
);
3361 GetSession()->SendPacket( &data
);
3362 prev_activate
= true;
3369 // remove from spell book if not replaced by lesser rank
3370 if (!prev_activate
&& sendUpdate
)
3372 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
3373 data
<< uint32(spell_id
);
3374 GetSession()->SendPacket(&data
);
3378 void Player::RemoveSpellCooldown( uint32 spell_id
, bool update
/* = false */ )
3380 m_spellCooldowns
.erase(spell_id
);
3383 SendClearCooldown(spell_id
, this);
3386 void Player::RemoveSpellCategoryCooldown(uint32 cat
, bool update
/* = false */)
3388 SpellCategoryStore::const_iterator ct
= sSpellCategoryStore
.find(cat
);
3389 if (ct
== sSpellCategoryStore
.end())
3392 const SpellCategorySet
& ct_set
= ct
->second
;
3393 for (SpellCooldowns::const_iterator i
= m_spellCooldowns
.begin(); i
!= m_spellCooldowns
.end();)
3395 if (ct_set
.find(i
->first
) != ct_set
.end())
3396 RemoveSpellCooldown((i
++)->first
, update
);
3402 void Player::RemoveArenaSpellCooldowns()
3404 // remove cooldowns on spells that has < 15 min CD
3405 SpellCooldowns::iterator itr
, next
;
3406 // iterate spell cooldowns
3407 for(itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); itr
= next
)
3411 SpellEntry
const * entry
= sSpellStore
.LookupEntry(itr
->first
);
3412 // check if spellentry is present and if the cooldown is less than 15 mins
3414 entry
->RecoveryTime
<= 15 * MINUTE
* IN_MILISECONDS
&&
3415 entry
->CategoryRecoveryTime
<= 15 * MINUTE
* IN_MILISECONDS
)
3418 RemoveSpellCooldown(itr
->first
, true);
3423 void Player::RemoveAllSpellCooldown()
3425 if(!m_spellCooldowns
.empty())
3427 for(SpellCooldowns::const_iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); ++itr
)
3428 SendClearCooldown(itr
->first
, this);
3430 m_spellCooldowns
.clear();
3434 void Player::_LoadSpellCooldowns(QueryResult
*result
)
3436 // some cooldowns can be already set at aura loading...
3438 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
3442 time_t curTime
= time(NULL
);
3446 Field
*fields
= result
->Fetch();
3448 uint32 spell_id
= fields
[0].GetUInt32();
3449 uint32 item_id
= fields
[1].GetUInt32();
3450 time_t db_time
= (time_t)fields
[2].GetUInt64();
3452 if(!sSpellStore
.LookupEntry(spell_id
))
3454 sLog
.outError("Player %u has unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id
);
3458 // skip outdated cooldown
3459 if(db_time
<= curTime
)
3462 AddSpellCooldown(spell_id
, item_id
, db_time
);
3464 sLog
.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id
, item_id
, uint32(db_time
-curTime
));
3466 while( result
->NextRow() );
3472 void Player::_SaveSpellCooldowns()
3474 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
3476 time_t curTime
= time(NULL
);
3477 time_t infTime
= curTime
+ infinityCooldownDelayCheck
;
3479 /* copied following sql-code partly from achievementmgr */
3480 bool first_round
= true;
3481 std::ostringstream ss
;
3483 // remove outdated and save active
3484 for(SpellCooldowns::iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end();)
3486 if(itr
->second
.end
<= curTime
)
3487 m_spellCooldowns
.erase(itr
++);
3488 else if(itr
->second
.end
<= infTime
) // not save locked cooldowns, it will be reset or set at reload
3492 ss
<< "INSERT INTO character_spell_cooldown (guid,spell,item,time) VALUES ";
3493 first_round
= false;
3495 // next new/changed record prefix
3498 ss
<< "(" << GetGUIDLow() << "," << itr
->first
<< "," << itr
->second
.itemid
<< "," << uint64(itr
->second
.end
) << ")";
3505 // if something changed execute
3507 CharacterDatabase
.Execute( ss
.str().c_str() );
3510 uint32
Player::resetTalentsCost() const
3512 // The first time reset costs 1 gold
3513 if(m_resetTalentsCost
< 1*GOLD
)
3516 else if(m_resetTalentsCost
< 5*GOLD
)
3518 // After that it increases in increments of 5 gold
3519 else if(m_resetTalentsCost
< 10*GOLD
)
3523 uint32 months
= (sWorld
.GetGameTime() - m_resetTalentsTime
)/MONTH
;
3526 // This cost will be reduced by a rate of 5 gold per month
3527 int32 new_cost
= int32(m_resetTalentsCost
) - 5*GOLD
*months
;
3528 // to a minimum of 10 gold.
3529 return (new_cost
< 10*GOLD
? 10*GOLD
: new_cost
);
3533 // After that it increases in increments of 5 gold
3534 int32 new_cost
= m_resetTalentsCost
+ 5*GOLD
;
3535 // until it hits a cap of 50 gold.
3536 if(new_cost
> 50*GOLD
)
3543 bool Player::resetTalents(bool no_cost
)
3545 // not need after this call
3546 if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS
))
3547 RemoveAtLoginFlag(AT_LOGIN_RESET_TALENTS
,true);
3549 uint32 talentPointsForLevel
= CalculateTalentsPoints();
3551 if (m_usedTalentCount
== 0)
3553 SetFreeTalentPoints(talentPointsForLevel
);
3561 cost
= resetTalentsCost();
3563 if (GetMoney() < cost
)
3565 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, 0, 0, 0);
3570 for (unsigned int i
= 0; i
< sTalentStore
.GetNumRows(); ++i
)
3572 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry(i
);
3574 if (!talentInfo
) continue;
3576 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentInfo
->TalentTab
);
3581 // unlearn only talents for character class
3582 // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
3583 // to prevent unexpected lost normal learned spell skip another class talents
3584 if( (getClassMask() & talentTabInfo
->ClassMask
) == 0 )
3587 for (int j
= 0; j
< MAX_TALENT_RANK
; ++j
)
3589 for(PlayerSpellMap::iterator itr
= GetSpellMap().begin(); itr
!= GetSpellMap().end();)
3591 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->disabled
)
3597 // remove learned spells (all ranks)
3598 uint32 itrFirstId
= sSpellMgr
.GetFirstSpellInChain(itr
->first
);
3600 // unlearn if first rank is talent or learned by talent
3601 if (itrFirstId
== talentInfo
->RankID
[j
])
3603 removeSpell(itr
->first
,!IsPassiveSpell(itr
->first
),false);
3604 itr
= GetSpellMap().begin();
3607 else if (sSpellMgr
.IsSpellLearnToSpell(talentInfo
->RankID
[j
],itrFirstId
))
3609 removeSpell(itr
->first
,!IsPassiveSpell(itr
->first
));
3610 itr
= GetSpellMap().begin();
3619 SetFreeTalentPoints(talentPointsForLevel
);
3623 ModifyMoney(-(int32
)cost
);
3624 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS
, cost
);
3625 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS
, 1);
3627 m_resetTalentsCost
= cost
;
3628 m_resetTalentsTime
= time(NULL
);
3631 //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
3632 RemovePet(NULL
,PET_SAVE_NOT_IN_SLOT
, true);
3633 /* when prev line will dropped use next line
3634 if(Pet* pet = GetPet())
3636 if(pet->getPetType()==HUNTER_PET && !pet->GetCreatureInfo()->isTameable(CanTameExoticPets()))
3637 RemovePet(NULL,PET_SAVE_NOT_IN_SLOT, true);
3644 m_canTitanGrip
= false;
3645 if(sWorld
.getConfig(CONFIG_OFFHAND_CHECK_AT_TALENTS_RESET
))
3646 AutoUnequipOffhandIfNeed();
3652 Mail
* Player::GetMail(uint32 id
)
3654 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
3656 if ((*itr
)->messageID
== id
)
3664 void Player::_SetCreateBits(UpdateMask
*updateMask
, Player
*target
) const
3668 Object::_SetCreateBits(updateMask
, target
);
3672 for(uint16 index
= 0; index
< m_valuesCount
; index
++)
3674 if(GetUInt32Value(index
) != 0 && updateVisualBits
.GetBit(index
))
3675 updateMask
->SetBit(index
);
3680 void Player::_SetUpdateBits(UpdateMask
*updateMask
, Player
*target
) const
3684 Object::_SetUpdateBits(updateMask
, target
);
3688 Object::_SetUpdateBits(updateMask
, target
);
3689 *updateMask
&= updateVisualBits
;
3693 void Player::InitVisibleBits()
3695 updateVisualBits
.SetCount(PLAYER_END
);
3697 updateVisualBits
.SetBit(OBJECT_FIELD_GUID
);
3698 updateVisualBits
.SetBit(OBJECT_FIELD_TYPE
);
3699 updateVisualBits
.SetBit(OBJECT_FIELD_ENTRY
);
3700 updateVisualBits
.SetBit(OBJECT_FIELD_SCALE_X
);
3701 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
+ 0);
3702 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
+ 1);
3703 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
+ 0);
3704 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
+ 1);
3705 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
+ 0);
3706 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
+ 1);
3707 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
+ 0);
3708 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
+ 1);
3709 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
+ 0);
3710 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
+ 1);
3711 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_0
);
3712 updateVisualBits
.SetBit(UNIT_FIELD_HEALTH
);
3713 updateVisualBits
.SetBit(UNIT_FIELD_POWER1
);
3714 updateVisualBits
.SetBit(UNIT_FIELD_POWER2
);
3715 updateVisualBits
.SetBit(UNIT_FIELD_POWER3
);
3716 updateVisualBits
.SetBit(UNIT_FIELD_POWER4
);
3717 updateVisualBits
.SetBit(UNIT_FIELD_POWER5
);
3718 updateVisualBits
.SetBit(UNIT_FIELD_POWER6
);
3719 updateVisualBits
.SetBit(UNIT_FIELD_POWER7
);
3720 updateVisualBits
.SetBit(UNIT_FIELD_MAXHEALTH
);
3721 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER1
);
3722 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER2
);
3723 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER3
);
3724 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER4
);
3725 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER5
);
3726 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER6
);
3727 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER7
);
3728 updateVisualBits
.SetBit(UNIT_FIELD_LEVEL
);
3729 updateVisualBits
.SetBit(UNIT_FIELD_FACTIONTEMPLATE
);
3730 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 0);
3731 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 1);
3732 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 2);
3733 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS
);
3734 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS_2
);
3735 updateVisualBits
.SetBit(UNIT_FIELD_AURASTATE
);
3736 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
+ 0);
3737 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
+ 1);
3738 updateVisualBits
.SetBit(UNIT_FIELD_BOUNDINGRADIUS
);
3739 updateVisualBits
.SetBit(UNIT_FIELD_COMBATREACH
);
3740 updateVisualBits
.SetBit(UNIT_FIELD_DISPLAYID
);
3741 updateVisualBits
.SetBit(UNIT_FIELD_NATIVEDISPLAYID
);
3742 updateVisualBits
.SetBit(UNIT_FIELD_MOUNTDISPLAYID
);
3743 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_1
);
3744 updateVisualBits
.SetBit(UNIT_FIELD_PETNUMBER
);
3745 updateVisualBits
.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP
);
3746 updateVisualBits
.SetBit(UNIT_DYNAMIC_FLAGS
);
3747 updateVisualBits
.SetBit(UNIT_CHANNEL_SPELL
);
3748 updateVisualBits
.SetBit(UNIT_MOD_CAST_SPEED
);
3749 updateVisualBits
.SetBit(UNIT_FIELD_BASE_MANA
);
3750 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_2
);
3751 updateVisualBits
.SetBit(UNIT_FIELD_HOVERHEIGHT
);
3753 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
+ 0);
3754 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
+ 1);
3755 updateVisualBits
.SetBit(PLAYER_FLAGS
);
3756 updateVisualBits
.SetBit(PLAYER_GUILDID
);
3757 updateVisualBits
.SetBit(PLAYER_GUILDRANK
);
3758 updateVisualBits
.SetBit(PLAYER_BYTES
);
3759 updateVisualBits
.SetBit(PLAYER_BYTES_2
);
3760 updateVisualBits
.SetBit(PLAYER_BYTES_3
);
3761 updateVisualBits
.SetBit(PLAYER_DUEL_TEAM
);
3762 updateVisualBits
.SetBit(PLAYER_GUILD_TIMESTAMP
);
3764 // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
3765 for(uint16 i
= PLAYER_QUEST_LOG_1_1
; i
< PLAYER_QUEST_LOG_25_2
; i
+= 4)
3766 updateVisualBits
.SetBit(i
);
3768 // Players visible items are not inventory stuff
3769 for(uint16 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
3771 uint32 offset
= i
* 2;
3774 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_ENTRYID
+ offset
);
3776 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ offset
);
3779 updateVisualBits
.SetBit(PLAYER_CHOSEN_TITLE
);
3782 void Player::BuildCreateUpdateBlockForPlayer( UpdateData
*data
, Player
*target
) const
3784 for(int i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
3786 if(m_items
[i
] == NULL
)
3789 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3794 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
3796 if(m_items
[i
] == NULL
)
3799 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3801 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
3803 if(m_items
[i
] == NULL
)
3806 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3810 Unit::BuildCreateUpdateBlockForPlayer( data
, target
);
3813 void Player::DestroyForPlayer( Player
*target
, bool anim
) const
3815 Unit::DestroyForPlayer( target
, anim
);
3817 for(int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
3819 if(m_items
[i
] == NULL
)
3822 m_items
[i
]->DestroyForPlayer( target
);
3827 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
3829 if(m_items
[i
] == NULL
)
3832 m_items
[i
]->DestroyForPlayer( target
);
3834 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
3836 if(m_items
[i
] == NULL
)
3839 m_items
[i
]->DestroyForPlayer( target
);
3844 bool Player::HasSpell(uint32 spell
) const
3846 PlayerSpellMap::const_iterator itr
= m_spells
.find(spell
);
3847 return (itr
!= m_spells
.end() && itr
->second
->state
!= PLAYERSPELL_REMOVED
&&
3848 !itr
->second
->disabled
);
3851 bool Player::HasActiveSpell(uint32 spell
) const
3853 PlayerSpellMap::const_iterator itr
= m_spells
.find(spell
);
3854 return (itr
!= m_spells
.end() && itr
->second
->state
!= PLAYERSPELL_REMOVED
&&
3855 itr
->second
->active
&& !itr
->second
->disabled
);
3858 TrainerSpellState
Player::GetTrainerSpellState(TrainerSpell
const* trainer_spell
) const
3861 return TRAINER_SPELL_RED
;
3863 if (!trainer_spell
->learnedSpell
)
3864 return TRAINER_SPELL_RED
;
3867 if(HasSpell(trainer_spell
->learnedSpell
))
3868 return TRAINER_SPELL_GRAY
;
3870 // check race/class requirement
3871 if(!IsSpellFitByClassAndRace(trainer_spell
->learnedSpell
))
3872 return TRAINER_SPELL_RED
;
3874 // check level requirement
3875 if(getLevel() < trainer_spell
->reqLevel
)
3876 return TRAINER_SPELL_RED
;
3878 if(SpellChainNode
const* spell_chain
= sSpellMgr
.GetSpellChainNode(trainer_spell
->learnedSpell
))
3880 // check prev.rank requirement
3881 if(spell_chain
->prev
&& !HasSpell(spell_chain
->prev
))
3882 return TRAINER_SPELL_RED
;
3884 // check additional spell requirement
3885 if(spell_chain
->req
&& !HasSpell(spell_chain
->req
))
3886 return TRAINER_SPELL_RED
;
3889 // check skill requirement
3890 if(trainer_spell
->reqSkill
&& GetBaseSkillValue(trainer_spell
->reqSkill
) < trainer_spell
->reqSkillValue
)
3891 return TRAINER_SPELL_RED
;
3893 // exist, already checked at loading
3894 SpellEntry
const* spell
= sSpellStore
.LookupEntry(trainer_spell
->learnedSpell
);
3896 // secondary prof. or not prof. spell
3897 uint32 skill
= spell
->EffectMiscValue
[1];
3899 if(spell
->Effect
[1] != SPELL_EFFECT_SKILL
|| !IsPrimaryProfessionSkill(skill
))
3900 return TRAINER_SPELL_GREEN
;
3902 // check primary prof. limit
3903 if(sSpellMgr
.IsPrimaryProfessionFirstRankSpell(spell
->Id
) && GetFreePrimaryProfessionPoints() == 0)
3904 return TRAINER_SPELL_GREEN_DISABLED
;
3906 return TRAINER_SPELL_GREEN
;
3909 void Player::DeleteFromDB(uint64 playerguid
, uint32 accountId
, bool updateRealmChars
)
3911 uint32 guid
= GUID_LOPART(playerguid
);
3913 // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
3914 // bones will be deleted by corpse/bones deleting thread shortly
3915 sObjectAccessor
.ConvertCorpseForPlayer(playerguid
);
3917 // remove from guild
3918 uint32 guildId
= GetGuildIdFromDB(playerguid
);
3921 Guild
* guild
= sObjectMgr
.GetGuildById(guildId
);
3923 guild
->DelMember(guid
);
3926 // remove from arena teams
3927 LeaveAllArenaTeams(playerguid
);
3929 // the player was uninvited already on logout so just remove from group
3930 QueryResult
*resultGroup
= CharacterDatabase
.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid
);
3933 uint64 leaderGuid
= MAKE_NEW_GUID((*resultGroup
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
3935 Group
* group
= sObjectMgr
.GetGroupByLeader(leaderGuid
);
3938 RemoveFromGroup(group
, playerguid
);
3942 // remove signs from petitions (also remove petitions if owner);
3943 RemovePetitionsAndSigns(playerguid
, 10);
3945 // return back all mails with COD and Item 0 1 2 3 4 5 6 7
3946 QueryResult
*resultMail
= CharacterDatabase
.PQuery("SELECT id,messageType,mailTemplateId,sender,subject,itemTextId,money,has_items FROM mail WHERE receiver='%u' AND has_items<>0 AND cod<>0", guid
);
3951 Field
*fields
= resultMail
->Fetch();
3953 uint32 mail_id
= fields
[0].GetUInt32();
3954 uint16 mailType
= fields
[1].GetUInt16();
3955 uint16 mailTemplateId
= fields
[2].GetUInt16();
3956 uint32 sender
= fields
[3].GetUInt32();
3957 std::string subject
= fields
[4].GetCppString();
3958 uint32 itemTextId
= fields
[5].GetUInt32();
3959 uint32 money
= fields
[6].GetUInt32();
3960 bool has_items
= fields
[7].GetBool();
3962 //we can return mail now
3963 //so firstly delete the old one
3964 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id
);
3966 // mail not from player
3967 if (mailType
!= MAIL_NORMAL
)
3970 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id
);
3974 MailDraft
draft(subject
, itemTextId
);
3976 draft
= MailDraft(mailTemplateId
,false); // itesm already included
3980 // data needs to be at first place for Item::LoadFromDB
3981 QueryResult
*resultItems
= CharacterDatabase
.PQuery("SELECT data,item_guid,item_template FROM mail_items JOIN item_instance ON item_guid = guid WHERE mail_id='%u'", mail_id
);
3986 Field
*fields2
= resultItems
->Fetch();
3988 uint32 item_guidlow
= fields2
[1].GetUInt32();
3989 uint32 item_template
= fields2
[2].GetUInt32();
3991 ItemPrototype
const* itemProto
= ObjectMgr::GetItemPrototype(item_template
);
3994 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow
);
3998 Item
*pItem
= NewItemOrBag(itemProto
);
3999 if(!pItem
->LoadFromDB(item_guidlow
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
),resultItems
))
4001 pItem
->FSetState(ITEM_REMOVED
);
4002 pItem
->SaveToDB(); // it also deletes item object !
4006 draft
.AddItem(pItem
);
4008 while (resultItems
->NextRow());
4014 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id
);
4016 uint32 pl_account
= sObjectMgr
.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
4018 draft
.AddMoney(money
).SendReturnToSender(pl_account
, guid
, sender
);
4020 while (resultMail
->NextRow());
4025 // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
4026 // Get guids of character's pets, will deleted in transaction
4027 QueryResult
*resultPets
= CharacterDatabase
.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid
);
4029 // NOW we can finally clear other DB data related to character
4030 CharacterDatabase
.BeginTransaction();
4035 Field
*fields3
= resultPets
->Fetch();
4036 uint32 petguidlow
= fields3
[0].GetUInt32();
4037 Pet::DeleteFromDB(petguidlow
);
4038 } while (resultPets
->NextRow());
4042 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",guid
);
4043 CharacterDatabase
.PExecute("DELETE FROM character_account_data WHERE guid = '%u'",guid
);
4044 CharacterDatabase
.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid
);
4045 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid
);
4046 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid
);
4047 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid
);
4048 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid
);
4049 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid
);
4050 CharacterDatabase
.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid
);
4051 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid
);
4052 CharacterDatabase
.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid
);
4053 CharacterDatabase
.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid
);
4054 CharacterDatabase
.PExecute("DELETE FROM character_skills WHERE guid = '%u'",guid
);
4055 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid
);
4056 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid
);
4057 CharacterDatabase
.PExecute("DELETE FROM character_ticket WHERE guid = '%u'",guid
);
4058 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid
);
4059 CharacterDatabase
.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid
,guid
);
4060 CharacterDatabase
.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid
);
4061 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid
);
4062 CharacterDatabase
.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid
);
4063 CharacterDatabase
.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid
);
4064 CharacterDatabase
.PExecute("DELETE FROM character_achievement WHERE guid = '%u'",guid
);
4065 CharacterDatabase
.PExecute("DELETE FROM character_achievement_progress WHERE guid = '%u'",guid
);
4066 CharacterDatabase
.PExecute("DELETE FROM character_equipmentsets WHERE guid = '%u'",guid
);
4067 CharacterDatabase
.PExecute("DELETE FROM guild_eventlog WHERE PlayerGuid1 = '%u'",guid
);
4068 CharacterDatabase
.PExecute("DELETE FROM guild_eventlog WHERE PlayerGuid2 = '%u'",guid
);
4069 CharacterDatabase
.PExecute("DELETE FROM guild_bank_eventlog WHERE PlayerGuid = '%u'",guid
);
4070 CharacterDatabase
.CommitTransaction();
4072 //loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID);
4073 if(updateRealmChars
) sWorld
.UpdateRealmCharCount(accountId
);
4076 void Player::SetMovement(PlayerMovementType pType
)
4081 case MOVE_ROOT
: data
.Initialize(SMSG_FORCE_MOVE_ROOT
, GetPackGUID().size()+4); break;
4082 case MOVE_UNROOT
: data
.Initialize(SMSG_FORCE_MOVE_UNROOT
, GetPackGUID().size()+4); break;
4083 case MOVE_WATER_WALK
: data
.Initialize(SMSG_MOVE_WATER_WALK
, GetPackGUID().size()+4); break;
4084 case MOVE_LAND_WALK
: data
.Initialize(SMSG_MOVE_LAND_WALK
, GetPackGUID().size()+4); break;
4086 sLog
.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType
);
4089 data
.append(GetPackGUID());
4091 GetSession()->SendPacket( &data
);
4095 - a resurrectable corpse must not be loaded for the player (only bones)
4096 - the player must be in world
4098 void Player::BuildPlayerRepop()
4100 WorldPacket
data(SMSG_PRE_RESURRECT
, GetPackGUID().size());
4101 data
.append(GetPackGUID());
4102 GetSession()->SendPacket(&data
);
4104 if(getRace() == RACE_NIGHTELF
)
4105 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)
4106 CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)
4108 // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
4109 // there must be SMSG.STOP_MIRROR_TIMER
4110 // there we must send 888 opcode
4112 // the player cannot have a corpse already, only bones which are not returned by GetCorpse
4115 sLog
.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
4119 // create a corpse and place it at the player's location
4121 Corpse
*corpse
= GetCorpse();
4124 sLog
.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
4127 GetMap()->Add(corpse
);
4129 // convert player body to ghost
4132 SetMovement(MOVE_WATER_WALK
);
4133 if(!GetSession()->isLogingOut())
4134 SetMovement(MOVE_UNROOT
);
4136 // BG - remove insignia related
4137 RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_SKINNABLE
);
4139 SendCorpseReclaimDelay();
4141 // to prevent cheating
4142 corpse
->ResetGhostTime();
4144 StopMirrorTimers(); //disable timers(bars)
4146 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, (float)1.0); //see radius of death player?
4148 // set and clear other
4149 SetByteValue(UNIT_FIELD_BYTES_1
, 3, UNIT_BYTE1_FLAG_ALWAYS_STAND
);
4152 void Player::SendDelayResponse(const uint32 ml_seconds
)
4154 //FIXME: is this delay time arg really need? 50msec by default in code
4155 WorldPacket
data( SMSG_QUERY_TIME_RESPONSE
, 4+4 );
4156 data
<< (uint32
)time(NULL
);
4158 GetSession()->SendPacket( &data
);
4161 void Player::ResurrectPlayer(float restore_percent
, bool applySickness
)
4163 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // remove spirit healer position
4168 GetSession()->SendPacket(&data
);
4170 // speed change, land walk
4172 // remove death flag + set aura
4173 SetByteValue(UNIT_FIELD_BYTES_1
, 3, 0x00);
4174 if(getRace() == RACE_NIGHTELF
)
4175 RemoveAurasDueToSpell(20584); // speed bonuses
4176 RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
4178 setDeathState(ALIVE
);
4180 SetMovement(MOVE_LAND_WALK
);
4181 SetMovement(MOVE_UNROOT
);
4185 // set health/powers (0- will be set in caller)
4186 if(restore_percent
>0.0f
)
4188 SetHealth(uint32(GetMaxHealth()*restore_percent
));
4189 SetPower(POWER_MANA
, uint32(GetMaxPower(POWER_MANA
)*restore_percent
));
4190 SetPower(POWER_RAGE
, 0);
4191 SetPower(POWER_ENERGY
, uint32(GetMaxPower(POWER_ENERGY
)*restore_percent
));
4194 // trigger update zone for alive state zone updates
4195 uint32 newzone
, newarea
;
4196 GetZoneAndAreaId(newzone
,newarea
);
4197 UpdateZone(newzone
,newarea
);
4199 // update visibility
4200 UpdateVisibilityForPlayer();
4205 //Characters from level 1-10 are not affected by resurrection sickness.
4206 //Characters from level 11-19 will suffer from one minute of sickness
4207 //for each level they are above 10.
4208 //Characters level 20 and up suffer from ten minutes of sickness.
4209 int32 startLevel
= sWorld
.getConfig(CONFIG_DEATH_SICKNESS_LEVEL
);
4211 if(int32(getLevel()) >= startLevel
)
4213 // set resurrection sickness
4214 CastSpell(this,SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,true);
4216 // not full duration
4217 if(int32(getLevel()) < startLevel
+9)
4219 int32 delta
= (int32(getLevel()) - startLevel
+ 1)*MINUTE
;
4221 for(int i
=0; i
< 3; ++i
)
4223 if(Aura
* Aur
= GetAura(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,i
))
4225 Aur
->SetAuraDuration(delta
*IN_MILISECONDS
);
4226 Aur
->SendAuraUpdate(false);
4233 void Player::KillPlayer()
4235 SetMovement(MOVE_ROOT
);
4237 StopMirrorTimers(); //disable timers(bars)
4239 setDeathState(CORPSE
);
4240 //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
4242 SetFlag(UNIT_DYNAMIC_FLAGS
, 0x00);
4243 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, !sMapStore
.LookupEntry(GetMapId())->Instanceable());
4245 // 6 minutes until repop at graveyard
4246 m_deathTimer
= 6*MINUTE
*IN_MILISECONDS
;
4248 UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
4250 // don't create corpse at this moment, player might be falling
4252 // update visibility
4253 UpdateObjectVisibility();
4256 void Player::CreateCorpse()
4258 // prevent existence 2 corpse for player
4261 uint32 _uf
, _pb
, _pb2
, _cfb1
, _cfb2
;
4263 Corpse
*corpse
= new Corpse( (m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
) ? CORPSE_RESURRECTABLE_PVP
: CORPSE_RESURRECTABLE_PVE
);
4266 if(!corpse
->Create(sObjectMgr
.GenerateLowGuid(HIGHGUID_CORPSE
), this))
4272 _uf
= GetUInt32Value(UNIT_FIELD_BYTES_0
);
4273 _pb
= GetUInt32Value(PLAYER_BYTES
);
4274 _pb2
= GetUInt32Value(PLAYER_BYTES_2
);
4276 uint8 race
= (uint8
)(_uf
);
4277 uint8 skin
= (uint8
)(_pb
);
4278 uint8 face
= (uint8
)(_pb
>> 8);
4279 uint8 hairstyle
= (uint8
)(_pb
>> 16);
4280 uint8 haircolor
= (uint8
)(_pb
>> 24);
4281 uint8 facialhair
= (uint8
)(_pb2
);
4283 _cfb1
= ((0x00) | (race
<< 8) | (getGender() << 16) | (skin
<< 24));
4284 _cfb2
= ((face
) | (hairstyle
<< 8) | (haircolor
<< 16) | (facialhair
<< 24));
4286 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_1
, _cfb1
);
4287 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_2
, _cfb2
);
4289 uint32 flags
= CORPSE_FLAG_UNK2
;
4290 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_HELM
))
4291 flags
|= CORPSE_FLAG_HIDE_HELM
;
4292 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_CLOAK
))
4293 flags
|= CORPSE_FLAG_HIDE_CLOAK
;
4294 if(InBattleGround() && !InArena())
4295 flags
|= CORPSE_FLAG_LOOTABLE
; // to be able to remove insignia
4296 corpse
->SetUInt32Value( CORPSE_FIELD_FLAGS
, flags
);
4298 corpse
->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID
, GetNativeDisplayId() );
4300 corpse
->SetUInt32Value( CORPSE_FIELD_GUILD
, GetGuildId() );
4303 uint32 iIventoryType
;
4305 for (int i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
4309 iDisplayID
= m_items
[i
]->GetProto()->DisplayInfoID
;
4310 iIventoryType
= m_items
[i
]->GetProto()->InventoryType
;
4312 _cfi
= iDisplayID
| (iIventoryType
<< 24);
4313 corpse
->SetUInt32Value(CORPSE_FIELD_ITEM
+ i
, _cfi
);
4317 // we don't SaveToDB for players in battlegrounds so don't do it for corpses either
4318 const MapEntry
*entry
= sMapStore
.LookupEntry(corpse
->GetMapId());
4320 if(entry
->map_type
!= MAP_BATTLEGROUND
)
4323 // register for player, but not show
4324 sObjectAccessor
.AddCorpse(corpse
);
4327 void Player::SpawnCorpseBones()
4329 if(sObjectAccessor
.ConvertCorpseForPlayer(GetGUID()))
4330 if (!GetSession()->PlayerLogoutWithSave()) // at logout we will already store the player
4331 SaveToDB(); // prevent loading as ghost without corpse
4334 Corpse
* Player::GetCorpse() const
4336 return sObjectAccessor
.GetCorpseForPlayerGUID(GetGUID());
4339 void Player::DurabilityLossAll(double percent
, bool inventory
)
4341 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
4342 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4343 DurabilityLoss(pItem
,percent
);
4347 // bags not have durability
4348 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
4350 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
4351 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4352 DurabilityLoss(pItem
,percent
);
4354 // keys not have durability
4355 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i)
4357 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
4358 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4359 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
4360 if(Item
* pItem
= GetItemByPos( i
, j
))
4361 DurabilityLoss(pItem
,percent
);
4365 void Player::DurabilityLoss(Item
* item
, double percent
)
4370 uint32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4375 uint32 pDurabilityLoss
= uint32(pMaxDurability
*percent
);
4377 if(pDurabilityLoss
< 1 )
4378 pDurabilityLoss
= 1;
4380 DurabilityPointsLoss(item
,pDurabilityLoss
);
4383 void Player::DurabilityPointsLossAll(int32 points
, bool inventory
)
4385 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
4386 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4387 DurabilityPointsLoss(pItem
,points
);
4391 // bags not have durability
4392 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
4394 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
4395 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4396 DurabilityPointsLoss(pItem
,points
);
4398 // keys not have durability
4399 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i)
4401 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
4402 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4403 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
4404 if(Item
* pItem
= GetItemByPos( i
, j
))
4405 DurabilityPointsLoss(pItem
,points
);
4409 void Player::DurabilityPointsLoss(Item
* item
, int32 points
)
4411 int32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4412 int32 pOldDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
4413 int32 pNewDurability
= pOldDurability
- points
;
4415 if (pNewDurability
< 0)
4417 else if (pNewDurability
> pMaxDurability
)
4418 pNewDurability
= pMaxDurability
;
4420 if (pOldDurability
!= pNewDurability
)
4422 // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
4423 if ( pNewDurability
== 0 && pOldDurability
> 0 && item
->IsEquipped())
4424 _ApplyItemMods(item
,item
->GetSlot(), false);
4426 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, pNewDurability
);
4428 // modify item stats _after_ restore durability to pass _ApplyItemMods internal check
4429 if ( pNewDurability
> 0 && pOldDurability
== 0 && item
->IsEquipped())
4430 _ApplyItemMods(item
,item
->GetSlot(), true);
4432 item
->SetState(ITEM_CHANGED
, this);
4436 void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot
)
4438 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
))
4439 DurabilityPointsLoss(pItem
,1);
4442 uint32
Player::DurabilityRepairAll(bool cost
, float discountMod
, bool guildBank
)
4444 uint32 TotalCost
= 0;
4445 // equipped, backpack, bags itself
4446 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
4447 TotalCost
+= DurabilityRepair(( (INVENTORY_SLOT_BAG_0
<< 8) | i
),cost
,discountMod
, guildBank
);
4449 // bank, buyback and keys not repaired
4451 // items in inventory bags
4452 for(int j
= INVENTORY_SLOT_BAG_START
; j
< INVENTORY_SLOT_BAG_END
; ++j
)
4453 for(int i
= 0; i
< MAX_BAG_SIZE
; ++i
)
4454 TotalCost
+= DurabilityRepair(( (j
<< 8) | i
),cost
,discountMod
, guildBank
);
4458 uint32
Player::DurabilityRepair(uint16 pos
, bool cost
, float discountMod
, bool guildBank
)
4460 Item
* item
= GetItemByPos(pos
);
4462 uint32 TotalCost
= 0;
4466 uint32 maxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4470 uint32 curDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
4474 uint32 LostDurability
= maxDurability
- curDurability
;
4475 if(LostDurability
>0)
4477 ItemPrototype
const *ditemProto
= item
->GetProto();
4479 DurabilityCostsEntry
const *dcost
= sDurabilityCostsStore
.LookupEntry(ditemProto
->ItemLevel
);
4482 sLog
.outError("RepairDurability: Wrong item lvl %u", ditemProto
->ItemLevel
);
4486 uint32 dQualitymodEntryId
= (ditemProto
->Quality
+1)*2;
4487 DurabilityQualityEntry
const *dQualitymodEntry
= sDurabilityQualityStore
.LookupEntry(dQualitymodEntryId
);
4488 if(!dQualitymodEntry
)
4490 sLog
.outError("RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId
);
4494 uint32 dmultiplier
= dcost
->multiplier
[ItemSubClassToDurabilityMultiplierId(ditemProto
->Class
,ditemProto
->SubClass
)];
4495 uint32 costs
= uint32(LostDurability
*dmultiplier
*double(dQualitymodEntry
->quality_mod
));
4497 costs
= uint32(costs
* discountMod
);
4499 if (costs
==0) //fix for ITEM_QUALITY_ARTIFACT
4504 if (GetGuildId()==0)
4506 DEBUG_LOG("You are not member of a guild");
4510 Guild
*pGuild
= sObjectMgr
.GetGuildById(GetGuildId());
4514 if (!pGuild
->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR
))
4516 DEBUG_LOG("You do not have rights to withdraw for repairs");
4520 if (pGuild
->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs
)
4522 DEBUG_LOG("You do not have enough money withdraw amount remaining");
4526 if (pGuild
->GetGuildBankMoney() < costs
)
4528 DEBUG_LOG("There is not enough money in bank");
4532 pGuild
->MemberMoneyWithdraw(costs
, GetGUIDLow());
4535 else if (GetMoney() < costs
)
4537 DEBUG_LOG("You do not have enough money");
4541 ModifyMoney( -int32(costs
) );
4545 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, maxDurability
);
4546 item
->SetState(ITEM_CHANGED
, this);
4548 // reapply mods for total broken and repaired item if equipped
4549 if(IsEquipmentPos(pos
) && !curDurability
)
4550 _ApplyItemMods(item
,pos
& 255, true);
4554 void Player::RepopAtGraveyard()
4556 // note: this can be called also when the player is alive
4557 // for example from WorldSession::HandleMovementOpcodes
4559 AreaTableEntry
const *zone
= GetAreaEntryByAreaID(GetAreaId());
4561 // Such zones are considered unreachable as a ghost and the player must be automatically revived
4562 if ((!isAlive() && zone
&& zone
->flags
& AREA_FLAG_NEED_FLY
) || GetTransport())
4564 ResurrectPlayer(0.5f
);
4568 WorldSafeLocsEntry
const *ClosestGrave
= NULL
;
4570 // Special handle for battleground maps
4571 if( BattleGround
*bg
= GetBattleGround() )
4572 ClosestGrave
= bg
->GetClosestGraveYard(this);
4574 ClosestGrave
= sObjectMgr
.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() );
4576 // stop countdown until repop
4579 // if no grave found, stay at the current location
4580 // and don't show spirit healer location
4583 TeleportTo(ClosestGrave
->map_id
, ClosestGrave
->x
, ClosestGrave
->y
, ClosestGrave
->z
, GetOrientation());
4584 if(isDead()) // not send if alive, because it used in TeleportTo()
4586 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // show spirit healer position on minimap
4587 data
<< ClosestGrave
->map_id
;
4588 data
<< ClosestGrave
->x
;
4589 data
<< ClosestGrave
->y
;
4590 data
<< ClosestGrave
->z
;
4591 GetSession()->SendPacket(&data
);
4596 void Player::JoinedChannel(Channel
*c
)
4598 m_channels
.push_back(c
);
4601 void Player::LeftChannel(Channel
*c
)
4603 m_channels
.remove(c
);
4606 void Player::CleanupChannels()
4608 while(!m_channels
.empty())
4610 Channel
* ch
= *m_channels
.begin();
4611 m_channels
.erase(m_channels
.begin()); // remove from player's channel list
4612 ch
->Leave(GetGUID(), false); // not send to client, not remove from player's channel list
4613 if (ChannelMgr
* cMgr
= channelMgr(GetTeam()))
4614 cMgr
->LeftChannel(ch
->GetName()); // deleted channel if empty
4617 sLog
.outDebug("Player: channels cleaned up!");
4620 void Player::UpdateLocalChannels(uint32 newZone
)
4622 if(m_channels
.empty())
4625 AreaTableEntry
const* current_zone
= GetAreaEntryByAreaID(newZone
);
4629 ChannelMgr
* cMgr
= channelMgr(GetTeam());
4633 std::string current_zone_name
= current_zone
->area_name
[GetSession()->GetSessionDbcLocale()];
4635 for(JoinedChannelsList::iterator i
= m_channels
.begin(), next
; i
!= m_channels
.end(); i
= next
)
4639 // skip non built-in channels
4640 if(!(*i
)->IsConstant())
4643 ChatChannelsEntry
const* ch
= GetChannelEntryFor((*i
)->GetChannelId());
4647 if((ch
->flags
& 4) == 4) // global channel without zone name in pattern
4651 char new_channel_name_buf
[100];
4652 snprintf(new_channel_name_buf
,100,ch
->pattern
[m_session
->GetSessionDbcLocale()],current_zone_name
.c_str());
4653 Channel
* new_channel
= cMgr
->GetJoinChannel(new_channel_name_buf
,ch
->ChannelID
);
4655 if((*i
)!=new_channel
)
4657 new_channel
->Join(GetGUID(),""); // will output Changed Channel: N. Name
4659 // leave old channel
4660 (*i
)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client
4661 std::string name
= (*i
)->GetName(); // store name, (*i)erase in LeftChannel
4662 LeftChannel(*i
); // remove from player's channel list
4663 cMgr
->LeftChannel(name
); // delete if empty
4666 sLog
.outDebug("Player: channels cleaned up!");
4669 void Player::LeaveLFGChannel()
4671 for(JoinedChannelsList::iterator i
= m_channels
.begin(); i
!= m_channels
.end(); ++i
)
4675 (*i
)->Leave(GetGUID());
4681 void Player::UpdateDefense()
4683 uint32 defense_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_DEFENSE
);
4685 if(UpdateSkill(SKILL_DEFENSE
,defense_skill_gain
))
4687 // update dependent from defense skill part
4688 UpdateDefenseBonusesMod();
4692 void Player::HandleBaseModValue(BaseModGroup modGroup
, BaseModType modType
, float amount
, bool apply
)
4694 if(modGroup
>= BASEMOD_END
|| modType
>= MOD_END
)
4696 sLog
.outError("ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!");
4705 m_auraBaseMod
[modGroup
][modType
] += apply
? amount
: -amount
;
4708 if(amount
<= -100.0f
)
4711 val
= (100.0f
+ amount
) / 100.0f
;
4712 m_auraBaseMod
[modGroup
][modType
] *= apply
? val
: (1.0f
/val
);
4716 if(!CanModifyStats())
4721 case CRIT_PERCENTAGE
: UpdateCritPercentage(BASE_ATTACK
); break;
4722 case RANGED_CRIT_PERCENTAGE
: UpdateCritPercentage(RANGED_ATTACK
); break;
4723 case OFFHAND_CRIT_PERCENTAGE
: UpdateCritPercentage(OFF_ATTACK
); break;
4724 case SHIELD_BLOCK_VALUE
: UpdateShieldBlockValue(); break;
4729 float Player::GetBaseModValue(BaseModGroup modGroup
, BaseModType modType
) const
4731 if(modGroup
>= BASEMOD_END
|| modType
> MOD_END
)
4733 sLog
.outError("trial to access non existed BaseModGroup or wrong BaseModType!");
4737 if(modType
== PCT_MOD
&& m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4740 return m_auraBaseMod
[modGroup
][modType
];
4743 float Player::GetTotalBaseModValue(BaseModGroup modGroup
) const
4745 if(modGroup
>= BASEMOD_END
)
4747 sLog
.outError("wrong BaseModGroup in GetTotalBaseModValue()!");
4751 if(m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4754 return m_auraBaseMod
[modGroup
][FLAT_MOD
] * m_auraBaseMod
[modGroup
][PCT_MOD
];
4757 uint32
Player::GetShieldBlockValue() const
4759 float value
= (m_auraBaseMod
[SHIELD_BLOCK_VALUE
][FLAT_MOD
] + GetStat(STAT_STRENGTH
) * 0.5f
- 10)*m_auraBaseMod
[SHIELD_BLOCK_VALUE
][PCT_MOD
];
4761 value
= (value
< 0) ? 0 : value
;
4763 return uint32(value
);
4766 float Player::GetMeleeCritFromAgility()
4768 uint32 level
= getLevel();
4769 uint32 pclass
= getClass();
4771 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4773 GtChanceToMeleeCritBaseEntry
const *critBase
= sGtChanceToMeleeCritBaseStore
.LookupEntry(pclass
-1);
4774 GtChanceToMeleeCritEntry
const *critRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4775 if (critBase
==NULL
|| critRatio
==NULL
)
4778 float crit
=critBase
->base
+ GetStat(STAT_AGILITY
)*critRatio
->ratio
;
4782 float Player::GetDodgeFromAgility()
4784 // Table for base dodge values
4785 float dodge_base
[MAX_CLASSES
] = {
4787 0.00652f
, // Paladin
4794 0.02011f
, // Warlock
4798 // Crit/agility to dodge/agility coefficient multipliers
4799 float crit_to_dodge
[MAX_CLASSES
] = {
4813 uint32 level
= getLevel();
4814 uint32 pclass
= getClass();
4816 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4818 // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
4819 GtChanceToMeleeCritEntry
const *dodgeRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4820 if (dodgeRatio
==NULL
|| pclass
> MAX_CLASSES
)
4823 float dodge
=dodge_base
[pclass
-1] + GetStat(STAT_AGILITY
) * dodgeRatio
->ratio
* crit_to_dodge
[pclass
-1];
4824 return dodge
*100.0f
;
4827 float Player::GetSpellCritFromIntellect()
4829 uint32 level
= getLevel();
4830 uint32 pclass
= getClass();
4832 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4834 GtChanceToSpellCritBaseEntry
const *critBase
= sGtChanceToSpellCritBaseStore
.LookupEntry(pclass
-1);
4835 GtChanceToSpellCritEntry
const *critRatio
= sGtChanceToSpellCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4836 if (critBase
==NULL
|| critRatio
==NULL
)
4839 float crit
=critBase
->base
+ GetStat(STAT_INTELLECT
)*critRatio
->ratio
;
4843 float Player::GetRatingCoefficient(CombatRating cr
) const
4845 uint32 level
= getLevel();
4847 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4849 GtCombatRatingsEntry
const *Rating
= sGtCombatRatingsStore
.LookupEntry(cr
*GT_MAX_LEVEL
+level
-1);
4851 return 1.0f
; // By default use minimum coefficient (not must be called)
4853 return Rating
->ratio
;
4856 float Player::GetRatingBonusValue(CombatRating cr
) const
4858 return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
)) / GetRatingCoefficient(cr
);
4861 float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType
) const
4866 return GetUInt32Value(PLAYER_EXPERTISE
) / 4.0f
;
4868 return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE
) / 4.0f
;
4875 float Player::OCTRegenHPPerSpirit()
4877 uint32 level
= getLevel();
4878 uint32 pclass
= getClass();
4880 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4882 GtOCTRegenHPEntry
const *baseRatio
= sGtOCTRegenHPStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4883 GtRegenHPPerSptEntry
const *moreRatio
= sGtRegenHPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4884 if (baseRatio
==NULL
|| moreRatio
==NULL
)
4887 // Formula from PaperDollFrame script
4888 float spirit
= GetStat(STAT_SPIRIT
);
4889 float baseSpirit
= spirit
;
4890 if (baseSpirit
>50) baseSpirit
= 50;
4891 float moreSpirit
= spirit
- baseSpirit
;
4892 float regen
= baseSpirit
* baseRatio
->ratio
+ moreSpirit
* moreRatio
->ratio
;
4896 float Player::OCTRegenMPPerSpirit()
4898 uint32 level
= getLevel();
4899 uint32 pclass
= getClass();
4901 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4903 // GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4904 GtRegenMPPerSptEntry
const *moreRatio
= sGtRegenMPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4905 if (moreRatio
==NULL
)
4908 // Formula get from PaperDollFrame script
4909 float spirit
= GetStat(STAT_SPIRIT
);
4910 float regen
= spirit
* moreRatio
->ratio
;
4914 void Player::ApplyRatingMod(CombatRating cr
, int32 value
, bool apply
)
4916 m_baseRatingValue
[cr
]+=(apply
? value
: -value
);
4918 int32 amount
= uint32(m_baseRatingValue
[cr
]);
4919 // Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT
4920 // stat used stored in miscValueB for this aura
4921 AuraList
const& modRatingFromStat
= GetAurasByType(SPELL_AURA_MOD_RATING_FROM_STAT
);
4922 for(AuraList::const_iterator i
= modRatingFromStat
.begin();i
!= modRatingFromStat
.end(); ++i
)
4923 if ((*i
)->GetMiscValue() & (1<<cr
))
4924 amount
+= int32(GetStat(Stats((*i
)->GetMiscBValue())) * (*i
)->GetModifier()->m_amount
/ 100.0f
);
4927 SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
, uint32(amount
));
4929 float RatingCoeffecient
= GetRatingCoefficient(cr
);
4930 float RatingChange
= 0.0f
;
4932 bool affectStats
= CanModifyStats();
4936 case CR_WEAPON_SKILL
: // Implemented in Unit::RollMeleeOutcomeAgainst
4937 case CR_DEFENSE_SKILL
:
4938 UpdateDefenseBonusesMod();
4941 UpdateDodgePercentage();
4944 UpdateParryPercentage();
4947 UpdateBlockPercentage();
4950 UpdateMeleeHitChances();
4953 UpdateRangedHitChances();
4956 UpdateSpellHitChances();
4961 UpdateCritPercentage(BASE_ATTACK
);
4962 UpdateCritPercentage(OFF_ATTACK
);
4965 case CR_CRIT_RANGED
:
4967 UpdateCritPercentage(RANGED_ATTACK
);
4971 UpdateAllSpellCritChances();
4973 case CR_HIT_TAKEN_MELEE
: // Implemented in Unit::MeleeMissChanceCalc
4974 case CR_HIT_TAKEN_RANGED
:
4976 case CR_HIT_TAKEN_SPELL
: // Implemented in Unit::MagicSpellHitResult
4978 case CR_CRIT_TAKEN_MELEE
: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
4979 case CR_CRIT_TAKEN_RANGED
:
4981 case CR_CRIT_TAKEN_SPELL
: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
4983 case CR_HASTE_MELEE
:
4984 RatingChange
= value
/ RatingCoeffecient
;
4985 ApplyAttackTimePercentMod(BASE_ATTACK
,RatingChange
,apply
);
4986 ApplyAttackTimePercentMod(OFF_ATTACK
,RatingChange
,apply
);
4988 case CR_HASTE_RANGED
:
4989 RatingChange
= value
/ RatingCoeffecient
;
4990 ApplyAttackTimePercentMod(RANGED_ATTACK
, RatingChange
, apply
);
4992 case CR_HASTE_SPELL
:
4993 RatingChange
= value
/ RatingCoeffecient
;
4994 ApplyCastTimePercentMod(RatingChange
,apply
);
4996 case CR_WEAPON_SKILL_MAINHAND
: // Implemented in Unit::RollMeleeOutcomeAgainst
4997 case CR_WEAPON_SKILL_OFFHAND
:
4998 case CR_WEAPON_SKILL_RANGED
:
5003 UpdateExpertise(BASE_ATTACK
);
5004 UpdateExpertise(OFF_ATTACK
);
5007 case CR_ARMOR_PENETRATION
:
5009 UpdateArmorPenetration();
5014 void Player::SetRegularAttackTime()
5016 for(int i
= 0; i
< MAX_ATTACK
; ++i
)
5018 Item
*tmpitem
= GetWeaponForAttack(WeaponAttackType(i
),true,false);
5021 ItemPrototype
const *proto
= tmpitem
->GetProto();
5023 SetAttackTime(WeaponAttackType(i
), proto
->Delay
);
5025 SetAttackTime(WeaponAttackType(i
), BASE_ATTACK_TIME
);
5030 //skill+step, checking for max value
5031 bool Player::UpdateSkill(uint32 skill_id
, uint32 step
)
5036 SkillStatusMap::iterator itr
= mSkillStatus
.find(skill_id
);
5037 if(itr
== mSkillStatus
.end() || itr
->second
.uState
== SKILL_DELETED
)
5040 uint32 valueIndex
= PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
);
5041 uint32 data
= GetUInt32Value(valueIndex
);
5042 uint32 value
= SKILL_VALUE(data
);
5043 uint32 max
= SKILL_MAX(data
);
5045 if ((!max
) || (!value
) || (value
>= max
))
5048 if (value
*512 < max
*urand(0,512))
5050 uint32 new_value
= value
+step
;
5054 SetUInt32Value(valueIndex
,MAKE_SKILL_VALUE(new_value
,max
));
5055 if(itr
->second
.uState
!= SKILL_NEW
)
5056 itr
->second
.uState
= SKILL_CHANGED
;
5057 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,skill_id
);
5064 inline int SkillGainChance(uint32 SkillValue
, uint32 GrayLevel
, uint32 GreenLevel
, uint32 YellowLevel
)
5066 if ( SkillValue
>= GrayLevel
)
5067 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREY
)*10;
5068 if ( SkillValue
>= GreenLevel
)
5069 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREEN
)*10;
5070 if ( SkillValue
>= YellowLevel
)
5071 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_YELLOW
)*10;
5072 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_ORANGE
)*10;
5075 bool Player::UpdateCraftSkill(uint32 spellid
)
5077 sLog
.outDebug("UpdateCraftSkill spellid %d", spellid
);
5079 SkillLineAbilityMapBounds bounds
= sSpellMgr
.GetSkillLineAbilityMapBounds(spellid
);
5081 for(SkillLineAbilityMap::const_iterator _spell_idx
= bounds
.first
; _spell_idx
!= bounds
.second
; ++_spell_idx
)
5083 if (_spell_idx
->second
->skillId
)
5085 uint32 SkillValue
= GetPureSkillValue(_spell_idx
->second
->skillId
);
5087 // Alchemy Discoveries here
5088 SpellEntry
const* spellEntry
= sSpellStore
.LookupEntry(spellid
);
5089 if (spellEntry
&& spellEntry
->Mechanic
==MECHANIC_DISCOVERY
)
5091 if (uint32 discoveredSpell
= GetSkillDiscoverySpell(_spell_idx
->second
->skillId
, spellid
, this))
5092 learnSpell(discoveredSpell
,false);
5095 uint32 craft_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_CRAFTING
);
5097 return UpdateSkillPro(_spell_idx
->second
->skillId
, SkillGainChance(SkillValue
,
5098 _spell_idx
->second
->max_value
,
5099 (_spell_idx
->second
->max_value
+ _spell_idx
->second
->min_value
)/2,
5100 _spell_idx
->second
->min_value
),
5107 bool Player::UpdateGatherSkill(uint32 SkillId
, uint32 SkillValue
, uint32 RedLevel
, uint32 Multiplicator
)
5109 sLog
.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId
, SkillValue
, RedLevel
);
5111 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
5113 // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
5116 case SKILL_HERBALISM
:
5117 case SKILL_LOCKPICKING
:
5118 case SKILL_JEWELCRAFTING
:
5119 case SKILL_INSCRIPTION
:
5120 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
5121 case SKILL_SKINNING
:
5122 if( sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)==0)
5123 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
5125 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)), gathering_skill_gain
);
5127 if (sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)==0)
5128 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
5130 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)),gathering_skill_gain
);
5135 bool Player::UpdateFishingSkill()
5137 sLog
.outDebug("UpdateFishingSkill");
5139 uint32 SkillValue
= GetPureSkillValue(SKILL_FISHING
);
5141 int32 chance
= SkillValue
< 75 ? 100 : 2500/(SkillValue
-50);
5143 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
5145 return UpdateSkillPro(SKILL_FISHING
,chance
*10,gathering_skill_gain
);
5148 // levels sync. with spell requirement for skill levels to learn
5149 // bonus abilities in sSkillLineAbilityStore
5150 // Used only to avoid scan DBC at each skill grow
5151 static uint32 bonusSkillLevels
[] = {75,150,225,300,375,450};
5153 bool Player::UpdateSkillPro(uint16 SkillId
, int32 Chance
, uint32 step
)
5155 sLog
.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId
, Chance
/10.0);
5159 if(Chance
<= 0) // speedup in 0 chance case
5161 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
5165 SkillStatusMap::iterator itr
= mSkillStatus
.find(SkillId
);
5166 if(itr
== mSkillStatus
.end() || itr
->second
.uState
== SKILL_DELETED
)
5169 uint32 valueIndex
= PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
);
5171 uint32 data
= GetUInt32Value(valueIndex
);
5172 uint16 SkillValue
= SKILL_VALUE(data
);
5173 uint16 MaxValue
= SKILL_MAX(data
);
5175 if ( !MaxValue
|| !SkillValue
|| SkillValue
>= MaxValue
)
5178 int32 Roll
= irand(1,1000);
5180 if ( Roll
<= Chance
)
5182 uint32 new_value
= SkillValue
+step
;
5183 if(new_value
> MaxValue
)
5184 new_value
= MaxValue
;
5186 SetUInt32Value(valueIndex
,MAKE_SKILL_VALUE(new_value
,MaxValue
));
5187 if(itr
->second
.uState
!= SKILL_NEW
)
5188 itr
->second
.uState
= SKILL_CHANGED
;
5189 for(uint32
* bsl
= &bonusSkillLevels
[0]; *bsl
; ++bsl
)
5191 if((SkillValue
< *bsl
&& new_value
>= *bsl
))
5193 learnSkillRewardedSpells( SkillId
, new_value
);
5197 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,SkillId
);
5198 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance
/10.0);
5202 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
5206 void Player::UpdateWeaponSkill (WeaponAttackType attType
)
5208 // no skill gain in pvp
5209 Unit
*pVictim
= getVictim();
5210 if(pVictim
&& pVictim
->GetTypeId() == TYPEID_PLAYER
)
5214 return; // always maximized SKILL_FERAL_COMBAT in fact
5216 if(m_form
== FORM_TREE
)
5217 return; // use weapon but not skill up
5219 uint32 weapon_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_WEAPON
);
5225 Item
*tmpitem
= GetWeaponForAttack(attType
,true,true);
5228 UpdateSkill(SKILL_UNARMED
,weapon_skill_gain
);
5229 else if(tmpitem
->GetProto()->SubClass
!= ITEM_SUBCLASS_WEAPON_FISHING_POLE
)
5230 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
5236 Item
*tmpitem
= GetWeaponForAttack(attType
,true,true);
5238 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
5242 UpdateAllCritPercentages();
5245 void Player::UpdateCombatSkills(Unit
*pVictim
, WeaponAttackType attType
, bool defence
)
5247 uint32 plevel
= getLevel(); // if defense than pVictim == attacker
5248 uint32 greylevel
= MaNGOS::XP::GetGrayLevel(plevel
);
5249 uint32 moblevel
= pVictim
->getLevelForTarget(this);
5250 if(moblevel
< greylevel
)
5253 if (moblevel
> plevel
+ 5)
5254 moblevel
= plevel
+ 5;
5256 uint32 lvldif
= moblevel
- greylevel
;
5260 uint32 skilldif
= 5 * plevel
- (defence
? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType
));
5264 float chance
= float(3 * lvldif
* skilldif
) / plevel
;
5267 if(getClass() == CLASS_WARRIOR
|| getClass() == CLASS_ROGUE
)
5268 chance
*= 0.1f
* GetStat(STAT_INTELLECT
);
5271 chance
= chance
< 1.0f
? 1.0f
: chance
; //minimum chance to increase skill is 1%
5273 if(roll_chance_f(chance
))
5278 UpdateWeaponSkill(attType
);
5284 void Player::ModifySkillBonus(uint32 skillid
,int32 val
, bool talent
)
5286 SkillStatusMap::const_iterator itr
= mSkillStatus
.find(skillid
);
5287 if(itr
== mSkillStatus
.end() || itr
->second
.uState
== SKILL_DELETED
)
5290 uint32 bonusIndex
= PLAYER_SKILL_BONUS_INDEX(itr
->second
.pos
);
5292 uint32 bonus_val
= GetUInt32Value(bonusIndex
);
5293 int16 temp_bonus
= SKILL_TEMP_BONUS(bonus_val
);
5294 int16 perm_bonus
= SKILL_PERM_BONUS(bonus_val
);
5296 if(talent
) // permanent bonus stored in high part
5297 SetUInt32Value(bonusIndex
,MAKE_SKILL_BONUS(temp_bonus
,perm_bonus
+val
));
5298 else // temporary/item bonus stored in low part
5299 SetUInt32Value(bonusIndex
,MAKE_SKILL_BONUS(temp_bonus
+val
,perm_bonus
));
5302 void Player::UpdateSkillsForLevel()
5304 uint16 maxconfskill
= sWorld
.GetConfigMaxSkillValue();
5305 uint32 maxSkill
= GetMaxSkillValueForLevel();
5307 bool alwaysMaxSkill
= sWorld
.getConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL
);
5309 for(SkillStatusMap::iterator itr
= mSkillStatus
.begin(); itr
!= mSkillStatus
.end(); ++itr
)
5311 if(itr
->second
.uState
== SKILL_DELETED
)
5314 uint32 pskill
= itr
->first
;
5316 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(pskill
);
5320 if(GetSkillRangeType(pSkill
,false) != SKILL_RANGE_LEVEL
)
5323 uint32 valueIndex
= PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
);
5324 uint32 data
= GetUInt32Value(valueIndex
);
5325 uint32 max
= SKILL_MAX(data
);
5326 uint32 val
= SKILL_VALUE(data
);
5328 /// update only level dependent max skill values
5331 /// maximize skill always
5334 SetUInt32Value(valueIndex
, MAKE_SKILL_VALUE(maxSkill
,maxSkill
));
5335 if(itr
->second
.uState
!= SKILL_NEW
)
5336 itr
->second
.uState
= SKILL_CHANGED
;
5338 else if(max
!= maxconfskill
) /// update max skill value if current max skill not maximized
5340 SetUInt32Value(valueIndex
, MAKE_SKILL_VALUE(val
,maxSkill
));
5341 if(itr
->second
.uState
!= SKILL_NEW
)
5342 itr
->second
.uState
= SKILL_CHANGED
;
5348 void Player::UpdateSkillsToMaxSkillsForLevel()
5350 for(SkillStatusMap::iterator itr
= mSkillStatus
.begin(); itr
!= mSkillStatus
.end(); ++itr
)
5352 if(itr
->second
.uState
== SKILL_DELETED
)
5355 uint32 pskill
= itr
->first
;
5356 if( IsProfessionOrRidingSkill(pskill
))
5358 uint32 valueIndex
= PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
);
5359 uint32 data
= GetUInt32Value(valueIndex
);
5361 uint32 max
= SKILL_MAX(data
);
5365 SetUInt32Value(valueIndex
,MAKE_SKILL_VALUE(max
,max
));
5366 if(itr
->second
.uState
!= SKILL_NEW
)
5367 itr
->second
.uState
= SKILL_CHANGED
;
5370 if(pskill
== SKILL_DEFENSE
)
5371 UpdateDefenseBonusesMod();
5375 // This functions sets a skill line value (and adds if doesn't exist yet)
5376 // To "remove" a skill line, set it's values to zero
5377 void Player::SetSkill(uint32 id
, uint16 currVal
, uint16 maxVal
)
5382 SkillStatusMap::iterator itr
= mSkillStatus
.find(id
);
5385 if(itr
!= mSkillStatus
.end() && itr
->second
.uState
!= SKILL_DELETED
)
5389 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
),MAKE_SKILL_VALUE(currVal
,maxVal
));
5390 if(itr
->second
.uState
!= SKILL_NEW
)
5391 itr
->second
.uState
= SKILL_CHANGED
;
5392 learnSkillRewardedSpells(id
, currVal
);
5393 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,id
);
5394 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL
,id
);
5398 // clear skill fields
5399 SetUInt32Value(PLAYER_SKILL_INDEX(itr
->second
.pos
),0);
5400 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
),0);
5401 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr
->second
.pos
),0);
5403 // mark as deleted or simply remove from map if not saved yet
5404 if(itr
->second
.uState
!= SKILL_NEW
)
5405 itr
->second
.uState
= SKILL_DELETED
;
5407 mSkillStatus
.erase(itr
);
5409 // remove all spells that related to this skill
5410 for (uint32 j
=0; j
<sSkillLineAbilityStore
.GetNumRows(); ++j
)
5411 if(SkillLineAbilityEntry
const *pAbility
= sSkillLineAbilityStore
.LookupEntry(j
))
5412 if (pAbility
->skillId
==id
)
5413 removeSpell(sSpellMgr
.GetFirstSpellInChain(pAbility
->spellId
));
5416 else if(currVal
) //add
5418 for (int i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5419 if (!GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
5421 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(id
);
5424 sLog
.outError("Skill not found in SkillLineStore: skill #%u", id
);
5427 // enable unlearn button for primary professions only
5428 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
5429 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,1));
5431 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
5432 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
5433 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,id
);
5434 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL
,id
);
5436 // insert new entry or update if not deleted old entry yet
5437 if(itr
!= mSkillStatus
.end())
5439 itr
->second
.pos
= i
;
5440 itr
->second
.uState
= SKILL_CHANGED
;
5443 mSkillStatus
.insert(SkillStatusMap::value_type(id
, SkillStatusData(i
, SKILL_NEW
)));
5445 // apply skill bonuses
5446 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
5448 // temporary bonuses
5449 AuraList
const& mModSkill
= GetAurasByType(SPELL_AURA_MOD_SKILL
);
5450 for(AuraList::const_iterator j
= mModSkill
.begin(); j
!= mModSkill
.end(); ++j
)
5451 if ((*j
)->GetModifier()->m_miscvalue
== int32(id
))
5452 (*j
)->ApplyModifier(true);
5454 // permanent bonuses
5455 AuraList
const& mModSkillTalent
= GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT
);
5456 for(AuraList::const_iterator j
= mModSkillTalent
.begin(); j
!= mModSkillTalent
.end(); ++j
)
5457 if ((*j
)->GetModifier()->m_miscvalue
== int32(id
))
5458 (*j
)->ApplyModifier(true);
5460 // Learn all spells for skill
5461 learnSkillRewardedSpells(id
, currVal
);
5467 bool Player::HasSkill(uint32 skill
) const
5472 SkillStatusMap::const_iterator itr
= mSkillStatus
.find(skill
);
5473 return (itr
!= mSkillStatus
.end() && itr
->second
.uState
!= SKILL_DELETED
);
5476 uint16
Player::GetSkillValue(uint32 skill
) const
5481 SkillStatusMap::const_iterator itr
= mSkillStatus
.find(skill
);
5482 if(itr
== mSkillStatus
.end() || itr
->second
.uState
== SKILL_DELETED
)
5485 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr
->second
.pos
));
5487 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
))));
5488 result
+= SKILL_TEMP_BONUS(bonus
);
5489 result
+= SKILL_PERM_BONUS(bonus
);
5490 return result
< 0 ? 0 : result
;
5493 uint16
Player::GetMaxSkillValue(uint32 skill
) const
5498 SkillStatusMap::const_iterator itr
= mSkillStatus
.find(skill
);
5499 if(itr
== mSkillStatus
.end() || itr
->second
.uState
== SKILL_DELETED
)
5502 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr
->second
.pos
));
5504 int32 result
= int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
))));
5505 result
+= SKILL_TEMP_BONUS(bonus
);
5506 result
+= SKILL_PERM_BONUS(bonus
);
5507 return result
< 0 ? 0 : result
;
5510 uint16
Player::GetPureMaxSkillValue(uint32 skill
) const
5515 SkillStatusMap::const_iterator itr
= mSkillStatus
.find(skill
);
5516 if(itr
== mSkillStatus
.end() || itr
->second
.uState
== SKILL_DELETED
)
5519 return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
)));
5522 uint16
Player::GetBaseSkillValue(uint32 skill
) const
5527 SkillStatusMap::const_iterator itr
= mSkillStatus
.find(skill
);
5528 if(itr
== mSkillStatus
.end() || itr
->second
.uState
== SKILL_DELETED
)
5531 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
))));
5532 result
+= SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr
->second
.pos
)));
5533 return result
< 0 ? 0 : result
;
5536 uint16
Player::GetPureSkillValue(uint32 skill
) const
5541 SkillStatusMap::const_iterator itr
= mSkillStatus
.find(skill
);
5542 if(itr
== mSkillStatus
.end() || itr
->second
.uState
== SKILL_DELETED
)
5545 return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
)));
5548 int16
Player::GetSkillPermBonusValue(uint32 skill
) const
5553 SkillStatusMap::const_iterator itr
= mSkillStatus
.find(skill
);
5554 if(itr
== mSkillStatus
.end() || itr
->second
.uState
== SKILL_DELETED
)
5557 return SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr
->second
.pos
)));
5560 int16
Player::GetSkillTempBonusValue(uint32 skill
) const
5565 SkillStatusMap::const_iterator itr
= mSkillStatus
.find(skill
);
5566 if(itr
== mSkillStatus
.end() || itr
->second
.uState
== SKILL_DELETED
)
5569 return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr
->second
.pos
)));
5572 void Player::SendInitialActionButtons() const
5574 sLog
.outDetail( "Initializing Action Buttons for '%u'", GetGUIDLow() );
5576 WorldPacket
data(SMSG_ACTION_BUTTONS
, 1+(MAX_ACTION_BUTTONS
*4));
5577 data
<< uint8(0); // can be 0, 1, 2 (talent spec)
5578 for(int button
= 0; button
< MAX_ACTION_BUTTONS
; ++button
)
5580 ActionButtonList::const_iterator itr
= m_actionButtons
.find(button
);
5581 if(itr
!= m_actionButtons
.end() && itr
->second
.uState
!= ACTIONBUTTON_DELETED
)
5582 data
<< uint32(itr
->second
.packedData
);
5587 GetSession()->SendPacket( &data
);
5588 sLog
.outDetail( "Action Buttons for '%u' Initialized", GetGUIDLow() );
5591 bool Player::IsActionButtonDataValid(uint8 button
, uint32 action
, uint8 type
, Player
* player
)
5593 if(button
>= MAX_ACTION_BUTTONS
)
5596 sLog
.outError( "Action %u not added into button %u for player %s: button must be < %u", action
, button
, player
->GetName(), MAX_ACTION_BUTTONS
);
5598 sLog
.outError( "Table `playercreateinfo_action` have action %u into button %u : button must be < %u", action
, button
, MAX_ACTION_BUTTONS
);
5602 if(action
>= MAX_ACTION_BUTTON_ACTION_VALUE
)
5605 sLog
.outError( "Action %u not added into button %u for player %s: action must be < %u", action
, button
, player
->GetName(), MAX_ACTION_BUTTON_ACTION_VALUE
);
5607 sLog
.outError( "Table `playercreateinfo_action` have action %u into button %u : action must be < %u", action
, button
, MAX_ACTION_BUTTON_ACTION_VALUE
);
5613 case ACTION_BUTTON_SPELL
:
5614 if(!sSpellStore
.LookupEntry(action
))
5617 sLog
.outError( "Spell action %u not added into button %u for player %s: spell not exist", action
, button
, player
->GetName() );
5619 sLog
.outError( "Table `playercreateinfo_action` have spell action %u into button %u: spell not exist", action
, button
);
5623 if(player
&& !player
->HasSpell(action
))
5625 sLog
.outError( "Spell action %u not added into button %u for player %s: player don't known this spell", action
, button
, player
->GetName() );
5629 case ACTION_BUTTON_ITEM
:
5630 if(!ObjectMgr::GetItemPrototype(action
))
5633 sLog
.outError( "Item action %u not added into button %u for player %s: item not exist", action
, button
, player
->GetName() );
5635 sLog
.outError( "Table `playercreateinfo_action` have item action %u into button %u: item not exist", action
, button
);
5640 break; // other cases not checked at this moment
5646 ActionButton
* Player::addActionButton(uint8 button
, uint32 action
, uint8 type
)
5649 if (!IsActionButtonDataValid(button
,action
,type
,this))
5652 // it create new button (NEW state) if need or return existed
5653 ActionButton
& ab
= m_actionButtons
[button
];
5655 // set data and update to CHANGED if not NEW
5656 ab
.SetActionAndType(action
,ActionButtonType(type
));
5658 sLog
.outDetail( "Player '%u' Added Action '%u' (type %u) to Button '%u'", GetGUIDLow(), action
, uint32(type
), button
);
5662 void Player::removeActionButton(uint8 button
)
5664 ActionButtonList::iterator buttonItr
= m_actionButtons
.find(button
);
5665 if (buttonItr
==m_actionButtons
.end())
5668 if(buttonItr
->second
.uState
==ACTIONBUTTON_NEW
)
5669 m_actionButtons
.erase(buttonItr
); // new and not saved
5671 buttonItr
->second
.uState
= ACTIONBUTTON_DELETED
; // saved, will deleted at next save
5673 sLog
.outDetail( "Action Button '%u' Removed from Player '%u'", button
, GetGUIDLow() );
5676 bool Player::SetPosition(float x
, float y
, float z
, float orientation
, bool teleport
)
5678 // prevent crash when a bad coord is sent by the client
5679 if(!MaNGOS::IsValidMapCoord(x
,y
,z
,orientation
))
5681 sLog
.outDebug("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x
,y
,z
,orientation
,teleport
,GetGUIDLow());
5687 const float old_x
= GetPositionX();
5688 const float old_y
= GetPositionY();
5689 const float old_z
= GetPositionZ();
5690 const float old_r
= GetOrientation();
5692 if( teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
|| old_r
!= orientation
)
5694 if (teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
)
5695 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE
| AURA_INTERRUPT_FLAG_TURNING
);
5697 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING
);
5699 // move and update visible state if need
5700 m
->PlayerRelocation(this, x
, y
, z
, orientation
);
5702 // reread after Map::Relocation
5709 if(GetGroup() && (old_x
!= x
|| old_y
!= y
))
5710 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION
);
5713 // code block for underwater state update
5714 UpdateUnderwaterState(m
, x
, y
, z
);
5716 CheckExploreSystem();
5721 void Player::SaveRecallPosition()
5723 m_recallMap
= GetMapId();
5724 m_recallX
= GetPositionX();
5725 m_recallY
= GetPositionY();
5726 m_recallZ
= GetPositionZ();
5727 m_recallO
= GetOrientation();
5730 void Player::SendMessageToSet(WorldPacket
*data
, bool self
)
5732 Map
* _map
= IsInWorld() ? GetMap() : sMapMgr
.FindMap(GetMapId(), GetInstanceId());
5735 _map
->MessageBroadcast(this, data
, self
);
5739 //if player is not in world and map in not created/already destroyed
5740 //no need to create one, just send packet for itself!
5742 GetSession()->SendPacket(data
);
5745 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
)
5747 Map
* _map
= IsInWorld() ? GetMap() : sMapMgr
.FindMap(GetMapId(), GetInstanceId());
5750 _map
->MessageDistBroadcast(this, data
, dist
, self
);
5755 GetSession()->SendPacket(data
);
5758 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
, bool own_team_only
)
5760 Map
* _map
= IsInWorld() ? GetMap() : sMapMgr
.FindMap(GetMapId(), GetInstanceId());
5763 _map
->MessageDistBroadcast(this, data
, dist
, self
, own_team_only
);
5768 GetSession()->SendPacket(data
);
5771 void Player::SendDirectMessage(WorldPacket
*data
)
5773 GetSession()->SendPacket(data
);
5776 void Player::SendCinematicStart(uint32 CinematicSequenceId
)
5778 WorldPacket
data(SMSG_TRIGGER_CINEMATIC
, 4);
5779 data
<< uint32(CinematicSequenceId
);
5780 SendDirectMessage(&data
);
5783 void Player::SendMovieStart(uint32 MovieId
)
5785 WorldPacket
data(SMSG_TRIGGER_MOVIE
, 4);
5786 data
<< uint32(MovieId
);
5787 SendDirectMessage(&data
);
5790 void Player::CheckExploreSystem()
5798 uint16 areaFlag
= GetBaseMap()->GetAreaFlag(GetPositionX(),GetPositionY(),GetPositionZ());
5799 if(areaFlag
==0xffff)
5801 int offset
= areaFlag
/ 32;
5805 sLog
.outError("Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < 128 ).",areaFlag
,GetPositionX(),GetPositionY(),offset
,offset
);
5809 uint32 val
= (uint32
)(1 << (areaFlag
% 32));
5810 uint32 currFields
= GetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
);
5812 if( !(currFields
& val
) )
5814 SetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
, (uint32
)(currFields
| val
));
5816 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA
);
5818 AreaTableEntry
const *p
= GetAreaEntryByAreaFlagAndMap(areaFlag
,GetMapId());
5821 sLog
.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId());
5823 else if(p
->area_level
> 0)
5825 uint32 area
= p
->ID
;
5826 if (getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
5828 SendExplorationExperience(area
,0);
5832 int32 diff
= int32(getLevel()) - p
->area_level
;
5836 XP
= uint32(sObjectMgr
.GetBaseXP(getLevel()+5)*sWorld
.getRate(RATE_XP_EXPLORE
));
5840 int32 exploration_percent
= (100-((diff
-5)*5));
5841 if (exploration_percent
> 100)
5842 exploration_percent
= 100;
5843 else if (exploration_percent
< 0)
5844 exploration_percent
= 0;
5846 XP
= uint32(sObjectMgr
.GetBaseXP(p
->area_level
)*exploration_percent
/100*sWorld
.getRate(RATE_XP_EXPLORE
));
5850 XP
= uint32(sObjectMgr
.GetBaseXP(p
->area_level
)*sWorld
.getRate(RATE_XP_EXPLORE
));
5854 SendExplorationExperience(area
,XP
);
5856 sLog
.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area
);
5861 uint32
Player::TeamForRace(uint8 race
)
5863 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5866 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5870 switch(rEntry
->TeamID
)
5872 case 7: return ALLIANCE
;
5873 case 1: return HORDE
;
5876 sLog
.outError("Race %u have wrong teamid %u in DBC: wrong DBC files?",uint32(race
),rEntry
->TeamID
);
5880 uint32
Player::getFactionForRace(uint8 race
)
5882 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5885 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5889 return rEntry
->FactionID
;
5892 void Player::setFactionForRace(uint8 race
)
5894 m_team
= TeamForRace(race
);
5895 setFaction( getFactionForRace(race
) );
5898 ReputationRank
Player::GetReputationRank(uint32 faction
) const
5900 FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(faction
);
5901 return GetReputationMgr().GetRank(factionEntry
);
5904 //Calculate total reputation percent player gain with quest/creature level
5905 int32
Player::CalculateReputationGain(uint32 creatureOrQuestLevel
, int32 rep
, int32 faction
, bool for_quest
)
5907 float percent
= 100.0f
;
5909 float rate
= for_quest
? sWorld
.getRate(RATE_REPUTATION_LOWLEVEL_QUEST
) : sWorld
.getRate(RATE_REPUTATION_LOWLEVEL_KILL
);
5911 if (rate
!= 1.0f
&& creatureOrQuestLevel
<= MaNGOS::XP::GetGrayLevel(getLevel()))
5914 float repMod
= GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN
);
5917 repMod
+= GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_FACTION_REPUTATION_GAIN
, faction
);
5919 percent
+= rep
> 0 ? repMod
: -repMod
;
5921 if (percent
<= 0.0f
)
5924 return int32(sWorld
.getRate(RATE_REPUTATION_GAIN
)*rep
*percent
/100.0f
);
5927 //Calculates how many reputation points player gains in victim's enemy factions
5928 void Player::RewardReputation(Unit
*pVictim
, float rate
)
5930 if(!pVictim
|| pVictim
->GetTypeId() == TYPEID_PLAYER
)
5933 ReputationOnKillEntry
const* Rep
= sObjectMgr
.GetReputationOnKilEntry(((Creature
*)pVictim
)->GetCreatureInfo()->Entry
);
5938 if(Rep
->repfaction1
&& (!Rep
->team_dependent
|| GetTeam()==ALLIANCE
))
5940 int32 donerep1
= CalculateReputationGain(pVictim
->getLevel(), Rep
->repvalue1
, Rep
->repfaction1
, false);
5941 donerep1
= int32(donerep1
*rate
);
5942 FactionEntry
const *factionEntry1
= sFactionStore
.LookupEntry(Rep
->repfaction1
);
5943 uint32 current_reputation_rank1
= GetReputationMgr().GetRank(factionEntry1
);
5944 if (factionEntry1
&& current_reputation_rank1
<= Rep
->reputation_max_cap1
)
5945 GetReputationMgr().ModifyReputation(factionEntry1
, donerep1
);
5947 // Wiki: Team factions value divided by 2
5948 if (factionEntry1
&& Rep
->is_teamaward1
)
5950 FactionEntry
const *team1_factionEntry
= sFactionStore
.LookupEntry(factionEntry1
->team
);
5951 if(team1_factionEntry
)
5952 GetReputationMgr().ModifyReputation(team1_factionEntry
, donerep1
/ 2);
5956 if(Rep
->repfaction2
&& (!Rep
->team_dependent
|| GetTeam()==HORDE
))
5958 int32 donerep2
= CalculateReputationGain(pVictim
->getLevel(), Rep
->repvalue2
, Rep
->repfaction2
, false);
5959 donerep2
= int32(donerep2
*rate
);
5960 FactionEntry
const *factionEntry2
= sFactionStore
.LookupEntry(Rep
->repfaction2
);
5961 uint32 current_reputation_rank2
= GetReputationMgr().GetRank(factionEntry2
);
5962 if (factionEntry2
&& current_reputation_rank2
<= Rep
->reputation_max_cap2
)
5963 GetReputationMgr().ModifyReputation(factionEntry2
, donerep2
);
5965 // Wiki: Team factions value divided by 2
5966 if (factionEntry2
&& Rep
->is_teamaward2
)
5968 FactionEntry
const *team2_factionEntry
= sFactionStore
.LookupEntry(factionEntry2
->team
);
5969 if(team2_factionEntry
)
5970 GetReputationMgr().ModifyReputation(team2_factionEntry
, donerep2
/ 2);
5975 //Calculate how many reputation points player gain with the quest
5976 void Player::RewardReputation(Quest
const *pQuest
)
5978 // quest reputation reward/loss
5979 for(int i
= 0; i
< QUEST_REPUTATIONS_COUNT
; ++i
)
5981 if(pQuest
->RewRepFaction
[i
] && pQuest
->RewRepValue
[i
] )
5983 int32 rep
= CalculateReputationGain(GetQuestLevelForPlayer(pQuest
), pQuest
->RewRepValue
[i
], pQuest
->RewRepFaction
[i
], true);
5984 FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(pQuest
->RewRepFaction
[i
]);
5986 GetReputationMgr().ModifyReputation(factionEntry
, rep
);
5990 // TODO: implement reputation spillover
5993 void Player::UpdateArenaFields(void)
5995 /* arena calcs go here */
5998 void Player::UpdateHonorFields()
6000 /// called when rewarding honor and at each save
6001 uint64 now
= time(NULL
);
6002 uint64 today
= uint64(time(NULL
) / DAY
) * DAY
;
6004 if(m_lastHonorUpdateTime
< today
)
6006 uint64 yesterday
= today
- DAY
;
6008 uint16 kills_today
= PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS
));
6010 // update yesterday's contribution
6011 if(m_lastHonorUpdateTime
>= yesterday
)
6013 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
));
6015 // this is the first update today, reset today's contribution
6016 SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, 0);
6017 SetUInt32Value(PLAYER_FIELD_KILLS
, MAKE_PAIR32(0,kills_today
));
6021 // no honor/kills yesterday or today, reset
6022 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0);
6023 SetUInt32Value(PLAYER_FIELD_KILLS
, 0);
6027 m_lastHonorUpdateTime
= now
;
6030 ///Calculate the amount of honor gained based on the victim
6031 ///and the size of the group for which the honor is divided
6032 ///An exact honor value can also be given (overriding the calcs)
6033 bool Player::RewardHonor(Unit
*uVictim
, uint32 groupsize
, float honor
)
6035 // do not reward honor in arenas, but enable onkill spellproc
6038 if(!uVictim
|| uVictim
== this || uVictim
->GetTypeId() != TYPEID_PLAYER
)
6041 if( GetBGTeam() == ((Player
*)uVictim
)->GetBGTeam() )
6047 // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
6048 if(GetDummyAura(SPELL_AURA_PLAYER_INACTIVE
))
6051 uint64 victim_guid
= 0;
6052 uint32 victim_rank
= 0;
6054 // need call before fields update to have chance move yesterday data to appropriate fields before today data change.
6055 UpdateHonorFields();
6059 if(!uVictim
|| uVictim
== this || uVictim
->HasAuraType(SPELL_AURA_NO_PVP_CREDIT
))
6062 victim_guid
= uVictim
->GetGUID();
6064 if( uVictim
->GetTypeId() == TYPEID_PLAYER
)
6066 Player
*pVictim
= (Player
*)uVictim
;
6068 if( GetTeam() == pVictim
->GetTeam() && !sWorld
.IsFFAPvPRealm() )
6071 float f
= 1; //need for total kills (?? need more info)
6073 uint32 k_level
= getLevel();
6074 uint32 v_level
= pVictim
->getLevel();
6077 // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
6079 // [1..14] Alliance honor titles and player name
6080 // [15..28] Horde honor titles and player name
6081 // [29..38] Other title and player name
6083 uint32 victim_title
= pVictim
->GetUInt32Value(PLAYER_CHOSEN_TITLE
);
6084 // Get Killer titles, CharTitlesEntry::bit_index
6086 // title[1..14] -> rank[5..18]
6087 // title[15..28] -> rank[5..18]
6088 // title[other] -> 0
6089 if (victim_title
== 0)
6090 victim_guid
= 0; // Don't show HK: <rank> message, only log.
6091 else if (victim_title
< 15)
6092 victim_rank
= victim_title
+ 4;
6093 else if (victim_title
< 29)
6094 victim_rank
= victim_title
- 14 + 4;
6096 victim_guid
= 0; // Don't show HK: <rank> message, only log.
6099 k_grey
= MaNGOS::XP::GetGrayLevel(k_level
);
6104 float diff_level
= (k_level
== k_grey
) ? 1 : ((float(v_level
) - float(k_grey
)) / (float(k_level
) - float(k_grey
)));
6106 int32 v_rank
=1; //need more info
6108 honor
= ((f
* diff_level
* (190 + v_rank
*10))/6);
6109 honor
*= ((float)k_level
) / 70.0f
; //factor of dependence on levels of the killer
6111 // count the number of playerkills in one day
6112 ApplyModUInt32Value(PLAYER_FIELD_KILLS
, 1, true);
6113 // and those in a lifetime
6114 ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 1, true);
6115 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL
);
6116 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS
, pVictim
->getClass());
6117 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_RACE
, pVictim
->getRace());
6121 Creature
*cVictim
= (Creature
*)uVictim
;
6123 if (!cVictim
->isRacialLeader())
6126 honor
= 100; // ??? need more info
6127 victim_rank
= 19; // HK: Leader
6131 if (uVictim
!= NULL
)
6133 honor
*= sWorld
.getRate(RATE_HONOR
);
6134 honor
*= (GetMaxPositiveAuraModifier(SPELL_AURA_MOD_HONOR_GAIN
) + 100.0f
)/100.0f
;
6139 honor
*= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor
6142 // honor - for show honor points in log
6143 // victim_guid - for show victim name in log
6144 // victim_rank [1..4] HK: <dishonored rank>
6145 // victim_rank [5..19] HK: <alliance\horde rank>
6146 // victim_rank [0,20+] HK: <>
6147 WorldPacket
data(SMSG_PVP_CREDIT
,4+8+4);
6148 data
<< (uint32
) honor
;
6149 data
<< (uint64
) victim_guid
;
6150 data
<< (uint32
) victim_rank
;
6152 GetSession()->SendPacket(&data
);
6155 ModifyHonorPoints(int32(honor
));
6157 ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, uint32(honor
), true);
6161 void Player::ModifyHonorPoints( int32 value
)
6165 if (GetHonorPoints() > sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
))
6166 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) + value
);
6168 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() > uint32(-value
) ? GetHonorPoints() + value
: 0);
6171 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() < sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) - value
? GetHonorPoints() + value
: sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
));
6174 void Player::ModifyArenaPoints( int32 value
)
6178 if (GetArenaPoints() > sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
))
6179 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) + value
);
6181 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() > uint32(-value
) ? GetArenaPoints() + value
: 0);
6184 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() < sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) - value
? GetArenaPoints() + value
: sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
));
6187 uint32
Player::GetGuildIdFromDB(uint64 guid
)
6189 QueryResult
* result
= CharacterDatabase
.PQuery("SELECT guildid FROM guild_member WHERE guid='%u'", GUID_LOPART(guid
));
6193 uint32 id
= result
->Fetch()[0].GetUInt32();
6198 uint32
Player::GetRankFromDB(uint64 guid
)
6200 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT rank FROM guild_member WHERE guid='%u'", GUID_LOPART(guid
) );
6203 uint32 v
= result
->Fetch()[0].GetUInt32();
6211 uint32
Player::GetArenaTeamIdFromDB(uint64 guid
, uint8 type
)
6213 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT arena_team_member.arenateamid FROM arena_team_member JOIN arena_team ON arena_team_member.arenateamid = arena_team.arenateamid WHERE guid='%u' AND type='%u' LIMIT 1", GUID_LOPART(guid
), type
);
6217 uint32 id
= (*result
)[0].GetUInt32();
6222 uint32
Player::GetZoneIdFromDB(uint64 guid
)
6224 uint32 guidLow
= GUID_LOPART(guid
);
6225 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT zone FROM characters WHERE guid='%u'", guidLow
);
6228 Field
* fields
= result
->Fetch();
6229 uint32 zone
= fields
[0].GetUInt32();
6234 // stored zone is zero, use generic and slow zone detection
6235 result
= CharacterDatabase
.PQuery("SELECT map,position_x,position_y,position_z FROM characters WHERE guid='%u'", guidLow
);
6238 fields
= result
->Fetch();
6239 uint32 map
= fields
[0].GetUInt32();
6240 float posx
= fields
[1].GetFloat();
6241 float posy
= fields
[2].GetFloat();
6242 float posz
= fields
[3].GetFloat();
6245 zone
= sMapMgr
.GetZoneId(map
,posx
,posy
,posz
);
6248 CharacterDatabase
.PExecute("UPDATE characters SET zone='%u' WHERE guid='%u'", zone
, guidLow
);
6254 uint32
Player::GetLevelFromDB(uint64 guid
)
6256 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT level FROM characters WHERE guid='%u'", GUID_LOPART(guid
) );
6260 Field
* fields
= result
->Fetch();
6261 uint32 level
= fields
[0].GetUInt32();
6267 void Player::UpdateArea(uint32 newArea
)
6269 // FFA_PVP flags are area and not zone id dependent
6270 // so apply them accordingly
6271 m_areaUpdateId
= newArea
;
6273 AreaTableEntry
const* area
= GetAreaEntryByAreaID(newArea
);
6275 if(area
&& (area
->flags
& AREA_FLAG_ARENA
))
6278 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6282 // remove ffa flag only if not ffapvp realm
6283 // removal in sanctuaries and capitals is handled in zone update
6284 if(HasByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
) && !sWorld
.IsFFAPvPRealm())
6285 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6288 UpdateAreaDependentAuras(newArea
);
6291 void Player::UpdateZone(uint32 newZone
, uint32 newArea
)
6293 AreaTableEntry
const* zone
= GetAreaEntryByAreaID(newZone
);
6297 if(m_zoneUpdateId
!= newZone
)
6299 SendInitWorldStates(newZone
, newArea
); // only if really enters to new zone, not just area change, works strange...
6301 if (sWorld
.getConfig(CONFIG_WEATHER
))
6303 if(Weather
*wth
= sWorld
.FindWeather(zone
->ID
))
6304 wth
->SendWeatherUpdateToPlayer(this);
6305 else if(!sWorld
.AddWeather(zone
->ID
))
6307 // send fine weather packet to remove old zone's weather
6308 Weather::SendFineWeatherUpdateToPlayer(this);
6313 m_zoneUpdateId
= newZone
;
6314 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
6316 // zone changed, so area changed as well, update it
6317 UpdateArea(newArea
);
6319 // in PvP, any not controlled zone (except zone->team == 6, default case)
6320 // in PvE, only opposition team capital
6324 pvpInfo
.inHostileArea
= GetTeam() != ALLIANCE
&& (sWorld
.IsPvPRealm() || zone
->flags
& AREA_FLAG_CAPITAL
);
6326 case AREATEAM_HORDE
:
6327 pvpInfo
.inHostileArea
= GetTeam() != HORDE
&& (sWorld
.IsPvPRealm() || zone
->flags
& AREA_FLAG_CAPITAL
);
6330 // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
6331 pvpInfo
.inHostileArea
= sWorld
.IsPvPRealm() || InBattleGround();
6333 default: // 6 in fact
6334 pvpInfo
.inHostileArea
= false;
6338 if(pvpInfo
.inHostileArea
) // in hostile area
6340 if(!IsPvP() || pvpInfo
.endTimer
!= 0)
6341 UpdatePvP(true, true);
6343 else // in friendly area
6345 if(IsPvP() && !HasFlag(PLAYER_FLAGS
,PLAYER_FLAGS_IN_PVP
) && pvpInfo
.endTimer
== 0)
6346 pvpInfo
.endTimer
= time(0); // start toggle-off
6349 if(zone
->flags
& AREA_FLAG_SANCTUARY
) // in sanctuary
6351 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_SANCTUARY
);
6352 if(sWorld
.IsFFAPvPRealm())
6353 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6357 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_SANCTUARY
);
6360 if(zone
->flags
& AREA_FLAG_CAPITAL
) // in capital city
6362 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6363 SetRestType(REST_TYPE_IN_CITY
);
6364 InnEnter(time(0),GetMapId(),0,0,0);
6366 if(sWorld
.IsFFAPvPRealm())
6367 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6369 else // anywhere else
6371 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
)) // but resting (walk from city or maybe in tavern or leave tavern recently)
6373 if(GetRestType()==REST_TYPE_IN_TAVERN
) // has been in tavern. Is still in?
6375 if(GetMapId()!=GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40)
6377 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6378 SetRestType(REST_TYPE_NO
);
6380 if(sWorld
.IsFFAPvPRealm())
6381 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6384 else // not in tavern (leave city then)
6386 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6387 SetRestType(REST_TYPE_NO
);
6389 // Set player to FFA PVP when not in rested environment.
6390 if(sWorld
.IsFFAPvPRealm())
6391 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6396 // remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
6397 // if player resurrected at teleport this will be applied in resurrect code
6399 DestroyZoneLimitedItem( true, newZone
);
6401 // check some item equip limitations (in result lost CanTitanGrip at talent reset, for example)
6402 AutoUnequipOffhandIfNeed();
6404 // recent client version not send leave/join channel packets for built-in local channels
6405 UpdateLocalChannels( newZone
);
6409 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE
);
6411 UpdateZoneDependentAuras(newZone
);
6414 //If players are too far way of duel flag... then player loose the duel
6415 void Player::CheckDuelDistance(time_t currTime
)
6420 uint64 duelFlagGUID
= GetUInt64Value(PLAYER_DUEL_ARBITER
);
6421 GameObject
* obj
= GetMap()->GetGameObject(duelFlagGUID
);
6425 if(duel
->outOfBound
== 0)
6427 if(!IsWithinDistInMap(obj
, 50))
6429 duel
->outOfBound
= currTime
;
6431 WorldPacket
data(SMSG_DUEL_OUTOFBOUNDS
, 0);
6432 GetSession()->SendPacket(&data
);
6437 if(IsWithinDistInMap(obj
, 40))
6439 duel
->outOfBound
= 0;
6441 WorldPacket
data(SMSG_DUEL_INBOUNDS
, 0);
6442 GetSession()->SendPacket(&data
);
6444 else if(currTime
>= (duel
->outOfBound
+10))
6446 DuelComplete(DUEL_FLED
);
6451 void Player::DuelComplete(DuelCompleteType type
)
6453 // duel not requested
6457 WorldPacket
data(SMSG_DUEL_COMPLETE
, (1));
6458 data
<< (uint8
)((type
!= DUEL_INTERUPTED
) ? 1 : 0);
6459 GetSession()->SendPacket(&data
);
6460 duel
->opponent
->GetSession()->SendPacket(&data
);
6462 if(type
!= DUEL_INTERUPTED
)
6464 data
.Initialize(SMSG_DUEL_WINNER
, (1+20)); // we guess size
6465 data
<< (uint8
)((type
==DUEL_WON
) ? 0 : 1); // 0 = just won; 1 = fled
6466 data
<< duel
->opponent
->GetName();
6468 SendMessageToSet(&data
,true);
6471 if (type
== DUEL_WON
)
6473 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOSE_DUEL
, 1);
6475 duel
->opponent
->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL
, 1);
6478 //Remove Duel Flag object
6479 GameObject
* obj
= GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER
));
6481 duel
->initiator
->RemoveGameObject(obj
,true);
6484 std::vector
<uint32
> auras2remove
;
6485 AuraMap
const& vAuras
= duel
->opponent
->GetAuras();
6486 for (AuraMap::const_iterator i
= vAuras
.begin(); i
!= vAuras
.end(); ++i
)
6488 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6489 auras2remove
.push_back(i
->second
->GetId());
6492 for(size_t i
=0; i
<auras2remove
.size(); ++i
)
6493 duel
->opponent
->RemoveAurasDueToSpell(auras2remove
[i
]);
6495 auras2remove
.clear();
6496 AuraMap
const& auras
= GetAuras();
6497 for (AuraMap::const_iterator i
= auras
.begin(); i
!= auras
.end(); ++i
)
6499 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == duel
->opponent
->GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6500 auras2remove
.push_back(i
->second
->GetId());
6502 for(size_t i
=0; i
<auras2remove
.size(); ++i
)
6503 RemoveAurasDueToSpell(auras2remove
[i
]);
6505 // cleanup combo points
6506 if(GetComboTarget()==duel
->opponent
->GetGUID())
6508 else if(GetComboTarget()==duel
->opponent
->GetPetGUID())
6511 if(duel
->opponent
->GetComboTarget()==GetGUID())
6512 duel
->opponent
->ClearComboPoints();
6513 else if(duel
->opponent
->GetComboTarget()==GetPetGUID())
6514 duel
->opponent
->ClearComboPoints();
6517 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6518 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6519 duel
->opponent
->SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6520 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6522 delete duel
->opponent
->duel
;
6523 duel
->opponent
->duel
= NULL
;
6528 //---------------------------------------------------------//
6530 void Player::_ApplyItemMods(Item
*item
, uint8 slot
,bool apply
)
6532 if(slot
>= INVENTORY_SLOT_BAG_END
|| !item
)
6535 // not apply/remove mods for broken item
6536 if(item
->IsBroken())
6539 ItemPrototype
const *proto
= item
->GetProto();
6544 sLog
.outDetail("applying mods for item %u ",item
->GetGUIDLow());
6546 uint32 attacktype
= Player::GetAttackBySlot(slot
);
6547 if(attacktype
< MAX_ATTACK
)
6548 _ApplyWeaponDependentAuraMods(item
,WeaponAttackType(attacktype
),apply
);
6550 _ApplyItemBonuses(proto
,slot
,apply
);
6552 if( slot
==EQUIPMENT_SLOT_RANGED
)
6553 _ApplyAmmoBonuses();
6555 ApplyItemEquipSpell(item
,apply
);
6556 ApplyEnchantment(item
, apply
);
6558 if(proto
->Socket
[0].Color
) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
6559 CorrectMetaGemEnchants(slot
, apply
);
6561 sLog
.outDebug("_ApplyItemMods complete.");
6564 void Player::_ApplyItemBonuses(ItemPrototype
const *proto
, uint8 slot
, bool apply
, bool only_level_scale
/*= false*/)
6566 if (slot
>= INVENTORY_SLOT_BAG_END
|| !proto
)
6569 ScalingStatDistributionEntry
const *ssd
= proto
->ScalingStatDistribution
? sScalingStatDistributionStore
.LookupEntry(proto
->ScalingStatDistribution
) : NULL
;
6570 if (only_level_scale
&& !ssd
)
6573 // req. check at equip, but allow use for extended range if range limit max level, set proper level
6574 uint32 ssd_level
= getLevel();
6575 if (ssd
&& ssd_level
> ssd
->MaxLevel
)
6576 ssd_level
= ssd
->MaxLevel
;
6578 ScalingStatValuesEntry
const *ssv
= proto
->ScalingStatValue
? sScalingStatValuesStore
.LookupEntry(ssd_level
) : NULL
;
6579 if (only_level_scale
&& !ssv
)
6582 for (int i
= 0; i
< MAX_ITEM_PROTO_STATS
; ++i
)
6584 uint32 statType
= 0;
6586 // If set ScalingStatDistribution need get stats and values from it
6589 if (ssd
->StatMod
[i
] < 0)
6591 statType
= ssd
->StatMod
[i
];
6592 val
= (ssv
->getssdMultiplier(proto
->ScalingStatValue
) * ssd
->Modifier
[i
]) / 10000;
6596 if (i
>= proto
->StatsCount
)
6598 statType
= proto
->ItemStat
[i
].ItemStatType
;
6599 val
= proto
->ItemStat
[i
].ItemStatValue
;
6608 HandleStatModifier(UNIT_MOD_MANA
, BASE_VALUE
, float(val
), apply
);
6610 case ITEM_MOD_HEALTH
: // modify HP
6611 HandleStatModifier(UNIT_MOD_HEALTH
, BASE_VALUE
, float(val
), apply
);
6613 case ITEM_MOD_AGILITY
: // modify agility
6614 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, BASE_VALUE
, float(val
), apply
);
6615 ApplyStatBuffMod(STAT_AGILITY
, float(val
), apply
);
6617 case ITEM_MOD_STRENGTH
: //modify strength
6618 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, BASE_VALUE
, float(val
), apply
);
6619 ApplyStatBuffMod(STAT_STRENGTH
, float(val
), apply
);
6621 case ITEM_MOD_INTELLECT
: //modify intellect
6622 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, BASE_VALUE
, float(val
), apply
);
6623 ApplyStatBuffMod(STAT_INTELLECT
, float(val
), apply
);
6625 case ITEM_MOD_SPIRIT
: //modify spirit
6626 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, BASE_VALUE
, float(val
), apply
);
6627 ApplyStatBuffMod(STAT_SPIRIT
, float(val
), apply
);
6629 case ITEM_MOD_STAMINA
: //modify stamina
6630 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, BASE_VALUE
, float(val
), apply
);
6631 ApplyStatBuffMod(STAT_STAMINA
, float(val
), apply
);
6633 case ITEM_MOD_DEFENSE_SKILL_RATING
:
6634 ApplyRatingMod(CR_DEFENSE_SKILL
, int32(val
), apply
);
6636 case ITEM_MOD_DODGE_RATING
:
6637 ApplyRatingMod(CR_DODGE
, int32(val
), apply
);
6639 case ITEM_MOD_PARRY_RATING
:
6640 ApplyRatingMod(CR_PARRY
, int32(val
), apply
);
6642 case ITEM_MOD_BLOCK_RATING
:
6643 ApplyRatingMod(CR_BLOCK
, int32(val
), apply
);
6645 case ITEM_MOD_HIT_MELEE_RATING
:
6646 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6648 case ITEM_MOD_HIT_RANGED_RATING
:
6649 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6651 case ITEM_MOD_HIT_SPELL_RATING
:
6652 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6654 case ITEM_MOD_CRIT_MELEE_RATING
:
6655 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6657 case ITEM_MOD_CRIT_RANGED_RATING
:
6658 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6660 case ITEM_MOD_CRIT_SPELL_RATING
:
6661 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6663 case ITEM_MOD_HIT_TAKEN_MELEE_RATING
:
6664 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6666 case ITEM_MOD_HIT_TAKEN_RANGED_RATING
:
6667 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6669 case ITEM_MOD_HIT_TAKEN_SPELL_RATING
:
6670 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6672 case ITEM_MOD_CRIT_TAKEN_MELEE_RATING
:
6673 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6675 case ITEM_MOD_CRIT_TAKEN_RANGED_RATING
:
6676 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6678 case ITEM_MOD_CRIT_TAKEN_SPELL_RATING
:
6679 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6681 case ITEM_MOD_HASTE_MELEE_RATING
:
6682 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6684 case ITEM_MOD_HASTE_RANGED_RATING
:
6685 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6687 case ITEM_MOD_HASTE_SPELL_RATING
:
6688 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6690 case ITEM_MOD_HIT_RATING
:
6691 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6692 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6693 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6695 case ITEM_MOD_CRIT_RATING
:
6696 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6697 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6698 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6700 case ITEM_MOD_HIT_TAKEN_RATING
:
6701 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6702 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6703 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6705 case ITEM_MOD_CRIT_TAKEN_RATING
:
6706 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6707 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6708 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6710 case ITEM_MOD_RESILIENCE_RATING
:
6711 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6712 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6713 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6715 case ITEM_MOD_HASTE_RATING
:
6716 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6717 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6718 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6720 case ITEM_MOD_EXPERTISE_RATING
:
6721 ApplyRatingMod(CR_EXPERTISE
, int32(val
), apply
);
6723 case ITEM_MOD_ATTACK_POWER
:
6724 HandleStatModifier(UNIT_MOD_ATTACK_POWER
, TOTAL_VALUE
, float(val
), apply
);
6725 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(val
), apply
);
6727 case ITEM_MOD_RANGED_ATTACK_POWER
:
6728 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(val
), apply
);
6730 case ITEM_MOD_FERAL_ATTACK_POWER
:
6731 ApplyFeralAPBonus(int32(val
), apply
);
6733 case ITEM_MOD_MANA_REGENERATION
:
6734 ApplyManaRegenBonus(int32(val
), apply
);
6736 case ITEM_MOD_ARMOR_PENETRATION_RATING
:
6737 ApplyRatingMod(CR_ARMOR_PENETRATION
, int32(val
), apply
);
6739 case ITEM_MOD_SPELL_POWER
:
6740 ApplySpellPowerBonus(int32(val
), apply
);
6742 // depricated item mods
6743 case ITEM_MOD_SPELL_HEALING_DONE
:
6744 case ITEM_MOD_SPELL_DAMAGE_DONE
:
6749 // Apply Spell Power from ScalingStatValue if set
6752 if (int32 spellbonus
= ssv
->getSpellBonus(proto
->ScalingStatValue
))
6753 ApplySpellPowerBonus(spellbonus
, apply
);
6756 // If set ScalingStatValue armor get it or use item armor
6757 uint32 armor
= proto
->Armor
;
6760 if (uint32 ssvarmor
= ssv
->getArmorMod(proto
->ScalingStatValue
))
6763 // Add armor bonus from ArmorDamageModifier if > 0
6764 if (proto
->ArmorDamageModifier
> 0)
6765 armor
+= uint32(proto
->ArmorDamageModifier
);
6768 HandleStatModifier(UNIT_MOD_ARMOR
, BASE_VALUE
, float(armor
), apply
);
6771 HandleBaseModValue(SHIELD_BLOCK_VALUE
, FLAT_MOD
, float(proto
->Block
), apply
);
6774 HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY
, BASE_VALUE
, float(proto
->HolyRes
), apply
);
6777 HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE
, BASE_VALUE
, float(proto
->FireRes
), apply
);
6779 if (proto
->NatureRes
)
6780 HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE
, BASE_VALUE
, float(proto
->NatureRes
), apply
);
6782 if (proto
->FrostRes
)
6783 HandleStatModifier(UNIT_MOD_RESISTANCE_FROST
, BASE_VALUE
, float(proto
->FrostRes
), apply
);
6785 if (proto
->ShadowRes
)
6786 HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW
, BASE_VALUE
, float(proto
->ShadowRes
), apply
);
6788 if (proto
->ArcaneRes
)
6789 HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE
, BASE_VALUE
, float(proto
->ArcaneRes
), apply
);
6791 WeaponAttackType attType
= BASE_ATTACK
;
6792 float damage
= 0.0f
;
6794 if( slot
== EQUIPMENT_SLOT_RANGED
&& (
6795 proto
->InventoryType
== INVTYPE_RANGED
|| proto
->InventoryType
== INVTYPE_THROWN
||
6796 proto
->InventoryType
== INVTYPE_RANGEDRIGHT
))
6798 attType
= RANGED_ATTACK
;
6800 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6802 attType
= OFF_ATTACK
;
6805 float minDamage
= proto
->Damage
[0].DamageMin
;
6806 float maxDamage
= proto
->Damage
[0].DamageMax
;
6808 // If set dpsMod in ScalingStatValue use it for min (70% from average), max (130% from average) damage
6811 if ((extraDPS
= ssv
->getDPSMod(proto
->ScalingStatValue
)))
6813 float average
= extraDPS
* proto
->Delay
/ 1000.0f
;
6814 minDamage
= 0.7f
* average
;
6815 maxDamage
= 1.3f
* average
;
6820 damage
= apply
? minDamage
: BASE_MINDAMAGE
;
6821 SetBaseWeaponDamage(attType
, MINDAMAGE
, damage
);
6822 //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
6827 damage
= apply
? maxDamage
: BASE_MAXDAMAGE
;
6828 SetBaseWeaponDamage(attType
, MAXDAMAGE
, damage
);
6831 // Apply feral bonus from ScalingStatValue if set
6834 if (int32 feral_bonus
= ssv
->getFeralBonus(proto
->ScalingStatValue
))
6835 ApplyFeralAPBonus(feral_bonus
, apply
);
6837 // Druids get feral AP bonus from weapon dps (lso use DPS from ScalingStatValue)
6838 if(getClass() == CLASS_DRUID
)
6840 int32 feral_bonus
= proto
->getFeralBonus(extraDPS
);
6841 if (feral_bonus
> 0)
6842 ApplyFeralAPBonus(feral_bonus
, apply
);
6845 if(!IsUseEquipedWeapon(slot
==EQUIPMENT_SLOT_MAINHAND
))
6850 if(slot
== EQUIPMENT_SLOT_RANGED
)
6851 SetAttackTime(RANGED_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6852 else if(slot
==EQUIPMENT_SLOT_MAINHAND
)
6853 SetAttackTime(BASE_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6854 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6855 SetAttackTime(OFF_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6858 if(CanModifyStats() && (damage
|| proto
->Delay
))
6859 UpdateDamagePhysical(attType
);
6862 void Player::_ApplyWeaponDependentAuraMods(Item
*item
,WeaponAttackType attackType
,bool apply
)
6864 AuraList
const& auraCritList
= GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT
);
6865 for(AuraList::const_iterator itr
= auraCritList
.begin(); itr
!=auraCritList
.end();++itr
)
6866 _ApplyWeaponDependentAuraCritMod(item
,attackType
,*itr
,apply
);
6868 AuraList
const& auraDamageFlatList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE
);
6869 for(AuraList::const_iterator itr
= auraDamageFlatList
.begin(); itr
!=auraDamageFlatList
.end();++itr
)
6870 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6872 AuraList
const& auraDamagePCTList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
);
6873 for(AuraList::const_iterator itr
= auraDamagePCTList
.begin(); itr
!=auraDamagePCTList
.end();++itr
)
6874 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6877 void Player::_ApplyWeaponDependentAuraCritMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6879 // generic not weapon specific case processes in aura code
6880 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6883 BaseModGroup mod
= BASEMOD_END
;
6886 case BASE_ATTACK
: mod
= CRIT_PERCENTAGE
; break;
6887 case OFF_ATTACK
: mod
= OFFHAND_CRIT_PERCENTAGE
;break;
6888 case RANGED_ATTACK
: mod
= RANGED_CRIT_PERCENTAGE
; break;
6892 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6894 HandleBaseModValue(mod
, FLAT_MOD
, float (aura
->GetModifier()->m_amount
), apply
);
6898 void Player::_ApplyWeaponDependentAuraDamageMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6900 // ignore spell mods for not wands
6901 Modifier
const* modifier
= aura
->GetModifier();
6902 if((modifier
->m_miscvalue
& SPELL_SCHOOL_MASK_NORMAL
)==0 && (getClassMask() & CLASSMASK_WAND_USERS
)==0)
6905 // generic not weapon specific case processes in aura code
6906 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6909 UnitMods unitMod
= UNIT_MOD_END
;
6912 case BASE_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_MAINHAND
; break;
6913 case OFF_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_OFFHAND
; break;
6914 case RANGED_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_RANGED
; break;
6918 UnitModifierType unitModType
= TOTAL_VALUE
;
6919 switch(modifier
->m_auraname
)
6921 case SPELL_AURA_MOD_DAMAGE_DONE
: unitModType
= TOTAL_VALUE
; break;
6922 case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
: unitModType
= TOTAL_PCT
; break;
6926 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6928 HandleStatModifier(unitMod
, unitModType
, float(modifier
->m_amount
),apply
);
6932 void Player::ApplyItemEquipSpell(Item
*item
, bool apply
, bool form_change
)
6937 ItemPrototype
const *proto
= item
->GetProto();
6941 for (int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
6943 _Spell
const& spellData
= proto
->Spells
[i
];
6946 if(!spellData
.SpellId
)
6949 // wrong triggering type
6950 if(apply
&& spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_EQUIP
)
6953 // check if it is valid spell
6954 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6958 ApplyEquipSpell(spellproto
,item
,apply
,form_change
);
6962 void Player::ApplyEquipSpell(SpellEntry
const* spellInfo
, Item
* item
, bool apply
, bool form_change
)
6966 // Cannot be used in this stance/form
6967 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
) != SPELL_CAST_OK
)
6970 if(form_change
) // check aura active state from other form
6973 for (int k
=0; k
< 3; ++k
)
6975 spellEffectPair spair
= spellEffectPair(spellInfo
->Id
, k
);
6976 for (AuraMap::const_iterator iter
= m_Auras
.lower_bound(spair
); iter
!= m_Auras
.upper_bound(spair
); ++iter
)
6978 if(!item
|| iter
->second
->GetCastItemGUID() == item
->GetGUID())
6988 if(found
) // and skip re-cast already active aura at form change
6992 DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item
? "item" : "itemset"), spellInfo
->Id
);
6994 CastSpell(this,spellInfo
,true,item
);
6998 if(form_change
) // check aura compatibility
7000 // Cannot be used in this stance/form
7001 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
)==SPELL_CAST_OK
)
7002 return; // and remove only not compatible at form change
7006 RemoveAurasDueToItemSpell(item
,spellInfo
->Id
); // un-apply all spells , not only at-equipped
7008 RemoveAurasDueToSpell(spellInfo
->Id
); // un-apply spell (item set case)
7012 void Player::UpdateEquipSpellsAtFormChange()
7014 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7016 if(m_items
[i
] && !m_items
[i
]->IsBroken())
7018 ApplyItemEquipSpell(m_items
[i
],false,true); // remove spells that not fit to form
7019 ApplyItemEquipSpell(m_items
[i
],true,true); // add spells that fit form but not active
7023 // item set bonuses not dependent from item broken state
7024 for(size_t setindex
= 0; setindex
< ItemSetEff
.size(); ++setindex
)
7026 ItemSetEffect
* eff
= ItemSetEff
[setindex
];
7030 for(uint32 y
=0;y
<8; ++y
)
7032 SpellEntry
const* spellInfo
= eff
->spells
[y
];
7036 ApplyEquipSpell(spellInfo
,NULL
,false,true); // remove spells that not fit to form
7037 ApplyEquipSpell(spellInfo
,NULL
,true,true); // add spells that fit form but not active
7042 void Player::CastItemCombatSpell(Unit
* Target
, WeaponAttackType attType
)
7044 Item
*item
= GetWeaponForAttack(attType
, true, false);
7048 ItemPrototype
const *proto
= item
->GetProto();
7052 if (!Target
|| Target
== this )
7055 for (int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
7057 _Spell
const& spellData
= proto
->Spells
[i
];
7060 if(!spellData
.SpellId
)
7063 // wrong triggering type
7064 if(spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_CHANCE_ON_HIT
)
7067 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellData
.SpellId
);
7070 sLog
.outError("WORLD: unknown Item spellid %i", spellData
.SpellId
);
7074 // not allow proc extra attack spell at extra attack
7075 if( m_extraAttacks
&& IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_ADD_EXTRA_ATTACKS
) )
7078 float chance
= spellInfo
->procChance
;
7080 if(spellData
.SpellPPMRate
)
7082 uint32 WeaponSpeed
= proto
->Delay
;
7083 chance
= GetPPMProcChance(WeaponSpeed
, spellData
.SpellPPMRate
);
7085 else if(chance
> 100.0f
)
7087 chance
= GetWeaponProcChance();
7090 if (roll_chance_f(chance
))
7091 CastSpell(Target
, spellInfo
->Id
, true, item
);
7094 // item combat enchantments
7095 for(int e_slot
= 0; e_slot
< MAX_ENCHANTMENT_SLOT
; ++e_slot
)
7097 uint32 enchant_id
= item
->GetEnchantmentId(EnchantmentSlot(e_slot
));
7098 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
7099 if(!pEnchant
) continue;
7100 for (int s
=0;s
<3;s
++)
7102 if(pEnchant
->type
[s
]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
)
7105 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(pEnchant
->spellid
[s
]);
7108 sLog
.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant
->ID
, pEnchant
->spellid
[s
]);
7112 // Use first rank to access spell item enchant procs
7113 float ppmRate
= sSpellMgr
.GetItemEnchantProcChance(spellInfo
->Id
);
7115 float chance
= ppmRate
7116 ? GetPPMProcChance(proto
->Delay
, ppmRate
)
7117 : pEnchant
->amount
[s
] != 0 ? float(pEnchant
->amount
[s
]) : GetWeaponProcChance();
7120 ApplySpellMod(spellInfo
->Id
,SPELLMOD_CHANCE_OF_SUCCESS
,chance
);
7121 ApplySpellMod(spellInfo
->Id
,SPELLMOD_FREQUENCY_OF_SUCCESS
,chance
);
7123 if (roll_chance_f(chance
))
7125 if(IsPositiveSpell(pEnchant
->spellid
[s
]))
7126 CastSpell(this, pEnchant
->spellid
[s
], true, item
);
7128 CastSpell(Target
, pEnchant
->spellid
[s
], true, item
);
7134 void Player::CastItemUseSpell(Item
*item
,SpellCastTargets
const& targets
,uint8 cast_count
, uint32 glyphIndex
)
7136 ItemPrototype
const* proto
= item
->GetProto();
7137 // special learning case
7138 if(proto
->Spells
[0].SpellId
==SPELL_ID_GENERIC_LEARN
|| proto
->Spells
[0].SpellId
==SPELL_ID_GENERIC_LEARN_PET
)
7140 uint32 learn_spell_id
= proto
->Spells
[0].SpellId
;
7141 uint32 learning_spell_id
= proto
->Spells
[1].SpellId
;
7143 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(learn_spell_id
);
7146 sLog
.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring ",proto
->ItemId
, learn_spell_id
);
7147 SendEquipError(EQUIP_ERR_NONE
,item
,NULL
);
7151 Spell
*spell
= new Spell(this, spellInfo
, false);
7152 spell
->m_CastItem
= item
;
7153 spell
->m_cast_count
= cast_count
; //set count of casts
7154 spell
->m_currentBasePoints
[0] = learning_spell_id
;
7155 spell
->prepare(&targets
);
7159 // use triggered flag only for items with many spell casts and for not first cast
7162 // item spells casted at use
7163 for(int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
7165 _Spell
const& spellData
= proto
->Spells
[i
];
7168 if(!spellData
.SpellId
)
7171 // wrong triggering type
7172 if( spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_USE
&& spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_NO_DELAY_USE
)
7175 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellData
.SpellId
);
7178 sLog
.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring",proto
->ItemId
, spellData
.SpellId
);
7182 Spell
*spell
= new Spell(this, spellInfo
, (count
> 0));
7183 spell
->m_CastItem
= item
;
7184 spell
->m_cast_count
= cast_count
; // set count of casts
7185 spell
->m_glyphIndex
= glyphIndex
; // glyph index
7186 spell
->prepare(&targets
);
7191 // Item enchantments spells casted at use
7192 for(int e_slot
= 0; e_slot
< MAX_ENCHANTMENT_SLOT
; ++e_slot
)
7194 uint32 enchant_id
= item
->GetEnchantmentId(EnchantmentSlot(e_slot
));
7195 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
7196 if(!pEnchant
) continue;
7197 for (int s
=0;s
<3;s
++)
7199 if(pEnchant
->type
[s
]!=ITEM_ENCHANTMENT_TYPE_USE_SPELL
)
7202 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(pEnchant
->spellid
[s
]);
7205 sLog
.outError("Player::CastItemUseSpell Enchant %i, cast unknown spell %i", pEnchant
->ID
, pEnchant
->spellid
[s
]);
7209 Spell
*spell
= new Spell(this, spellInfo
, (count
> 0));
7210 spell
->m_CastItem
= item
;
7211 spell
->m_cast_count
= cast_count
; // set count of casts
7212 spell
->m_glyphIndex
= glyphIndex
; // glyph index
7213 spell
->prepare(&targets
);
7220 void Player::_RemoveAllItemMods()
7222 sLog
.outDebug("_RemoveAllItemMods start.");
7224 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7228 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7232 // item set bonuses not dependent from item broken state
7234 RemoveItemsSetItem(this,proto
);
7236 if(m_items
[i
]->IsBroken())
7239 ApplyItemEquipSpell(m_items
[i
],false);
7240 ApplyEnchantment(m_items
[i
], false);
7244 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7248 if(m_items
[i
]->IsBroken())
7250 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7254 uint32 attacktype
= Player::GetAttackBySlot(i
);
7255 if(attacktype
< MAX_ATTACK
)
7256 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),false);
7258 _ApplyItemBonuses(proto
,i
, false);
7260 if( i
== EQUIPMENT_SLOT_RANGED
)
7261 _ApplyAmmoBonuses();
7265 sLog
.outDebug("_RemoveAllItemMods complete.");
7268 void Player::_ApplyAllItemMods()
7270 sLog
.outDebug("_ApplyAllItemMods start.");
7272 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7276 if(m_items
[i
]->IsBroken())
7279 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7283 uint32 attacktype
= Player::GetAttackBySlot(i
);
7284 if(attacktype
< MAX_ATTACK
)
7285 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),true);
7287 _ApplyItemBonuses(proto
,i
, true);
7289 if( i
== EQUIPMENT_SLOT_RANGED
)
7290 _ApplyAmmoBonuses();
7294 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7298 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7302 // item set bonuses not dependent from item broken state
7304 AddItemsSetItem(this,m_items
[i
]);
7306 if(m_items
[i
]->IsBroken())
7309 ApplyItemEquipSpell(m_items
[i
],true);
7310 ApplyEnchantment(m_items
[i
], true);
7314 sLog
.outDebug("_ApplyAllItemMods complete.");
7317 void Player::_ApplyAllLevelScaleItemMods(bool apply
)
7319 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7323 if(m_items
[i
]->IsBroken())
7326 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7330 _ApplyItemBonuses(proto
,i
, apply
, true);
7335 void Player::_ApplyAmmoBonuses()
7338 uint32 ammo_id
= GetUInt32Value(PLAYER_AMMO_ID
);
7342 float currentAmmoDPS
;
7344 ItemPrototype
const *ammo_proto
= ObjectMgr::GetItemPrototype( ammo_id
);
7345 if( !ammo_proto
|| ammo_proto
->Class
!=ITEM_CLASS_PROJECTILE
|| !CheckAmmoCompatibility(ammo_proto
))
7346 currentAmmoDPS
= 0.0f
;
7348 currentAmmoDPS
= ammo_proto
->Damage
[0].DamageMin
;
7350 if(currentAmmoDPS
== GetAmmoDPS())
7353 m_ammoDPS
= currentAmmoDPS
;
7355 if(CanModifyStats())
7356 UpdateDamagePhysical(RANGED_ATTACK
);
7359 bool Player::CheckAmmoCompatibility(const ItemPrototype
*ammo_proto
) const
7364 // check ranged weapon
7365 Item
*weapon
= GetWeaponForAttack( RANGED_ATTACK
, true, false );
7369 ItemPrototype
const* weapon_proto
= weapon
->GetProto();
7370 if(!weapon_proto
|| weapon_proto
->Class
!=ITEM_CLASS_WEAPON
)
7373 // check ammo ws. weapon compatibility
7374 switch(weapon_proto
->SubClass
)
7376 case ITEM_SUBCLASS_WEAPON_BOW
:
7377 case ITEM_SUBCLASS_WEAPON_CROSSBOW
:
7378 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_ARROW
)
7381 case ITEM_SUBCLASS_WEAPON_GUN
:
7382 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_BULLET
)
7392 /* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
7393 Called by remove insignia spell effect */
7394 void Player::RemovedInsignia(Player
* looterPlr
)
7396 if (!GetBattleGroundId())
7399 // If not released spirit, do it !
7400 if(m_deathTimer
> 0)
7407 Corpse
*corpse
= GetCorpse();
7411 // We have to convert player corpse to bones, not to be able to resurrect there
7412 // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
7413 Corpse
*bones
= sObjectAccessor
.ConvertCorpseForPlayer(GetGUID(),true);
7417 // Now we must make bones lootable, and send player loot
7418 bones
->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS
, CORPSE_DYNFLAG_LOOTABLE
);
7420 // We store the level of our player in the gold field
7421 // We retrieve this information at Player::SendLoot()
7422 bones
->loot
.gold
= getLevel();
7423 bones
->lootRecipient
= looterPlr
;
7424 looterPlr
->SendLoot(bones
->GetGUID(), LOOT_INSIGNIA
);
7427 void Player::SendLootRelease( uint64 guid
)
7429 WorldPacket
data( SMSG_LOOT_RELEASE_RESPONSE
, (8+1) );
7430 data
<< uint64(guid
) << uint8(1);
7431 SendDirectMessage( &data
);
7434 void Player::SendLoot(uint64 guid
, LootType loot_type
)
7436 if (uint64 lguid
= GetLootGUID())
7437 m_session
->DoLootRelease(lguid
);
7440 PermissionTypes permission
= ALL_PERMISSION
;
7442 sLog
.outDebug("Player::SendLoot");
7443 if (IS_GAMEOBJECT_GUID(guid
))
7445 sLog
.outDebug(" IS_GAMEOBJECT_GUID(guid)");
7446 GameObject
*go
= GetMap()->GetGameObject(guid
);
7448 // not check distance for GO in case owned GO (fishing bobber case, for example)
7449 // And permit out of range GO with no owner in case fishing hole
7450 if (!go
|| (loot_type
!= LOOT_FISHINGHOLE
&& (loot_type
!= LOOT_FISHING
|| go
->GetOwnerGUID() != GetGUID()) && !go
->IsWithinDistInMap(this,INTERACTION_DISTANCE
)))
7452 SendLootRelease(guid
);
7458 if (go
->getLootState() == GO_READY
)
7460 uint32 lootid
= go
->GetGOInfo()->GetLootId();
7461 if ((go
->GetEntry() == BG_AV_OBJECTID_MINE_N
|| go
->GetEntry() == BG_AV_OBJECTID_MINE_S
))
7462 if (BattleGround
*bg
= GetBattleGround())
7463 if (bg
->GetTypeID() == BATTLEGROUND_AV
)
7464 if (!(((BattleGroundAV
*)bg
)->PlayerCanDoMineQuest(go
->GetEntry(), GetTeam())))
7466 SendLootRelease(guid
);
7472 sLog
.outDebug(" if(lootid)");
7474 loot
->FillLoot(lootid
, LootTemplates_Gameobject
, this, false);
7477 if (loot_type
== LOOT_FISHING
)
7478 go
->getFishLoot(loot
,this);
7480 go
->SetLootState(GO_ACTIVATED
);
7483 else if (IS_ITEM_GUID(guid
))
7485 Item
*item
= GetItemByGuid( guid
);
7489 SendLootRelease(guid
);
7495 if (!item
->m_lootGenerated
)
7497 item
->m_lootGenerated
= true;
7502 case LOOT_DISENCHANTING
:
7503 loot
->FillLoot(item
->GetProto()->DisenchantID
, LootTemplates_Disenchant
, this,true);
7505 case LOOT_PROSPECTING
:
7506 loot
->FillLoot(item
->GetEntry(), LootTemplates_Prospecting
, this,true);
7509 loot
->FillLoot(item
->GetEntry(), LootTemplates_Milling
, this,true);
7512 loot
->FillLoot(item
->GetEntry(), LootTemplates_Item
, this,true);
7513 loot
->generateMoneyLoot(item
->GetProto()->MinMoneyLoot
,item
->GetProto()->MaxMoneyLoot
);
7518 else if (IS_CORPSE_GUID(guid
)) // remove insignia
7520 Corpse
*bones
= GetMap()->GetCorpse(guid
);
7522 if (!bones
|| !((loot_type
== LOOT_CORPSE
) || (loot_type
== LOOT_INSIGNIA
)) || (bones
->GetType() != CORPSE_BONES
) )
7524 SendLootRelease(guid
);
7528 loot
= &bones
->loot
;
7530 if (!bones
->lootForBody
)
7532 bones
->lootForBody
= true;
7533 uint32 pLevel
= bones
->loot
.gold
;
7534 bones
->loot
.clear();
7535 if (GetBattleGround()->GetTypeID() == BATTLEGROUND_AV
)
7536 loot
->FillLoot(0, LootTemplates_Creature
, this, false);
7537 // It may need a better formula
7538 // Now it works like this: lvl10: ~6copper, lvl70: ~9silver
7539 bones
->loot
.gold
= (uint32
)( urand(50, 150) * 0.016f
* pow( ((float)pLevel
)/5.76f
, 2.5f
) * sWorld
.getRate(RATE_DROP_MONEY
) );
7542 if (bones
->lootRecipient
!= this)
7543 permission
= NONE_PERMISSION
;
7547 Creature
*creature
= GetMap()->GetCreature(guid
);
7549 // must be in range and creature must be alive for pickpocket and must be dead for another loot
7550 if (!creature
|| creature
->isAlive()!=(loot_type
== LOOT_PICKPOCKETING
) || !creature
->IsWithinDistInMap(this,INTERACTION_DISTANCE
))
7552 SendLootRelease(guid
);
7556 if (loot_type
== LOOT_PICKPOCKETING
&& IsFriendlyTo(creature
))
7558 SendLootRelease(guid
);
7562 loot
= &creature
->loot
;
7564 if (loot_type
== LOOT_PICKPOCKETING
)
7566 if (!creature
->lootForPickPocketed
)
7568 creature
->lootForPickPocketed
= true;
7571 if (uint32 lootid
= creature
->GetCreatureInfo()->pickpocketLootId
)
7572 loot
->FillLoot(lootid
, LootTemplates_Pickpocketing
, this, false);
7574 // Generate extra money for pick pocket loot
7575 const uint32 a
= urand(0, creature
->getLevel()/2);
7576 const uint32 b
= urand(0, getLevel()/2);
7577 loot
->gold
= uint32(10 * (a
+ b
) * sWorld
.getRate(RATE_DROP_MONEY
));
7582 // the player whose group may loot the corpse
7583 Player
*recipient
= creature
->GetLootRecipient();
7586 creature
->SetLootRecipient(this);
7590 if (creature
->lootForPickPocketed
)
7592 creature
->lootForPickPocketed
= false;
7596 if (!creature
->lootForBody
)
7598 creature
->lootForBody
= true;
7601 if (uint32 lootid
= creature
->GetCreatureInfo()->lootid
)
7602 loot
->FillLoot(lootid
, LootTemplates_Creature
, recipient
, false);
7604 loot
->generateMoneyLoot(creature
->GetCreatureInfo()->mingold
,creature
->GetCreatureInfo()->maxgold
);
7606 if (Group
* group
= recipient
->GetGroup())
7608 group
->UpdateLooterGuid(creature
,true);
7610 switch (group
->GetLootMethod())
7613 // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin
7614 group
->GroupLoot(recipient
->GetGUID(), loot
, creature
);
7616 case NEED_BEFORE_GREED
:
7617 group
->NeedBeforeGreed(recipient
->GetGUID(), loot
, creature
);
7620 group
->MasterLoot(recipient
->GetGUID(), loot
, creature
);
7628 // possible only if creature->lootForBody && loot->empty() at spell cast check
7629 if (loot_type
== LOOT_SKINNING
)
7632 loot
->FillLoot(creature
->GetCreatureInfo()->SkinLootId
, LootTemplates_Skinning
, this, false);
7634 // set group rights only for loot_type != LOOT_SKINNING
7637 if(Group
* group
= GetGroup())
7639 if (group
== recipient
->GetGroup())
7641 if (group
->GetLootMethod() == FREE_FOR_ALL
)
7642 permission
= ALL_PERMISSION
;
7643 else if (group
->GetLooterGuid() == GetGUID())
7645 if (group
->GetLootMethod() == MASTER_LOOT
)
7646 permission
= MASTER_PERMISSION
;
7648 permission
= ALL_PERMISSION
;
7651 permission
= GROUP_PERMISSION
;
7654 permission
= NONE_PERMISSION
;
7656 else if (recipient
== this)
7657 permission
= ALL_PERMISSION
;
7659 permission
= NONE_PERMISSION
;
7666 // LOOT_INSIGNIA and LOOT_FISHINGHOLE unsupported by client
7669 case LOOT_INSIGNIA
: loot_type
= LOOT_SKINNING
; break;
7670 case LOOT_FISHINGHOLE
: loot_type
= LOOT_FISHING
; break;
7674 // need know merged fishing/corpse loot type for achievements
7675 loot
->loot_type
= loot_type
;
7677 WorldPacket
data(SMSG_LOOT_RESPONSE
, (9+50)); // we guess size
7679 data
<< uint64(guid
);
7680 data
<< uint8(loot_type
);
7681 data
<< LootView(*loot
, this, permission
);
7683 SendDirectMessage(&data
);
7685 // add 'this' player as one of the players that are looting 'loot'
7686 if (permission
!= NONE_PERMISSION
)
7687 loot
->AddLooter(GetGUID());
7689 if (loot_type
== LOOT_CORPSE
&& !IS_ITEM_GUID(guid
))
7690 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_LOOTING
);
7693 void Player::SendNotifyLootMoneyRemoved()
7695 WorldPacket
data(SMSG_LOOT_CLEAR_MONEY
, 0);
7696 GetSession()->SendPacket( &data
);
7699 void Player::SendNotifyLootItemRemoved(uint8 lootSlot
)
7701 WorldPacket
data(SMSG_LOOT_REMOVED
, 1);
7702 data
<< uint8(lootSlot
);
7703 GetSession()->SendPacket( &data
);
7706 void Player::SendUpdateWorldState(uint32 Field
, uint32 Value
)
7708 WorldPacket
data(SMSG_UPDATE_WORLD_STATE
, 8);
7711 GetSession()->SendPacket(&data
);
7714 void Player::SendInitWorldStates(uint32 zoneid
, uint32 areaid
)
7716 // data depends on zoneid/mapid...
7717 BattleGround
* bg
= GetBattleGround();
7718 uint16 NumberOfFields
= 0;
7719 uint32 mapid
= GetMapId();
7721 sLog
.outDebug("Sending SMSG_INIT_WORLD_STATES to Map:%u, Zone: %u", mapid
, zoneid
);
7723 // may be exist better way to do this...
7746 NumberOfFields
= 41;
7749 NumberOfFields
= 15;
7752 NumberOfFields
= 83;
7755 NumberOfFields
= 16;
7759 NumberOfFields
= 40;
7762 NumberOfFields
= 27;
7765 NumberOfFields
= 39;
7768 NumberOfFields
= 38;
7771 NumberOfFields
= 37;
7776 NumberOfFields
= 11;
7779 NumberOfFields
= 11;
7782 NumberOfFields
= 12;
7786 WorldPacket
data(SMSG_INIT_WORLD_STATES
, (4+4+4+2+(NumberOfFields
*8)));
7787 data
<< uint32(mapid
); // mapid
7788 data
<< uint32(zoneid
); // zone id
7789 data
<< uint32(areaid
); // area id, new 2.1.0
7790 data
<< uint16(NumberOfFields
); // count of uint64 blocks
7791 data
<< uint32(0x8d8) << uint32(0x0); // 1
7792 data
<< uint32(0x8d7) << uint32(0x0); // 2
7793 data
<< uint32(0x8d6) << uint32(0x0); // 3
7794 data
<< uint32(0x8d5) << uint32(0x0); // 4
7795 data
<< uint32(0x8d4) << uint32(0x0); // 5
7796 data
<< uint32(0x8d3) << uint32(0x0); // 6
7797 // 7 1 - Arena season in progress, 0 - end of season
7798 data
<< uint32(0xC77) << uint32(sWorld
.getConfig(CONFIG_ARENA_SEASON_IN_PROGRESS
));
7799 // 8 Arena season id
7800 data
<< uint32(0xF3D) << uint32(sWorld
.getConfig(CONFIG_ARENA_SEASON_ID
));
7801 if(mapid
== 530) // Outland
7803 data
<< uint32(0x9bf) << uint32(0x0); // 7
7804 data
<< uint32(0x9bd) << uint32(0xF); // 8
7805 data
<< uint32(0x9bb) << uint32(0xF); // 9
7820 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_AV
)
7821 bg
->FillInitialWorldStates(data
);
7824 data
<< uint32(0x7ae) << uint32(0x1); // 7 snowfall n
7825 data
<< uint32(0x532) << uint32(0x1); // 8 frostwolfhut hc
7826 data
<< uint32(0x531) << uint32(0x0); // 9 frostwolfhut ac
7827 data
<< uint32(0x52e) << uint32(0x0); // 10 stormpike firstaid a_a
7828 data
<< uint32(0x571) << uint32(0x0); // 11 east frostwolf tower horde assaulted -unused
7829 data
<< uint32(0x570) << uint32(0x0); // 12 west frostwolf tower horde assaulted - unused
7830 data
<< uint32(0x567) << uint32(0x1); // 13 frostwolfe c
7831 data
<< uint32(0x566) << uint32(0x1); // 14 frostwolfw c
7832 data
<< uint32(0x550) << uint32(0x1); // 15 irondeep (N) ally
7833 data
<< uint32(0x544) << uint32(0x0); // 16 ice grave a_a
7834 data
<< uint32(0x536) << uint32(0x0); // 17 stormpike grave h_c
7835 data
<< uint32(0x535) << uint32(0x1); // 18 stormpike grave a_c
7836 data
<< uint32(0x518) << uint32(0x0); // 19 stoneheart grave a_a
7837 data
<< uint32(0x517) << uint32(0x0); // 20 stoneheart grave h_a
7838 data
<< uint32(0x574) << uint32(0x0); // 21 1396 unk
7839 data
<< uint32(0x573) << uint32(0x0); // 22 iceblood tower horde assaulted -unused
7840 data
<< uint32(0x572) << uint32(0x0); // 23 towerpoint horde assaulted - unused
7841 data
<< uint32(0x56f) << uint32(0x0); // 24 1391 unk
7842 data
<< uint32(0x56e) << uint32(0x0); // 25 iceblood a
7843 data
<< uint32(0x56d) << uint32(0x0); // 26 towerp a
7844 data
<< uint32(0x56c) << uint32(0x0); // 27 frostwolfe a
7845 data
<< uint32(0x56b) << uint32(0x0); // 28 froswolfw a
7846 data
<< uint32(0x56a) << uint32(0x1); // 29 1386 unk
7847 data
<< uint32(0x569) << uint32(0x1); // 30 iceblood c
7848 data
<< uint32(0x568) << uint32(0x1); // 31 towerp c
7849 data
<< uint32(0x565) << uint32(0x0); // 32 stoneh tower a
7850 data
<< uint32(0x564) << uint32(0x0); // 33 icewing tower a
7851 data
<< uint32(0x563) << uint32(0x0); // 34 dunn a
7852 data
<< uint32(0x562) << uint32(0x0); // 35 duns a
7853 data
<< uint32(0x561) << uint32(0x0); // 36 stoneheart bunker alliance assaulted - unused
7854 data
<< uint32(0x560) << uint32(0x0); // 37 icewing bunker alliance assaulted - unused
7855 data
<< uint32(0x55f) << uint32(0x0); // 38 dunbaldar south alliance assaulted - unused
7856 data
<< uint32(0x55e) << uint32(0x0); // 39 dunbaldar north alliance assaulted - unused
7857 data
<< uint32(0x55d) << uint32(0x0); // 40 stone tower d
7858 data
<< uint32(0x3c6) << uint32(0x0); // 41 966 unk
7859 data
<< uint32(0x3c4) << uint32(0x0); // 42 964 unk
7860 data
<< uint32(0x3c2) << uint32(0x0); // 43 962 unk
7861 data
<< uint32(0x516) << uint32(0x1); // 44 stoneheart grave a_c
7862 data
<< uint32(0x515) << uint32(0x0); // 45 stonheart grave h_c
7863 data
<< uint32(0x3b6) << uint32(0x0); // 46 950 unk
7864 data
<< uint32(0x55c) << uint32(0x0); // 47 icewing tower d
7865 data
<< uint32(0x55b) << uint32(0x0); // 48 dunn d
7866 data
<< uint32(0x55a) << uint32(0x0); // 49 duns d
7867 data
<< uint32(0x559) << uint32(0x0); // 50 1369 unk
7868 data
<< uint32(0x558) << uint32(0x0); // 51 iceblood d
7869 data
<< uint32(0x557) << uint32(0x0); // 52 towerp d
7870 data
<< uint32(0x556) << uint32(0x0); // 53 frostwolfe d
7871 data
<< uint32(0x555) << uint32(0x0); // 54 frostwolfw d
7872 data
<< uint32(0x554) << uint32(0x1); // 55 stoneh tower c
7873 data
<< uint32(0x553) << uint32(0x1); // 56 icewing tower c
7874 data
<< uint32(0x552) << uint32(0x1); // 57 dunn c
7875 data
<< uint32(0x551) << uint32(0x1); // 58 duns c
7876 data
<< uint32(0x54f) << uint32(0x0); // 59 irondeep (N) horde
7877 data
<< uint32(0x54e) << uint32(0x0); // 60 irondeep (N) ally
7878 data
<< uint32(0x54d) << uint32(0x1); // 61 mine (S) neutral
7879 data
<< uint32(0x54c) << uint32(0x0); // 62 mine (S) horde
7880 data
<< uint32(0x54b) << uint32(0x0); // 63 mine (S) ally
7881 data
<< uint32(0x545) << uint32(0x0); // 64 iceblood h_a
7882 data
<< uint32(0x543) << uint32(0x1); // 65 iceblod h_c
7883 data
<< uint32(0x542) << uint32(0x0); // 66 iceblood a_c
7884 data
<< uint32(0x540) << uint32(0x0); // 67 snowfall h_a
7885 data
<< uint32(0x53f) << uint32(0x0); // 68 snowfall a_a
7886 data
<< uint32(0x53e) << uint32(0x0); // 69 snowfall h_c
7887 data
<< uint32(0x53d) << uint32(0x0); // 70 snowfall a_c
7888 data
<< uint32(0x53c) << uint32(0x0); // 71 frostwolf g h_a
7889 data
<< uint32(0x53b) << uint32(0x0); // 72 frostwolf g a_a
7890 data
<< uint32(0x53a) << uint32(0x1); // 73 frostwolf g h_c
7891 data
<< uint32(0x539) << uint32(0x0); // 74 frostwolf g a_c
7892 data
<< uint32(0x538) << uint32(0x0); // 75 stormpike grave h_a
7893 data
<< uint32(0x537) << uint32(0x0); // 76 stormpike grave a_a
7894 data
<< uint32(0x534) << uint32(0x0); // 77 frostwolf hut h_a
7895 data
<< uint32(0x533) << uint32(0x0); // 78 frostwolf hut a_a
7896 data
<< uint32(0x530) << uint32(0x0); // 79 stormpike first aid h_a
7897 data
<< uint32(0x52f) << uint32(0x0); // 80 stormpike first aid h_c
7898 data
<< uint32(0x52d) << uint32(0x1); // 81 stormpike first aid a_c
7902 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_WS
)
7903 bg
->FillInitialWorldStates(data
);
7906 data
<< uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures
7907 data
<< uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures
7908 data
<< uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
7909 data
<< uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
7910 data
<< uint32(0x60b) << uint32(0x2); // 11 1547 unk
7911 data
<< uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?)
7912 data
<< uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7913 data
<< uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7917 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_AB
)
7918 bg
->FillInitialWorldStates(data
);
7921 data
<< uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance
7922 data
<< uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde
7923 data
<< uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST?
7924 data
<< uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide)
7925 data
<< uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
7926 data
<< uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide)
7927 data
<< uint32(0x6ee) << uint32(0x0); // 13 1774 farm color
7928 data
<< uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM?
7929 data
<< uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources
7930 data
<< uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources
7931 data
<< uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases
7932 data
<< uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases
7933 data
<< uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000)
7934 data
<< uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color
7935 data
<< uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide)
7936 data
<< uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs?
7937 data
<< uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs?
7938 data
<< uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
7939 data
<< uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
7940 data
<< uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide)
7941 data
<< uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color
7942 data
<< uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM?
7943 data
<< uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
7944 data
<< uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide)
7945 data
<< uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color
7946 data
<< uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled)
7947 data
<< uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled)
7948 data
<< uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled)
7949 data
<< uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled)
7950 data
<< uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled)
7951 data
<< uint32(0x745) << uint32(0x2); // 37 1861 unk
7952 data
<< uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800)
7956 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_EY
)
7957 bg
->FillInitialWorldStates(data
);
7960 data
<< uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases
7961 data
<< uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases
7962 data
<< uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict
7963 data
<< uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict
7964 data
<< uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict
7965 data
<< uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict
7966 data
<< uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict
7967 data
<< uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict
7968 data
<< uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start
7969 data
<< uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start
7970 data
<< uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control
7971 data
<< uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control
7972 data
<< uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
7973 data
<< uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control
7974 data
<< uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control
7975 data
<< uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
7976 data
<< uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control
7977 data
<< uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control
7978 data
<< uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no)
7979 data
<< uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control
7980 data
<< uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control
7981 data
<< uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
7982 data
<< uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
7983 data
<< uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
7984 data
<< uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
7985 data
<< uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources
7986 data
<< uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources
7987 data
<< uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant?
7988 data
<< uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
7989 data
<< uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
7990 data
<< uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
7991 data
<< uint32(0xc0d) << uint32(0x17b); // 38 3085 unk
7992 // and some more ... unknown
7995 case 3483: // Hellfire Peninsula
7996 data
<< uint32(0x9ba) << uint32(0x1); // 10
7997 data
<< uint32(0x9b9) << uint32(0x1); // 11
7998 data
<< uint32(0x9b5) << uint32(0x0); // 12
7999 data
<< uint32(0x9b4) << uint32(0x1); // 13
8000 data
<< uint32(0x9b3) << uint32(0x0); // 14
8001 data
<< uint32(0x9b2) << uint32(0x0); // 15
8002 data
<< uint32(0x9b1) << uint32(0x1); // 16
8003 data
<< uint32(0x9b0) << uint32(0x0); // 17
8004 data
<< uint32(0x9ae) << uint32(0x0); // 18 horde pvp objectives captured
8005 data
<< uint32(0x9ac) << uint32(0x0); // 19
8006 data
<< uint32(0x9a8) << uint32(0x0); // 20
8007 data
<< uint32(0x9a7) << uint32(0x0); // 21
8008 data
<< uint32(0x9a6) << uint32(0x1); // 22
8010 case 3519: // Terokkar Forest
8011 data
<< uint32(0xa41) << uint32(0x0); // 10
8012 data
<< uint32(0xa40) << uint32(0x14); // 11
8013 data
<< uint32(0xa3f) << uint32(0x0); // 12
8014 data
<< uint32(0xa3e) << uint32(0x0); // 13
8015 data
<< uint32(0xa3d) << uint32(0x5); // 14
8016 data
<< uint32(0xa3c) << uint32(0x0); // 15
8017 data
<< uint32(0xa87) << uint32(0x0); // 16
8018 data
<< uint32(0xa86) << uint32(0x0); // 17
8019 data
<< uint32(0xa85) << uint32(0x0); // 18
8020 data
<< uint32(0xa84) << uint32(0x0); // 19
8021 data
<< uint32(0xa83) << uint32(0x0); // 20
8022 data
<< uint32(0xa82) << uint32(0x0); // 21
8023 data
<< uint32(0xa81) << uint32(0x0); // 22
8024 data
<< uint32(0xa80) << uint32(0x0); // 23
8025 data
<< uint32(0xa7e) << uint32(0x0); // 24
8026 data
<< uint32(0xa7d) << uint32(0x0); // 25
8027 data
<< uint32(0xa7c) << uint32(0x0); // 26
8028 data
<< uint32(0xa7b) << uint32(0x0); // 27
8029 data
<< uint32(0xa7a) << uint32(0x0); // 28
8030 data
<< uint32(0xa79) << uint32(0x0); // 29
8031 data
<< uint32(0x9d0) << uint32(0x5); // 30
8032 data
<< uint32(0x9ce) << uint32(0x0); // 31
8033 data
<< uint32(0x9cd) << uint32(0x0); // 32
8034 data
<< uint32(0x9cc) << uint32(0x0); // 33
8035 data
<< uint32(0xa88) << uint32(0x0); // 34
8036 data
<< uint32(0xad0) << uint32(0x0); // 35
8037 data
<< uint32(0xacf) << uint32(0x1); // 36
8039 case 3521: // Zangarmarsh
8040 data
<< uint32(0x9e1) << uint32(0x0); // 10
8041 data
<< uint32(0x9e0) << uint32(0x0); // 11
8042 data
<< uint32(0x9df) << uint32(0x0); // 12
8043 data
<< uint32(0xa5d) << uint32(0x1); // 13
8044 data
<< uint32(0xa5c) << uint32(0x0); // 14
8045 data
<< uint32(0xa5b) << uint32(0x1); // 15
8046 data
<< uint32(0xa5a) << uint32(0x0); // 16
8047 data
<< uint32(0xa59) << uint32(0x1); // 17
8048 data
<< uint32(0xa58) << uint32(0x0); // 18
8049 data
<< uint32(0xa57) << uint32(0x0); // 19
8050 data
<< uint32(0xa56) << uint32(0x0); // 20
8051 data
<< uint32(0xa55) << uint32(0x1); // 21
8052 data
<< uint32(0xa54) << uint32(0x0); // 22
8053 data
<< uint32(0x9e7) << uint32(0x0); // 23
8054 data
<< uint32(0x9e6) << uint32(0x0); // 24
8055 data
<< uint32(0x9e5) << uint32(0x0); // 25
8056 data
<< uint32(0xa00) << uint32(0x0); // 26
8057 data
<< uint32(0x9ff) << uint32(0x1); // 27
8058 data
<< uint32(0x9fe) << uint32(0x0); // 28
8059 data
<< uint32(0x9fd) << uint32(0x0); // 29
8060 data
<< uint32(0x9fc) << uint32(0x1); // 30
8061 data
<< uint32(0x9fb) << uint32(0x0); // 31
8062 data
<< uint32(0xa62) << uint32(0x0); // 32
8063 data
<< uint32(0xa61) << uint32(0x1); // 33
8064 data
<< uint32(0xa60) << uint32(0x1); // 34
8065 data
<< uint32(0xa5f) << uint32(0x0); // 35
8067 case 3698: // Nagrand Arena
8068 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_NA
)
8069 bg
->FillInitialWorldStates(data
);
8072 data
<< uint32(0xa0f) << uint32(0x0); // 7
8073 data
<< uint32(0xa10) << uint32(0x0); // 8
8074 data
<< uint32(0xa11) << uint32(0x0); // 9 show
8077 case 3702: // Blade's Edge Arena
8078 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_BE
)
8079 bg
->FillInitialWorldStates(data
);
8082 data
<< uint32(0x9f0) << uint32(0x0); // 7 gold
8083 data
<< uint32(0x9f1) << uint32(0x0); // 8 green
8084 data
<< uint32(0x9f3) << uint32(0x0); // 9 show
8087 case 3968: // Ruins of Lordaeron
8088 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_RL
)
8089 bg
->FillInitialWorldStates(data
);
8092 data
<< uint32(0xbb8) << uint32(0x0); // 7 gold
8093 data
<< uint32(0xbb9) << uint32(0x0); // 8 green
8094 data
<< uint32(0xbba) << uint32(0x0); // 9 show
8097 case 3703: // Shattrath City
8100 data
<< uint32(0x914) << uint32(0x0); // 7
8101 data
<< uint32(0x913) << uint32(0x0); // 8
8102 data
<< uint32(0x912) << uint32(0x0); // 9
8103 data
<< uint32(0x915) << uint32(0x0); // 10
8106 GetSession()->SendPacket(&data
);
8109 uint32
Player::GetXPRestBonus(uint32 xp
)
8111 uint32 rested_bonus
= (uint32
)GetRestBonus(); // xp for each rested bonus
8113 if(rested_bonus
> xp
) // max rested_bonus == xp or (r+x) = 200% xp
8116 SetRestBonus( GetRestBonus() - rested_bonus
);
8118 sLog
.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp
+rested_bonus
,rested_bonus
,GetRestBonus());
8119 return rested_bonus
;
8122 void Player::SetBindPoint(uint64 guid
)
8124 WorldPacket
data(SMSG_BINDER_CONFIRM
, 8);
8125 data
<< uint64(guid
);
8126 GetSession()->SendPacket( &data
);
8129 void Player::SendTalentWipeConfirm(uint64 guid
)
8131 WorldPacket
data(MSG_TALENT_WIPE_CONFIRM
, (8+4));
8132 data
<< uint64(guid
);
8133 data
<< uint32(resetTalentsCost());
8134 GetSession()->SendPacket( &data
);
8137 void Player::SendPetSkillWipeConfirm()
8139 Pet
* pet
= GetPet();
8142 WorldPacket
data(SMSG_PET_UNLEARN_CONFIRM
, (8+4));
8143 data
<< pet
->GetGUID();
8144 data
<< uint32(pet
->resetTalentsCost());
8145 GetSession()->SendPacket( &data
);
8148 /*********************************************************/
8149 /*** STORAGE SYSTEM ***/
8150 /*********************************************************/
8152 void Player::SetVirtualItemSlot( uint8 i
, Item
* item
)
8157 if(!item
->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT
))
8159 uint32 charges
= item
->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
);
8163 item
->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
,charges
-1);
8164 else if(charges
<= 1)
8166 ApplyEnchantment(item
,TEMP_ENCHANTMENT_SLOT
,false);
8167 item
->ClearEnchantment(TEMP_ENCHANTMENT_SLOT
);
8172 void Player::SetSheath( SheathState sheathed
)
8176 case SHEATH_STATE_UNARMED
: // no prepared weapon
8177 SetVirtualItemSlot(0,NULL
);
8178 SetVirtualItemSlot(1,NULL
);
8179 SetVirtualItemSlot(2,NULL
);
8181 case SHEATH_STATE_MELEE
: // prepared melee weapon
8183 SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK
,true,true));
8184 SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK
,true,true));
8185 SetVirtualItemSlot(2,NULL
);
8187 case SHEATH_STATE_RANGED
: // prepared ranged weapon
8188 SetVirtualItemSlot(0,NULL
);
8189 SetVirtualItemSlot(1,NULL
);
8190 SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK
,true,true));
8193 SetVirtualItemSlot(0,NULL
);
8194 SetVirtualItemSlot(1,NULL
);
8195 SetVirtualItemSlot(2,NULL
);
8198 Unit::SetSheath(sheathed
); // this must visualize Sheath changing for other players...
8201 uint8
Player::FindEquipSlot( ItemPrototype
const* proto
, uint32 slot
, bool swap
) const
8203 uint8 pClass
= getClass();
8206 slots
[0] = NULL_SLOT
;
8207 slots
[1] = NULL_SLOT
;
8208 slots
[2] = NULL_SLOT
;
8209 slots
[3] = NULL_SLOT
;
8210 switch( proto
->InventoryType
)
8213 slots
[0] = EQUIPMENT_SLOT_HEAD
;
8216 slots
[0] = EQUIPMENT_SLOT_NECK
;
8218 case INVTYPE_SHOULDERS
:
8219 slots
[0] = EQUIPMENT_SLOT_SHOULDERS
;
8222 slots
[0] = EQUIPMENT_SLOT_BODY
;
8225 slots
[0] = EQUIPMENT_SLOT_CHEST
;
8228 slots
[0] = EQUIPMENT_SLOT_CHEST
;
8231 slots
[0] = EQUIPMENT_SLOT_WAIST
;
8234 slots
[0] = EQUIPMENT_SLOT_LEGS
;
8237 slots
[0] = EQUIPMENT_SLOT_FEET
;
8239 case INVTYPE_WRISTS
:
8240 slots
[0] = EQUIPMENT_SLOT_WRISTS
;
8243 slots
[0] = EQUIPMENT_SLOT_HANDS
;
8245 case INVTYPE_FINGER
:
8246 slots
[0] = EQUIPMENT_SLOT_FINGER1
;
8247 slots
[1] = EQUIPMENT_SLOT_FINGER2
;
8249 case INVTYPE_TRINKET
:
8250 slots
[0] = EQUIPMENT_SLOT_TRINKET1
;
8251 slots
[1] = EQUIPMENT_SLOT_TRINKET2
;
8254 slots
[0] = EQUIPMENT_SLOT_BACK
;
8256 case INVTYPE_WEAPON
:
8258 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8260 // suggest offhand slot only if know dual wielding
8261 // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
8263 slots
[1] = EQUIPMENT_SLOT_OFFHAND
;
8266 case INVTYPE_SHIELD
:
8267 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8269 case INVTYPE_RANGED
:
8270 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8272 case INVTYPE_2HWEAPON
:
8273 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8274 if (CanDualWield() && CanTitanGrip())
8275 slots
[1] = EQUIPMENT_SLOT_OFFHAND
;
8277 case INVTYPE_TABARD
:
8278 slots
[0] = EQUIPMENT_SLOT_TABARD
;
8280 case INVTYPE_WEAPONMAINHAND
:
8281 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8283 case INVTYPE_WEAPONOFFHAND
:
8284 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8286 case INVTYPE_HOLDABLE
:
8287 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8289 case INVTYPE_THROWN
:
8290 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8292 case INVTYPE_RANGEDRIGHT
:
8293 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8296 slots
[0] = INVENTORY_SLOT_BAG_START
+ 0;
8297 slots
[1] = INVENTORY_SLOT_BAG_START
+ 1;
8298 slots
[2] = INVENTORY_SLOT_BAG_START
+ 2;
8299 slots
[3] = INVENTORY_SLOT_BAG_START
+ 3;
8303 switch(proto
->SubClass
)
8305 case ITEM_SUBCLASS_ARMOR_LIBRAM
:
8306 if (pClass
== CLASS_PALADIN
)
8307 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8309 case ITEM_SUBCLASS_ARMOR_IDOL
:
8310 if (pClass
== CLASS_DRUID
)
8311 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8313 case ITEM_SUBCLASS_ARMOR_TOTEM
:
8314 if (pClass
== CLASS_SHAMAN
)
8315 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8317 case ITEM_SUBCLASS_ARMOR_MISC
:
8318 if (pClass
== CLASS_WARLOCK
)
8319 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8321 case ITEM_SUBCLASS_ARMOR_SIGIL
:
8322 if (pClass
== CLASS_DEATH_KNIGHT
)
8323 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8332 if( slot
!= NULL_SLOT
)
8334 if( swap
|| !GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
) )
8336 for (int i
= 0; i
< 4; ++i
)
8338 if ( slots
[i
] == slot
)
8345 // search free slot at first
8346 for (int i
= 0; i
< 4; ++i
)
8348 if ( slots
[i
] != NULL_SLOT
&& !GetItemByPos( INVENTORY_SLOT_BAG_0
, slots
[i
] ) )
8350 // in case 2hand equipped weapon (without titan grip) offhand slot empty but not free
8351 if(slots
[i
]!=EQUIPMENT_SLOT_OFFHAND
|| !IsTwoHandUsed())
8356 // if not found free and can swap return first appropriate from used
8357 for (int i
= 0; i
< 4; ++i
)
8359 if ( slots
[i
] != NULL_SLOT
&& swap
)
8368 uint8
Player::CanUnequipItems( uint32 item
, uint32 count
) const
8371 uint32 tempcount
= 0;
8373 uint8 res
= EQUIP_ERR_OK
;
8375 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8377 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8378 if( pItem
&& pItem
->GetEntry() == item
)
8380 uint8 ires
= CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
, false);
8381 if(ires
==EQUIP_ERR_OK
)
8383 tempcount
+= pItem
->GetCount();
8384 if( tempcount
>= count
)
8385 return EQUIP_ERR_OK
;
8391 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8393 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8394 if( pItem
&& pItem
->GetEntry() == item
)
8396 tempcount
+= pItem
->GetCount();
8397 if( tempcount
>= count
)
8398 return EQUIP_ERR_OK
;
8401 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8403 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8404 if( pItem
&& pItem
->GetEntry() == item
)
8406 tempcount
+= pItem
->GetCount();
8407 if( tempcount
>= count
)
8408 return EQUIP_ERR_OK
;
8412 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8414 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8417 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8419 pItem
= GetItemByPos( i
, j
);
8420 if( pItem
&& pItem
->GetEntry() == item
)
8422 tempcount
+= pItem
->GetCount();
8423 if( tempcount
>= count
)
8424 return EQUIP_ERR_OK
;
8430 // not found req. item count and have unequippable items
8434 uint32
Player::GetItemCount( uint32 item
, bool inBankAlso
, Item
* skipItem
) const
8437 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8439 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8440 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8441 count
+= pItem
->GetCount();
8443 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8445 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8446 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8447 count
+= pItem
->GetCount();
8449 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8451 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8453 count
+= pBag
->GetItemCount(item
,skipItem
);
8456 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8458 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8460 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8461 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8462 count
+= pItem
->GetGemCountWithID(item
);
8468 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; ++i
)
8470 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8471 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8472 count
+= pItem
->GetCount();
8474 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
8476 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8478 count
+= pBag
->GetItemCount(item
,skipItem
);
8481 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8483 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; ++i
)
8485 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8486 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8487 count
+= pItem
->GetGemCountWithID(item
);
8495 Item
* Player::GetItemByGuid( uint64 guid
) const
8497 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8499 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8500 if( pItem
&& pItem
->GetGUID() == guid
)
8503 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8505 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8506 if( pItem
&& pItem
->GetGUID() == guid
)
8510 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8512 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8515 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8517 Item
* pItem
= pBag
->GetItemByPos( j
);
8518 if( pItem
&& pItem
->GetGUID() == guid
)
8523 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
8525 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8528 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8530 Item
* pItem
= pBag
->GetItemByPos( j
);
8531 if( pItem
&& pItem
->GetGUID() == guid
)
8540 Item
* Player::GetItemByPos( uint16 pos
) const
8542 uint8 bag
= pos
>> 8;
8543 uint8 slot
= pos
& 255;
8544 return GetItemByPos( bag
, slot
);
8547 Item
* Player::GetItemByPos( uint8 bag
, uint8 slot
) const
8549 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< BANK_SLOT_BAG_END
|| (slot
>= KEYRING_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)) )
8550 return m_items
[slot
];
8551 else if ((bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8552 || (bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
) )
8554 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8556 return pBag
->GetItemByPos(slot
);
8561 Item
* Player::GetWeaponForAttack(WeaponAttackType attackType
, bool nonbroken
, bool useable
) const
8566 case BASE_ATTACK
: slot
= EQUIPMENT_SLOT_MAINHAND
; break;
8567 case OFF_ATTACK
: slot
= EQUIPMENT_SLOT_OFFHAND
; break;
8568 case RANGED_ATTACK
: slot
= EQUIPMENT_SLOT_RANGED
; break;
8569 default: return NULL
;
8572 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, slot
);
8573 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_WEAPON
)
8576 if (useable
&& !IsUseEquipedWeapon(attackType
==BASE_ATTACK
))
8579 if (nonbroken
&& item
->IsBroken())
8585 Item
* Player::GetShield(bool useable
) const
8587 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
8588 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_ARMOR
)
8594 if( item
->IsBroken())
8600 uint32
Player::GetAttackBySlot( uint8 slot
)
8604 case EQUIPMENT_SLOT_MAINHAND
: return BASE_ATTACK
;
8605 case EQUIPMENT_SLOT_OFFHAND
: return OFF_ATTACK
;
8606 case EQUIPMENT_SLOT_RANGED
: return RANGED_ATTACK
;
8607 default: return MAX_ATTACK
;
8611 bool Player::IsInventoryPos( uint8 bag
, uint8 slot
)
8613 if( bag
== INVENTORY_SLOT_BAG_0
&& slot
== NULL_SLOT
)
8615 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
) )
8617 if( bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8619 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= KEYRING_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
) )
8624 bool Player::IsEquipmentPos( uint8 bag
, uint8 slot
)
8626 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< EQUIPMENT_SLOT_END
) )
8628 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8633 bool Player::IsBankPos( uint8 bag
, uint8 slot
)
8635 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
) )
8637 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8639 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8644 bool Player::IsBagPos( uint16 pos
)
8646 uint8 bag
= pos
>> 8;
8647 uint8 slot
= pos
& 255;
8648 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8650 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8655 bool Player::IsValidPos( uint8 bag
, uint8 slot
, bool explicit_pos
)
8658 if(bag
== NULL_BAG
&& !explicit_pos
)
8661 if (bag
== INVENTORY_SLOT_BAG_0
)
8663 // any post selected
8664 if (slot
== NULL_SLOT
&& !explicit_pos
)
8668 if (slot
< EQUIPMENT_SLOT_END
)
8672 if (slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
)
8676 if (slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
)
8680 if (slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_END
)
8684 if (slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
)
8688 if (slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
8694 // bag content slots
8695 if (bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8697 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8701 // any post selected
8702 if (slot
== NULL_SLOT
&& !explicit_pos
)
8705 return slot
< pBag
->GetBagSize();
8708 // bank bag content slots
8709 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8711 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8715 // any post selected
8716 if (slot
== NULL_SLOT
&& !explicit_pos
)
8719 return slot
< pBag
->GetBagSize();
8727 bool Player::HasItemCount( uint32 item
, uint32 count
, bool inBankAlso
) const
8729 uint32 tempcount
= 0;
8730 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8732 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8733 if( pItem
&& pItem
->GetEntry() == item
)
8735 tempcount
+= pItem
->GetCount();
8736 if( tempcount
>= count
)
8740 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8742 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8743 if( pItem
&& pItem
->GetEntry() == item
)
8745 tempcount
+= pItem
->GetCount();
8746 if( tempcount
>= count
)
8750 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8752 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8754 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8756 Item
* pItem
= GetItemByPos( i
, j
);
8757 if( pItem
&& pItem
->GetEntry() == item
)
8759 tempcount
+= pItem
->GetCount();
8760 if( tempcount
>= count
)
8769 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; ++i
)
8771 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8772 if( pItem
&& pItem
->GetEntry() == item
)
8774 tempcount
+= pItem
->GetCount();
8775 if( tempcount
>= count
)
8779 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
8781 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8783 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8785 Item
* pItem
= GetItemByPos( i
, j
);
8786 if( pItem
&& pItem
->GetEntry() == item
)
8788 tempcount
+= pItem
->GetCount();
8789 if( tempcount
>= count
)
8800 bool Player::HasItemOrGemWithIdEquipped( uint32 item
, uint32 count
, uint8 except_slot
) const
8802 uint32 tempcount
= 0;
8803 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8805 if(i
==int(except_slot
))
8808 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8809 if( pItem
&& pItem
->GetEntry() == item
)
8811 tempcount
+= pItem
->GetCount();
8812 if( tempcount
>= count
)
8817 ItemPrototype
const *pProto
= ObjectMgr::GetItemPrototype(item
);
8818 if (pProto
&& pProto
->GemProperties
)
8820 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8822 if(i
==int(except_slot
))
8825 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8826 if( pItem
&& pItem
->GetProto()->Socket
[0].Color
)
8828 tempcount
+= pItem
->GetGemCountWithID(item
);
8829 if( tempcount
>= count
)
8838 bool Player::HasItemOrGemWithLimitCategoryEquipped( uint32 limitCategory
, uint32 count
, uint8 except_slot
) const
8840 uint32 tempcount
= 0;
8841 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8843 if(i
==int(except_slot
))
8846 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8850 ItemPrototype
const *pProto
= pItem
->GetProto();
8854 if (pProto
->ItemLimitCategory
== limitCategory
)
8856 tempcount
+= pItem
->GetCount();
8857 if( tempcount
>= count
)
8861 if( pProto
->Socket
[0].Color
)
8863 tempcount
+= pItem
->GetGemCountWithLimitCategory(limitCategory
);
8864 if( tempcount
>= count
)
8872 uint8
Player::_CanTakeMoreSimilarItems(uint32 entry
, uint32 count
, Item
* pItem
, uint32
* no_space_count
) const
8874 ItemPrototype
const *pProto
= ObjectMgr::GetItemPrototype(entry
);
8878 *no_space_count
= count
;
8879 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8883 if(pProto
->MaxCount
<= 0)
8884 return EQUIP_ERR_OK
;
8886 uint32 curcount
= GetItemCount(pProto
->ItemId
,true,pItem
);
8888 if (curcount
+ count
> uint32(pProto
->MaxCount
))
8891 *no_space_count
= count
+curcount
- pProto
->MaxCount
;
8892 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8895 return EQUIP_ERR_OK
;
8898 bool Player::HasItemTotemCategory( uint32 TotemCategory
) const
8901 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8903 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8904 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8907 for(uint8 i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8909 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8910 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8913 for(uint8 i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8915 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8917 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8919 pItem
= GetItemByPos( i
, j
);
8920 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8928 uint8
Player::_CanStoreItem_InSpecificSlot( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, ItemPrototype
const *pProto
, uint32
& count
, bool swap
, Item
* pSrcItem
) const
8930 Item
* pItem2
= GetItemByPos( bag
, slot
);
8932 // ignore move item (this slot will be empty at move)
8933 if (pItem2
==pSrcItem
)
8938 // empty specific slot - check item fit to slot
8939 if (!pItem2
|| swap
)
8941 if (bag
== INVENTORY_SLOT_BAG_0
)
8944 if (slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_START
+GetMaxKeyringSize() && !(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
))
8945 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8947 // currencytoken case
8948 if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
&& !(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
))
8949 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8952 if (slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
|| slot
>= PLAYER_SLOT_END
)
8953 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8957 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8959 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8961 ItemPrototype
const* pBagProto
= pBag
->GetProto();
8963 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8965 if (slot
>= pBagProto
->ContainerSlots
)
8966 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8968 if (!ItemCanGoIntoBag(pProto
,pBagProto
))
8969 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8972 // non empty stack with space
8973 need_space
= pProto
->GetMaxStackSize();
8975 // non empty slot, check item type
8979 if (pItem2
->GetEntry() != pProto
->ItemId
)
8980 return EQUIP_ERR_ITEM_CANT_STACK
;
8983 if (pItem2
->GetCount() >= pProto
->GetMaxStackSize())
8984 return EQUIP_ERR_ITEM_CANT_STACK
;
8986 // free stack space or infinity
8987 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
8990 if (need_space
> count
)
8993 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | slot
, need_space
);
8994 if (!newPosition
.isContainedIn(dest
))
8996 dest
.push_back(newPosition
);
8997 count
-= need_space
;
8999 return EQUIP_ERR_OK
;
9002 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
9004 // skip specific bag already processed in first called _CanStoreItem_InBag
9006 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
9008 // skip not existed bag or self targeted bag
9009 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
9010 if (!pBag
|| pBag
==pSrcItem
)
9011 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
9013 ItemPrototype
const* pBagProto
= pBag
->GetProto();
9015 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
9017 // specialized bag mode or non-specilized
9018 if (non_specialized
!= (pBagProto
->Class
== ITEM_CLASS_CONTAINER
&& pBagProto
->SubClass
== ITEM_SUBCLASS_CONTAINER
))
9019 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
9021 if (!ItemCanGoIntoBag(pProto
,pBagProto
))
9022 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
9024 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9026 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
9030 Item
* pItem2
= GetItemByPos( bag
, j
);
9032 // ignore move item (this slot will be empty at move)
9033 if (pItem2
== pSrcItem
)
9036 // if merge skip empty, if !merge skip non-empty
9037 if ((pItem2
!= NULL
) != merge
)
9042 if (pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->GetMaxStackSize())
9044 uint32 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
9045 if(need_space
> count
)
9048 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
9049 if (!newPosition
.isContainedIn(dest
))
9051 dest
.push_back(newPosition
);
9052 count
-= need_space
;
9055 return EQUIP_ERR_OK
;
9061 uint32 need_space
= pProto
->GetMaxStackSize();
9062 if (need_space
> count
)
9065 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
9066 if (!newPosition
.isContainedIn(dest
))
9068 dest
.push_back(newPosition
);
9069 count
-= need_space
;
9072 return EQUIP_ERR_OK
;
9076 return EQUIP_ERR_OK
;
9079 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
9081 for(uint32 j
= slot_begin
; j
< slot_end
; ++j
)
9083 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
9084 if (INVENTORY_SLOT_BAG_0
==skip_bag
&& j
==skip_slot
)
9087 Item
* pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, j
);
9089 // ignore move item (this slot will be empty at move)
9090 if (pItem2
==pSrcItem
)
9093 // if merge skip empty, if !merge skip non-empty
9094 if ((pItem2
!= NULL
) != merge
)
9099 if (pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->GetMaxStackSize())
9101 uint32 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
9102 if (need_space
> count
)
9104 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
9105 if (!newPosition
.isContainedIn(dest
))
9107 dest
.push_back(newPosition
);
9108 count
-= need_space
;
9111 return EQUIP_ERR_OK
;
9117 uint32 need_space
= pProto
->GetMaxStackSize();
9118 if (need_space
> count
)
9121 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
9122 if (!newPosition
.isContainedIn(dest
))
9124 dest
.push_back(newPosition
);
9125 count
-= need_space
;
9128 return EQUIP_ERR_OK
;
9132 return EQUIP_ERR_OK
;
9135 uint8
Player::_CanStoreItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, uint32 entry
, uint32 count
, Item
*pItem
, bool swap
, uint32
* no_space_count
) const
9137 sLog
.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, entry
, count
);
9139 ItemPrototype
const *pProto
= ObjectMgr::GetItemPrototype(entry
);
9143 *no_space_count
= count
;
9144 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
:EQUIP_ERR_ITEM_NOT_FOUND
;
9147 if (pItem
&& pItem
->IsBindedNotWith(this))
9150 *no_space_count
= count
;
9151 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9154 // check count of items (skip for auto move for same player from bank)
9155 uint32 no_similar_count
= 0; // can't store this amount similar items
9156 uint8 res
= _CanTakeMoreSimilarItems(entry
,count
,pItem
,&no_similar_count
);
9157 if (res
!=EQUIP_ERR_OK
)
9159 if (count
==no_similar_count
)
9162 *no_space_count
= no_similar_count
;
9165 count
-= no_similar_count
;
9169 if (bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
9171 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
9172 if (res
!=EQUIP_ERR_OK
)
9175 *no_space_count
= count
+ no_similar_count
;
9181 if (no_similar_count
==0)
9182 return EQUIP_ERR_OK
;
9185 *no_space_count
= count
+ no_similar_count
;
9186 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9190 // not specific slot or have space for partly store only in specific slot
9193 if (bag
!= NULL_BAG
)
9195 // search stack in bag for merge to
9196 if (pProto
->Stackable
!= 1)
9198 if (bag
== INVENTORY_SLOT_BAG_0
) // inventory
9200 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9201 if (res
!=EQUIP_ERR_OK
)
9204 *no_space_count
= count
+ no_similar_count
;
9210 if (no_similar_count
==0)
9211 return EQUIP_ERR_OK
;
9214 *no_space_count
= count
+ no_similar_count
;
9215 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9218 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9219 if (res
!=EQUIP_ERR_OK
)
9222 *no_space_count
= count
+ no_similar_count
;
9228 if (no_similar_count
==0)
9229 return EQUIP_ERR_OK
;
9232 *no_space_count
= count
+ no_similar_count
;
9233 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9236 else // equipped bag
9238 // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag
9239 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
9240 if (res
!=EQUIP_ERR_OK
)
9241 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
9243 if (res
!=EQUIP_ERR_OK
)
9246 *no_space_count
= count
+ no_similar_count
;
9252 if (no_similar_count
==0)
9253 return EQUIP_ERR_OK
;
9256 *no_space_count
= count
+ no_similar_count
;
9257 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9262 // search free slot in bag for place to
9263 if(bag
== INVENTORY_SLOT_BAG_0
) // inventory
9265 // search free slot - keyring case
9266 if (pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9268 uint32 keyringSize
= GetMaxKeyringSize();
9269 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9270 if (res
!=EQUIP_ERR_OK
)
9273 *no_space_count
= count
+ no_similar_count
;
9279 if (no_similar_count
==0)
9280 return EQUIP_ERR_OK
;
9283 *no_space_count
= count
+ no_similar_count
;
9284 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9287 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9288 if (res
!=EQUIP_ERR_OK
)
9291 *no_space_count
= count
+ no_similar_count
;
9297 if (no_similar_count
==0)
9298 return EQUIP_ERR_OK
;
9301 *no_space_count
= count
+ no_similar_count
;
9302 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9305 else if (pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
9307 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9308 if (res
!=EQUIP_ERR_OK
)
9311 *no_space_count
= count
+ no_similar_count
;
9317 if (no_similar_count
==0)
9318 return EQUIP_ERR_OK
;
9321 *no_space_count
= count
+ no_similar_count
;
9322 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9326 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9327 if (res
!=EQUIP_ERR_OK
)
9330 *no_space_count
= count
+ no_similar_count
;
9336 if (no_similar_count
==0)
9337 return EQUIP_ERR_OK
;
9340 *no_space_count
= count
+ no_similar_count
;
9341 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9344 else // equipped bag
9346 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,false,pItem
,NULL_BAG
,slot
);
9347 if (res
!=EQUIP_ERR_OK
)
9348 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,true,pItem
,NULL_BAG
,slot
);
9350 if (res
!=EQUIP_ERR_OK
)
9353 *no_space_count
= count
+ no_similar_count
;
9359 if (no_similar_count
==0)
9360 return EQUIP_ERR_OK
;
9363 *no_space_count
= count
+ no_similar_count
;
9364 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9369 // not specific bag or have space for partly store only in specific bag
9371 // search stack for merge to
9372 if (pProto
->Stackable
!= 1)
9374 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9375 if (res
!=EQUIP_ERR_OK
)
9378 *no_space_count
= count
+ no_similar_count
;
9384 if (no_similar_count
==0)
9385 return EQUIP_ERR_OK
;
9388 *no_space_count
= count
+ no_similar_count
;
9389 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9392 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9393 if (res
!=EQUIP_ERR_OK
)
9396 *no_space_count
= count
+ no_similar_count
;
9402 if (no_similar_count
==0)
9403 return EQUIP_ERR_OK
;
9406 *no_space_count
= count
+ no_similar_count
;
9407 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9410 if (pProto
->BagFamily
)
9412 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9414 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
9415 if (res
!=EQUIP_ERR_OK
)
9420 if (no_similar_count
==0)
9421 return EQUIP_ERR_OK
;
9424 *no_space_count
= count
+ no_similar_count
;
9425 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9430 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9432 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
9433 if (res
!=EQUIP_ERR_OK
)
9438 if (no_similar_count
==0)
9439 return EQUIP_ERR_OK
;
9442 *no_space_count
= count
+ no_similar_count
;
9443 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9448 // search free slot - special bag case
9449 if (pProto
->BagFamily
)
9451 if (pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9453 uint32 keyringSize
= GetMaxKeyringSize();
9454 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9455 if (res
!=EQUIP_ERR_OK
)
9458 *no_space_count
= count
+ no_similar_count
;
9464 if (no_similar_count
==0)
9465 return EQUIP_ERR_OK
;
9468 *no_space_count
= count
+ no_similar_count
;
9469 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9472 else if (pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
9474 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9475 if (res
!=EQUIP_ERR_OK
)
9478 *no_space_count
= count
+ no_similar_count
;
9484 if (no_similar_count
==0)
9485 return EQUIP_ERR_OK
;
9488 *no_space_count
= count
+ no_similar_count
;
9489 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9493 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9495 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
9496 if (res
!=EQUIP_ERR_OK
)
9501 if (no_similar_count
==0)
9502 return EQUIP_ERR_OK
;
9505 *no_space_count
= count
+ no_similar_count
;
9506 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9512 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9513 if (res
!=EQUIP_ERR_OK
)
9516 *no_space_count
= count
+ no_similar_count
;
9522 if (no_similar_count
==0)
9523 return EQUIP_ERR_OK
;
9526 *no_space_count
= count
+ no_similar_count
;
9527 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9530 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9532 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
9533 if (res
!=EQUIP_ERR_OK
)
9538 if (no_similar_count
==0)
9539 return EQUIP_ERR_OK
;
9542 *no_space_count
= count
+ no_similar_count
;
9543 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9548 *no_space_count
= count
+ no_similar_count
;
9550 return EQUIP_ERR_INVENTORY_FULL
;
9553 //////////////////////////////////////////////////////////////////////////
9554 uint8
Player::CanStoreItems( Item
**pItems
,int count
) const
9559 int inv_slot_items
[INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
];
9560 int inv_bags
[INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
][MAX_BAG_SIZE
];
9561 int inv_keys
[KEYRING_SLOT_END
-KEYRING_SLOT_START
];
9562 int inv_tokens
[CURRENCYTOKEN_SLOT_END
-CURRENCYTOKEN_SLOT_START
];
9564 memset(inv_slot_items
,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
));
9565 memset(inv_bags
,0,sizeof(int)*(INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
)*MAX_BAG_SIZE
);
9566 memset(inv_keys
,0,sizeof(int)*(KEYRING_SLOT_END
-KEYRING_SLOT_START
));
9567 memset(inv_tokens
,0,sizeof(int)*(CURRENCYTOKEN_SLOT_END
-CURRENCYTOKEN_SLOT_START
));
9569 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
9571 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9573 if (pItem2
&& !pItem2
->IsInTrade())
9575 inv_slot_items
[i
-INVENTORY_SLOT_ITEM_START
] = pItem2
->GetCount();
9579 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; ++i
)
9581 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9583 if (pItem2
&& !pItem2
->IsInTrade())
9585 inv_keys
[i
-KEYRING_SLOT_START
] = pItem2
->GetCount();
9589 for(int i
= CURRENCYTOKEN_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
9591 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9593 if (pItem2
&& !pItem2
->IsInTrade())
9595 inv_tokens
[i
-CURRENCYTOKEN_SLOT_START
] = pItem2
->GetCount();
9599 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9601 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
9603 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9605 pItem2
= GetItemByPos( i
, j
);
9606 if (pItem2
&& !pItem2
->IsInTrade())
9608 inv_bags
[i
-INVENTORY_SLOT_BAG_START
][j
] = pItem2
->GetCount();
9614 // check free space for all items
9615 for (int k
= 0; k
< count
; ++k
)
9617 Item
*pItem
= pItems
[k
];
9620 if (!pItem
) continue;
9622 sLog
.outDebug( "STORAGE: CanStoreItems %i. item = %u, count = %u", k
+1, pItem
->GetEntry(), pItem
->GetCount());
9623 ItemPrototype
const *pProto
= pItem
->GetProto();
9627 return EQUIP_ERR_ITEM_NOT_FOUND
;
9630 if(pItem
->IsBindedNotWith(this))
9631 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9634 ItemPrototype
const *pBagProto
;
9636 // item is 'one item only'
9637 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9638 if(res
!= EQUIP_ERR_OK
)
9641 // search stack for merge to
9642 if( pProto
->Stackable
!= 1 )
9644 bool b_found
= false;
9646 for(int t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_END
; ++t
)
9648 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9649 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_keys
[t
-KEYRING_SLOT_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9651 inv_keys
[t
-KEYRING_SLOT_START
] += pItem
->GetCount();
9656 if (b_found
) continue;
9658 for(int t
= CURRENCYTOKEN_SLOT_START
; t
< CURRENCYTOKEN_SLOT_END
; ++t
)
9660 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9661 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9663 inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] += pItem
->GetCount();
9668 if (b_found
) continue;
9670 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; ++t
)
9672 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9673 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9675 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] += pItem
->GetCount();
9680 if (b_found
) continue;
9682 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; ++t
)
9684 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9687 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9689 pItem2
= GetItemByPos( t
, j
);
9690 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9692 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] += pItem
->GetCount();
9699 if (b_found
) continue;
9703 if( pProto
->BagFamily
)
9705 bool b_found
= false;
9706 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9708 uint32 keyringSize
= GetMaxKeyringSize();
9709 for(uint32 t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_START
+keyringSize
; ++t
)
9711 if( inv_keys
[t
-KEYRING_SLOT_START
] == 0 )
9713 inv_keys
[t
-KEYRING_SLOT_START
] = 1;
9720 if (b_found
) continue;
9722 if(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
9724 for(uint32 t
= CURRENCYTOKEN_SLOT_START
; t
< CURRENCYTOKEN_SLOT_END
; ++t
)
9726 if( inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] == 0 )
9728 inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] = 1;
9735 if (b_found
) continue;
9737 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; ++t
)
9739 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9742 pBagProto
= pBag
->GetProto();
9744 // not plain container check
9745 if( pBagProto
&& (pBagProto
->Class
!= ITEM_CLASS_CONTAINER
|| pBagProto
->SubClass
!= ITEM_SUBCLASS_CONTAINER
) &&
9746 ItemCanGoIntoBag(pProto
,pBagProto
) )
9748 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9750 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9752 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9760 if (b_found
) continue;
9764 bool b_found
= false;
9765 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; ++t
)
9767 if( inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] == 0 )
9769 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] = 1;
9774 if (b_found
) continue;
9776 // search free slot in bags
9777 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; ++t
)
9779 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9782 pBagProto
= pBag
->GetProto();
9784 // special bag already checked
9785 if( pBagProto
&& (pBagProto
->Class
!= ITEM_CLASS_CONTAINER
|| pBagProto
->SubClass
!= ITEM_SUBCLASS_CONTAINER
))
9788 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9790 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9792 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9800 // no free slot found?
9802 return EQUIP_ERR_INVENTORY_FULL
;
9805 return EQUIP_ERR_OK
;
9808 //////////////////////////////////////////////////////////////////////////
9809 uint8
Player::CanEquipNewItem( uint8 slot
, uint16
&dest
, uint32 item
, bool swap
) const
9812 Item
*pItem
= Item::CreateItem( item
, 1, this );
9815 uint8 result
= CanEquipItem(slot
, dest
, pItem
, swap
);
9820 return EQUIP_ERR_ITEM_NOT_FOUND
;
9823 uint8
Player::CanEquipItem( uint8 slot
, uint16
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
9828 sLog
.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot
, pItem
->GetEntry(), pItem
->GetCount());
9829 ItemPrototype
const *pProto
= pItem
->GetProto();
9832 if(pItem
->IsBindedNotWith(this))
9833 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9835 // check count of items (skip for auto move for same player from bank)
9836 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9837 if(res
!= EQUIP_ERR_OK
)
9840 // check this only in game
9843 // May be here should be more stronger checks; STUNNED checked
9844 // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
9845 if (hasUnitState(UNIT_STAT_STUNNED
))
9846 return EQUIP_ERR_YOU_ARE_STUNNED
;
9848 // do not allow equipping gear except weapons, offhands, projectiles, relics in
9850 // - in-progress arenas
9851 if( !pProto
->CanChangeEquipStateInCombat() )
9854 return EQUIP_ERR_NOT_IN_COMBAT
;
9856 if(BattleGround
* bg
= GetBattleGround())
9857 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
9858 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
9861 if(isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
!= 0)
9862 return EQUIP_ERR_CANT_DO_RIGHT_NOW
; // maybe exist better err
9864 if(IsNonMeleeSpellCasted(false))
9865 return EQUIP_ERR_CANT_DO_RIGHT_NOW
;
9868 ScalingStatDistributionEntry
const *ssd
= pProto
->ScalingStatDistribution
? sScalingStatDistributionStore
.LookupEntry(pProto
->ScalingStatDistribution
) : 0;
9869 // check allowed level (extend range to upper values if MaxLevel more or equal max player level, this let GM set high level with 1...max range items)
9870 if (ssd
&& ssd
->MaxLevel
< DEFAULT_MAX_LEVEL
&& ssd
->MaxLevel
< getLevel())
9871 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9873 uint8 eslot
= FindEquipSlot( pProto
, slot
, swap
);
9874 if (eslot
== NULL_SLOT
)
9875 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9877 uint8 msg
= CanUseItem(pItem
, not_loading
);
9878 if (msg
!= EQUIP_ERR_OK
)
9880 if (!swap
&& GetItemByPos(INVENTORY_SLOT_BAG_0
, eslot
))
9881 return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE
;
9883 // if swap ignore item (equipped also)
9884 if (uint8 res2
= CanEquipUniqueItem(pItem
, swap
? eslot
: NULL_SLOT
))
9887 // check unique-equipped special item classes
9888 if (pProto
->Class
== ITEM_CLASS_QUIVER
)
9890 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9892 if (Item
* pBag
= GetItemByPos(INVENTORY_SLOT_BAG_0
, i
))
9896 if (ItemPrototype
const* pBagProto
= pBag
->GetProto())
9898 if (pBagProto
->Class
==pProto
->Class
&& (!swap
|| pBag
->GetSlot() != eslot
))
9899 return (pBagProto
->SubClass
== ITEM_SUBCLASS_AMMO_POUCH
)
9900 ? EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH
9901 : EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER
;
9908 uint32 type
= pProto
->InventoryType
;
9910 if (eslot
== EQUIPMENT_SLOT_OFFHAND
)
9912 if (type
== INVTYPE_WEAPON
|| type
== INVTYPE_WEAPONOFFHAND
)
9914 if (!CanDualWield())
9915 return EQUIP_ERR_CANT_DUAL_WIELD
;
9917 else if (type
== INVTYPE_2HWEAPON
)
9919 if (!CanDualWield() || !CanTitanGrip())
9920 return EQUIP_ERR_CANT_DUAL_WIELD
;
9923 if (IsTwoHandUsed())
9924 return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED
;
9927 // equip two-hand weapon case (with possible unequip 2 items)
9928 if (type
== INVTYPE_2HWEAPON
)
9930 if (eslot
== EQUIPMENT_SLOT_OFFHAND
)
9932 if (!CanTitanGrip())
9933 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9935 else if (eslot
!= EQUIPMENT_SLOT_MAINHAND
)
9936 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9938 if (!CanTitanGrip())
9940 // offhand item must can be stored in inventory for offhand item and it also must be unequipped
9941 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
9942 ItemPosCountVec off_dest
;
9943 if (offItem
&& (!not_loading
||
9944 CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0
) << 8 | EQUIPMENT_SLOT_OFFHAND
,false) != EQUIP_ERR_OK
||
9945 CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false ) != EQUIP_ERR_OK
))
9946 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_INVENTORY_FULL
;
9949 dest
= ((INVENTORY_SLOT_BAG_0
<< 8) | eslot
);
9950 return EQUIP_ERR_OK
;
9954 return !swap
? EQUIP_ERR_ITEM_NOT_FOUND
: EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
;
9957 uint8
Player::CanUnequipItem( uint16 pos
, bool swap
) const
9959 // Applied only to equipped items and bank bags
9960 if(!IsEquipmentPos(pos
) && !IsBagPos(pos
))
9961 return EQUIP_ERR_OK
;
9963 Item
* pItem
= GetItemByPos(pos
);
9965 // Applied only to existed equipped item
9967 return EQUIP_ERR_OK
;
9969 sLog
.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos
, pItem
->GetEntry(), pItem
->GetCount());
9971 ItemPrototype
const *pProto
= pItem
->GetProto();
9973 return EQUIP_ERR_ITEM_NOT_FOUND
;
9975 // do not allow unequipping gear except weapons, offhands, projectiles, relics in
9977 // - in-progress arenas
9978 if( !pProto
->CanChangeEquipStateInCombat() )
9981 return EQUIP_ERR_NOT_IN_COMBAT
;
9983 if(BattleGround
* bg
= GetBattleGround())
9984 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
9985 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
9988 if(!swap
&& pItem
->IsBag() && !((Bag
*)pItem
)->IsEmpty())
9989 return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS
;
9991 return EQUIP_ERR_OK
;
9994 uint8
Player::CanBankItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
9997 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
9999 if (pItem
->m_lootGenerated
)
10000 return EQUIP_ERR_ITEM_LOCKED
;
10002 uint32 count
= pItem
->GetCount();
10004 sLog
.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), pItem
->GetCount());
10005 ItemPrototype
const *pProto
= pItem
->GetProto();
10007 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
10009 if (pItem
->IsBindedNotWith(this))
10010 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
10012 // check count of items (skip for auto move for same player from bank)
10013 uint8 res
= CanTakeMoreSimilarItems(pItem
);
10014 if (res
!= EQUIP_ERR_OK
)
10017 // in specific slot
10018 if (bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
10020 if (slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
10022 if (!pItem
->IsBag())
10023 return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
;
10025 if (slot
- BANK_SLOT_BAG_START
>= GetBankBagSlotCount())
10026 return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT
;
10028 if (uint8 cantuse
= CanUseItem( pItem
, not_loading
) != EQUIP_ERR_OK
)
10032 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
10033 if (res
!=EQUIP_ERR_OK
)
10037 return EQUIP_ERR_OK
;
10040 // not specific slot or have space for partly store only in specific slot
10043 if( bag
!= NULL_BAG
)
10045 if( pProto
->InventoryType
== INVTYPE_BAG
)
10047 Bag
*pBag
= (Bag
*)pItem
;
10048 if( pBag
&& !pBag
->IsEmpty() )
10049 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
;
10052 // search stack in bag for merge to
10053 if( pProto
->Stackable
!= 1 )
10055 if( bag
== INVENTORY_SLOT_BAG_0
)
10057 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
10058 if(res
!=EQUIP_ERR_OK
)
10062 return EQUIP_ERR_OK
;
10066 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
10067 if(res
!=EQUIP_ERR_OK
)
10068 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
10070 if(res
!=EQUIP_ERR_OK
)
10074 return EQUIP_ERR_OK
;
10078 // search free slot in bag
10079 if( bag
== INVENTORY_SLOT_BAG_0
)
10081 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
10082 if(res
!=EQUIP_ERR_OK
)
10086 return EQUIP_ERR_OK
;
10090 res
= _CanStoreItem_InBag(bag
, dest
, pProto
, count
, false, false, pItem
, NULL_BAG
, slot
);
10091 if(res
!= EQUIP_ERR_OK
)
10092 res
= _CanStoreItem_InBag(bag
, dest
, pProto
, count
, false, true, pItem
, NULL_BAG
, slot
);
10094 if(res
!= EQUIP_ERR_OK
)
10098 return EQUIP_ERR_OK
;
10102 // not specific bag or have space for partly store only in specific bag
10104 // search stack for merge to
10105 if( pProto
->Stackable
!= 1 )
10108 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
10109 if(res
!= EQUIP_ERR_OK
)
10113 return EQUIP_ERR_OK
;
10116 if( pProto
->BagFamily
)
10118 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
10120 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
10121 if(res
!=EQUIP_ERR_OK
)
10125 return EQUIP_ERR_OK
;
10129 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
10131 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
10132 if(res
!=EQUIP_ERR_OK
)
10136 return EQUIP_ERR_OK
;
10140 // search free place in special bag
10141 if( pProto
->BagFamily
)
10143 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
10145 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
10146 if(res
!=EQUIP_ERR_OK
)
10150 return EQUIP_ERR_OK
;
10154 // search free space
10155 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
10156 if(res
!=EQUIP_ERR_OK
)
10160 return EQUIP_ERR_OK
;
10162 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
10164 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
10165 if(res
!=EQUIP_ERR_OK
)
10169 return EQUIP_ERR_OK
;
10171 return EQUIP_ERR_BANK_FULL
;
10174 uint8
Player::CanUseItem( Item
*pItem
, bool not_loading
) const
10178 sLog
.outDebug( "STORAGE: CanUseItem item = %u", pItem
->GetEntry());
10180 if (!isAlive() && not_loading
)
10181 return EQUIP_ERR_YOU_ARE_DEAD
;
10184 // return EQUIP_ERR_YOU_ARE_STUNNED;
10186 ItemPrototype
const *pProto
= pItem
->GetProto();
10189 if (pItem
->IsBindedNotWith(this))
10190 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
10192 if ((pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0)
10193 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
10195 if (uint32 item_use_skill
= pItem
->GetSkill())
10197 if (GetSkillValue(item_use_skill
) == 0)
10199 // armor items with scaling stats can downgrade armor skill reqs if related class can learn armor use at some level
10200 if (pProto
->Class
!= ITEM_CLASS_ARMOR
)
10201 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10203 ScalingStatDistributionEntry
const *ssd
= pProto
->ScalingStatDistribution
? sScalingStatDistributionStore
.LookupEntry(pProto
->ScalingStatDistribution
) : NULL
;
10205 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10207 bool allowScaleSkill
= false;
10208 for (uint32 i
= 0; i
< sSkillLineAbilityStore
.GetNumRows(); ++i
)
10210 SkillLineAbilityEntry
const *skillInfo
= sSkillLineAbilityStore
.LookupEntry(i
);
10214 if (skillInfo
->skillId
!= item_use_skill
)
10218 if (skillInfo
->classmask
&& (skillInfo
->classmask
& getClassMask()) == 0)
10221 if (skillInfo
->racemask
&& (skillInfo
->racemask
& getRaceMask()) == 0)
10224 allowScaleSkill
= true;
10228 if (!allowScaleSkill
)
10229 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10233 if (pProto
->RequiredSkill
!= 0)
10235 if (GetSkillValue( pProto
->RequiredSkill
) == 0)
10236 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10238 if (GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
10239 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL
;
10242 if (pProto
->RequiredSpell
!= 0 && !HasSpell(pProto
->RequiredSpell
))
10243 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10245 if (pProto
->RequiredReputationFaction
&& uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
10246 return EQUIP_ERR_CANT_EQUIP_REPUTATION
;
10248 if (getLevel() < pProto
->RequiredLevel
)
10249 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
10251 return EQUIP_ERR_OK
;
10254 return EQUIP_ERR_ITEM_NOT_FOUND
;
10257 bool Player::CanUseItem( ItemPrototype
const *pProto
)
10259 // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
10263 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
10265 if( pProto
->RequiredSkill
!= 0 )
10267 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
10269 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
10272 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
10274 if( getLevel() < pProto
->RequiredLevel
)
10281 uint8
Player::CanUseAmmo( uint32 item
) const
10283 sLog
.outDebug( "STORAGE: CanUseAmmo item = %u", item
);
10285 return EQUIP_ERR_YOU_ARE_DEAD
;
10286 //if( isStunned() )
10287 // return EQUIP_ERR_YOU_ARE_STUNNED;
10288 ItemPrototype
const *pProto
= ObjectMgr::GetItemPrototype( item
);
10291 if( pProto
->InventoryType
!= INVTYPE_AMMO
)
10292 return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE
;
10293 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
10294 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
10295 if( pProto
->RequiredSkill
!= 0 )
10297 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
10298 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10299 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
10300 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL
;
10302 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
10303 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10304 /*if( GetReputationMgr().GetReputation() < pProto->RequiredReputation )
10305 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
10307 if( getLevel() < pProto
->RequiredLevel
)
10308 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
10310 // Requires No Ammo
10311 if(GetDummyAura(46699))
10312 return EQUIP_ERR_BAG_FULL6
;
10314 return EQUIP_ERR_OK
;
10316 return EQUIP_ERR_ITEM_NOT_FOUND
;
10319 void Player::SetAmmo( uint32 item
)
10325 if( GetUInt32Value(PLAYER_AMMO_ID
) == item
)
10331 uint8 msg
= CanUseAmmo( item
);
10332 if( msg
!= EQUIP_ERR_OK
)
10334 SendEquipError( msg
, NULL
, NULL
);
10339 SetUInt32Value(PLAYER_AMMO_ID
, item
);
10341 _ApplyAmmoBonuses();
10344 void Player::RemoveAmmo()
10346 SetUInt32Value(PLAYER_AMMO_ID
, 0);
10350 if(CanModifyStats())
10351 UpdateDamagePhysical(RANGED_ATTACK
);
10354 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10355 Item
* Player::StoreNewItem( ItemPosCountVec
const& dest
, uint32 item
, bool update
,int32 randomPropertyId
)
10358 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); ++itr
)
10359 count
+= itr
->count
;
10361 Item
*pItem
= Item::CreateItem( item
, count
, this );
10364 ItemAddedQuestCheck( item
, count
);
10365 if(randomPropertyId
)
10366 pItem
->SetItemRandomProperties(randomPropertyId
);
10367 pItem
= StoreItem( dest
, pItem
, update
);
10372 Item
* Player::StoreItem( ItemPosCountVec
const& dest
, Item
* pItem
, bool update
)
10377 Item
* lastItem
= pItem
;
10378 uint32 entry
= pItem
->GetEntry();
10379 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); )
10381 uint16 pos
= itr
->pos
;
10382 uint32 count
= itr
->count
;
10386 if(itr
== dest
.end())
10388 lastItem
= _StoreItem(pos
,pItem
,count
,false,update
);
10392 lastItem
= _StoreItem(pos
,pItem
,count
,true,update
);
10394 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM
, entry
);
10398 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10399 Item
* Player::_StoreItem( uint16 pos
, Item
*pItem
, uint32 count
, bool clone
, bool update
)
10404 uint8 bag
= pos
>> 8;
10405 uint8 slot
= pos
& 255;
10407 sLog
.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), count
);
10409 Item
*pItem2
= GetItemByPos( bag
, slot
);
10414 pItem
= pItem
->CloneItem(count
, this);
10416 pItem
->SetCount(count
);
10421 if (pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
10422 pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
10423 (pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
)))
10424 pItem
->SetBinding( true );
10426 if (bag
== INVENTORY_SLOT_BAG_0
)
10428 m_items
[slot
] = pItem
;
10429 SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), pItem
->GetGUID() );
10430 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
10431 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
10433 pItem
->SetSlot( slot
);
10434 pItem
->SetContainer( NULL
);
10436 // need update known currency
10437 if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)
10438 UpdateKnownCurrencies(pItem
->GetEntry(), true);
10440 if (IsInWorld() && update
)
10442 pItem
->AddToWorld();
10443 pItem
->SendCreateUpdateToPlayer( this );
10446 pItem
->SetState(ITEM_CHANGED
, this);
10448 else if (Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
))
10450 pBag
->StoreItem( slot
, pItem
, update
);
10451 if( IsInWorld() && update
)
10453 pItem
->AddToWorld();
10454 pItem
->SendCreateUpdateToPlayer( this );
10456 pItem
->SetState(ITEM_CHANGED
, this);
10457 pBag
->SetState(ITEM_CHANGED
, this);
10460 AddEnchantmentDurations(pItem
);
10461 AddItemDurations(pItem
);
10467 if (pItem2
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
10468 pItem2
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
10469 (pItem2
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
)))
10470 pItem2
->SetBinding( true );
10472 pItem2
->SetCount( pItem2
->GetCount() + count
);
10473 if (IsInWorld() && update
)
10474 pItem2
->SendCreateUpdateToPlayer( this );
10478 // delete item (it not in any slot currently)
10479 if (IsInWorld() && update
)
10481 pItem
->RemoveFromWorld();
10482 pItem
->DestroyForPlayer( this );
10485 RemoveEnchantmentDurations(pItem
);
10486 RemoveItemDurations(pItem
);
10488 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10489 pItem
->SetState(ITEM_REMOVED
, this);
10492 // AddItemDurations(pItem2); - pItem2 already have duration listed for player
10493 AddEnchantmentDurations(pItem2
);
10495 pItem2
->SetState(ITEM_CHANGED
, this);
10501 Item
* Player::EquipNewItem( uint16 pos
, uint32 item
, bool update
)
10503 if (Item
*pItem
= Item::CreateItem( item
, 1, this ))
10505 ItemAddedQuestCheck( item
, 1 );
10506 return EquipItem( pos
, pItem
, update
);
10512 Item
* Player::EquipItem( uint16 pos
, Item
*pItem
, bool update
)
10514 AddEnchantmentDurations(pItem
);
10515 AddItemDurations(pItem
);
10517 uint8 bag
= pos
>> 8;
10518 uint8 slot
= pos
& 255;
10520 Item
*pItem2
= GetItemByPos( bag
, slot
);
10524 VisualizeItem( slot
, pItem
);
10528 ItemPrototype
const *pProto
= pItem
->GetProto();
10530 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10531 if(pProto
&& pProto
->ItemSet
)
10532 AddItemsSetItem(this, pItem
);
10534 _ApplyItemMods(pItem
, slot
, true);
10536 if(pProto
&& isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
== 0)
10538 uint32 cooldownSpell
= SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s
;
10540 if (getClass() == CLASS_ROGUE
)
10541 cooldownSpell
= SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_0s
;
10543 SpellEntry
const* spellProto
= sSpellStore
.LookupEntry(cooldownSpell
);
10546 sLog
.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell
);
10549 m_weaponChangeTimer
= spellProto
->StartRecoveryTime
;
10551 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+4);
10552 data
<< uint64(GetGUID());
10554 data
<< uint32(cooldownSpell
);
10556 GetSession()->SendPacket(&data
);
10561 if( IsInWorld() && update
)
10563 pItem
->AddToWorld();
10564 pItem
->SendCreateUpdateToPlayer( this );
10567 ApplyEquipCooldown(pItem
);
10569 if( slot
== EQUIPMENT_SLOT_MAINHAND
)
10571 UpdateExpertise(BASE_ATTACK
);
10572 UpdateArmorPenetration();
10574 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10576 UpdateExpertise(OFF_ATTACK
);
10577 UpdateArmorPenetration();
10582 pItem2
->SetCount( pItem2
->GetCount() + pItem
->GetCount() );
10583 if( IsInWorld() && update
)
10584 pItem2
->SendCreateUpdateToPlayer( this );
10586 // delete item (it not in any slot currently)
10587 //pItem->DeleteFromDB();
10588 if( IsInWorld() && update
)
10590 pItem
->RemoveFromWorld();
10591 pItem
->DestroyForPlayer( this );
10594 RemoveEnchantmentDurations(pItem
);
10595 RemoveItemDurations(pItem
);
10597 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10598 pItem
->SetState(ITEM_REMOVED
, this);
10599 pItem2
->SetState(ITEM_CHANGED
, this);
10601 ApplyEquipCooldown(pItem2
);
10606 // only for full equip instead adding to stack
10607 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM
, pItem
->GetEntry());
10612 void Player::QuickEquipItem( uint16 pos
, Item
*pItem
)
10616 AddEnchantmentDurations(pItem
);
10617 AddItemDurations(pItem
);
10619 uint8 slot
= pos
& 255;
10620 VisualizeItem( slot
, pItem
);
10624 pItem
->AddToWorld();
10625 pItem
->SendCreateUpdateToPlayer( this );
10628 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM
, pItem
->GetEntry());
10632 void Player::SetVisibleItemSlot(uint8 slot
, Item
*pItem
)
10636 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID
+ (slot
* 2), pItem
->GetEntry());
10637 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (slot
* 2), 0, pItem
->GetEnchantmentId(PERM_ENCHANTMENT_SLOT
));
10638 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (slot
* 2), 1, pItem
->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT
));
10642 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID
+ (slot
* 2), 0);
10643 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (slot
* 2), 0);
10647 void Player::VisualizeItem( uint8 slot
, Item
*pItem
)
10652 // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
10653 if( pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
|| pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
|| pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
)
10654 pItem
->SetBinding( true );
10656 sLog
.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot
, pItem
->GetEntry());
10658 m_items
[slot
] = pItem
;
10659 SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), pItem
->GetGUID() );
10660 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
10661 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
10662 pItem
->SetSlot( slot
);
10663 pItem
->SetContainer( NULL
);
10665 if( slot
< EQUIPMENT_SLOT_END
)
10666 SetVisibleItemSlot(slot
, pItem
);
10668 pItem
->SetState(ITEM_CHANGED
, this);
10671 void Player::RemoveItem( uint8 bag
, uint8 slot
, bool update
)
10673 // note: removeitem does not actually change the item
10674 // it only takes the item out of storage temporarily
10675 // note2: if removeitem is to be used for delinking
10676 // the item must be removed from the player's updatequeue
10678 Item
*pItem
= GetItemByPos( bag
, slot
);
10681 sLog
.outDebug( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10683 RemoveEnchantmentDurations(pItem
);
10684 RemoveItemDurations(pItem
);
10686 if( bag
== INVENTORY_SLOT_BAG_0
)
10688 if ( slot
< INVENTORY_SLOT_BAG_END
)
10690 ItemPrototype
const *pProto
= pItem
->GetProto();
10691 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10693 if(pProto
&& pProto
->ItemSet
)
10694 RemoveItemsSetItem(this, pProto
);
10696 _ApplyItemMods(pItem
, slot
, false);
10698 // remove item dependent auras and casts (only weapon and armor slots)
10699 if(slot
< EQUIPMENT_SLOT_END
)
10701 RemoveItemDependentAurasAndCasts(pItem
);
10703 // remove held enchantments, update expertise
10704 if ( slot
== EQUIPMENT_SLOT_MAINHAND
)
10706 if (pItem
->GetItemSuffixFactor())
10708 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3
);
10709 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4
);
10713 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0
);
10714 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1
);
10717 UpdateExpertise(BASE_ATTACK
);
10718 UpdateArmorPenetration();
10720 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10722 UpdateExpertise(OFF_ATTACK
);
10723 UpdateArmorPenetration();
10727 // need update known currency
10728 else if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)
10729 UpdateKnownCurrencies(pItem
->GetEntry(), false);
10731 m_items
[slot
] = NULL
;
10732 SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), 0);
10734 if ( slot
< EQUIPMENT_SLOT_END
)
10735 SetVisibleItemSlot(slot
, NULL
);
10739 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
10741 pBag
->RemoveItem(slot
, update
);
10743 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10744 // pItem->SetUInt64Value( ITEM_FIELD_OWNER, 0 ); not clear owner at remove (it will be set at store). This used in mail and auction code
10745 pItem
->SetSlot( NULL_SLOT
);
10746 if( IsInWorld() && update
)
10747 pItem
->SendCreateUpdateToPlayer( this );
10751 // Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
10752 void Player::MoveItemFromInventory(uint8 bag
, uint8 slot
, bool update
)
10754 if(Item
* it
= GetItemByPos(bag
,slot
))
10756 ItemRemovedQuestCheck(it
->GetEntry(), it
->GetCount());
10757 RemoveItem(bag
, slot
, update
);
10758 it
->RemoveFromUpdateQueueOf(this);
10759 if(it
->IsInWorld())
10761 it
->RemoveFromWorld();
10762 it
->DestroyForPlayer( this );
10767 // Common operation need to add item from inventory without delete in trade, guild bank, mail....
10768 void Player::MoveItemToInventory(ItemPosCountVec
const& dest
, Item
* pItem
, bool update
, bool in_characterInventoryDB
)
10770 // update quest counters
10771 ItemAddedQuestCheck(pItem
->GetEntry(), pItem
->GetCount());
10774 Item
* pLastItem
= StoreItem(dest
, pItem
, update
);
10776 // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way)
10777 if(pLastItem
== pItem
)
10779 // update owner for last item (this can be original item with wrong owner
10780 if(pLastItem
->GetOwnerGUID() != GetGUID())
10781 pLastItem
->SetOwnerGUID(GetGUID());
10783 // if this original item then it need create record in inventory
10784 // in case trade we already have item in other player inventory
10785 pLastItem
->SetState(in_characterInventoryDB
? ITEM_CHANGED
: ITEM_NEW
, this);
10789 void Player::DestroyItem( uint8 bag
, uint8 slot
, bool update
)
10791 Item
*pItem
= GetItemByPos( bag
, slot
);
10794 sLog
.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10796 // start from destroy contained items (only equipped bag can have its)
10797 if (pItem
->IsBag() && pItem
->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot
10799 for (int i
= 0; i
< MAX_BAG_SIZE
; ++i
)
10800 DestroyItem(slot
, i
, update
);
10803 if(pItem
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_WRAPPED
))
10804 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem
->GetGUIDLow());
10806 RemoveEnchantmentDurations(pItem
);
10807 RemoveItemDurations(pItem
);
10809 ItemRemovedQuestCheck( pItem
->GetEntry(), pItem
->GetCount() );
10811 if( bag
== INVENTORY_SLOT_BAG_0
)
10813 SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), 0);
10815 // equipment and equipped bags can have applied bonuses
10816 if ( slot
< INVENTORY_SLOT_BAG_END
)
10818 ItemPrototype
const *pProto
= pItem
->GetProto();
10820 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10821 if(pProto
&& pProto
->ItemSet
)
10822 RemoveItemsSetItem(this, pProto
);
10824 _ApplyItemMods(pItem
, slot
, false);
10827 if ( slot
< EQUIPMENT_SLOT_END
)
10829 // remove item dependent auras and casts (only weapon and armor slots)
10830 RemoveItemDependentAurasAndCasts(pItem
);
10832 // update expertise
10833 if( slot
== EQUIPMENT_SLOT_MAINHAND
)
10835 UpdateExpertise(BASE_ATTACK
);
10836 UpdateArmorPenetration();
10838 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10840 UpdateExpertise(OFF_ATTACK
);
10841 UpdateArmorPenetration();
10844 // equipment visual show
10845 SetVisibleItemSlot(slot
, NULL
);
10847 // need update known currency
10848 else if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)
10849 UpdateKnownCurrencies(pItem
->GetEntry(), false);
10851 m_items
[slot
] = NULL
;
10853 else if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
))
10854 pBag
->RemoveItem(slot
, update
);
10856 if( IsInWorld() && update
)
10858 pItem
->RemoveFromWorld();
10859 pItem
->DestroyForPlayer(this);
10862 //pItem->SetOwnerGUID(0);
10863 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10864 pItem
->SetSlot( NULL_SLOT
);
10865 pItem
->SetState(ITEM_REMOVED
, this);
10869 void Player::DestroyItemCount( uint32 item
, uint32 count
, bool update
, bool unequip_check
)
10871 sLog
.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item
, count
);
10872 uint32 remcount
= 0;
10875 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
10877 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10879 if (pItem
->GetEntry() == item
)
10881 if (pItem
->GetCount() + remcount
<= count
)
10883 // all items in inventory can unequipped
10884 remcount
+= pItem
->GetCount();
10885 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10887 if (remcount
>= count
)
10892 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10893 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10894 if (IsInWorld() & update
)
10895 pItem
->SendCreateUpdateToPlayer( this );
10896 pItem
->SetState(ITEM_CHANGED
, this);
10903 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
10905 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10907 if (pItem
->GetEntry() == item
)
10909 if (pItem
->GetCount() + remcount
<= count
)
10911 // all keys can be unequipped
10912 remcount
+= pItem
->GetCount();
10913 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10915 if (remcount
>= count
)
10920 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10921 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10922 if (IsInWorld() & update
)
10923 pItem
->SendCreateUpdateToPlayer( this );
10924 pItem
->SetState(ITEM_CHANGED
, this);
10931 // in inventory bags
10932 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10934 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10936 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
10938 if(Item
* pItem
= pBag
->GetItemByPos(j
))
10940 if (pItem
->GetEntry() == item
)
10942 // all items in bags can be unequipped
10943 if (pItem
->GetCount() + remcount
<= count
)
10945 remcount
+= pItem
->GetCount();
10946 DestroyItem( i
, j
, update
);
10948 if (remcount
>= count
)
10953 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10954 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10955 if (IsInWorld() && update
)
10956 pItem
->SendCreateUpdateToPlayer( this );
10957 pItem
->SetState(ITEM_CHANGED
, this);
10966 // in equipment and bag list
10967 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10969 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10971 if (pItem
&& pItem
->GetEntry() == item
)
10973 if (pItem
->GetCount() + remcount
<= count
)
10975 if (!unequip_check
|| CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
, false) == EQUIP_ERR_OK
)
10977 remcount
+= pItem
->GetCount();
10978 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10980 if (remcount
>= count
)
10986 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10987 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10988 if (IsInWorld() & update
)
10989 pItem
->SendCreateUpdateToPlayer( this );
10990 pItem
->SetState(ITEM_CHANGED
, this);
10998 void Player::DestroyZoneLimitedItem( bool update
, uint32 new_zone
)
11000 sLog
.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone
);
11003 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
11004 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
11005 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
11006 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
11008 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
11009 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
11010 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
11011 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
11013 // in inventory bags
11014 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
11015 if (Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
11016 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
11017 if (Item
* pItem
= pBag
->GetItemByPos(j
))
11018 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
11019 DestroyItem(i
, j
, update
);
11021 // in equipment and bag list
11022 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
11023 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
11024 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
11025 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
11028 void Player::DestroyConjuredItems( bool update
)
11030 // used when entering arena
11031 // destroys all conjured items
11032 sLog
.outDebug( "STORAGE: DestroyConjuredItems" );
11035 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
11036 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
11037 if (pItem
->IsConjuredConsumable())
11038 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
11040 // in inventory bags
11041 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
11042 if (Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
11043 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
11044 if (Item
* pItem
= pBag
->GetItemByPos(j
))
11045 if (pItem
->IsConjuredConsumable())
11046 DestroyItem( i
, j
, update
);
11048 // in equipment and bag list
11049 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
11050 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
11051 if (pItem
->IsConjuredConsumable())
11052 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
11055 void Player::DestroyItemCount( Item
* pItem
, uint32
&count
, bool update
)
11060 sLog
.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem
->GetGUIDLow(),pItem
->GetEntry(), count
);
11062 if( pItem
->GetCount() <= count
)
11064 count
-= pItem
->GetCount();
11066 DestroyItem( pItem
->GetBagSlot(),pItem
->GetSlot(), update
);
11070 ItemRemovedQuestCheck( pItem
->GetEntry(), count
);
11071 pItem
->SetCount( pItem
->GetCount() - count
);
11073 if( IsInWorld() & update
)
11074 pItem
->SendCreateUpdateToPlayer( this );
11075 pItem
->SetState(ITEM_CHANGED
, this);
11079 void Player::SplitItem( uint16 src
, uint16 dst
, uint32 count
)
11081 uint8 srcbag
= src
>> 8;
11082 uint8 srcslot
= src
& 255;
11084 uint8 dstbag
= dst
>> 8;
11085 uint8 dstslot
= dst
& 255;
11087 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
11090 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
11094 // not let split all items (can be only at cheating)
11095 if(pSrcItem
->GetCount() == count
)
11097 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
11101 // not let split more existed items (can be only at cheating)
11102 if(pSrcItem
->GetCount() < count
)
11104 SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT
, pSrcItem
, NULL
);
11108 if(pSrcItem
->m_lootGenerated
) // prevent split looting item (item
11110 //best error message found for attempting to split while looting
11111 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
11115 sLog
.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag
, dstslot
, pSrcItem
->GetEntry(), count
);
11116 Item
*pNewItem
= pSrcItem
->CloneItem( count
, this );
11119 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
11123 if( IsInventoryPos( dst
) )
11125 // change item amount before check (for unique max count check)
11126 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
11128 ItemPosCountVec dest
;
11129 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pNewItem
, false );
11130 if( msg
!= EQUIP_ERR_OK
)
11133 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
11134 SendEquipError( msg
, pSrcItem
, NULL
);
11139 pSrcItem
->SendCreateUpdateToPlayer( this );
11140 pSrcItem
->SetState(ITEM_CHANGED
, this);
11141 StoreItem( dest
, pNewItem
, true);
11143 else if( IsBankPos ( dst
) )
11145 // change item amount before check (for unique max count check)
11146 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
11148 ItemPosCountVec dest
;
11149 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pNewItem
, false );
11150 if( msg
!= EQUIP_ERR_OK
)
11153 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
11154 SendEquipError( msg
, pSrcItem
, NULL
);
11159 pSrcItem
->SendCreateUpdateToPlayer( this );
11160 pSrcItem
->SetState(ITEM_CHANGED
, this);
11161 BankItem( dest
, pNewItem
, true);
11163 else if( IsEquipmentPos ( dst
) )
11165 // change item amount before check (for unique max count check), provide space for splitted items
11166 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
11169 uint8 msg
= CanEquipItem( dstslot
, dest
, pNewItem
, false );
11170 if( msg
!= EQUIP_ERR_OK
)
11173 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
11174 SendEquipError( msg
, pSrcItem
, NULL
);
11179 pSrcItem
->SendCreateUpdateToPlayer( this );
11180 pSrcItem
->SetState(ITEM_CHANGED
, this);
11181 EquipItem( dest
, pNewItem
, true);
11182 AutoUnequipOffhandIfNeed();
11186 void Player::SwapItem( uint16 src
, uint16 dst
)
11188 uint8 srcbag
= src
>> 8;
11189 uint8 srcslot
= src
& 255;
11191 uint8 dstbag
= dst
>> 8;
11192 uint8 dstslot
= dst
& 255;
11194 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
11195 Item
*pDstItem
= GetItemByPos( dstbag
, dstslot
);
11200 sLog
.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag
, dstslot
, pSrcItem
->GetEntry());
11204 SendEquipError( EQUIP_ERR_YOU_ARE_DEAD
, pSrcItem
, pDstItem
);
11210 if(pSrcItem
->m_lootGenerated
) // prevent swap looting item
11212 //best error message found for attempting to swap while looting
11213 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW
, pSrcItem
, NULL
);
11217 // check unequip potability for equipped items and bank bags
11218 if(IsEquipmentPos ( src
) || IsBagPos ( src
))
11220 // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
11221 uint8 msg
= CanUnequipItem( src
, !IsBagPos ( src
) || IsBagPos ( dst
) || (pDstItem
&& pDstItem
->IsBag() && ((Bag
*)pDstItem
)->IsEmpty()));
11222 if(msg
!= EQUIP_ERR_OK
)
11224 SendEquipError( msg
, pSrcItem
, pDstItem
);
11229 // prevent put equipped/bank bag in self
11230 if( IsBagPos ( src
) && srcslot
== dstbag
)
11232 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
, pSrcItem
, pDstItem
);
11240 if(pDstItem
->m_lootGenerated
) // prevent swap looting item
11242 //best error message found for attempting to swap while looting
11243 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW
, pDstItem
, NULL
);
11247 // check unequip potability for equipped items and bank bags
11248 if(IsEquipmentPos ( dst
) || IsBagPos ( dst
))
11250 // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
11251 uint8 msg
= CanUnequipItem( dst
, !IsBagPos ( dst
) || IsBagPos ( src
) || (pSrcItem
->IsBag() && ((Bag
*)pSrcItem
)->IsEmpty()));
11252 if(msg
!= EQUIP_ERR_OK
)
11254 SendEquipError( msg
, pSrcItem
, pDstItem
);
11260 // NOW this is or item move (swap with empty), or swap with another item (including bags in bag possitions)
11261 // or swap empty bag with another empty or not empty bag (with items exchange)
11266 if( IsInventoryPos( dst
) )
11268 ItemPosCountVec dest
;
11269 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pSrcItem
, false );
11270 if( msg
!= EQUIP_ERR_OK
)
11272 SendEquipError( msg
, pSrcItem
, NULL
);
11276 RemoveItem(srcbag
, srcslot
, true);
11277 StoreItem( dest
, pSrcItem
, true);
11279 else if( IsBankPos ( dst
) )
11281 ItemPosCountVec dest
;
11282 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pSrcItem
, false);
11283 if( msg
!= EQUIP_ERR_OK
)
11285 SendEquipError( msg
, pSrcItem
, NULL
);
11289 RemoveItem(srcbag
, srcslot
, true);
11290 BankItem( dest
, pSrcItem
, true);
11292 else if( IsEquipmentPos ( dst
) )
11295 uint8 msg
= CanEquipItem( dstslot
, dest
, pSrcItem
, false );
11296 if( msg
!= EQUIP_ERR_OK
)
11298 SendEquipError( msg
, pSrcItem
, NULL
);
11302 RemoveItem(srcbag
, srcslot
, true);
11303 EquipItem(dest
, pSrcItem
, true);
11304 AutoUnequipOffhandIfNeed();
11310 // attempt merge to / fill target item
11311 if(!pSrcItem
->IsBag() && !pDstItem
->IsBag())
11314 ItemPosCountVec sDest
;
11316 if( IsInventoryPos( dst
) )
11317 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
11318 else if( IsBankPos ( dst
) )
11319 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
11320 else if( IsEquipmentPos ( dst
) )
11321 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, false );
11325 // can be merge/fill
11326 if(msg
== EQUIP_ERR_OK
)
11328 if( pSrcItem
->GetCount() + pDstItem
->GetCount() <= pSrcItem
->GetProto()->GetMaxStackSize())
11330 RemoveItem(srcbag
, srcslot
, true);
11332 if( IsInventoryPos( dst
) )
11333 StoreItem( sDest
, pSrcItem
, true);
11334 else if( IsBankPos ( dst
) )
11335 BankItem( sDest
, pSrcItem
, true);
11336 else if( IsEquipmentPos ( dst
) )
11338 EquipItem( eDest
, pSrcItem
, true);
11339 AutoUnequipOffhandIfNeed();
11344 pSrcItem
->SetCount( pSrcItem
->GetCount() + pDstItem
->GetCount() - pSrcItem
->GetProto()->GetMaxStackSize());
11345 pDstItem
->SetCount( pSrcItem
->GetProto()->GetMaxStackSize());
11346 pSrcItem
->SetState(ITEM_CHANGED
, this);
11347 pDstItem
->SetState(ITEM_CHANGED
, this);
11350 pSrcItem
->SendCreateUpdateToPlayer( this );
11351 pDstItem
->SendCreateUpdateToPlayer( this );
11358 // impossible merge/fill, do real swap
11361 // check src->dest move possibility
11362 ItemPosCountVec sDest
;
11364 if( IsInventoryPos( dst
) )
11365 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
11366 else if( IsBankPos( dst
) )
11367 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
11368 else if( IsEquipmentPos( dst
) )
11370 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, true );
11371 if( msg
== EQUIP_ERR_OK
)
11372 msg
= CanUnequipItem( eDest
, true );
11375 if( msg
!= EQUIP_ERR_OK
)
11377 SendEquipError( msg
, pSrcItem
, pDstItem
);
11381 // check dest->src move possibility
11382 ItemPosCountVec sDest2
;
11384 if( IsInventoryPos( src
) )
11385 msg
= CanStoreItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
11386 else if( IsBankPos( src
) )
11387 msg
= CanBankItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
11388 else if( IsEquipmentPos( src
) )
11390 msg
= CanEquipItem( srcslot
, eDest2
, pDstItem
, true);
11391 if( msg
== EQUIP_ERR_OK
)
11392 msg
= CanUnequipItem( eDest2
, true);
11395 if( msg
!= EQUIP_ERR_OK
)
11397 SendEquipError( msg
, pDstItem
, pSrcItem
);
11401 // Check bag swap with item exchange (one from empty in not bag possition (equipped (not possible in fact) or store)
11402 if(pSrcItem
->IsBag() && pDstItem
->IsBag())
11404 Bag
* emptyBag
= NULL
;
11405 Bag
* fullBag
= NULL
;
11406 if(((Bag
*)pSrcItem
)->IsEmpty() && !IsBagPos(src
))
11408 emptyBag
= (Bag
*)pSrcItem
;
11409 fullBag
= (Bag
*)pDstItem
;
11411 else if(((Bag
*)pDstItem
)->IsEmpty() && !IsBagPos(dst
))
11413 emptyBag
= (Bag
*)pDstItem
;
11414 fullBag
= (Bag
*)pSrcItem
;
11417 // bag swap (with items exchange) case
11418 if(emptyBag
&& fullBag
)
11420 ItemPrototype
const* emotyProto
= emptyBag
->GetProto();
11424 for(int i
=0; i
< fullBag
->GetBagSize(); ++i
)
11426 Item
*bagItem
= fullBag
->GetItemByPos(i
);
11430 ItemPrototype
const* bagItemProto
= bagItem
->GetProto();
11431 if (!bagItemProto
|| !ItemCanGoIntoBag(bagItemProto
, emotyProto
))
11433 // one from items not go to empty target bag
11434 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
, pSrcItem
, pDstItem
);
11442 if (count
> emptyBag
->GetBagSize())
11444 // too small targeted bag
11445 SendEquipError( EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
, pSrcItem
, pDstItem
);
11450 count
= 0; // will pos in new bag
11451 for(int i
= 0; i
< fullBag
->GetBagSize(); ++i
)
11453 Item
*bagItem
= fullBag
->GetItemByPos(i
);
11457 fullBag
->RemoveItem(i
, true);
11458 emptyBag
->StoreItem(count
, bagItem
, true);
11459 bagItem
->SetState(ITEM_CHANGED
, this);
11466 // now do moves, remove...
11467 RemoveItem(dstbag
, dstslot
, false);
11468 RemoveItem(srcbag
, srcslot
, false);
11471 if (IsInventoryPos(dst
))
11472 StoreItem(sDest
, pSrcItem
, true);
11473 else if (IsBankPos(dst
))
11474 BankItem(sDest
, pSrcItem
, true);
11475 else if (IsEquipmentPos(dst
))
11476 EquipItem(eDest
, pSrcItem
, true);
11479 if (IsInventoryPos(src
))
11480 StoreItem(sDest2
, pDstItem
, true);
11481 else if (IsBankPos(src
))
11482 BankItem(sDest2
, pDstItem
, true);
11483 else if (IsEquipmentPos(src
))
11484 EquipItem(eDest2
, pDstItem
, true);
11486 AutoUnequipOffhandIfNeed();
11489 void Player::AddItemToBuyBackSlot( Item
*pItem
)
11493 uint32 slot
= m_currentBuybackSlot
;
11494 // if current back slot non-empty search oldest or free
11497 uint32 oldest_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
);
11498 uint32 oldest_slot
= BUYBACK_SLOT_START
;
11500 for(uint32 i
= BUYBACK_SLOT_START
+1; i
< BUYBACK_SLOT_END
; ++i
)
11509 uint32 i_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ i
- BUYBACK_SLOT_START
);
11511 if (oldest_time
> i_time
)
11513 oldest_time
= i_time
;
11519 slot
= oldest_slot
;
11522 RemoveItemFromBuyBackSlot( slot
, true );
11523 sLog
.outDebug( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem
->GetEntry(), slot
);
11525 m_items
[slot
] = pItem
;
11526 time_t base
= time(NULL
);
11527 uint32 etime
= uint32(base
- m_logintime
+ (30 * 3600));
11528 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
11530 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ (eslot
* 2), pItem
->GetGUID() );
11531 if (ItemPrototype
const *pProto
= pItem
->GetProto())
11532 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, pProto
->SellPrice
* pItem
->GetCount() );
11534 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
11535 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, (uint32
)etime
);
11537 // move to next (for non filled list is move most optimized choice)
11538 if (m_currentBuybackSlot
< BUYBACK_SLOT_END
- 1)
11539 ++m_currentBuybackSlot
;
11543 Item
* Player::GetItemFromBuyBackSlot( uint32 slot
)
11545 sLog
.outDebug( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot
);
11546 if (slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
11547 return m_items
[slot
];
11551 void Player::RemoveItemFromBuyBackSlot( uint32 slot
, bool del
)
11553 sLog
.outDebug( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot
);
11554 if (slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
11556 Item
*pItem
= m_items
[slot
];
11559 pItem
->RemoveFromWorld();
11560 if(del
) pItem
->SetState(ITEM_REMOVED
, this);
11563 m_items
[slot
] = NULL
;
11565 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
11566 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ (eslot
* 2), 0 );
11567 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
11568 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, 0 );
11570 // if current backslot is filled set to now free slot
11571 if (m_items
[m_currentBuybackSlot
])
11572 m_currentBuybackSlot
= slot
;
11576 void Player::SendEquipError( uint8 msg
, Item
* pItem
, Item
*pItem2
)
11578 sLog
.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)", msg
);
11579 WorldPacket
data(SMSG_INVENTORY_CHANGE_FAILURE
, (msg
== EQUIP_ERR_CANT_EQUIP_LEVEL_I
? 22 : (msg
== EQUIP_ERR_OK
? 1 : 18)));
11580 data
<< uint8(msg
);
11582 if (msg
!= EQUIP_ERR_OK
)
11584 data
<< uint64(pItem
? pItem
->GetGUID() : 0);
11585 data
<< uint64(pItem2
? pItem2
->GetGUID() : 0);
11586 data
<< uint8(0); // not 0 there...
11588 if (msg
== EQUIP_ERR_CANT_EQUIP_LEVEL_I
)
11593 if (ItemPrototype
const* proto
= pItem
->GetProto())
11594 level
= proto
->RequiredLevel
;
11596 data
<< uint32(level
); // new 2.4.0
11599 GetSession()->SendPacket(&data
);
11602 void Player::SendBuyError( uint8 msg
, Creature
* pCreature
, uint32 item
, uint32 param
)
11604 sLog
.outDebug( "WORLD: Sent SMSG_BUY_FAILED" );
11605 WorldPacket
data( SMSG_BUY_FAILED
, (8+4+4+1) );
11606 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
11607 data
<< uint32(item
);
11609 data
<< uint32(param
);
11610 data
<< uint8(msg
);
11611 GetSession()->SendPacket(&data
);
11614 void Player::SendSellError( uint8 msg
, Creature
* pCreature
, uint64 guid
, uint32 param
)
11616 sLog
.outDebug( "WORLD: Sent SMSG_SELL_ITEM" );
11617 WorldPacket
data( SMSG_SELL_ITEM
,(8+8+(param
?4:0)+1)); // last check 2.0.10
11618 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
11619 data
<< uint64(guid
);
11621 data
<< uint32(param
);
11622 data
<< uint8(msg
);
11623 GetSession()->SendPacket(&data
);
11626 void Player::ClearTrade()
11629 acceptTrade
= false;
11630 for(int i
= 0; i
< TRADE_SLOT_COUNT
; ++i
)
11631 tradeItems
[i
] = NULL_SLOT
;
11634 void Player::TradeCancel(bool sendback
)
11638 // send yellow "Trade canceled" message to both traders
11642 ws
->SendCancelTrade();
11643 ws
= pTrader
->GetSession();
11644 if (!ws
->PlayerLogout())
11645 ws
->SendCancelTrade();
11649 pTrader
->ClearTrade();
11650 // prevent loss of reference
11651 pTrader
->pTrader
= NULL
;
11656 void Player::UpdateItemDuration(uint32 time
, bool realtimeonly
)
11658 if (m_itemDuration
.empty())
11661 sLog
.outDebug("Player::UpdateItemDuration(%u,%u)", time
, realtimeonly
);
11663 for(ItemDurationList::const_iterator itr
= m_itemDuration
.begin(); itr
!= m_itemDuration
.end(); )
11666 ++itr
; // current element can be erased in UpdateDuration
11668 if ((realtimeonly
&& item
->GetProto()->Duration
< 0) || !realtimeonly
)
11669 item
->UpdateDuration(this,time
);
11673 void Player::UpdateEnchantTime(uint32 time
)
11675 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(),next
;itr
!= m_enchantDuration
.end();itr
=next
)
11679 if (!itr
->item
->GetEnchantmentId(itr
->slot
))
11681 next
= m_enchantDuration
.erase(itr
);
11683 else if (itr
->leftduration
<= time
)
11685 ApplyEnchantment(itr
->item
, itr
->slot
, false, false);
11686 itr
->item
->ClearEnchantment(itr
->slot
);
11687 next
= m_enchantDuration
.erase(itr
);
11689 else if (itr
->leftduration
> time
)
11691 itr
->leftduration
-= time
;
11697 void Player::AddEnchantmentDurations(Item
*item
)
11699 for(int x
= 0; x
< MAX_ENCHANTMENT_SLOT
; ++x
)
11701 if (!item
->GetEnchantmentId(EnchantmentSlot(x
)))
11704 uint32 duration
= item
->GetEnchantmentDuration(EnchantmentSlot(x
));
11706 AddEnchantmentDuration(item
, EnchantmentSlot(x
), duration
);
11710 void Player::RemoveEnchantmentDurations(Item
*item
)
11712 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(); itr
!= m_enchantDuration
.end();)
11714 if (itr
->item
== item
)
11716 // save duration in item
11717 item
->SetEnchantmentDuration(EnchantmentSlot(itr
->slot
), itr
->leftduration
);
11718 itr
= m_enchantDuration
.erase(itr
);
11725 void Player::RemoveAllEnchantments(EnchantmentSlot slot
)
11727 // remove enchantments from equipped items first to clean up the m_enchantDuration list
11728 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(), next
; itr
!= m_enchantDuration
.end(); itr
= next
)
11731 if (itr
->slot
== slot
)
11733 if (itr
->item
&& itr
->item
->GetEnchantmentId(slot
))
11735 // remove from stats
11736 ApplyEnchantment(itr
->item
, slot
, false, false);
11738 itr
->item
->ClearEnchantment(slot
);
11740 // remove from update list
11741 next
= m_enchantDuration
.erase(itr
);
11747 // remove enchants from inventory items
11748 // NOTE: no need to remove these from stats, since these aren't equipped
11750 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
11751 if (Item
* pItem
= GetItemByPos(INVENTORY_SLOT_BAG_0
, i
))
11752 if (pItem
->GetEnchantmentId(slot
))
11753 pItem
->ClearEnchantment(slot
);
11755 // in inventory bags
11756 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
11757 if (Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
11758 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
11759 if (Item
* pItem
= pBag
->GetItemByPos(j
))
11760 if (pItem
->GetEnchantmentId(slot
))
11761 pItem
->ClearEnchantment(slot
);
11764 // duration == 0 will remove item enchant
11765 void Player::AddEnchantmentDuration(Item
*item
,EnchantmentSlot slot
,uint32 duration
)
11770 if (slot
>= MAX_ENCHANTMENT_SLOT
)
11773 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(); itr
!= m_enchantDuration
.end(); ++itr
)
11775 if (itr
->item
== item
&& itr
->slot
== slot
)
11777 itr
->item
->SetEnchantmentDuration(itr
->slot
, itr
->leftduration
);
11778 m_enchantDuration
.erase(itr
);
11782 if (item
&& duration
> 0 )
11784 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item
->GetGUID(), slot
, uint32(duration
/1000));
11785 m_enchantDuration
.push_back(EnchantDuration(item
, slot
, duration
));
11789 void Player::ApplyEnchantment(Item
*item
,bool apply
)
11791 for(uint32 slot
= 0; slot
< MAX_ENCHANTMENT_SLOT
; ++slot
)
11792 ApplyEnchantment(item
, EnchantmentSlot(slot
), apply
);
11795 void Player::ApplyEnchantment(Item
*item
, EnchantmentSlot slot
, bool apply
, bool apply_dur
, bool ignore_condition
)
11800 if (!item
->IsEquipped())
11803 if (slot
>= MAX_ENCHANTMENT_SLOT
)
11806 uint32 enchant_id
= item
->GetEnchantmentId(slot
);
11810 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
11814 if (!ignore_condition
&& pEnchant
->EnchantmentCondition
&& !((Player
*)this)->EnchantmentFitsRequirements(pEnchant
->EnchantmentCondition
, -1))
11817 if (!item
->IsBroken())
11819 for (int s
= 0; s
< 3; ++s
)
11821 uint32 enchant_display_type
= pEnchant
->type
[s
];
11822 uint32 enchant_amount
= pEnchant
->amount
[s
];
11823 uint32 enchant_spell_id
= pEnchant
->spellid
[s
];
11825 switch(enchant_display_type
)
11827 case ITEM_ENCHANTMENT_TYPE_NONE
:
11829 case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
:
11830 // processed in Player::CastItemCombatSpell
11832 case ITEM_ENCHANTMENT_TYPE_DAMAGE
:
11833 if (item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
11834 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11835 else if (item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
11836 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11837 else if (item
->GetSlot() == EQUIPMENT_SLOT_RANGED
)
11838 HandleStatModifier(UNIT_MOD_DAMAGE_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11840 case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL
:
11841 if (enchant_spell_id
)
11845 int32 basepoints
= 0;
11846 // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
11847 if (item
->GetItemRandomPropertyId())
11849 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11852 // Search enchant_amount
11853 for (int k
= 0; k
< 3; ++k
)
11855 if(item_rand
->enchant_id
[k
] == enchant_id
)
11857 basepoints
= int32((item_rand
->prefix
[k
] * item
->GetItemSuffixFactor()) / 10000 );
11863 // Cast custom spell vs all equal basepoints getted from enchant_amount
11865 CastCustomSpell(this, enchant_spell_id
, &basepoints
, &basepoints
, &basepoints
, true, item
);
11867 CastSpell(this, enchant_spell_id
, true, item
);
11870 RemoveAurasDueToItemSpell(item
, enchant_spell_id
);
11873 case ITEM_ENCHANTMENT_TYPE_RESISTANCE
:
11874 if (!enchant_amount
)
11876 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11879 for (int k
= 0; k
< 3; ++k
)
11881 if(item_rand
->enchant_id
[k
] == enchant_id
)
11883 enchant_amount
= uint32((item_rand
->prefix
[k
] * item
->GetItemSuffixFactor()) / 10000 );
11890 HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START
+ enchant_spell_id
), TOTAL_VALUE
, float(enchant_amount
), apply
);
11892 case ITEM_ENCHANTMENT_TYPE_STAT
:
11894 if (!enchant_amount
)
11896 ItemRandomSuffixEntry
const *item_rand_suffix
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11897 if(item_rand_suffix
)
11899 for (int k
= 0; k
< 3; ++k
)
11901 if(item_rand_suffix
->enchant_id
[k
] == enchant_id
)
11903 enchant_amount
= uint32((item_rand_suffix
->prefix
[k
] * item
->GetItemSuffixFactor()) / 10000 );
11910 sLog
.outDebug("Adding %u to stat nb %u",enchant_amount
,enchant_spell_id
);
11911 switch (enchant_spell_id
)
11913 case ITEM_MOD_MANA
:
11914 sLog
.outDebug("+ %u MANA",enchant_amount
);
11915 HandleStatModifier(UNIT_MOD_MANA
, BASE_VALUE
, float(enchant_amount
), apply
);
11917 case ITEM_MOD_HEALTH
:
11918 sLog
.outDebug("+ %u HEALTH",enchant_amount
);
11919 HandleStatModifier(UNIT_MOD_HEALTH
, BASE_VALUE
, float(enchant_amount
), apply
);
11921 case ITEM_MOD_AGILITY
:
11922 sLog
.outDebug("+ %u AGILITY",enchant_amount
);
11923 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11924 ApplyStatBuffMod(STAT_AGILITY
, enchant_amount
, apply
);
11926 case ITEM_MOD_STRENGTH
:
11927 sLog
.outDebug("+ %u STRENGTH",enchant_amount
);
11928 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11929 ApplyStatBuffMod(STAT_STRENGTH
, enchant_amount
, apply
);
11931 case ITEM_MOD_INTELLECT
:
11932 sLog
.outDebug("+ %u INTELLECT",enchant_amount
);
11933 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11934 ApplyStatBuffMod(STAT_INTELLECT
, enchant_amount
, apply
);
11936 case ITEM_MOD_SPIRIT
:
11937 sLog
.outDebug("+ %u SPIRIT",enchant_amount
);
11938 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11939 ApplyStatBuffMod(STAT_SPIRIT
, enchant_amount
, apply
);
11941 case ITEM_MOD_STAMINA
:
11942 sLog
.outDebug("+ %u STAMINA",enchant_amount
);
11943 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11944 ApplyStatBuffMod(STAT_STAMINA
, enchant_amount
, apply
);
11946 case ITEM_MOD_DEFENSE_SKILL_RATING
:
11947 ((Player
*)this)->ApplyRatingMod(CR_DEFENSE_SKILL
, enchant_amount
, apply
);
11948 sLog
.outDebug("+ %u DEFENCE", enchant_amount
);
11950 case ITEM_MOD_DODGE_RATING
:
11951 ((Player
*)this)->ApplyRatingMod(CR_DODGE
, enchant_amount
, apply
);
11952 sLog
.outDebug("+ %u DODGE", enchant_amount
);
11954 case ITEM_MOD_PARRY_RATING
:
11955 ((Player
*)this)->ApplyRatingMod(CR_PARRY
, enchant_amount
, apply
);
11956 sLog
.outDebug("+ %u PARRY", enchant_amount
);
11958 case ITEM_MOD_BLOCK_RATING
:
11959 ((Player
*)this)->ApplyRatingMod(CR_BLOCK
, enchant_amount
, apply
);
11960 sLog
.outDebug("+ %u SHIELD_BLOCK", enchant_amount
);
11962 case ITEM_MOD_HIT_MELEE_RATING
:
11963 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
11964 sLog
.outDebug("+ %u MELEE_HIT", enchant_amount
);
11966 case ITEM_MOD_HIT_RANGED_RATING
:
11967 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
11968 sLog
.outDebug("+ %u RANGED_HIT", enchant_amount
);
11970 case ITEM_MOD_HIT_SPELL_RATING
:
11971 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
11972 sLog
.outDebug("+ %u SPELL_HIT", enchant_amount
);
11974 case ITEM_MOD_CRIT_MELEE_RATING
:
11975 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
11976 sLog
.outDebug("+ %u MELEE_CRIT", enchant_amount
);
11978 case ITEM_MOD_CRIT_RANGED_RATING
:
11979 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
11980 sLog
.outDebug("+ %u RANGED_CRIT", enchant_amount
);
11982 case ITEM_MOD_CRIT_SPELL_RATING
:
11983 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
11984 sLog
.outDebug("+ %u SPELL_CRIT", enchant_amount
);
11986 // Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
11988 // case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
11989 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11991 // case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
11992 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11994 // case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
11995 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11997 // case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
11998 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
12000 // case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
12001 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
12003 // case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
12004 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
12006 // case ITEM_MOD_HASTE_MELEE_RATING:
12007 // ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
12009 // case ITEM_MOD_HASTE_RANGED_RATING:
12010 // ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
12012 case ITEM_MOD_HASTE_SPELL_RATING
:
12013 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
12015 case ITEM_MOD_HIT_RATING
:
12016 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
12017 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
12018 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
12019 sLog
.outDebug("+ %u HIT", enchant_amount
);
12021 case ITEM_MOD_CRIT_RATING
:
12022 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
12023 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
12024 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
12025 sLog
.outDebug("+ %u CRITICAL", enchant_amount
);
12027 // Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
12028 // case ITEM_MOD_HIT_TAKEN_RATING:
12029 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
12030 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
12031 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
12033 // case ITEM_MOD_CRIT_TAKEN_RATING:
12034 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
12035 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
12036 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
12038 case ITEM_MOD_RESILIENCE_RATING
:
12039 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, enchant_amount
, apply
);
12040 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, enchant_amount
, apply
);
12041 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, enchant_amount
, apply
);
12042 sLog
.outDebug("+ %u RESILIENCE", enchant_amount
);
12044 case ITEM_MOD_HASTE_RATING
:
12045 ((Player
*)this)->ApplyRatingMod(CR_HASTE_MELEE
, enchant_amount
, apply
);
12046 ((Player
*)this)->ApplyRatingMod(CR_HASTE_RANGED
, enchant_amount
, apply
);
12047 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
12048 sLog
.outDebug("+ %u HASTE", enchant_amount
);
12050 case ITEM_MOD_EXPERTISE_RATING
:
12051 ((Player
*)this)->ApplyRatingMod(CR_EXPERTISE
, enchant_amount
, apply
);
12052 sLog
.outDebug("+ %u EXPERTISE", enchant_amount
);
12054 case ITEM_MOD_ATTACK_POWER
:
12055 HandleStatModifier(UNIT_MOD_ATTACK_POWER
, TOTAL_VALUE
, float(enchant_amount
), apply
);
12056 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
12057 sLog
.outDebug("+ %u ATTACK_POWER", enchant_amount
);
12059 case ITEM_MOD_RANGED_ATTACK_POWER
:
12060 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
12061 sLog
.outDebug("+ %u RANGED_ATTACK_POWER", enchant_amount
);
12063 case ITEM_MOD_FERAL_ATTACK_POWER
:
12064 ((Player
*)this)->ApplyFeralAPBonus(enchant_amount
, apply
);
12065 sLog
.outDebug("+ %u FERAL_ATTACK_POWER", enchant_amount
);
12067 case ITEM_MOD_MANA_REGENERATION
:
12068 ((Player
*)this)->ApplyManaRegenBonus(enchant_amount
, apply
);
12069 sLog
.outDebug("+ %u MANA_REGENERATION", enchant_amount
);
12071 case ITEM_MOD_ARMOR_PENETRATION_RATING
:
12072 ((Player
*)this)->ApplyRatingMod(CR_ARMOR_PENETRATION
, enchant_amount
, apply
);
12073 sLog
.outDebug("+ %u ARMOR PENETRATION", enchant_amount
);
12075 case ITEM_MOD_SPELL_POWER
:
12076 ((Player
*)this)->ApplySpellPowerBonus(enchant_amount
, apply
);
12077 sLog
.outDebug("+ %u SPELL_POWER", enchant_amount
);
12079 case ITEM_MOD_SPELL_HEALING_DONE
: // deprecated
12080 case ITEM_MOD_SPELL_DAMAGE_DONE
: // deprecated
12086 case ITEM_ENCHANTMENT_TYPE_TOTEM
: // Shaman Rockbiter Weapon
12088 if(getClass() == CLASS_SHAMAN
)
12090 float addValue
= 0.0f
;
12091 if(item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
12093 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/ 1000.0f
);
12094 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, addValue
, apply
);
12096 else if(item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
12098 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/ 1000.0f
);
12099 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, addValue
, apply
);
12104 case ITEM_ENCHANTMENT_TYPE_USE_SPELL
:
12105 // processed in Player::CastItemUseSpell
12107 case ITEM_ENCHANTMENT_TYPE_PRISMATIC_SOCKET
:
12111 sLog
.outError("Unknown item enchantment (id = %d) display type: %d", enchant_id
, enchant_display_type
);
12113 } /*switch(enchant_display_type)*/
12117 // visualize enchantment at player and equipped items
12118 if(slot
== PERM_ENCHANTMENT_SLOT
)
12119 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (item
->GetSlot() * 2), 0, apply
? item
->GetEnchantmentId(slot
) : 0);
12121 if(slot
== TEMP_ENCHANTMENT_SLOT
)
12122 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (item
->GetSlot() * 2), 1, apply
? item
->GetEnchantmentId(slot
) : 0);
12130 uint32 duration
= item
->GetEnchantmentDuration(slot
);
12132 AddEnchantmentDuration(item
, slot
, duration
);
12136 // duration == 0 will remove EnchantDuration
12137 AddEnchantmentDuration(item
, slot
, 0);
12142 void Player::SendEnchantmentDurations()
12144 for(EnchantDurationList::const_iterator itr
= m_enchantDuration
.begin(); itr
!= m_enchantDuration
.end(); ++itr
)
12146 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr
->item
->GetGUID(), itr
->slot
, uint32(itr
->leftduration
) / 1000);
12150 void Player::SendItemDurations()
12152 for(ItemDurationList::const_iterator itr
= m_itemDuration
.begin(); itr
!= m_itemDuration
.end(); ++itr
)
12154 (*itr
)->SendTimeUpdate(this);
12158 void Player::SendNewItem(Item
*item
, uint32 count
, bool received
, bool created
, bool broadcast
)
12160 if(!item
) // prevent crash
12163 // last check 2.0.10
12164 WorldPacket
data( SMSG_ITEM_PUSH_RESULT
, (8+4+4+4+1+4+4+4+4+4) );
12165 data
<< uint64(GetGUID()); // player GUID
12166 data
<< uint32(received
); // 0=looted, 1=from npc
12167 data
<< uint32(created
); // 0=received, 1=created
12168 data
<< uint32(1); // always 0x01 (probably meant to be count of listed items)
12169 data
<< uint8(item
->GetBagSlot()); // bagslot
12170 // item slot, but when added to stack: 0xFFFFFFFF
12171 data
<< uint32((item
->GetCount() == count
) ? item
->GetSlot() : -1);
12172 data
<< uint32(item
->GetEntry()); // item id
12173 data
<< uint32(item
->GetItemSuffixFactor()); // SuffixFactor
12174 data
<< uint32(item
->GetItemRandomPropertyId()); // random item property id
12175 data
<< uint32(count
); // count of items
12176 data
<< uint32(GetItemCount(item
->GetEntry())); // count of items in inventory
12178 if (broadcast
&& GetGroup())
12179 GetGroup()->BroadcastPacket(&data
, true);
12181 GetSession()->SendPacket(&data
);
12184 /*********************************************************/
12185 /*** GOSSIP SYSTEM ***/
12186 /*********************************************************/
12188 void Player::PrepareGossipMenu(WorldObject
*pSource
, uint32 menuId
)
12190 PlayerMenu
* pMenu
= PlayerTalkClass
;
12191 pMenu
->ClearMenus();
12193 pMenu
->GetGossipMenu().SetMenuId(menuId
);
12195 GossipMenuItemsMapBounds pMenuItemBounds
= sObjectMgr
.GetGossipMenuItemsMapBounds(menuId
);
12197 // if default menuId and no menu options exist for this, use options from default options
12198 if (pMenuItemBounds
.first
== pMenuItemBounds
.second
&& menuId
== GetDefaultGossipMenuForSource(pSource
))
12199 pMenuItemBounds
= sObjectMgr
.GetGossipMenuItemsMapBounds(0);
12201 for(GossipMenuItemsMap::const_iterator itr
= pMenuItemBounds
.first
; itr
!= pMenuItemBounds
.second
; ++itr
)
12203 bool bCanTalk
= true;
12205 if (itr
->second
.cond_1
&& !sObjectMgr
.IsPlayerMeetToCondition(this, itr
->second
.cond_1
))
12208 if (itr
->second
.cond_2
&& !sObjectMgr
.IsPlayerMeetToCondition(this, itr
->second
.cond_2
))
12211 if (itr
->second
.cond_3
&& !sObjectMgr
.IsPlayerMeetToCondition(this, itr
->second
.cond_3
))
12214 if (pSource
->GetTypeId() == TYPEID_UNIT
)
12216 Creature
*pCreature
= (Creature
*)pSource
;
12218 uint32 npcflags
= pCreature
->GetUInt32Value(UNIT_NPC_FLAGS
);
12220 if (!(itr
->second
.npc_option_npcflag
& npcflags
))
12223 switch(itr
->second
.option_id
)
12225 case GOSSIP_OPTION_QUESTGIVER
:
12226 PrepareQuestMenu(pSource
->GetGUID());
12229 case GOSSIP_OPTION_ARMORER
:
12230 bCanTalk
= false; // added in special mode
12232 case GOSSIP_OPTION_SPIRITHEALER
:
12236 case GOSSIP_OPTION_VENDOR
:
12238 VendorItemData
const* vItems
= pCreature
->GetVendorItems();
12239 if (!vItems
|| vItems
->Empty())
12241 sLog
.outErrorDb("Creature %u (Entry: %u) have UNIT_NPC_FLAG_VENDOR but have empty trading item list.", pCreature
->GetGUIDLow(), pCreature
->GetEntry());
12246 case GOSSIP_OPTION_TRAINER
:
12247 if (!pCreature
->isCanTrainingOf(this, false))
12250 case GOSSIP_OPTION_UNLEARNTALENTS
:
12251 if (!pCreature
->isCanTrainingAndResetTalentsOf(this))
12254 case GOSSIP_OPTION_UNLEARNPETSKILLS
:
12255 if (!GetPet() || GetPet()->getPetType() != HUNTER_PET
|| GetPet()->m_spells
.size() <= 1 || pCreature
->GetCreatureInfo()->trainer_type
!= TRAINER_TYPE_PETS
|| pCreature
->GetCreatureInfo()->trainer_class
!= CLASS_HUNTER
)
12258 case GOSSIP_OPTION_TAXIVENDOR
:
12259 if (GetSession()->SendLearnNewTaxiNode(pCreature
))
12262 case GOSSIP_OPTION_BATTLEFIELD
:
12263 if (!pCreature
->isCanInteractWithBattleMaster(this, false))
12266 case GOSSIP_OPTION_STABLEPET
:
12267 if (getClass() != CLASS_HUNTER
)
12270 case GOSSIP_OPTION_GOSSIP
:
12271 case GOSSIP_OPTION_SPIRITGUIDE
:
12272 case GOSSIP_OPTION_INNKEEPER
:
12273 case GOSSIP_OPTION_BANKER
:
12274 case GOSSIP_OPTION_PETITIONER
:
12275 case GOSSIP_OPTION_TABARDDESIGNER
:
12276 case GOSSIP_OPTION_AUCTIONEER
:
12277 break; // no checks
12279 sLog
.outErrorDb("Creature entry %u have unknown gossip option %u for menu %u", pCreature
->GetEntry(), itr
->second
.option_id
, itr
->second
.menu_id
);
12284 else if (pSource
->GetTypeId() == TYPEID_GAMEOBJECT
)
12286 GameObject
*pGo
= (GameObject
*)pSource
;
12288 switch(itr
->second
.option_id
)
12290 case GOSSIP_OPTION_QUESTGIVER
:
12291 if (pGo
->GetGoType() == GAMEOBJECT_TYPE_QUESTGIVER
)
12292 PrepareQuestMenu(pSource
->GetGUID());
12295 case GOSSIP_OPTION_GOSSIP
:
12296 if (pGo
->GetGoType() != GAMEOBJECT_TYPE_QUESTGIVER
&& pGo
->GetGoType() != GAMEOBJECT_TYPE_GOOBER
)
12307 std::string strOptionText
= itr
->second
.option_text
;
12308 std::string strBoxText
= itr
->second
.box_text
;
12310 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
12314 uint32 idxEntry
= MAKE_PAIR32(menuId
, itr
->second
.id
);
12316 if (GossipMenuItemsLocale
const *no
= sObjectMgr
.GetGossipMenuItemsLocale(idxEntry
))
12318 if (no
->OptionText
.size() > (size_t)loc_idx
&& !no
->OptionText
[loc_idx
].empty())
12319 strOptionText
= no
->OptionText
[loc_idx
];
12321 if (no
->BoxText
.size() > (size_t)loc_idx
&& !no
->BoxText
[loc_idx
].empty())
12322 strBoxText
= no
->BoxText
[loc_idx
];
12326 pMenu
->GetGossipMenu().AddMenuItem(itr
->second
.option_icon
, strOptionText
, 0, itr
->second
.option_id
, strBoxText
, itr
->second
.box_money
, itr
->second
.box_coded
);
12327 pMenu
->GetGossipMenu().AddGossipMenuItemData(itr
->second
.action_menu_id
, itr
->second
.action_poi_id
, itr
->second
.action_script_id
);
12331 // some gossips aren't handled in normal way ... so we need to do it this way .. TODO: handle it in normal way ;-)
12332 /*if (pMenu->Empty())
12334 if (pCreature->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_TRAINER))
12336 // output error message if need
12337 pCreature->isCanTrainingOf(this, true);
12340 if (pCreature->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_BATTLEMASTER))
12342 // output error message if need
12343 pCreature->isCanInteractWithBattleMaster(this, true);
12348 void Player::SendPreparedGossip(WorldObject
*pSource
)
12353 if (pSource
->GetTypeId() == TYPEID_UNIT
)
12355 // in case no gossip flag and quest menu not empty, open quest menu (client expect gossip menu with this flag)
12356 if (!((Creature
*)pSource
)->HasFlag(UNIT_NPC_FLAGS
,UNIT_NPC_FLAG_GOSSIP
) && !PlayerTalkClass
->GetQuestMenu().Empty())
12358 SendPreparedQuest(pSource
->GetGUID());
12362 else if (pSource
->GetTypeId() == TYPEID_GAMEOBJECT
)
12364 // probably need to find a better way here
12365 if (!PlayerTalkClass
->GetGossipMenu().GetMenuId() && !PlayerTalkClass
->GetQuestMenu().Empty())
12367 SendPreparedQuest(pSource
->GetGUID());
12372 // in case non empty gossip menu (that not included quests list size) show it
12373 // (quest entries from quest menu will be included in list)
12375 uint32 textId
= GetGossipTextId(pSource
);
12377 if (uint32 menuId
= PlayerTalkClass
->GetGossipMenu().GetMenuId())
12378 textId
= GetGossipTextId(menuId
);
12380 PlayerTalkClass
->SendGossipMenu(textId
, pSource
->GetGUID());
12383 void Player::OnGossipSelect(WorldObject
* pSource
, uint32 gossipListId
, uint32 menuId
)
12385 GossipMenu
& gossipmenu
= PlayerTalkClass
->GetGossipMenu();
12387 if (gossipListId
>= gossipmenu
.MenuItemCount())
12390 // if not same, then something funky is going on
12391 if (menuId
!= gossipmenu
.GetMenuId())
12394 uint32 gossipOptionId
= gossipmenu
.GetItem(gossipListId
).m_gOptionId
;
12395 uint64 guid
= pSource
->GetGUID();
12397 if (pSource
->GetTypeId() == TYPEID_GAMEOBJECT
)
12399 if (gossipOptionId
> GOSSIP_OPTION_QUESTGIVER
)
12401 sLog
.outError("Player guid %u request invalid gossip option for GameObject entry %u", GetGUIDLow(), pSource
->GetEntry());
12406 GossipMenuItemData pMenuData
= gossipmenu
.GetItemData(gossipListId
);
12408 switch(gossipOptionId
)
12410 case GOSSIP_OPTION_GOSSIP
:
12412 if (pMenuData
.m_gAction_menu
)
12414 PrepareGossipMenu(pSource
, pMenuData
.m_gAction_menu
);
12415 SendPreparedGossip(pSource
);
12418 if (pMenuData
.m_gAction_poi
)
12419 PlayerTalkClass
->SendPointOfInterest(pMenuData
.m_gAction_poi
);
12421 if (pMenuData
.m_gAction_script
)
12423 if (pSource
->GetTypeId() == TYPEID_UNIT
)
12424 GetMap()->ScriptsStart(sGossipScripts
, pMenuData
.m_gAction_script
, this, pSource
);
12425 else if (pSource
->GetTypeId() == TYPEID_GAMEOBJECT
)
12426 GetMap()->ScriptsStart(sGossipScripts
, pMenuData
.m_gAction_script
, pSource
, this);
12431 case GOSSIP_OPTION_SPIRITHEALER
:
12433 ((Creature
*)pSource
)->CastSpell(((Creature
*)pSource
),17251,true,NULL
,NULL
,GetGUID());
12435 case GOSSIP_OPTION_QUESTGIVER
:
12436 PrepareQuestMenu(guid
);
12437 SendPreparedQuest(guid
);
12439 case GOSSIP_OPTION_VENDOR
:
12440 case GOSSIP_OPTION_ARMORER
:
12441 GetSession()->SendListInventory(guid
);
12443 case GOSSIP_OPTION_STABLEPET
:
12444 GetSession()->SendStablePet(guid
);
12446 case GOSSIP_OPTION_TRAINER
:
12447 GetSession()->SendTrainerList(guid
);
12449 case GOSSIP_OPTION_UNLEARNTALENTS
:
12450 PlayerTalkClass
->CloseGossip();
12451 SendTalentWipeConfirm(guid
);
12453 case GOSSIP_OPTION_UNLEARNPETSKILLS
:
12454 PlayerTalkClass
->CloseGossip();
12455 SendPetSkillWipeConfirm();
12457 case GOSSIP_OPTION_TAXIVENDOR
:
12458 GetSession()->SendTaxiMenu(((Creature
*)pSource
));
12460 case GOSSIP_OPTION_INNKEEPER
:
12461 PlayerTalkClass
->CloseGossip();
12462 SetBindPoint(guid
);
12464 case GOSSIP_OPTION_BANKER
:
12465 GetSession()->SendShowBank(guid
);
12467 case GOSSIP_OPTION_PETITIONER
:
12468 PlayerTalkClass
->CloseGossip();
12469 GetSession()->SendPetitionShowList(guid
);
12471 case GOSSIP_OPTION_TABARDDESIGNER
:
12472 PlayerTalkClass
->CloseGossip();
12473 GetSession()->SendTabardVendorActivate(guid
);
12475 case GOSSIP_OPTION_AUCTIONEER
:
12476 GetSession()->SendAuctionHello(guid
, ((Creature
*)pSource
));
12478 case GOSSIP_OPTION_SPIRITGUIDE
:
12479 PrepareGossipMenu(pSource
);
12480 SendPreparedGossip(pSource
);
12482 case GOSSIP_OPTION_BATTLEFIELD
:
12484 BattleGroundTypeId bgTypeId
= sBattleGroundMgr
.GetBattleMasterBG(pSource
->GetEntry());
12486 if (bgTypeId
== BATTLEGROUND_TYPE_NONE
)
12488 sLog
.outError("a user (guid %u) requested battlegroundlist from a npc who is no battlemaster", GetGUIDLow());
12492 GetSession()->SendBattlegGroundList(guid
, bgTypeId
);
12498 uint32
Player::GetGossipTextId(WorldObject
*pSource
)
12500 if (!pSource
|| pSource
->GetTypeId() != TYPEID_UNIT
|| !((Creature
*)pSource
)->GetDBTableGUIDLow())
12501 return DEFAULT_GOSSIP_MESSAGE
;
12503 if (uint32 pos
= sObjectMgr
.GetNpcGossip(((Creature
*)pSource
)->GetDBTableGUIDLow()))
12506 return DEFAULT_GOSSIP_MESSAGE
;
12509 uint32
Player::GetGossipTextId(uint32 menuId
)
12511 uint32 textId
= DEFAULT_GOSSIP_MESSAGE
;
12516 GossipMenusMapBounds pMenuBounds
= sObjectMgr
.GetGossipMenusMapBounds(menuId
);
12518 for(GossipMenusMap::const_iterator itr
= pMenuBounds
.first
; itr
!= pMenuBounds
.second
; ++itr
)
12520 if (sObjectMgr
.IsPlayerMeetToCondition(this, itr
->second
.cond_1
) && sObjectMgr
.IsPlayerMeetToCondition(this, itr
->second
.cond_2
))
12521 textId
= itr
->second
.text_id
;
12527 uint32
Player::GetDefaultGossipMenuForSource(WorldObject
*pSource
)
12529 if (pSource
->GetTypeId() == TYPEID_UNIT
)
12530 return ((Creature
*)pSource
)->GetCreatureInfo()->GossipMenuId
;
12531 else if (pSource
->GetTypeId() == TYPEID_GAMEOBJECT
)
12532 return((GameObject
*)pSource
)->GetGOInfo()->GetGossipMenuId();
12537 /*********************************************************/
12538 /*** QUEST SYSTEM ***/
12539 /*********************************************************/
12541 void Player::PrepareQuestMenu( uint64 guid
)
12544 QuestRelations
* pObjectQR
;
12545 QuestRelations
* pObjectQIR
;
12547 // pets also can have quests
12548 if (Creature
*pCreature
= GetMap()->GetCreatureOrPetOrVehicle(guid
))
12550 pObject
= (Object
*)pCreature
;
12551 pObjectQR
= &sObjectMgr
.mCreatureQuestRelations
;
12552 pObjectQIR
= &sObjectMgr
.mCreatureQuestInvolvedRelations
;
12556 //we should obtain map pointer from GetMap() in 99% of cases. Special case
12557 //only for quests which cast teleport spells on player
12558 Map
* _map
= IsInWorld() ? GetMap() : sMapMgr
.FindMap(GetMapId(), GetInstanceId());
12560 GameObject
*pGameObject
= _map
->GetGameObject(guid
);
12563 pObject
= (Object
*)pGameObject
;
12564 pObjectQR
= &sObjectMgr
.mGOQuestRelations
;
12565 pObjectQIR
= &sObjectMgr
.mGOQuestInvolvedRelations
;
12571 QuestMenu
&qm
= PlayerTalkClass
->GetQuestMenu();
12574 for(QuestRelations::const_iterator i
= pObjectQIR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQIR
->upper_bound(pObject
->GetEntry()); ++i
)
12576 uint32 quest_id
= i
->second
;
12577 QuestStatus status
= GetQuestStatus( quest_id
);
12578 if ( status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus( quest_id
) )
12579 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_UNK2
);
12580 else if ( status
== QUEST_STATUS_INCOMPLETE
)
12581 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_UNK2
);
12582 else if (status
== QUEST_STATUS_AVAILABLE
)
12583 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_CHAT
);
12586 for(QuestRelations::const_iterator i
= pObjectQR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++i
)
12588 uint32 quest_id
= i
->second
;
12589 Quest
const* pQuest
= sObjectMgr
.GetQuestTemplate(quest_id
);
12590 if(!pQuest
) continue;
12592 QuestStatus status
= GetQuestStatus( quest_id
);
12594 if (pQuest
->IsAutoComplete() && CanTakeQuest(pQuest
, false))
12595 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_UNK2
);
12596 else if ( status
== QUEST_STATUS_NONE
&& CanTakeQuest( pQuest
, false ) )
12597 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_CHAT
);
12601 void Player::SendPreparedQuest(uint64 guid
)
12603 QuestMenu
& questMenu
= PlayerTalkClass
->GetQuestMenu();
12605 if (questMenu
.Empty())
12608 QuestMenuItem
const& qmi0
= questMenu
.GetItem(0);
12610 uint32 status
= qmi0
.m_qIcon
;
12612 // single element case
12613 if (questMenu
.MenuItemCount() == 1)
12615 // Auto open -- maybe also should verify there is no greeting
12616 uint32 quest_id
= qmi0
.m_qId
;
12617 Quest
const* pQuest
= sObjectMgr
.GetQuestTemplate(quest_id
);
12621 if (status
== DIALOG_STATUS_UNK2
&& !GetQuestRewardStatus(quest_id
))
12622 PlayerTalkClass
->SendQuestGiverRequestItems(pQuest
, guid
, CanRewardQuest(pQuest
, false), true);
12623 else if (status
== DIALOG_STATUS_UNK2
)
12624 PlayerTalkClass
->SendQuestGiverRequestItems(pQuest
, guid
, CanRewardQuest(pQuest
, false), true);
12625 // Send completable on repeatable and autoCompletable quest if player don't have quest
12626 // TODO: verify if check for !pQuest->IsDaily() is really correct (possibly not)
12627 else if (pQuest
->IsAutoComplete() && pQuest
->IsRepeatable() && !pQuest
->IsDaily())
12628 PlayerTalkClass
->SendQuestGiverRequestItems(pQuest
, guid
, CanCompleteRepeatableQuest(pQuest
), true);
12630 PlayerTalkClass
->SendQuestGiverQuestDetails(pQuest
, guid
, true);
12633 // multiply entries
12639 std::string title
= "";
12641 // need pet case for some quests
12642 if (Creature
*pCreature
= GetMap()->GetCreatureOrPetOrVehicle(guid
))
12644 uint32 textid
= GetGossipTextId(pCreature
);
12646 GossipText
const* gossiptext
= sObjectMgr
.GetGossipText(textid
);
12649 qe
._Delay
= 0; //TEXTEMOTE_MESSAGE; //zyg: player emote
12650 qe
._Emote
= 0; //TEXTEMOTE_HELLO; //zyg: NPC emote
12655 qe
= gossiptext
->Options
[0].Emotes
[0];
12657 if(!gossiptext
->Options
[0].Text_0
.empty())
12659 title
= gossiptext
->Options
[0].Text_0
;
12661 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
12664 NpcTextLocale
const *nl
= sObjectMgr
.GetNpcTextLocale(textid
);
12667 if (nl
->Text_0
[0].size() > loc_idx
&& !nl
->Text_0
[0][loc_idx
].empty())
12668 title
= nl
->Text_0
[0][loc_idx
];
12674 title
= gossiptext
->Options
[0].Text_1
;
12676 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
12679 NpcTextLocale
const *nl
= sObjectMgr
.GetNpcTextLocale(textid
);
12682 if (nl
->Text_1
[0].size() > loc_idx
&& !nl
->Text_1
[0][loc_idx
].empty())
12683 title
= nl
->Text_1
[0][loc_idx
];
12689 PlayerTalkClass
->SendQuestGiverQuestList(qe
, title
, guid
);
12693 bool Player::IsActiveQuest( uint32 quest_id
) const
12695 QuestStatusMap::const_iterator itr
= mQuestStatus
.find(quest_id
);
12697 return itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
;
12700 Quest
const * Player::GetNextQuest( uint64 guid
, Quest
const *pQuest
)
12703 QuestRelations
* pObjectQR
;
12704 QuestRelations
* pObjectQIR
;
12706 if (Creature
*pCreature
= GetMap()->GetCreatureOrPetOrVehicle(guid
))
12708 pObject
= (Object
*)pCreature
;
12709 pObjectQR
= &sObjectMgr
.mCreatureQuestRelations
;
12710 pObjectQIR
= &sObjectMgr
.mCreatureQuestInvolvedRelations
;
12714 //we should obtain map pointer from GetMap() in 99% of cases. Special case
12715 //only for quests which cast teleport spells on player
12716 Map
* _map
= IsInWorld() ? GetMap() : sMapMgr
.FindMap(GetMapId(), GetInstanceId());
12718 GameObject
*pGameObject
= _map
->GetGameObject(guid
);
12721 pObject
= (Object
*)pGameObject
;
12722 pObjectQR
= &sObjectMgr
.mGOQuestRelations
;
12723 pObjectQIR
= &sObjectMgr
.mGOQuestInvolvedRelations
;
12729 uint32 nextQuestID
= pQuest
->GetNextQuestInChain();
12730 for(QuestRelations::const_iterator itr
= pObjectQR
->lower_bound(pObject
->GetEntry()); itr
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++itr
)
12732 if (itr
->second
== nextQuestID
)
12733 return sObjectMgr
.GetQuestTemplate(nextQuestID
);
12739 bool Player::CanSeeStartQuest( Quest
const *pQuest
)
12741 if( SatisfyQuestRace( pQuest
, false ) && SatisfyQuestSkillOrClass( pQuest
, false ) &&
12742 SatisfyQuestExclusiveGroup( pQuest
, false ) && SatisfyQuestReputation( pQuest
, false ) &&
12743 SatisfyQuestPreviousQuest( pQuest
, false ) && SatisfyQuestNextChain( pQuest
, false ) &&
12744 SatisfyQuestPrevChain( pQuest
, false ) && SatisfyQuestDay( pQuest
, false ) )
12746 return getLevel() + sWorld
.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF
) >= pQuest
->GetMinLevel();
12752 bool Player::CanTakeQuest( Quest
const *pQuest
, bool msg
)
12754 return SatisfyQuestStatus( pQuest
, msg
) && SatisfyQuestExclusiveGroup( pQuest
, msg
)
12755 && SatisfyQuestRace( pQuest
, msg
) && SatisfyQuestLevel( pQuest
, msg
)
12756 && SatisfyQuestSkillOrClass( pQuest
, msg
) && SatisfyQuestReputation( pQuest
, msg
)
12757 && SatisfyQuestPreviousQuest( pQuest
, msg
) && SatisfyQuestTimed( pQuest
, msg
)
12758 && SatisfyQuestNextChain( pQuest
, msg
) && SatisfyQuestPrevChain( pQuest
, msg
)
12759 && SatisfyQuestDay( pQuest
, msg
);
12762 bool Player::CanAddQuest( Quest
const *pQuest
, bool msg
)
12764 if( !SatisfyQuestLog( msg
) )
12767 uint32 srcitem
= pQuest
->GetSrcItemId();
12770 uint32 count
= pQuest
->GetSrcItemCount();
12771 ItemPosCountVec dest
;
12772 uint8 msg2
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
12774 // player already have max number (in most case 1) source item, no additional item needed and quest can be added.
12775 if( msg2
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
12777 else if( msg2
!= EQUIP_ERR_OK
)
12779 SendEquipError( msg2
, NULL
, NULL
);
12786 bool Player::CanCompleteQuest( uint32 quest_id
)
12790 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12791 if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
12792 return false; // not allow re-complete quest
12794 Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(quest_id
);
12799 // auto complete quest
12800 if (qInfo
->IsAutoComplete() && CanTakeQuest(qInfo
, false))
12803 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
12806 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12808 for(int i
= 0; i
< QUEST_ITEM_OBJECTIVES_COUNT
; ++i
)
12810 if( qInfo
->ReqItemCount
[i
] != 0 && q_status
.m_itemcount
[i
] < qInfo
->ReqItemCount
[i
] )
12815 if ( qInfo
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
12817 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12819 if( qInfo
->ReqCreatureOrGOId
[i
] == 0 )
12822 if( qInfo
->ReqCreatureOrGOCount
[i
] != 0 && q_status
.m_creatureOrGOcount
[i
] < qInfo
->ReqCreatureOrGOCount
[i
] )
12827 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_EXPLORATION_OR_EVENT
) && !q_status
.m_explored
)
12830 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && q_status
.m_timer
== 0 )
12833 if ( qInfo
->GetRewOrReqMoney() < 0 )
12835 if ( GetMoney() < uint32(-qInfo
->GetRewOrReqMoney()) )
12839 uint32 repFacId
= qInfo
->GetRepObjectiveFaction();
12840 if ( repFacId
&& GetReputationMgr().GetReputation(repFacId
) < qInfo
->GetRepObjectiveValue() )
12849 bool Player::CanCompleteRepeatableQuest( Quest
const *pQuest
)
12851 // Solve problem that player don't have the quest and try complete it.
12852 // if repeatable she must be able to complete event if player don't have it.
12853 // Seem that all repeatable quest are DELIVER Flag so, no need to add more.
12854 if( !CanTakeQuest(pQuest
, false) )
12857 if (pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12858 for(int i
= 0; i
< QUEST_ITEM_OBJECTIVES_COUNT
; ++i
)
12859 if( pQuest
->ReqItemId
[i
] && pQuest
->ReqItemCount
[i
] && !HasItemCount(pQuest
->ReqItemId
[i
], pQuest
->ReqItemCount
[i
]) )
12862 if( !CanRewardQuest(pQuest
, false) )
12868 bool Player::CanRewardQuest( Quest
const *pQuest
, bool msg
)
12870 // not auto complete quest and not completed quest (only cheating case, then ignore without message)
12871 if(!pQuest
->IsAutoComplete() && GetQuestStatus(pQuest
->GetQuestId()) != QUEST_STATUS_COMPLETE
)
12874 // daily quest can't be rewarded (25 daily quest already completed)
12875 if(!SatisfyQuestDay(pQuest
,true))
12878 // rewarded and not repeatable quest (only cheating case, then ignore without message)
12879 if(GetQuestRewardStatus(pQuest
->GetQuestId()))
12882 // prevent receive reward with quest items in bank
12883 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12885 for(int i
= 0; i
< QUEST_ITEM_OBJECTIVES_COUNT
; ++i
)
12887 if( pQuest
->ReqItemCount
[i
] != 0 &&
12888 GetItemCount(pQuest
->ReqItemId
[i
]) < pQuest
->ReqItemCount
[i
] )
12891 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, NULL
, NULL
);
12897 // prevent receive reward with low money and GetRewOrReqMoney() < 0
12898 if(pQuest
->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest
->GetRewOrReqMoney()) )
12904 bool Player::CanRewardQuest( Quest
const *pQuest
, uint32 reward
, bool msg
)
12906 // prevent receive reward with quest items in bank or for not completed quest
12907 if(!CanRewardQuest(pQuest
,msg
))
12910 if ( pQuest
->GetRewChoiceItemsCount() > 0 )
12912 if( pQuest
->RewChoiceItemId
[reward
] )
12914 ItemPosCountVec dest
;
12915 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewChoiceItemId
[reward
], pQuest
->RewChoiceItemCount
[reward
] );
12916 if( res
!= EQUIP_ERR_OK
)
12918 SendEquipError( res
, NULL
, NULL
);
12924 if ( pQuest
->GetRewItemsCount() > 0 )
12926 for (uint32 i
= 0; i
< pQuest
->GetRewItemsCount(); ++i
)
12928 if( pQuest
->RewItemId
[i
] )
12930 ItemPosCountVec dest
;
12931 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewItemId
[i
], pQuest
->RewItemCount
[i
] );
12932 if( res
!= EQUIP_ERR_OK
)
12934 SendEquipError( res
, NULL
, NULL
);
12944 void Player::SendPetTameFailure(PetTameFailureReason reason
)
12946 WorldPacket
data(SMSG_PET_TAME_FAILURE
, 1);
12947 data
<< uint8(reason
);
12948 GetSession()->SendPacket(&data
);
12951 void Player::AddQuest( Quest
const *pQuest
, Object
*questGiver
)
12953 uint16 log_slot
= FindQuestSlot( 0 );
12954 assert(log_slot
< MAX_QUEST_LOG_SIZE
);
12956 uint32 quest_id
= pQuest
->GetQuestId();
12958 // if not exist then created with set uState==NEW and rewarded=false
12959 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
12961 // check for repeatable quests status reset
12962 questStatusData
.m_status
= QUEST_STATUS_INCOMPLETE
;
12963 questStatusData
.m_explored
= false;
12965 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12967 for(int i
= 0; i
< QUEST_ITEM_OBJECTIVES_COUNT
; ++i
)
12968 questStatusData
.m_itemcount
[i
] = 0;
12971 if ( pQuest
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
12973 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12974 questStatusData
.m_creatureOrGOcount
[i
] = 0;
12977 GiveQuestSourceItem( pQuest
);
12978 AdjustQuestReqItemCount( pQuest
, questStatusData
);
12980 if( pQuest
->GetRepObjectiveFaction() )
12981 if(FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(pQuest
->GetRepObjectiveFaction()))
12982 GetReputationMgr().SetVisible(factionEntry
);
12985 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) )
12987 uint32 limittime
= pQuest
->GetLimitTime();
12989 // shared timed quest
12990 if(questGiver
&& questGiver
->GetTypeId()==TYPEID_PLAYER
)
12991 limittime
= ((Player
*)questGiver
)->getQuestStatusMap()[quest_id
].m_timer
/ IN_MILISECONDS
;
12993 AddTimedQuest( quest_id
);
12994 questStatusData
.m_timer
= limittime
* IN_MILISECONDS
;
12995 qtime
= static_cast<uint32
>(time(NULL
)) + limittime
;
12998 questStatusData
.m_timer
= 0;
13000 SetQuestSlot(log_slot
, quest_id
, qtime
);
13002 if (questStatusData
.uState
!= QUEST_NEW
)
13003 questStatusData
.uState
= QUEST_CHANGED
;
13005 //starting initial quest script
13006 if(questGiver
&& pQuest
->GetQuestStartScript()!=0)
13007 GetMap()->ScriptsStart(sQuestStartScripts
, pQuest
->GetQuestStartScript(), questGiver
, this);
13009 // Some spells applied at quest activation
13010 SpellAreaForQuestMapBounds saBounds
= sSpellMgr
.GetSpellAreaForQuestMapBounds(quest_id
,true);
13011 if(saBounds
.first
!= saBounds
.second
)
13014 GetZoneAndAreaId(zone
,area
);
13016 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
13017 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,zone
,area
))
13018 if( !HasAura(itr
->second
->spellId
,0) )
13019 CastSpell(this,itr
->second
->spellId
,true);
13022 UpdateForQuestWorldObjects();
13025 void Player::CompleteQuest( uint32 quest_id
)
13029 SetQuestStatus( quest_id
, QUEST_STATUS_COMPLETE
);
13031 uint16 log_slot
= FindQuestSlot( quest_id
);
13032 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13033 SetQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
13035 if(Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(quest_id
))
13037 if( qInfo
->HasFlag(QUEST_FLAGS_AUTO_REWARDED
) )
13038 RewardQuest(qInfo
,0,this,false);
13040 SendQuestComplete( quest_id
);
13045 void Player::IncompleteQuest( uint32 quest_id
)
13049 SetQuestStatus( quest_id
, QUEST_STATUS_INCOMPLETE
);
13051 uint16 log_slot
= FindQuestSlot( quest_id
);
13052 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13053 RemoveQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
13057 void Player::RewardQuest( Quest
const *pQuest
, uint32 reward
, Object
* questGiver
, bool announce
)
13059 //this THING should be here to protect code from quest, which cast on player far teleport as a reward
13060 //should work fine, cause far teleport will be executed in Player::Update()
13061 SetCanDelayTeleport(true);
13063 uint32 quest_id
= pQuest
->GetQuestId();
13065 for (int i
= 0; i
< QUEST_ITEM_OBJECTIVES_COUNT
; ++i
)
13067 if (pQuest
->ReqItemId
[i
])
13068 DestroyItemCount( pQuest
->ReqItemId
[i
], pQuest
->ReqItemCount
[i
], true);
13071 RemoveTimedQuest(quest_id
);
13073 if (BattleGround
* bg
= GetBattleGround())
13074 if (bg
->GetTypeID() == BATTLEGROUND_AV
)
13075 ((BattleGroundAV
*)bg
)->HandleQuestComplete(pQuest
->GetQuestId(), this);
13077 if (pQuest
->GetRewChoiceItemsCount() > 0)
13079 if (uint32 itemId
= pQuest
->RewChoiceItemId
[reward
])
13081 ItemPosCountVec dest
;
13082 if (CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, itemId
, pQuest
->RewChoiceItemCount
[reward
] ) == EQUIP_ERR_OK
)
13084 Item
* item
= StoreNewItem( dest
, itemId
, true, Item::GenerateItemRandomPropertyId(itemId
));
13085 SendNewItem(item
, pQuest
->RewChoiceItemCount
[reward
], true, false);
13090 if (pQuest
->GetRewItemsCount() > 0)
13092 for (uint32 i
=0; i
< pQuest
->GetRewItemsCount(); ++i
)
13094 if (uint32 itemId
= pQuest
->RewItemId
[i
])
13096 ItemPosCountVec dest
;
13097 if (CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, itemId
, pQuest
->RewItemCount
[i
] ) == EQUIP_ERR_OK
)
13099 Item
* item
= StoreNewItem( dest
, itemId
, true, Item::GenerateItemRandomPropertyId(itemId
));
13100 SendNewItem(item
, pQuest
->RewItemCount
[i
], true, false);
13106 RewardReputation( pQuest
);
13108 uint16 log_slot
= FindQuestSlot( quest_id
);
13109 if (log_slot
< MAX_QUEST_LOG_SIZE
)
13110 SetQuestSlot(log_slot
,0);
13112 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
13114 // Not give XP in case already completed once repeatable quest
13115 uint32 XP
= q_status
.m_rewarded
? 0 : uint32(pQuest
->XPValue( this )*sWorld
.getRate(RATE_XP_QUEST
));
13117 if (getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
13118 GiveXP( XP
, NULL
);
13121 uint32 money
= uint32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
));
13122 ModifyMoney( money
);
13123 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD
, money
);
13126 // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
13127 if (pQuest
->GetRewOrReqMoney())
13129 ModifyMoney( pQuest
->GetRewOrReqMoney() );
13131 if (pQuest
->GetRewOrReqMoney() > 0)
13132 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD
, pQuest
->GetRewOrReqMoney());
13136 if (pQuest
->GetRewHonorableKills())
13137 RewardHonor(NULL
, 0, MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorableKills()));
13140 if (pQuest
->GetCharTitleId())
13142 if (CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
13143 SetTitle(titleEntry
);
13146 if (pQuest
->GetBonusTalents())
13148 m_questRewardTalentCount
+=pQuest
->GetBonusTalents();
13149 InitTalentForLevel();
13152 // Send reward mail
13153 if (uint32 mail_template_id
= pQuest
->GetRewMailTemplateId())
13154 MailDraft(mail_template_id
).SendMailTo(this, questGiver
, MAIL_CHECK_MASK_NONE
, pQuest
->GetRewMailDelaySecs());
13156 if (pQuest
->IsDaily())
13158 SetDailyQuestStatus(quest_id
);
13159 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST
, 1);
13162 if (!pQuest
->IsRepeatable())
13163 SetQuestStatus(quest_id
, QUEST_STATUS_COMPLETE
);
13165 SetQuestStatus(quest_id
, QUEST_STATUS_NONE
);
13167 q_status
.m_rewarded
= true;
13168 if (q_status
.uState
!= QUEST_NEW
)
13169 q_status
.uState
= QUEST_CHANGED
;
13172 SendQuestReward( pQuest
, XP
, questGiver
);
13174 // cast spells after mark quest complete (some spells have quest completed state reqyurements in spell_area data)
13175 if (pQuest
->GetRewSpellCast() > 0)
13176 CastSpell( this, pQuest
->GetRewSpellCast(), true);
13177 else if ( pQuest
->GetRewSpell() > 0)
13178 CastSpell( this, pQuest
->GetRewSpell(), true);
13180 if (pQuest
->GetZoneOrSort() > 0)
13181 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE
, pQuest
->GetZoneOrSort());
13182 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT
);
13183 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST
, pQuest
->GetQuestId());
13188 // remove auras from spells with quest reward state limitations
13189 SpellAreaForQuestMapBounds saEndBounds
= sSpellMgr
.GetSpellAreaForQuestEndMapBounds(quest_id
);
13190 if(saEndBounds
.first
!= saEndBounds
.second
)
13192 GetZoneAndAreaId(zone
,area
);
13194 for(SpellAreaForAreaMap::const_iterator itr
= saEndBounds
.first
; itr
!= saEndBounds
.second
; ++itr
)
13195 if(!itr
->second
->IsFitToRequirements(this,zone
,area
))
13196 RemoveAurasDueToSpell(itr
->second
->spellId
);
13199 // Some spells applied at quest reward
13200 SpellAreaForQuestMapBounds saBounds
= sSpellMgr
.GetSpellAreaForQuestMapBounds(quest_id
,false);
13201 if(saBounds
.first
!= saBounds
.second
)
13204 GetZoneAndAreaId(zone
,area
);
13206 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
13207 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,zone
,area
))
13208 if( !HasAura(itr
->second
->spellId
,0) )
13209 CastSpell(this,itr
->second
->spellId
,true);
13212 //lets remove flag for delayed teleports
13213 SetCanDelayTeleport(false);
13216 void Player::FailQuest(uint32 questId
)
13218 if (Quest
const* pQuest
= sObjectMgr
.GetQuestTemplate(questId
))
13220 SetQuestStatus(questId
, QUEST_STATUS_FAILED
);
13222 uint16 log_slot
= FindQuestSlot(questId
);
13224 if (log_slot
< MAX_QUEST_LOG_SIZE
)
13226 SetQuestSlotTimer(log_slot
, 1);
13227 SetQuestSlotState(log_slot
, QUEST_STATE_FAIL
);
13230 if (pQuest
->HasFlag(QUEST_MANGOS_FLAGS_TIMED
))
13232 QuestStatusData
& q_status
= mQuestStatus
[questId
];
13234 RemoveTimedQuest(questId
);
13235 q_status
.m_timer
= 0;
13237 SendQuestTimerFailed(questId
);
13240 SendQuestFailed(questId
);
13244 bool Player::SatisfyQuestSkillOrClass( Quest
const* qInfo
, bool msg
)
13246 int32 zoneOrSort
= qInfo
->GetZoneOrSort();
13247 int32 skillOrClass
= qInfo
->GetSkillOrClass();
13249 // skip zone zoneOrSort and 0 case skillOrClass
13250 if( zoneOrSort
>= 0 && skillOrClass
== 0 )
13253 int32 questSort
= -zoneOrSort
;
13254 uint8 reqSortClass
= ClassByQuestSort(questSort
);
13256 // check class sort cases in zoneOrSort
13257 if( reqSortClass
!= 0 && getClass() != reqSortClass
)
13260 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13265 if( skillOrClass
< 0 )
13267 uint8 reqClass
= -int32(skillOrClass
);
13268 if(getClass() != reqClass
)
13271 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13276 else if( skillOrClass
> 0 )
13278 uint32 reqSkill
= skillOrClass
;
13279 if( GetSkillValue( reqSkill
) < qInfo
->GetRequiredSkillValue() )
13282 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13290 bool Player::SatisfyQuestLevel( Quest
const* qInfo
, bool msg
)
13292 if( getLevel() < qInfo
->GetMinLevel() )
13295 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13301 bool Player::SatisfyQuestLog( bool msg
)
13304 if( FindQuestSlot(0) < MAX_QUEST_LOG_SIZE
)
13309 WorldPacket
data( SMSG_QUESTLOG_FULL
, 0 );
13310 GetSession()->SendPacket( &data
);
13311 sLog
.outDebug( "WORLD: Sent QUEST_LOG_FULL_MESSAGE" );
13316 bool Player::SatisfyQuestPreviousQuest( Quest
const* qInfo
, bool msg
)
13318 // No previous quest (might be first quest in a series)
13319 if( qInfo
->prevQuests
.empty())
13322 for(Quest::PrevQuests::const_iterator iter
= qInfo
->prevQuests
.begin(); iter
!= qInfo
->prevQuests
.end(); ++iter
)
13324 uint32 prevId
= abs(*iter
);
13326 QuestStatusMap::const_iterator i_prevstatus
= mQuestStatus
.find( prevId
);
13327 Quest
const* qPrevInfo
= sObjectMgr
.GetQuestTemplate(prevId
);
13329 if( qPrevInfo
&& i_prevstatus
!= mQuestStatus
.end() )
13331 // If any of the positive previous quests completed, return true
13332 if( *iter
> 0 && i_prevstatus
->second
.m_rewarded
)
13334 // skip one-from-all exclusive group
13335 if(qPrevInfo
->GetExclusiveGroup() >= 0)
13338 // each-from-all exclusive group ( < 0)
13339 // can be start if only all quests in prev quest exclusive group completed and rewarded
13340 ObjectMgr::ExclusiveQuestGroups::const_iterator iter2
= sObjectMgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
13341 ObjectMgr::ExclusiveQuestGroups::const_iterator end
= sObjectMgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
13343 assert(iter2
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
13345 for(; iter2
!= end
; ++iter2
)
13347 uint32 exclude_Id
= iter2
->second
;
13349 // skip checked quest id, only state of other quests in group is interesting
13350 if(exclude_Id
== prevId
)
13353 QuestStatusMap::const_iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
13355 // alternative quest from group also must be completed and rewarded(reported)
13356 if( i_exstatus
== mQuestStatus
.end() || !i_exstatus
->second
.m_rewarded
)
13359 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13365 // If any of the negative previous quests active, return true
13366 if( *iter
< 0 && (i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
13367 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
))))
13369 // skip one-from-all exclusive group
13370 if(qPrevInfo
->GetExclusiveGroup() >= 0)
13373 // each-from-all exclusive group ( < 0)
13374 // can be start if only all quests in prev quest exclusive group active
13375 ObjectMgr::ExclusiveQuestGroups::const_iterator iter2
= sObjectMgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
13376 ObjectMgr::ExclusiveQuestGroups::const_iterator end
= sObjectMgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
13378 assert(iter2
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
13380 for(; iter2
!= end
; ++iter2
)
13382 uint32 exclude_Id
= iter2
->second
;
13384 // skip checked quest id, only state of other quests in group is interesting
13385 if(exclude_Id
== prevId
)
13388 QuestStatusMap::const_iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
13390 // alternative quest from group also must be active
13391 if( i_exstatus
== mQuestStatus
.end() ||
13392 i_exstatus
->second
.m_status
!= QUEST_STATUS_INCOMPLETE
&&
13393 (i_prevstatus
->second
.m_status
!= QUEST_STATUS_COMPLETE
|| GetQuestRewardStatus(prevId
)) )
13396 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13405 // Has only positive prev. quests in non-rewarded state
13406 // and negative prev. quests in non-active state
13408 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13413 bool Player::SatisfyQuestRace( Quest
const* qInfo
, bool msg
)
13415 uint32 reqraces
= qInfo
->GetRequiredRaces();
13416 if ( reqraces
== 0 )
13418 if( (reqraces
& getRaceMask()) == 0 )
13421 SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE
);
13427 bool Player::SatisfyQuestReputation( Quest
const* qInfo
, bool msg
)
13429 uint32 fIdMin
= qInfo
->GetRequiredMinRepFaction(); //Min required rep
13430 if(fIdMin
&& GetReputationMgr().GetReputation(fIdMin
) < qInfo
->GetRequiredMinRepValue())
13433 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13437 uint32 fIdMax
= qInfo
->GetRequiredMaxRepFaction(); //Max required rep
13438 if(fIdMax
&& GetReputationMgr().GetReputation(fIdMax
) >= qInfo
->GetRequiredMaxRepValue())
13441 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13448 bool Player::SatisfyQuestStatus( Quest
const* qInfo
, bool msg
)
13450 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( qInfo
->GetQuestId() );
13451 if ( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
)
13454 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON
);
13460 bool Player::SatisfyQuestTimed(Quest
const* qInfo
, bool msg
)
13462 if (!m_timedquests
.empty() && qInfo
->HasFlag(QUEST_MANGOS_FLAGS_TIMED
))
13465 SendCanTakeQuestResponse(INVALIDREASON_QUEST_ONLY_ONE_TIMED
);
13472 bool Player::SatisfyQuestExclusiveGroup( Quest
const* qInfo
, bool msg
)
13474 // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
13475 if(qInfo
->GetExclusiveGroup() <= 0)
13478 ObjectMgr::ExclusiveQuestGroups::const_iterator iter
= sObjectMgr
.mExclusiveQuestGroups
.lower_bound(qInfo
->GetExclusiveGroup());
13479 ObjectMgr::ExclusiveQuestGroups::const_iterator end
= sObjectMgr
.mExclusiveQuestGroups
.upper_bound(qInfo
->GetExclusiveGroup());
13481 assert(iter
!=end
); // always must be found if qInfo->ExclusiveGroup != 0
13483 for(; iter
!= end
; ++iter
)
13485 uint32 exclude_Id
= iter
->second
;
13487 // skip checked quest id, only state of other quests in group is interesting
13488 if(exclude_Id
== qInfo
->GetQuestId())
13491 // not allow have daily quest if daily quest from exclusive group already recently completed
13492 Quest
const* Nquest
= sObjectMgr
.GetQuestTemplate(exclude_Id
);
13493 if( !SatisfyQuestDay(Nquest
, false) )
13496 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13500 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
13502 // alternative quest already started or completed
13503 if( i_exstatus
!= mQuestStatus
.end()
13504 && (i_exstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
|| i_exstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
13507 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13514 bool Player::SatisfyQuestNextChain( Quest
const* qInfo
, bool msg
)
13516 if(!qInfo
->GetNextQuestInChain())
13519 // next quest in chain already started or completed
13520 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( qInfo
->GetNextQuestInChain() );
13521 if( itr
!= mQuestStatus
.end()
13522 && (itr
->second
.m_status
== QUEST_STATUS_COMPLETE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
13525 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13529 // check for all quests further up the chain
13530 // only necessary if there are quest chains with more than one quest that can be skipped
13531 //return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg );
13535 bool Player::SatisfyQuestPrevChain( Quest
const* qInfo
, bool msg
)
13537 // No previous quest in chain
13538 if( qInfo
->prevChainQuests
.empty())
13541 for(Quest::PrevChainQuests::const_iterator iter
= qInfo
->prevChainQuests
.begin(); iter
!= qInfo
->prevChainQuests
.end(); ++iter
)
13543 uint32 prevId
= *iter
;
13545 QuestStatusMap::const_iterator i_prevstatus
= mQuestStatus
.find( prevId
);
13547 if( i_prevstatus
!= mQuestStatus
.end() )
13549 // If any of the previous quests in chain active, return false
13550 if( i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
13551 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
)))
13554 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13559 // check for all quests further down the chain
13560 // only necessary if there are quest chains with more than one quest that can be skipped
13561 //if( !SatisfyQuestPrevChain( prevId, msg ) )
13565 // No previous quest in chain active
13569 bool Player::SatisfyQuestDay( Quest
const* qInfo
, bool msg
)
13571 if(!qInfo
->IsDaily())
13574 bool have_slot
= false;
13575 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
13577 uint32 id
= GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
);
13578 if(qInfo
->GetQuestId()==id
)
13588 SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING
);
13595 bool Player::GiveQuestSourceItem( Quest
const *pQuest
)
13597 uint32 srcitem
= pQuest
->GetSrcItemId();
13600 uint32 count
= pQuest
->GetSrcItemCount();
13604 ItemPosCountVec dest
;
13605 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
13606 if( msg
== EQUIP_ERR_OK
)
13608 Item
* item
= StoreNewItem(dest
, srcitem
, true);
13609 SendNewItem(item
, count
, true, false);
13612 // player already have max amount required item, just report success
13613 else if( msg
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
13616 SendEquipError( msg
, NULL
, NULL
);
13623 bool Player::TakeQuestSourceItem( uint32 quest_id
, bool msg
)
13625 Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(quest_id
);
13628 uint32 srcitem
= qInfo
->GetSrcItemId();
13631 uint32 count
= qInfo
->GetSrcItemCount();
13635 // exist one case when destroy source quest item not possible:
13636 // non un-equippable item (equipped non-empty bag, for example)
13637 uint8 res
= CanUnequipItems(srcitem
,count
);
13638 if(res
!= EQUIP_ERR_OK
)
13641 SendEquipError( res
, NULL
, NULL
);
13645 DestroyItemCount(srcitem
, count
, true, true);
13651 bool Player::GetQuestRewardStatus( uint32 quest_id
) const
13653 Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(quest_id
);
13656 // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
13657 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13658 if( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
13659 && !qInfo
->IsRepeatable() )
13660 return itr
->second
.m_rewarded
;
13667 QuestStatus
Player::GetQuestStatus( uint32 quest_id
) const
13671 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13672 if( itr
!= mQuestStatus
.end() )
13673 return itr
->second
.m_status
;
13675 return QUEST_STATUS_NONE
;
13678 bool Player::CanShareQuest(uint32 quest_id
) const
13680 Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(quest_id
);
13681 if( qInfo
&& qInfo
->HasFlag(QUEST_FLAGS_SHARABLE
) )
13683 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13684 if( itr
!= mQuestStatus
.end() )
13685 return itr
->second
.m_status
== QUEST_STATUS_NONE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
;
13690 void Player::SetQuestStatus(uint32 quest_id
, QuestStatus status
)
13692 if (Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(quest_id
))
13694 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
13696 q_status
.m_status
= status
;
13698 if (q_status
.uState
!= QUEST_NEW
)
13699 q_status
.uState
= QUEST_CHANGED
;
13702 UpdateForQuestWorldObjects();
13705 // not used in MaNGOS, but used in scripting code
13706 uint32
Player::GetReqKillOrCastCurrentCount(uint32 quest_id
, int32 entry
)
13708 Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(quest_id
);
13712 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13713 if ( qInfo
->ReqCreatureOrGOId
[j
] == entry
)
13714 return mQuestStatus
[quest_id
].m_creatureOrGOcount
[j
];
13719 void Player::AdjustQuestReqItemCount( Quest
const* pQuest
, QuestStatusData
& questStatusData
)
13721 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13723 for(int i
= 0; i
< QUEST_ITEM_OBJECTIVES_COUNT
; ++i
)
13725 uint32 reqitemcount
= pQuest
->ReqItemCount
[i
];
13726 if( reqitemcount
!= 0 )
13728 uint32 curitemcount
= GetItemCount(pQuest
->ReqItemId
[i
], true);
13730 questStatusData
.m_itemcount
[i
] = std::min(curitemcount
, reqitemcount
);
13731 if (questStatusData
.uState
!= QUEST_NEW
) questStatusData
.uState
= QUEST_CHANGED
;
13737 uint16
Player::FindQuestSlot( uint32 quest_id
) const
13739 for ( uint16 i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13740 if ( GetQuestSlotQuestId(i
) == quest_id
)
13743 return MAX_QUEST_LOG_SIZE
;
13746 void Player::AreaExploredOrEventHappens( uint32 questId
)
13750 uint16 log_slot
= FindQuestSlot( questId
);
13751 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13753 QuestStatusData
& q_status
= mQuestStatus
[questId
];
13755 if(!q_status
.m_explored
)
13757 q_status
.m_explored
= true;
13758 if (q_status
.uState
!= QUEST_NEW
)
13759 q_status
.uState
= QUEST_CHANGED
;
13762 if( CanCompleteQuest( questId
) )
13763 CompleteQuest( questId
);
13767 //not used in mangosd, function for external script library
13768 void Player::GroupEventHappens( uint32 questId
, WorldObject
const* pEventObject
)
13770 if( Group
*pGroup
= GetGroup() )
13772 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
13774 Player
*pGroupGuy
= itr
->getSource();
13776 // for any leave or dead (with not released body) group member at appropriate distance
13777 if( pGroupGuy
&& pGroupGuy
->IsAtGroupRewardDistance(pEventObject
) && !pGroupGuy
->GetCorpse() )
13778 pGroupGuy
->AreaExploredOrEventHappens(questId
);
13782 AreaExploredOrEventHappens(questId
);
13785 void Player::ItemAddedQuestCheck( uint32 entry
, uint32 count
)
13787 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13789 uint32 questid
= GetQuestSlotQuestId(i
);
13790 if ( questid
== 0 )
13793 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13795 if ( q_status
.m_status
!= QUEST_STATUS_INCOMPLETE
)
13798 Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(questid
);
13799 if( !qInfo
|| !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13802 for (int j
= 0; j
< QUEST_ITEM_OBJECTIVES_COUNT
; ++j
)
13804 uint32 reqitem
= qInfo
->ReqItemId
[j
];
13805 if ( reqitem
== entry
)
13807 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
13808 uint32 curitemcount
= q_status
.m_itemcount
[j
];
13809 if ( curitemcount
< reqitemcount
)
13811 uint32 additemcount
= ( curitemcount
+ count
<= reqitemcount
? count
: reqitemcount
- curitemcount
);
13812 q_status
.m_itemcount
[j
] += additemcount
;
13813 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13815 SendQuestUpdateAddItem( qInfo
, j
, additemcount
);
13817 if ( CanCompleteQuest( questid
) )
13818 CompleteQuest( questid
);
13823 UpdateForQuestWorldObjects();
13826 void Player::ItemRemovedQuestCheck( uint32 entry
, uint32 count
)
13828 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13830 uint32 questid
= GetQuestSlotQuestId(i
);
13833 Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(questid
);
13836 if( !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13839 for (int j
= 0; j
< QUEST_ITEM_OBJECTIVES_COUNT
; ++j
)
13841 uint32 reqitem
= qInfo
->ReqItemId
[j
];
13842 if ( reqitem
== entry
)
13844 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13846 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
13847 uint32 curitemcount
;
13848 if( q_status
.m_status
!= QUEST_STATUS_COMPLETE
)
13849 curitemcount
= q_status
.m_itemcount
[j
];
13851 curitemcount
= GetItemCount(entry
, true);
13852 if ( curitemcount
< reqitemcount
+ count
)
13854 uint32 remitemcount
= ( curitemcount
<= reqitemcount
? count
: count
+ reqitemcount
- curitemcount
);
13855 q_status
.m_itemcount
[j
] = curitemcount
- remitemcount
;
13856 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13858 IncompleteQuest( questid
);
13864 UpdateForQuestWorldObjects();
13867 void Player::KilledMonster( CreatureInfo
const* cInfo
, uint64 guid
)
13870 KilledMonsterCredit(cInfo
->Entry
,guid
);
13872 for(int i
= 0; i
< MAX_KILL_CREDIT
; ++i
)
13873 if(cInfo
->KillCredit
[i
])
13874 KilledMonsterCredit(cInfo
->KillCredit
[i
],guid
);
13877 void Player::KilledMonsterCredit( uint32 entry
, uint64 guid
)
13879 uint32 addkillcount
= 1;
13880 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE
, entry
, addkillcount
);
13881 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13883 uint32 questid
= GetQuestSlotQuestId(i
);
13887 Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(questid
);
13890 // just if !ingroup || !noraidgroup || raidgroup
13891 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13892 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
&& (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo
->GetType() == QUEST_TYPE_RAID
))
13894 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
13896 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13898 // skip GO activate objective or none
13899 if(qInfo
->ReqCreatureOrGOId
[j
] <=0)
13902 // skip Cast at creature objective
13903 if(qInfo
->ReqSpell
[j
] !=0 )
13906 uint32 reqkill
= qInfo
->ReqCreatureOrGOId
[j
];
13908 if ( reqkill
== entry
)
13910 uint32 reqkillcount
= qInfo
->ReqCreatureOrGOCount
[j
];
13911 uint32 curkillcount
= q_status
.m_creatureOrGOcount
[j
];
13912 if ( curkillcount
< reqkillcount
)
13914 q_status
.m_creatureOrGOcount
[j
] = curkillcount
+ addkillcount
;
13915 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13917 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curkillcount
, addkillcount
);
13919 if ( CanCompleteQuest( questid
) )
13920 CompleteQuest( questid
);
13922 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13931 void Player::CastedCreatureOrGO( uint32 entry
, uint64 guid
, uint32 spell_id
)
13933 bool isCreature
= IS_CREATURE_GUID(guid
);
13935 uint32 addCastCount
= 1;
13936 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13938 uint32 questid
= GetQuestSlotQuestId(i
);
13942 Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(questid
);
13946 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13948 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13950 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
13952 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13954 // skip kill creature objective (0) or wrong spell casts
13955 if(qInfo
->ReqSpell
[j
] != spell_id
)
13958 uint32 reqTarget
= 0;
13962 // creature activate objectives
13963 if(qInfo
->ReqCreatureOrGOId
[j
] > 0)
13964 // checked at quest_template loading
13965 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
13969 // GO activate objective
13970 if(qInfo
->ReqCreatureOrGOId
[j
] < 0)
13971 // checked at quest_template loading
13972 reqTarget
= - qInfo
->ReqCreatureOrGOId
[j
];
13975 // other not this creature/GO related objectives
13976 if( reqTarget
!= entry
)
13979 uint32 reqCastCount
= qInfo
->ReqCreatureOrGOCount
[j
];
13980 uint32 curCastCount
= q_status
.m_creatureOrGOcount
[j
];
13981 if ( curCastCount
< reqCastCount
)
13983 q_status
.m_creatureOrGOcount
[j
] = curCastCount
+ addCastCount
;
13984 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13986 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curCastCount
, addCastCount
);
13989 if ( CanCompleteQuest( questid
) )
13990 CompleteQuest( questid
);
13992 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
14000 void Player::TalkedToCreature( uint32 entry
, uint64 guid
)
14002 uint32 addTalkCount
= 1;
14003 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
14005 uint32 questid
= GetQuestSlotQuestId(i
);
14009 Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(questid
);
14013 QuestStatusData
& q_status
= mQuestStatus
[questid
];
14015 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
14017 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
14019 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
14021 // skip spell casts and Gameobject objectives
14022 if(qInfo
->ReqSpell
[j
] > 0 || qInfo
->ReqCreatureOrGOId
[j
] < 0)
14025 uint32 reqTarget
= 0;
14027 if(qInfo
->ReqCreatureOrGOId
[j
] > 0) // creature activate objectives
14028 // checked at quest_template loading
14029 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
14033 if ( reqTarget
== entry
)
14035 uint32 reqTalkCount
= qInfo
->ReqCreatureOrGOCount
[j
];
14036 uint32 curTalkCount
= q_status
.m_creatureOrGOcount
[j
];
14037 if ( curTalkCount
< reqTalkCount
)
14039 q_status
.m_creatureOrGOcount
[j
] = curTalkCount
+ addTalkCount
;
14040 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
14042 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curTalkCount
, addTalkCount
);
14044 if ( CanCompleteQuest( questid
) )
14045 CompleteQuest( questid
);
14047 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
14056 void Player::MoneyChanged( uint32 count
)
14058 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
14060 uint32 questid
= GetQuestSlotQuestId(i
);
14064 Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(questid
);
14065 if( qInfo
&& qInfo
->GetRewOrReqMoney() < 0 )
14067 QuestStatusData
& q_status
= mQuestStatus
[questid
];
14069 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
14071 if(int32(count
) >= -qInfo
->GetRewOrReqMoney())
14073 if ( CanCompleteQuest( questid
) )
14074 CompleteQuest( questid
);
14077 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
14079 if(int32(count
) < -qInfo
->GetRewOrReqMoney())
14080 IncompleteQuest( questid
);
14086 void Player::ReputationChanged(FactionEntry
const* factionEntry
)
14088 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
14090 if(uint32 questid
= GetQuestSlotQuestId(i
))
14092 if(Quest
const* qInfo
= sObjectMgr
.GetQuestTemplate(questid
))
14094 if(qInfo
->GetRepObjectiveFaction() == factionEntry
->ID
)
14096 QuestStatusData
& q_status
= mQuestStatus
[questid
];
14097 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
14099 if(GetReputationMgr().GetReputation(factionEntry
) >= qInfo
->GetRepObjectiveValue())
14100 if ( CanCompleteQuest( questid
) )
14101 CompleteQuest( questid
);
14103 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
14105 if(GetReputationMgr().GetReputation(factionEntry
) < qInfo
->GetRepObjectiveValue())
14106 IncompleteQuest( questid
);
14114 bool Player::HasQuestForItem( uint32 itemid
) const
14116 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
14118 uint32 questid
= GetQuestSlotQuestId(i
);
14119 if ( questid
== 0 )
14122 QuestStatusMap::const_iterator qs_itr
= mQuestStatus
.find(questid
);
14123 if(qs_itr
== mQuestStatus
.end())
14126 QuestStatusData
const& q_status
= qs_itr
->second
;
14128 if (q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
14130 Quest
const* qinfo
= sObjectMgr
.GetQuestTemplate(questid
);
14134 // hide quest if player is in raid-group and quest is no raid quest
14135 if (GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
14136 && !InBattleGround())
14139 // There should be no mixed ReqItem/ReqSource drop
14140 // This part for ReqItem drop
14141 for (int j
= 0; j
< QUEST_ITEM_OBJECTIVES_COUNT
; ++j
)
14143 if(itemid
== qinfo
->ReqItemId
[j
] && q_status
.m_itemcount
[j
] < qinfo
->ReqItemCount
[j
] )
14146 // This part - for ReqSource
14147 for (int j
= 0; j
< QUEST_SOURCE_ITEM_IDS_COUNT
; ++j
)
14149 // examined item is a source item
14150 if (qinfo
->ReqSourceId
[j
] == itemid
)
14152 ItemPrototype
const *pProto
= ObjectMgr::GetItemPrototype(itemid
);
14155 if (pProto
->MaxCount
&& GetItemCount(itemid
,true) < pProto
->MaxCount
)
14158 // allows custom amount drop when not 0
14159 if (qinfo
->ReqSourceCount
[j
])
14161 if (GetItemCount(itemid
,true) < qinfo
->ReqSourceCount
[j
])
14163 } else if (GetItemCount(itemid
,true) < pProto
->Stackable
)
14172 void Player::SendQuestComplete( uint32 quest_id
)
14176 WorldPacket
data( SMSG_QUESTUPDATE_COMPLETE
, 4 );
14177 data
<< uint32(quest_id
);
14178 GetSession()->SendPacket( &data
);
14179 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id
);
14183 void Player::SendQuestReward( Quest
const *pQuest
, uint32 XP
, Object
* questGiver
)
14185 uint32 questid
= pQuest
->GetQuestId();
14186 sLog
.outDebug( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid
);
14187 WorldPacket
data( SMSG_QUESTGIVER_QUEST_COMPLETE
, (4+4+4+4+4) );
14188 data
<< uint32(questid
);
14190 if ( getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
14192 data
<< uint32(XP
);
14193 data
<< uint32(pQuest
->GetRewOrReqMoney());
14198 data
<< uint32(pQuest
->GetRewOrReqMoney() + int32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
)));
14201 data
<< uint32(10*MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorableKills()));
14202 data
<< uint32(pQuest
->GetBonusTalents()); // bonus talents
14203 GetSession()->SendPacket( &data
);
14205 if (pQuest
->GetQuestCompleteScript() != 0)
14206 GetMap()->ScriptsStart(sQuestEndScripts
, pQuest
->GetQuestCompleteScript(), questGiver
, this);
14209 void Player::SendQuestFailed( uint32 quest_id
)
14213 WorldPacket
data( SMSG_QUESTGIVER_QUEST_FAILED
, 4+4 );
14214 data
<< uint32(quest_id
);
14215 data
<< uint32(0); // failed reason (4 for inventory is full)
14216 GetSession()->SendPacket( &data
);
14217 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
14221 void Player::SendQuestTimerFailed( uint32 quest_id
)
14225 WorldPacket
data( SMSG_QUESTUPDATE_FAILEDTIMER
, 4 );
14226 data
<< uint32(quest_id
);
14227 GetSession()->SendPacket( &data
);
14228 sLog
.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
14232 void Player::SendCanTakeQuestResponse( uint32 msg
)
14234 WorldPacket
data( SMSG_QUESTGIVER_QUEST_INVALID
, 4 );
14235 data
<< uint32(msg
);
14236 GetSession()->SendPacket( &data
);
14237 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
14240 void Player::SendQuestConfirmAccept(const Quest
* pQuest
, Player
* pReceiver
)
14244 std::string strTitle
= pQuest
->GetTitle();
14246 int loc_idx
= pReceiver
->GetSession()->GetSessionDbLocaleIndex();
14250 if (const QuestLocale
* pLocale
= sObjectMgr
.GetQuestLocale(pQuest
->GetQuestId()))
14252 if (pLocale
->Title
.size() > loc_idx
&& !pLocale
->Title
[loc_idx
].empty())
14253 strTitle
= pLocale
->Title
[loc_idx
];
14257 WorldPacket
data(SMSG_QUEST_CONFIRM_ACCEPT
, (4 + strTitle
.size() + 8));
14258 data
<< uint32(pQuest
->GetQuestId());
14260 data
<< uint64(GetGUID());
14261 pReceiver
->GetSession()->SendPacket(&data
);
14263 sLog
.outDebug("WORLD: Sent SMSG_QUEST_CONFIRM_ACCEPT");
14267 void Player::SendPushToPartyResponse( Player
*pPlayer
, uint32 msg
)
14271 WorldPacket
data( MSG_QUEST_PUSH_RESULT
, (8+1) );
14272 data
<< uint64(pPlayer
->GetGUID());
14273 data
<< uint8(msg
); // valid values: 0-8
14274 GetSession()->SendPacket( &data
);
14275 sLog
.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT");
14279 void Player::SendQuestUpdateAddItem( Quest
const* pQuest
, uint32 item_idx
, uint32 count
)
14281 WorldPacket
data( SMSG_QUESTUPDATE_ADD_ITEM
, 0 );
14282 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" );
14283 //data << pQuest->ReqItemId[item_idx];
14285 GetSession()->SendPacket( &data
);
14288 void Player::SendQuestUpdateAddCreatureOrGo( Quest
const* pQuest
, uint64 guid
, uint32 creatureOrGO_idx
, uint32 old_count
, uint32 add_count
)
14290 assert(old_count
+ add_count
< 256 && "mob/GO count store in 8 bits 2^8 = 256 (0..256)");
14292 int32 entry
= pQuest
->ReqCreatureOrGOId
[ creatureOrGO_idx
];
14294 // client expected gameobject template id in form (id|0x80000000)
14295 entry
= (-entry
) | 0x80000000;
14297 WorldPacket
data( SMSG_QUESTUPDATE_ADD_KILL
, (4*4+8) );
14298 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" );
14299 data
<< uint32(pQuest
->GetQuestId());
14300 data
<< uint32(entry
);
14301 data
<< uint32(old_count
+ add_count
);
14302 data
<< uint32(pQuest
->ReqCreatureOrGOCount
[ creatureOrGO_idx
]);
14303 data
<< uint64(guid
);
14304 GetSession()->SendPacket(&data
);
14306 uint16 log_slot
= FindQuestSlot( pQuest
->GetQuestId() );
14307 if( log_slot
< MAX_QUEST_LOG_SIZE
)
14308 SetQuestSlotCounter(log_slot
,creatureOrGO_idx
,GetQuestSlotCounter(log_slot
,creatureOrGO_idx
)+add_count
);
14311 /*********************************************************/
14312 /*** LOAD SYSTEM ***/
14313 /*********************************************************/
14315 void Player::_LoadDeclinedNames(QueryResult
* result
)
14321 delete m_declinedname
;
14323 m_declinedname
= new DeclinedName
;
14324 Field
*fields
= result
->Fetch();
14325 for(int i
= 0; i
< MAX_DECLINED_NAME_CASES
; ++i
)
14326 m_declinedname
->name
[i
] = fields
[i
].GetCppString();
14331 void Player::_LoadArenaTeamInfo(QueryResult
*result
)
14333 // arenateamid, played_week, played_season, personal_rating
14334 memset((void*)&m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
], 0, sizeof(uint32
) * MAX_ARENA_SLOT
* ARENA_TEAM_END
);
14340 Field
*fields
= result
->Fetch();
14342 uint32 arenateamid
= fields
[0].GetUInt32();
14343 uint32 played_week
= fields
[1].GetUInt32();
14344 uint32 played_season
= fields
[2].GetUInt32();
14345 uint32 wons_season
= fields
[3].GetUInt32();
14346 uint32 personal_rating
= fields
[4].GetUInt32();
14348 ArenaTeam
* aTeam
= sObjectMgr
.GetArenaTeamById(arenateamid
);
14351 sLog
.outError("Player::_LoadArenaTeamInfo: couldn't load arenateam %u", arenateamid
);
14354 uint8 arenaSlot
= aTeam
->GetSlot();
14356 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (arenaSlot
* ARENA_TEAM_END
) + ARENA_TEAM_ID
] = arenateamid
; // TeamID
14357 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (arenaSlot
* ARENA_TEAM_END
) + ARENA_TEAM_TYPE
] = aTeam
->GetType(); // team type
14358 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (arenaSlot
* ARENA_TEAM_END
) + ARENA_TEAM_MEMBER
] = ((aTeam
->GetCaptain() == GetGUID()) ? (uint32
)0 : (uint32
)1); // Captain 0, member 1
14359 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (arenaSlot
* ARENA_TEAM_END
) + ARENA_TEAM_GAMES_WEEK
] = played_week
; // Played Week
14360 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (arenaSlot
* ARENA_TEAM_END
) + ARENA_TEAM_GAMES_SEASON
] = played_season
; // Played Season
14361 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (arenaSlot
* ARENA_TEAM_END
) + ARENA_TEAM_WINS_SEASON
] = wons_season
; // wins season
14362 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (arenaSlot
* ARENA_TEAM_END
) + ARENA_TEAM_PERSONAL_RATING
] = personal_rating
; // Personal Rating
14364 } while (result
->NextRow());
14368 void Player::_LoadEquipmentSets(QueryResult
*result
)
14370 // SetPQuery(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS, "SELECT setguid, setindex, name, iconname, item0, item1, item2, item3, item4, item5, item6, item7, item8, item9, item10, item11, item12, item13, item14, item15, item16, item17, item18 FROM character_equipmentsets WHERE guid = '%u' ORDER BY setindex", GUID_LOPART(m_guid));
14377 Field
*fields
= result
->Fetch();
14379 EquipmentSet eqSet
;
14381 eqSet
.Guid
= fields
[0].GetUInt64();
14382 uint32 index
= fields
[1].GetUInt32();
14383 eqSet
.Name
= fields
[2].GetCppString();
14384 eqSet
.IconName
= fields
[3].GetCppString();
14385 eqSet
.state
= EQUIPMENT_SET_UNCHANGED
;
14387 for(uint32 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
14388 eqSet
.Items
[i
] = fields
[4+i
].GetUInt32();
14390 m_EquipmentSets
[index
] = eqSet
;
14394 if(count
>= MAX_EQUIPMENT_SET_INDEX
) // client limit
14396 } while (result
->NextRow());
14400 void Player::_LoadBGData(QueryResult
* result
)
14405 // Expecting only one row
14406 Field
*fields
= result
->Fetch();
14407 /* bgInstanceID, bgTeam, x, y, z, o, map, taxi[0], taxi[1], mountSpell */
14408 m_bgData
.bgInstanceID
= fields
[0].GetUInt32();
14409 m_bgData
.bgTeam
= fields
[1].GetUInt32();
14410 m_bgData
.joinPos
= WorldLocation(fields
[6].GetUInt32(), // Map
14411 fields
[2].GetFloat(), // X
14412 fields
[3].GetFloat(), // Y
14413 fields
[4].GetFloat(), // Z
14414 fields
[5].GetFloat()); // Orientation
14415 m_bgData
.taxiPath
[0] = fields
[7].GetUInt32();
14416 m_bgData
.taxiPath
[1] = fields
[8].GetUInt32();
14417 m_bgData
.mountSpell
= fields
[9].GetUInt32();
14422 bool Player::LoadPositionFromDB(uint32
& mapid
, float& x
,float& y
,float& z
,float& o
, bool& in_flight
, uint64 guid
)
14424 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid
));
14428 Field
*fields
= result
->Fetch();
14430 x
= fields
[0].GetFloat();
14431 y
= fields
[1].GetFloat();
14432 z
= fields
[2].GetFloat();
14433 o
= fields
[3].GetFloat();
14434 mapid
= fields
[4].GetUInt32();
14435 in_flight
= !fields
[5].GetCppString().empty();
14441 bool Player::LoadValuesArrayFromDB(Tokens
& data
, uint64 guid
)
14443 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid
));
14447 Field
*fields
= result
->Fetch();
14449 data
= StrSplit(fields
[0].GetCppString(), " ");
14456 uint32
Player::GetUInt32ValueFromArray(Tokens
const& data
, uint16 index
)
14458 if(index
>= data
.size())
14461 return (uint32
)atoi(data
[index
].c_str());
14464 float Player::GetFloatValueFromArray(Tokens
const& data
, uint16 index
)
14467 uint32 temp
= Player::GetUInt32ValueFromArray(data
,index
);
14468 memcpy(&result
, &temp
, sizeof(result
));
14473 uint32
Player::GetUInt32ValueFromDB(uint16 index
, uint64 guid
)
14476 if(!LoadValuesArrayFromDB(data
,guid
))
14479 return GetUInt32ValueFromArray(data
,index
);
14482 float Player::GetFloatValueFromDB(uint16 index
, uint64 guid
)
14485 uint32 temp
= Player::GetUInt32ValueFromDB(index
, guid
);
14486 memcpy(&result
, &temp
, sizeof(result
));
14491 bool Player::LoadFromDB( uint32 guid
, SqlQueryHolder
*holder
)
14493 //// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
14494 //QueryResult *result = CharacterDatabase.PQuery("SELECT guid, account, data, name, race, class, gender, level, xp, money, playerBytes, playerBytes2, playerFlags, position_x, position_y, position_z, map, orientation, taximask, cinematic, totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, online, death_expire_time, taxi_path, dungeon_difficulty, arena_pending_points FROM characters WHERE guid = '%u'", guid);
14495 QueryResult
*result
= holder
->GetResult(PLAYER_LOGIN_QUERY_LOADFROM
);
14499 sLog
.outError("Player (GUID: %u) not found in table `characters`, can't load. ",guid
);
14503 Field
*fields
= result
->Fetch();
14505 uint32 dbAccountId
= fields
[1].GetUInt32();
14507 // check if the character's account in the db and the logged in account match.
14508 // player should be able to load/delete character only with correct account!
14509 if( dbAccountId
!= GetSession()->GetAccountId() )
14511 sLog
.outError("Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid
,GetSession()->GetAccountId(),dbAccountId
);
14516 Object::_Create( guid
, 0, HIGHGUID_PLAYER
);
14518 m_name
= fields
[3].GetCppString();
14520 // check name limitations
14521 if (ObjectMgr::CheckPlayerName(m_name
) != CHAR_NAME_SUCCESS
||
14522 (GetSession()->GetSecurity() == SEC_PLAYER
&& sObjectMgr
.IsReservedName(m_name
)))
14525 CharacterDatabase
.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME
),guid
);
14529 if(!LoadValues( fields
[2].GetString()))
14531 sLog
.outError("Player #%d have broken data in `data` field. Can't be loaded.", GUID_LOPART(guid
));
14536 // overwrite possible wrong/corrupted guid
14537 SetUInt64Value(OBJECT_FIELD_GUID
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
14539 // overwrite some data fields
14540 uint32 bytes0
= GetUInt32Value(UNIT_FIELD_BYTES_0
) & 0xFF000000;
14541 bytes0
|= fields
[4].GetUInt8(); // race
14542 bytes0
|= fields
[5].GetUInt8() << 8; // class
14543 bytes0
|= fields
[6].GetUInt8() << 16; // gender
14544 SetUInt32Value(UNIT_FIELD_BYTES_0
, bytes0
);
14546 SetUInt32Value(UNIT_FIELD_LEVEL
, fields
[7].GetUInt8());
14547 SetUInt32Value(PLAYER_XP
, fields
[8].GetUInt32());
14548 SetUInt32Value(PLAYER_FIELD_COINAGE
, fields
[9].GetUInt32());
14549 SetUInt32Value(PLAYER_BYTES
, fields
[10].GetUInt32());
14550 SetUInt32Value(PLAYER_BYTES_2
, fields
[11].GetUInt32());
14551 SetUInt32Value(PLAYER_BYTES_3
, (GetUInt32Value(PLAYER_BYTES_3
) & ~1) | fields
[6].GetUInt8());
14552 SetUInt32Value(PLAYER_FLAGS
, fields
[12].GetUInt32());
14556 // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
14557 for(uint8 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
14559 SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), 0 );
14560 SetVisibleItemSlot(slot
, NULL
);
14564 delete m_items
[slot
];
14565 m_items
[slot
] = NULL
;
14569 // update money limits
14570 if(GetMoney() > MAX_MONEY_AMOUNT
)
14571 SetMoney(MAX_MONEY_AMOUNT
);
14573 sLog
.outDebug("Load Basic value of player %s is: ", m_name
.c_str());
14576 //Need to call it to initialize m_team (m_team can be calculated from race)
14577 //Other way is to saves m_team into characters table.
14578 setFactionForRace(getRace());
14581 // load home bind and check in same time class/race pair, it used later for restore broken positions
14582 if(!_LoadHomeBind(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND
)))
14588 InitPrimaryProfessions(); // to max set before any spell loaded
14590 // init saved position, and fix it later if problematic
14591 uint32 transGUID
= fields
[31].GetUInt32();
14592 Relocate(fields
[13].GetFloat(),fields
[14].GetFloat(),fields
[15].GetFloat(),fields
[17].GetFloat());
14593 SetLocationMapId(fields
[16].GetUInt32());
14595 uint32 difficulty
= fields
[39].GetUInt32();
14596 if(difficulty
>= MAX_DUNGEON_DIFFICULTY
)
14597 difficulty
= DUNGEON_DIFFICULTY_NORMAL
;
14598 SetDungeonDifficulty(Difficulty(difficulty
)); // may be changed in _LoadGroup
14600 _LoadGroup(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP
));
14602 _LoadArenaTeamInfo(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADARENAINFO
));
14604 uint32 arena_currency
= GetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
) + fields
[40].GetUInt32();
14605 if (arena_currency
> sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
))
14606 arena_currency
= sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
);
14608 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, arena_currency
);
14610 // check arena teams integrity
14611 for(uint32 arena_slot
= 0; arena_slot
< MAX_ARENA_SLOT
; ++arena_slot
)
14613 uint32 arena_team_id
= GetArenaTeamId(arena_slot
);
14617 if(ArenaTeam
* at
= sObjectMgr
.GetArenaTeamById(arena_team_id
))
14618 if(at
->HaveMember(GetGUID()))
14621 // arena team not exist or not member, cleanup fields
14622 for(int j
= 0; j
< ARENA_TEAM_END
; ++j
)
14623 SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (arena_slot
* ARENA_TEAM_END
) + j
, 0);
14626 _LoadBoundInstances(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES
));
14628 if(!IsPositionValid())
14630 sLog
.outError("Player (guidlow %d) have invalid coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",guid
,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
14631 RelocateToHomebind();
14635 m_movementInfo
.t_x
= 0.0f
;
14636 m_movementInfo
.t_y
= 0.0f
;
14637 m_movementInfo
.t_z
= 0.0f
;
14638 m_movementInfo
.t_o
= 0.0f
;
14639 m_movementInfo
.t_time
= 0;
14640 m_movementInfo
.t_seat
= -1;
14643 _LoadBGData(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADBGDATA
));
14645 if(m_bgData
.bgInstanceID
) //saved in BattleGround
14647 BattleGround
*currentBg
= sBattleGroundMgr
.GetBattleGround(m_bgData
.bgInstanceID
, BATTLEGROUND_TYPE_NONE
);
14649 if(currentBg
&& currentBg
->IsPlayerInBattleGround(GetGUID()))
14651 BattleGroundQueueTypeId bgQueueTypeId
= BattleGroundMgr::BGQueueTypeId(currentBg
->GetTypeID(), currentBg
->GetArenaType());
14652 AddBattleGroundQueueId(bgQueueTypeId
);
14654 m_bgData
.bgTypeID
= currentBg
->GetTypeID();
14656 //join player to battleground group
14657 currentBg
->EventPlayerLoggedIn(this, GetGUID());
14658 currentBg
->AddOrSetPlayerToCorrectBgGroup(this, GetGUID(), m_bgData
.bgTeam
);
14660 SetInviteForBattleGroundQueueType(bgQueueTypeId
,currentBg
->GetInstanceID());
14664 const WorldLocation
& _loc
= GetBattleGroundEntryPoint();
14665 SetLocationMapId(_loc
.mapid
);
14666 Relocate(_loc
.coord_x
, _loc
.coord_y
, _loc
.coord_z
, _loc
.orientation
);
14668 // We are not in BG anymore
14669 m_bgData
.bgInstanceID
= 0;
14674 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(GetMapId());
14675 // if server restart after player save in BG or area
14676 // player can have current coordinates in to BG/Arena map, fix this
14677 if(!mapEntry
|| mapEntry
->IsBattleGroundOrArena())
14679 const WorldLocation
& _loc
= GetBattleGroundEntryPoint();
14680 SetLocationMapId(_loc
.mapid
);
14681 Relocate(_loc
.coord_x
, _loc
.coord_y
, _loc
.coord_z
, _loc
.orientation
);
14685 if (transGUID
!= 0)
14687 m_movementInfo
.t_x
= fields
[27].GetFloat();
14688 m_movementInfo
.t_y
= fields
[28].GetFloat();
14689 m_movementInfo
.t_z
= fields
[29].GetFloat();
14690 m_movementInfo
.t_o
= fields
[30].GetFloat();
14692 if( !MaNGOS::IsValidMapCoord(
14693 GetPositionX()+m_movementInfo
.t_x
,GetPositionY()+m_movementInfo
.t_y
,
14694 GetPositionZ()+m_movementInfo
.t_z
,GetOrientation()+m_movementInfo
.t_o
) ||
14695 // transport size limited
14696 m_movementInfo
.t_x
> 50 || m_movementInfo
.t_y
> 50 || m_movementInfo
.t_z
> 50 )
14698 sLog
.outError("Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
14699 guid
,GetPositionX()+m_movementInfo
.t_x
,GetPositionY()+m_movementInfo
.t_y
,
14700 GetPositionZ()+m_movementInfo
.t_z
,GetOrientation()+m_movementInfo
.t_o
);
14702 RelocateToHomebind();
14704 m_movementInfo
.t_x
= 0.0f
;
14705 m_movementInfo
.t_y
= 0.0f
;
14706 m_movementInfo
.t_z
= 0.0f
;
14707 m_movementInfo
.t_o
= 0.0f
;
14708 m_movementInfo
.t_time
= 0;
14709 m_movementInfo
.t_seat
= -1;
14715 if (transGUID
!= 0)
14717 for (MapManager::TransportSet::const_iterator iter
= sMapMgr
.m_Transports
.begin(); iter
!= sMapMgr
.m_Transports
.end(); ++iter
)
14719 if( (*iter
)->GetGUIDLow() == transGUID
)
14721 MapEntry
const* transMapEntry
= sMapStore
.LookupEntry((*iter
)->GetMapId());
14722 // client without expansion support
14723 if(GetSession()->Expansion() < transMapEntry
->Expansion())
14725 sLog
.outDebug("Player %s using client without required expansion tried login at transport at non accessible map %u", GetName(), (*iter
)->GetMapId());
14729 m_transport
= *iter
;
14730 m_transport
->AddPassenger(this);
14731 SetLocationMapId(m_transport
->GetMapId());
14738 sLog
.outError("Player (guidlow %d) have problems with transport guid (%u). Teleport to default race/class locations.",
14741 RelocateToHomebind();
14743 m_movementInfo
.t_x
= 0.0f
;
14744 m_movementInfo
.t_y
= 0.0f
;
14745 m_movementInfo
.t_z
= 0.0f
;
14746 m_movementInfo
.t_o
= 0.0f
;
14747 m_movementInfo
.t_time
= 0;
14748 m_movementInfo
.t_seat
= -1;
14753 else // not transport case
14755 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(GetMapId());
14756 // client without expansion support
14757 if(GetSession()->Expansion() < mapEntry
->Expansion())
14759 sLog
.outDebug("Player %s using client without required expansion tried login at non accessible map %u", GetName(), GetMapId());
14760 RelocateToHomebind();
14764 // NOW player must have valid map
14765 // load the player's map here if it's not already loaded
14766 SetMap(sMapMgr
.CreateMap(GetMapId(), this));
14768 // if the player is in an instance and it has been reset in the meantime teleport him to the entrance
14769 if(GetInstanceId() && !sInstanceSaveMgr
.GetInstanceSave(GetInstanceId()))
14771 AreaTrigger
const* at
= sObjectMgr
.GetMapEntranceTrigger(GetMapId());
14773 Relocate(at
->target_X
, at
->target_Y
, at
->target_Z
, at
->target_Orientation
);
14775 sLog
.outError("Player %s(GUID: %u) logged in to a reset instance (map: %u) and there is no area-trigger leading to this map. Thus he can't be ported back to the entrance. This _might_ be an exploit attempt.", GetName(), GetGUIDLow(), GetMapId());
14778 SaveRecallPosition();
14780 time_t now
= time(NULL
);
14781 time_t logoutTime
= time_t(fields
[23].GetUInt64());
14783 // since last logout (in seconds)
14784 uint64 time_diff
= uint64(now
- logoutTime
);
14786 // set value, including drunk invisibility detection
14787 // calculate sobering. after 15 minutes logged out, the player will be sober again
14789 if(time_diff
> 15*MINUTE
)
14792 soberFactor
= 1-time_diff
/(15.0f
*MINUTE
);
14793 uint16 newDrunkenValue
= uint16(soberFactor
*(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFE));
14794 SetDrunkValue(newDrunkenValue
);
14796 m_rest_bonus
= fields
[22].GetFloat();
14797 //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
14798 float bubble0
= 0.031;
14799 //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
14800 float bubble1
= 0.125;
14804 float bubble
= fields
[24].GetUInt32() > 0
14805 ? bubble1
*sWorld
.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY
)
14806 : bubble0
*sWorld
.getRate(RATE_REST_OFFLINE_IN_WILDERNESS
);
14808 SetRestBonus(GetRestBonus()+ time_diff
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
14811 m_cinematic
= fields
[19].GetUInt32();
14812 m_Played_time
[PLAYED_TIME_TOTAL
]= fields
[20].GetUInt32();
14813 m_Played_time
[PLAYED_TIME_LEVEL
]= fields
[21].GetUInt32();
14815 m_resetTalentsCost
= fields
[25].GetUInt32();
14816 m_resetTalentsTime
= time_t(fields
[26].GetUInt64());
14818 // reserve some flags
14819 uint32 old_safe_flags
= GetUInt32Value(PLAYER_FLAGS
) & ( PLAYER_FLAGS_HIDE_CLOAK
| PLAYER_FLAGS_HIDE_HELM
);
14821 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
) )
14822 SetUInt32Value(PLAYER_FLAGS
, 0 | old_safe_flags
);
14824 m_taxi
.LoadTaxiMask( fields
[18].GetString() ); // must be before InitTaxiNodesForLevel
14826 uint32 extraflags
= fields
[32].GetUInt32();
14828 m_stableSlots
= fields
[33].GetUInt32();
14829 if(m_stableSlots
> MAX_PET_STABLES
)
14831 sLog
.outError("Player can have not more %u stable slots, but have in DB %u",MAX_PET_STABLES
,uint32(m_stableSlots
));
14832 m_stableSlots
= MAX_PET_STABLES
;
14835 m_atLoginFlags
= fields
[34].GetUInt32();
14838 // Update Honor kills data
14839 m_lastHonorUpdateTime
= logoutTime
;
14840 UpdateHonorFields();
14842 m_deathExpireTime
= (time_t)fields
[37].GetUInt64();
14843 if(m_deathExpireTime
> now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
)
14844 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
-1;
14846 std::string taxi_nodes
= fields
[38].GetCppString();
14850 // clear channel spell data (if saved at channel spell casting)
14851 SetChannelObjectGUID(0);
14852 SetUInt32Value(UNIT_CHANNEL_SPELL
,0);
14854 // clear charm/summon related fields
14858 SetChannelObjectGUID(0);
14863 // reset some aura modifiers before aura apply
14864 SetFarSightGUID(0);
14865 SetUInt32Value(PLAYER_TRACK_CREATURES
, 0 );
14866 SetUInt32Value(PLAYER_TRACK_RESOURCES
, 0 );
14868 // cleanup aura list explicitly before skill load wher some spells can be applied
14871 _LoadSkills(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSKILLS
));
14873 // make sure the unit is considered out of combat for proper loading
14876 // make sure the unit is considered not in duel for proper loading
14877 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
14878 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
14880 // remember loaded power/health values to restore after stats initialization and modifier applying
14881 uint32 savedHealth
= GetHealth();
14882 uint32 savedPower
[MAX_POWERS
];
14883 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
14884 savedPower
[i
] = GetPower(Powers(i
));
14886 // reset stats before loading any modifiers
14887 InitStatsForLevel();
14888 InitTaxiNodesForLevel();
14889 InitGlyphsForLevel();
14892 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
14894 //mails are loaded only when needed ;-) - when player in game click on mailbox.
14897 _LoadAuras(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS
), time_diff
);
14900 // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
14901 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
) )
14902 m_deathState
= DEAD
;
14904 _LoadSpells(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS
));
14906 // after spell load, learn rewarded spell if need also
14907 _LoadQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS
));
14908 _LoadDailyQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS
));
14910 // after spell and quest load
14911 InitTalentForLevel();
14912 learnDefaultSpells();
14914 // must be before inventory (some items required reputation check)
14915 m_reputationMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION
));
14917 _LoadInventory(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY
), time_diff
);
14919 // update items with duration and realtime
14920 UpdateItemDuration(time_diff
, true);
14922 _LoadActions(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS
));
14924 // unread mails and next delivery time, actual mails not loaded
14925 _LoadMailInit(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT
), holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE
));
14927 m_social
= sSocialMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST
), GetGUIDLow());
14929 // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
14930 // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
14931 if(uint32 curTitle
= GetUInt32Value(PLAYER_CHOSEN_TITLE
))
14933 if(!HasTitle(curTitle
))
14934 SetUInt32Value(PLAYER_CHOSEN_TITLE
, 0);
14937 // Not finish taxi flight path
14938 if(m_bgData
.HasTaxiPath())
14940 m_taxi
.ClearTaxiDestinations();
14941 for (int i
= 0; i
< 2; ++i
)
14942 m_taxi
.AddTaxiDestination(m_bgData
.taxiPath
[i
]);
14944 else if(!m_taxi
.LoadTaxiDestinationsFromString(taxi_nodes
,GetTeam()))
14946 // problems with taxi path loading
14947 TaxiNodesEntry
const* nodeEntry
= NULL
;
14948 if(uint32 node_id
= m_taxi
.GetTaxiSource())
14949 nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
14951 if(!nodeEntry
) // don't know taxi start node, to homebind
14953 sLog
.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow());
14954 RelocateToHomebind();
14956 else // have start node, to it
14958 sLog
.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
14959 SetLocationMapId(nodeEntry
->map_id
);
14960 Relocate(nodeEntry
->x
, nodeEntry
->y
, nodeEntry
->z
,0.0f
);
14963 //we can be relocated from taxi and still have an outdated Map pointer!
14964 //so we need to get a new Map pointer!
14965 SetMap(sMapMgr
.CreateMap(GetMapId(), this));
14966 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14968 m_taxi
.ClearTaxiDestinations();
14971 if(uint32 node_id
= m_taxi
.GetTaxiSource())
14973 // save source node as recall coord to prevent recall and fall from sky
14974 TaxiNodesEntry
const* nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
14975 assert(nodeEntry
); // checked in m_taxi.LoadTaxiDestinationsFromString
14976 m_recallMap
= nodeEntry
->map_id
;
14977 m_recallX
= nodeEntry
->x
;
14978 m_recallY
= nodeEntry
->y
;
14979 m_recallZ
= nodeEntry
->z
;
14981 // flight will started later
14984 // has to be called after last Relocate() in Player::LoadFromDB
14985 SetFallInformation(0, GetPositionZ());
14987 _LoadSpellCooldowns(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS
));
14989 // Spell code allow apply any auras to dead character in load time in aura/spell/item loading
14990 // Do now before stats re-calculation cleanup for ghost state unexpected auras
14992 RemoveAllAurasOnDeath();
14994 //apply all stat bonuses from items and auras
14995 SetCanModifyStats(true);
14998 // restore remembered power/health values (but not more max values)
14999 SetHealth(savedHealth
> GetMaxHealth() ? GetMaxHealth() : savedHealth
);
15000 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
15001 SetPower(Powers(i
),savedPower
[i
] > GetMaxPower(Powers(i
)) ? GetMaxPower(Powers(i
)) : savedPower
[i
]);
15003 sLog
.outDebug("The value of player %s after load item and aura is: ", m_name
.c_str());
15007 if(GetSession()->GetSecurity() > SEC_PLAYER
)
15009 switch(sWorld
.getConfig(CONFIG_GM_LOGIN_STATE
))
15012 case 0: break; // disable
15013 case 1: SetGameMaster(true); break; // enable
15014 case 2: // save state
15015 if(extraflags
& PLAYER_EXTRA_GM_ON
)
15016 SetGameMaster(true);
15020 switch(sWorld
.getConfig(CONFIG_GM_VISIBLE_STATE
))
15023 case 0: SetGMVisible(false); break; // invisible
15024 case 1: break; // visible
15025 case 2: // save state
15026 if(extraflags
& PLAYER_EXTRA_GM_INVISIBLE
)
15027 SetGMVisible(false);
15031 switch(sWorld
.getConfig(CONFIG_GM_ACCEPT_TICKETS
))
15034 case 0: break; // disable
15035 case 1: SetAcceptTicket(true); break; // enable
15036 case 2: // save state
15037 if(extraflags
& PLAYER_EXTRA_GM_ACCEPT_TICKETS
)
15038 SetAcceptTicket(true);
15042 switch(sWorld
.getConfig(CONFIG_GM_CHAT
))
15045 case 0: break; // disable
15046 case 1: SetGMChat(true); break; // enable
15047 case 2: // save state
15048 if(extraflags
& PLAYER_EXTRA_GM_CHAT
)
15053 switch(sWorld
.getConfig(CONFIG_GM_WISPERING_TO
))
15056 case 0: break; // disable
15057 case 1: SetAcceptWhispers(true); break; // enable
15058 case 2: // save state
15059 if(extraflags
& PLAYER_EXTRA_ACCEPT_WHISPERS
)
15060 SetAcceptWhispers(true);
15065 _LoadDeclinedNames(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES
));
15067 m_achievementMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS
), holder
->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS
));
15068 m_achievementMgr
.CheckAllAchievementCriteria();
15070 _LoadEquipmentSets(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS
));
15075 bool Player::isAllowedToLoot(Creature
* creature
)
15077 if(Player
* recipient
= creature
->GetLootRecipient())
15079 if (recipient
== this)
15081 if( Group
* otherGroup
= recipient
->GetGroup())
15083 Group
* thisGroup
= GetGroup();
15086 return thisGroup
== otherGroup
;
15091 // prevent other players from looting if the recipient got disconnected
15092 return !creature
->hasLootRecipient();
15095 void Player::_LoadActions(QueryResult
*result
)
15097 m_actionButtons
.clear();
15099 //QueryResult *result = CharacterDatabase.PQuery("SELECT button,action,type FROM character_action WHERE guid = '%u' ORDER BY button",GetGUIDLow());
15105 Field
*fields
= result
->Fetch();
15107 uint8 button
= fields
[0].GetUInt8();
15108 uint32 action
= fields
[1].GetUInt32();
15109 uint8 type
= fields
[2].GetUInt8();
15111 if(ActionButton
* ab
= addActionButton(button
, action
, type
))
15112 ab
->uState
= ACTIONBUTTON_UNCHANGED
;
15115 sLog
.outError( " ...at loading, and will deleted in DB also");
15117 // Will deleted in DB at next save (it can create data until save but marked as deleted)
15118 m_actionButtons
[button
].uState
= ACTIONBUTTON_DELETED
;
15121 while( result
->NextRow() );
15127 void Player::_LoadAuras(QueryResult
*result
, uint32 timediff
)
15129 //RemoveAllAuras(); -- some spells casted before aura load, for example in LoadSkills, aura list explcitly cleaned early
15131 //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
15137 Field
*fields
= result
->Fetch();
15138 uint64 caster_guid
= fields
[0].GetUInt64();
15139 uint32 spellid
= fields
[1].GetUInt32();
15140 uint32 effindex
= fields
[2].GetUInt32();
15141 uint32 stackcount
= fields
[3].GetUInt32();
15142 int32 damage
= (int32
)fields
[4].GetUInt32();
15143 int32 maxduration
= (int32
)fields
[5].GetUInt32();
15144 int32 remaintime
= (int32
)fields
[6].GetUInt32();
15145 int32 remaincharges
= (int32
)fields
[7].GetUInt32();
15147 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellid
);
15150 sLog
.outError("Unknown aura (spellid %u, effindex %u), ignore.",spellid
,effindex
);
15156 sLog
.outError("Invalid effect index (spellid %u, effindex %u), ignore.",spellid
,effindex
);
15160 // negative effects should continue counting down after logout
15161 if (remaintime
!= -1 && !IsPositiveEffect(spellid
, effindex
))
15163 if (remaintime
/IN_MILISECONDS
<= int32(timediff
))
15166 remaintime
-= timediff
*IN_MILISECONDS
;
15169 // prevent wrong values of remaincharges
15170 if(spellproto
->procCharges
)
15172 if(remaincharges
<= 0 || remaincharges
> spellproto
->procCharges
)
15173 remaincharges
= spellproto
->procCharges
;
15179 for(uint32 i
=0; i
<stackcount
; ++i
)
15181 Aura
* aura
= CreateAura(spellproto
, effindex
, NULL
, this, NULL
);
15183 damage
= aura
->GetModifier()->m_amount
;
15185 // reset stolen single target auras
15186 if (caster_guid
!= GetGUID() && aura
->IsSingleTarget())
15187 aura
->SetIsSingleTarget(false);
15189 aura
->SetLoadedState(caster_guid
,damage
,maxduration
,remaintime
,remaincharges
);
15191 sLog
.outDetail("Added aura spellid %u, effect %u", spellproto
->Id
, effindex
);
15194 while( result
->NextRow() );
15199 if(getClass() == CLASS_WARRIOR
&& !HasAuraType(SPELL_AURA_MOD_SHAPESHIFT
))
15200 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
15203 void Player::_LoadGlyphAuras()
15205 for (uint8 i
= 0; i
< MAX_GLYPH_SLOT_INDEX
; ++i
)
15207 if (uint32 glyph
= GetGlyph(i
))
15209 if (GlyphPropertiesEntry
const *gp
= sGlyphPropertiesStore
.LookupEntry(glyph
))
15211 if (GlyphSlotEntry
const *gs
= sGlyphSlotStore
.LookupEntry(GetGlyphSlot(i
)))
15213 if(gp
->TypeFlags
== gs
->TypeFlags
)
15215 CastSpell(this, gp
->SpellId
, true);
15219 sLog
.outError("Player %s has glyph with typeflags %u in slot with typeflags %u, removing.", m_name
.c_str(), gp
->TypeFlags
, gs
->TypeFlags
);
15222 sLog
.outError("Player %s has not existing glyph slot entry %u on index %u", m_name
.c_str(), GetGlyphSlot(i
), i
);
15225 sLog
.outError("Player %s has not existing glyph entry %u on index %u", m_name
.c_str(), glyph
, i
);
15227 // On any error remove glyph
15233 void Player::LoadCorpse()
15237 sObjectAccessor
.ConvertCorpseForPlayer(GetGUID());
15241 if(Corpse
*corpse
= GetCorpse())
15243 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, corpse
&& !sMapStore
.LookupEntry(corpse
->GetMapId())->Instanceable() );
15247 //Prevent Dead Player login without corpse
15248 ResurrectPlayer(0.5f
);
15253 void Player::_LoadInventory(QueryResult
*result
, uint32 timediff
)
15255 //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());
15256 std::map
<uint64
, Bag
*> bagMap
; // fast guid lookup for bags
15257 //NOTE: the "order by `bag`" is important because it makes sure
15258 //the bagMap is filled before items in the bags are loaded
15259 //NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?)
15260 //expected to be equipped before offhand items (TODO: fixme)
15262 uint32 zone
= GetZoneId();
15266 std::list
<Item
*> problematicItems
;
15268 // prevent items from being added to the queue when stored
15269 m_itemUpdateQueueBlocked
= true;
15272 Field
*fields
= result
->Fetch();
15273 uint32 bag_guid
= fields
[1].GetUInt32();
15274 uint8 slot
= fields
[2].GetUInt8();
15275 uint32 item_guid
= fields
[3].GetUInt32();
15276 uint32 item_id
= fields
[4].GetUInt32();
15278 ItemPrototype
const * proto
= ObjectMgr::GetItemPrototype(item_id
);
15282 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
15283 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid
);
15284 sLog
.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id
);
15288 Item
*item
= NewItemOrBag(proto
);
15290 if(!item
->LoadFromDB(item_guid
, GetGUID(), result
))
15292 sLog
.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id
);
15293 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
15294 item
->FSetState(ITEM_REMOVED
);
15295 item
->SaveToDB(); // it also deletes item object !
15299 // not allow have in alive state item limited to another map/zone
15300 if(isAlive() && item
->IsLimitedToAnotherMapOrZone(GetMapId(),zone
) )
15302 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
15303 item
->FSetState(ITEM_REMOVED
);
15304 item
->SaveToDB(); // it also deletes item object !
15308 // "Conjured items disappear if you are logged out for more than 15 minutes"
15309 if ((timediff
> 15*60) && (item
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_CONJURED
)))
15311 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
15312 item
->FSetState(ITEM_REMOVED
);
15313 item
->SaveToDB(); // it also deletes item object !
15317 bool success
= true;
15319 // the item/bag is not in a bag
15322 item
->SetContainer( NULL
);
15323 item
->SetSlot(slot
);
15325 if( IsInventoryPos( INVENTORY_SLOT_BAG_0
, slot
) )
15327 ItemPosCountVec dest
;
15328 if( CanStoreItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false ) == EQUIP_ERR_OK
)
15329 item
= StoreItem(dest
, item
, true);
15333 else if( IsEquipmentPos( INVENTORY_SLOT_BAG_0
, slot
) )
15336 if( CanEquipItem( slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
15337 QuickEquipItem(dest
, item
);
15341 else if( IsBankPos( INVENTORY_SLOT_BAG_0
, slot
) )
15343 ItemPosCountVec dest
;
15344 if( CanBankItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
15345 item
= BankItem(dest
, item
, true);
15352 // store bags that may contain items in them
15353 if(item
->IsBag() && IsBagPos(item
->GetPos()))
15354 bagMap
[item_guid
] = (Bag
*)item
;
15357 // the item/bag in a bag
15360 item
->SetSlot(NULL_SLOT
);
15361 // the item is in a bag, find the bag
15362 std::map
<uint64
, Bag
*>::const_iterator itr
= bagMap
.find(bag_guid
);
15363 if(itr
!= bagMap
.end() && slot
< itr
->second
->GetBagSize())
15365 ItemPosCountVec dest
;
15366 if( CanStoreItem( itr
->second
->GetSlot(), slot
, dest
, item
, false ) == EQUIP_ERR_OK
)
15367 item
= StoreItem(dest
, item
, true);
15375 // item's state may have changed after stored
15377 item
->SetState(ITEM_UNCHANGED
, this);
15380 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
);
15381 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
15382 problematicItems
.push_back(item
);
15384 } while (result
->NextRow());
15387 m_itemUpdateQueueBlocked
= false;
15389 // send by mail problematic items
15390 while(!problematicItems
.empty())
15392 std::string subject
= GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM
);
15395 MailDraft
draft(subject
);
15397 for(int i
= 0; !problematicItems
.empty() && i
< MAX_MAIL_ITEMS
; ++i
)
15399 Item
* item
= problematicItems
.front();
15400 problematicItems
.pop_front();
15402 draft
.AddItem(item
);
15405 draft
.SendMailTo(this, MailSender(this, MAIL_STATIONERY_GM
));
15409 _ApplyAllItemMods();
15412 // load mailed item which should receive current player
15413 void Player::_LoadMailedItems(Mail
*mail
)
15415 // data needs to be at first place for Item::LoadFromDB
15416 QueryResult
* result
= CharacterDatabase
.PQuery("SELECT data, item_guid, item_template FROM mail_items JOIN item_instance ON item_guid = guid WHERE mail_id='%u'", mail
->messageID
);
15422 Field
*fields
= result
->Fetch();
15423 uint32 item_guid_low
= fields
[1].GetUInt32();
15424 uint32 item_template
= fields
[2].GetUInt32();
15426 mail
->AddItem(item_guid_low
, item_template
);
15428 ItemPrototype
const *proto
= ObjectMgr::GetItemPrototype(item_template
);
15432 sLog
.outError( "Player %u has unknown item_template (ProtoType) in mailed items(GUID: %u template: %u) in mail (%u), deleted.", GetGUIDLow(), item_guid_low
, item_template
,mail
->messageID
);
15433 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
15434 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low
);
15438 Item
*item
= NewItemOrBag(proto
);
15440 if(!item
->LoadFromDB(item_guid_low
, 0, result
))
15442 sLog
.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail
->messageID
, item_guid_low
);
15443 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
15444 item
->FSetState(ITEM_REMOVED
);
15445 item
->SaveToDB(); // it also deletes item object !
15450 } while (result
->NextRow());
15455 void Player::_LoadMailInit(QueryResult
*resultUnread
, QueryResult
*resultDelivery
)
15457 //set a count of unread mails
15458 //QueryResult *resultMails = CharacterDatabase.PQuery("SELECT COUNT(id) FROM mail WHERE receiver = '%u' AND (checked & 1)=0 AND deliver_time <= '" UI64FMTD "'", GUID_LOPART(playerGuid),(uint64)cTime);
15461 Field
*fieldMail
= resultUnread
->Fetch();
15462 unReadMails
= fieldMail
[0].GetUInt8();
15463 delete resultUnread
;
15466 // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
15467 //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
15468 if (resultDelivery
)
15470 Field
*fieldMail
= resultDelivery
->Fetch();
15471 m_nextMailDelivereTime
= (time_t)fieldMail
[0].GetUInt64();
15472 delete resultDelivery
;
15476 void Player::_LoadMail()
15479 //mails are in right order 0 1 2 3 4 5 6 7 8 9 10 11 12 13
15480 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());
15485 Field
*fields
= result
->Fetch();
15486 Mail
*m
= new Mail
;
15487 m
->messageID
= fields
[0].GetUInt32();
15488 m
->messageType
= fields
[1].GetUInt8();
15489 m
->sender
= fields
[2].GetUInt32();
15490 m
->receiver
= fields
[3].GetUInt32();
15491 m
->subject
= fields
[4].GetCppString();
15492 m
->itemTextId
= fields
[5].GetUInt32();
15493 bool has_items
= fields
[6].GetBool();
15494 m
->expire_time
= (time_t)fields
[7].GetUInt64();
15495 m
->deliver_time
= (time_t)fields
[8].GetUInt64();
15496 m
->money
= fields
[9].GetUInt32();
15497 m
->COD
= fields
[10].GetUInt32();
15498 m
->checked
= fields
[11].GetUInt32();
15499 m
->stationery
= fields
[12].GetUInt8();
15500 m
->mailTemplateId
= fields
[13].GetInt16();
15502 if(m
->mailTemplateId
&& !sMailTemplateStore
.LookupEntry(m
->mailTemplateId
))
15504 sLog
.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m
->messageID
, m
->mailTemplateId
);
15505 m
->mailTemplateId
= 0;
15508 m
->state
= MAIL_STATE_UNCHANGED
;
15511 _LoadMailedItems(m
);
15513 m_mail
.push_back(m
);
15514 } while( result
->NextRow() );
15517 m_mailsLoaded
= true;
15520 void Player::LoadPet()
15522 //fixme: the pet should still be loaded if the player is not in world
15523 // just not added to the map
15526 Pet
*pet
= new Pet
;
15527 if(!pet
->LoadPetFromDB(this,0,0,true))
15532 void Player::_LoadQuestStatus(QueryResult
*result
)
15534 mQuestStatus
.clear();
15538 //// 0 1 2 3 4 5 6 7 8 9 10 11 12
15539 //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());
15545 Field
*fields
= result
->Fetch();
15547 uint32 quest_id
= fields
[0].GetUInt32();
15548 // used to be new, no delete?
15549 Quest
const* pQuest
= sObjectMgr
.GetQuestTemplate(quest_id
);
15553 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
15555 uint32 qstatus
= fields
[1].GetUInt32();
15556 if(qstatus
< MAX_QUEST_STATUS
)
15557 questStatusData
.m_status
= QuestStatus(qstatus
);
15560 questStatusData
.m_status
= QUEST_STATUS_NONE
;
15561 sLog
.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id
,qstatus
);
15564 questStatusData
.m_rewarded
= ( fields
[2].GetUInt8() > 0 );
15565 questStatusData
.m_explored
= ( fields
[3].GetUInt8() > 0 );
15567 time_t quest_time
= time_t(fields
[4].GetUInt64());
15569 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && !GetQuestRewardStatus(quest_id
) && questStatusData
.m_status
!= QUEST_STATUS_NONE
)
15571 AddTimedQuest( quest_id
);
15573 if (quest_time
<= sWorld
.GetGameTime())
15574 questStatusData
.m_timer
= 1;
15576 questStatusData
.m_timer
= (quest_time
- sWorld
.GetGameTime()) * IN_MILISECONDS
;
15581 questStatusData
.m_creatureOrGOcount
[0] = fields
[5].GetUInt32();
15582 questStatusData
.m_creatureOrGOcount
[1] = fields
[6].GetUInt32();
15583 questStatusData
.m_creatureOrGOcount
[2] = fields
[7].GetUInt32();
15584 questStatusData
.m_creatureOrGOcount
[3] = fields
[8].GetUInt32();
15585 questStatusData
.m_itemcount
[0] = fields
[9].GetUInt32();
15586 questStatusData
.m_itemcount
[1] = fields
[10].GetUInt32();
15587 questStatusData
.m_itemcount
[2] = fields
[11].GetUInt32();
15588 questStatusData
.m_itemcount
[3] = fields
[12].GetUInt32();
15590 questStatusData
.uState
= QUEST_UNCHANGED
;
15592 // add to quest log
15593 if (slot
< MAX_QUEST_LOG_SIZE
&&
15594 ((questStatusData
.m_status
== QUEST_STATUS_INCOMPLETE
||
15595 questStatusData
.m_status
== QUEST_STATUS_COMPLETE
||
15596 questStatusData
.m_status
== QUEST_STATUS_FAILED
) &&
15597 (!questStatusData
.m_rewarded
|| pQuest
->IsRepeatable())))
15599 SetQuestSlot(slot
, quest_id
, quest_time
);
15601 if (questStatusData
.m_status
== QUEST_STATUS_COMPLETE
)
15602 SetQuestSlotState(slot
, QUEST_STATE_COMPLETE
);
15604 if (questStatusData
.m_status
== QUEST_STATUS_FAILED
)
15605 SetQuestSlotState(slot
, QUEST_STATE_FAIL
);
15607 for(uint8 idx
= 0; idx
< QUEST_OBJECTIVES_COUNT
; ++idx
)
15608 if(questStatusData
.m_creatureOrGOcount
[idx
])
15609 SetQuestSlotCounter(slot
, idx
, questStatusData
.m_creatureOrGOcount
[idx
]);
15614 if(questStatusData
.m_rewarded
)
15616 // learn rewarded spell if unknown
15617 learnQuestRewardedSpells(pQuest
);
15619 // set rewarded title if any
15620 if(pQuest
->GetCharTitleId())
15622 if(CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
15623 SetTitle(titleEntry
);
15626 if(pQuest
->GetBonusTalents())
15627 m_questRewardTalentCount
+= pQuest
->GetBonusTalents();
15630 sLog
.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData
.m_status
, quest_id
, GetGUIDLow());
15633 while( result
->NextRow() );
15638 // clear quest log tail
15639 for ( uint16 i
= slot
; i
< MAX_QUEST_LOG_SIZE
; ++i
)
15640 SetQuestSlot(i
, 0);
15643 void Player::_LoadDailyQuestStatus(QueryResult
*result
)
15645 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
15646 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
15648 //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
15652 uint32 quest_daily_idx
= 0;
15656 if(quest_daily_idx
>= PLAYER_MAX_DAILY_QUESTS
) // max amount with exist data in query
15658 sLog
.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow());
15662 Field
*fields
= result
->Fetch();
15664 uint32 quest_id
= fields
[0].GetUInt32();
15666 // save _any_ from daily quest times (it must be after last reset anyway)
15667 m_lastDailyQuestTime
= (time_t)fields
[1].GetUInt64();
15669 Quest
const* pQuest
= sObjectMgr
.GetQuestTemplate(quest_id
);
15673 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
15676 sLog
.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id
, GetGUIDLow());
15678 while( result
->NextRow() );
15683 m_DailyQuestChanged
= false;
15686 void Player::_LoadSpells(QueryResult
*result
)
15688 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,active,disabled FROM character_spell WHERE guid = '%u'",GetGUIDLow());
15694 Field
*fields
= result
->Fetch();
15696 addSpell(fields
[0].GetUInt32(), fields
[1].GetBool(), false, false, fields
[2].GetBool());
15698 while( result
->NextRow() );
15704 void Player::_LoadGroup(QueryResult
*result
)
15706 //QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
15709 uint64 leaderGuid
= MAKE_NEW_GUID((*result
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
15712 if (Group
* group
= sObjectMgr
.GetGroupByLeader(leaderGuid
))
15714 uint8 subgroup
= group
->GetMemberGroup(GetGUID());
15715 SetGroup(group
, subgroup
);
15716 if (getLevel() >= LEVELREQUIREMENT_HEROIC
)
15718 // the group leader may change the instance difficulty while the player is offline
15719 SetDungeonDifficulty(group
->GetDungeonDifficulty());
15720 SetRaidDifficulty(group
->GetRaidDifficulty());
15726 void Player::_LoadBoundInstances(QueryResult
*result
)
15728 for(uint8 i
= 0; i
< MAX_DIFFICULTY
; ++i
)
15729 m_boundInstances
[i
].clear();
15731 Group
*group
= GetGroup();
15733 //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));
15738 Field
*fields
= result
->Fetch();
15739 bool perm
= fields
[1].GetBool();
15740 uint32 mapId
= fields
[2].GetUInt32();
15741 uint32 instanceId
= fields
[0].GetUInt32();
15742 uint8 difficulty
= fields
[3].GetUInt8();
15744 time_t resetTime
= (time_t)fields
[4].GetUInt64();
15745 // the resettime for normal instances is only saved when the InstanceSave is unloaded
15746 // so the value read from the DB may be wrong here but only if the InstanceSave is loaded
15747 // and in that case it is not used
15749 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(mapId
);
15750 if(!mapEntry
|| !mapEntry
->IsDungeon())
15752 sLog
.outError("_LoadBoundInstances: player %s(%d) has bind to not existed or not dungeon map %d", GetName(), GetGUIDLow(), mapId
);
15753 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
15757 if(difficulty
>= MAX_DIFFICULTY
)
15759 sLog
.outError("_LoadBoundInstances: player %s(%d) has bind to not existed difficulty %d instance for map %u", GetName(), GetGUIDLow(), difficulty
, mapId
);
15760 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
15764 MapDifficulty
const* mapDiff
= GetMapDifficultyData(mapId
,Difficulty(difficulty
));
15767 sLog
.outError("_LoadBoundInstances: player %s(%d) has bind to not existed difficulty %d instance for map %u", GetName(), GetGUIDLow(), difficulty
, mapId
);
15768 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
15774 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
);
15775 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
15779 // since non permanent binds are always solo bind, they can always be reset
15780 InstanceSave
*save
= sInstanceSaveMgr
.AddInstanceSave(mapId
, instanceId
, Difficulty(difficulty
), resetTime
, !perm
, true);
15781 if(save
) BindToInstance(save
, perm
, true);
15782 } while(result
->NextRow());
15787 InstancePlayerBind
* Player::GetBoundInstance(uint32 mapid
, Difficulty difficulty
)
15789 // some instances only have one difficulty
15790 MapDifficulty
const* mapDiff
= GetMapDifficultyData(mapid
,difficulty
);
15794 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
15795 if(itr
!= m_boundInstances
[difficulty
].end())
15796 return &itr
->second
;
15801 void Player::UnbindInstance(uint32 mapid
, Difficulty difficulty
, bool unload
)
15803 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
15804 UnbindInstance(itr
, difficulty
, unload
);
15807 void Player::UnbindInstance(BoundInstancesMap::iterator
&itr
, Difficulty difficulty
, bool unload
)
15809 if(itr
!= m_boundInstances
[difficulty
].end())
15811 if(!unload
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr
->second
.save
->GetInstanceId());
15812 itr
->second
.save
->RemovePlayer(this); // save can become invalid
15813 m_boundInstances
[difficulty
].erase(itr
++);
15817 InstancePlayerBind
* Player::BindToInstance(InstanceSave
*save
, bool permanent
, bool load
)
15821 InstancePlayerBind
& bind
= m_boundInstances
[save
->GetDifficulty()][save
->GetMapId()];
15824 // update the save when the group kills a boss
15825 if(permanent
!= bind
.perm
|| save
!= bind
.save
)
15826 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());
15829 if(!load
) CharacterDatabase
.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save
->GetInstanceId(), permanent
);
15831 if(bind
.save
!= save
)
15833 if(bind
.save
) bind
.save
->RemovePlayer(this);
15834 save
->AddPlayer(this);
15837 if(permanent
) save
->SetCanReset(false);
15840 bind
.perm
= permanent
;
15841 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());
15848 void Player::SendRaidInfo()
15850 uint32 counter
= 0;
15852 WorldPacket
data(SMSG_RAID_INSTANCE_INFO
, 4);
15854 size_t p_counter
= data
.wpos();
15855 data
<< uint32(counter
); // placeholder
15857 time_t now
= time(NULL
);
15859 for(int i
= 0; i
< MAX_DIFFICULTY
; ++i
)
15861 for (BoundInstancesMap::const_iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15863 if(itr
->second
.perm
)
15865 InstanceSave
*save
= itr
->second
.save
;
15866 data
<< uint32(save
->GetMapId()); // map id
15867 data
<< uint32(save
->GetDifficulty()); // difficulty
15868 data
<< uint64(save
->GetInstanceId()); // instance id
15869 data
<< uint8(1); // expired = 0
15870 data
<< uint8(0); // extended = 1
15871 data
<< uint32(save
->GetResetTime() - now
); // reset time
15876 data
.put
<uint32
>(p_counter
, counter
);
15877 GetSession()->SendPacket(&data
);
15881 - called on every successful teleportation to a map
15883 void Player::SendSavedInstances()
15885 bool hasBeenSaved
= false;
15888 for(uint8 i
= 0; i
< MAX_DIFFICULTY
; ++i
)
15890 for (BoundInstancesMap::const_iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15892 if(itr
->second
.perm
) // only permanent binds are sent
15894 hasBeenSaved
= true;
15900 //Send opcode 811. true or false means, whether you have current raid/heroic instances
15901 data
.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP
);
15902 data
<< uint32(hasBeenSaved
);
15903 GetSession()->SendPacket(&data
);
15908 for(uint8 i
= 0; i
< MAX_DIFFICULTY
; ++i
)
15910 for (BoundInstancesMap::const_iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15912 if(itr
->second
.perm
)
15914 data
.Initialize(SMSG_UPDATE_LAST_INSTANCE
);
15915 data
<< uint32(itr
->second
.save
->GetMapId());
15916 GetSession()->SendPacket(&data
);
15922 /// convert the player's binds to the group
15923 void Player::ConvertInstancesToGroup(Player
*player
, Group
*group
, uint64 player_guid
)
15925 bool has_binds
= false;
15926 bool has_solo
= false;
15928 if(player
) { player_guid
= player
->GetGUID(); if(!group
) group
= player
->GetGroup(); }
15929 assert(player_guid
);
15931 // copy all binds to the group, when changing leader it's assumed the character
15932 // will not have any solo binds
15936 for(uint8 i
= 0; i
< MAX_DIFFICULTY
; ++i
)
15938 for (BoundInstancesMap::iterator itr
= player
->m_boundInstances
[i
].begin(); itr
!= player
->m_boundInstances
[i
].end();)
15941 if(group
) group
->BindToInstance(itr
->second
.save
, itr
->second
.perm
, true);
15942 // permanent binds are not removed
15943 if(!itr
->second
.perm
)
15945 // increments itr in call
15946 player
->UnbindInstance(itr
, Difficulty(i
), true);
15955 // if the player's not online we don't know what binds it has
15956 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
));
15957 // the following should not get executed when changing leaders
15958 if(!player
|| has_solo
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid
));
15961 bool Player::_LoadHomeBind(QueryResult
*result
)
15963 PlayerInfo
const *info
= sObjectMgr
.GetPlayerInfo(getRace(), getClass());
15966 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
15971 //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
15974 Field
*fields
= result
->Fetch();
15975 m_homebindMapId
= fields
[0].GetUInt32();
15976 m_homebindZoneId
= fields
[1].GetUInt16();
15977 m_homebindX
= fields
[2].GetFloat();
15978 m_homebindY
= fields
[3].GetFloat();
15979 m_homebindZ
= fields
[4].GetFloat();
15982 MapEntry
const* bindMapEntry
= sMapStore
.LookupEntry(m_homebindMapId
);
15984 // accept saved data only for valid position (and non instanceable), and accessable
15985 if( MapManager::IsValidMapCoord(m_homebindMapId
,m_homebindX
,m_homebindY
,m_homebindZ
) &&
15986 !bindMapEntry
->Instanceable() && GetSession()->Expansion() >= bindMapEntry
->Expansion())
15991 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
15996 m_homebindMapId
= info
->mapId
;
15997 m_homebindZoneId
= info
->zoneId
;
15998 m_homebindX
= info
->positionX
;
15999 m_homebindY
= info
->positionY
;
16000 m_homebindZ
= info
->positionZ
;
16002 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
);
16005 DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f",
16006 m_homebindMapId
, m_homebindZoneId
, m_homebindX
, m_homebindY
, m_homebindZ
);
16011 /*********************************************************/
16012 /*** SAVE SYSTEM ***/
16013 /*********************************************************/
16015 void Player::SaveToDB()
16017 // we should assure this: assert((m_nextSave != sWorld.getConfig(CONFIG_INTERVAL_SAVE)));
16018 // delay auto save at any saves (manual, in code, or autosave)
16019 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
16021 //lets allow only players in world to be saved
16022 if(IsBeingTeleportedFar())
16024 ScheduleDelayedOperation(DELAYED_SAVE_PLAYER
);
16028 // first save/honor gain after midnight will also update the player's honor fields
16029 UpdateHonorFields();
16031 sLog
.outDebug("The value of player %s at save: ", m_name
.c_str());
16034 CharacterDatabase
.BeginTransaction();
16036 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow());
16038 std::string sql_name
= m_name
;
16039 CharacterDatabase
.escape_string(sql_name
);
16041 std::ostringstream ss
;
16042 ss
<< "INSERT INTO characters (guid,account,name,race,class,gender,level,xp,money,playerBytes,playerBytes2,playerFlags,"
16043 "map, dungeon_difficulty, position_x, position_y, position_z, orientation, data, "
16044 "taximask, online, cinematic, "
16045 "totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, "
16046 "trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, "
16047 "death_expire_time, taxi_path, arena_pending_points) VALUES ("
16048 << GetGUIDLow() << ", "
16049 << GetSession()->GetAccountId() << ", '"
16050 << sql_name
<< "', "
16051 << (uint32
)getRace() << ", "
16052 << (uint32
)getClass() << ", "
16053 << (uint32
)getGender() << ", "
16054 << getLevel() << ", "
16055 << GetUInt32Value(PLAYER_XP
) << ", "
16056 << GetMoney() << ", "
16057 << GetUInt32Value(PLAYER_BYTES
) << ", "
16058 << GetUInt32Value(PLAYER_BYTES_2
) << ", "
16059 << GetUInt32Value(PLAYER_FLAGS
) << ", ";
16061 if(!IsBeingTeleported())
16063 ss
<< GetMapId() << ", "
16064 << (uint32
)GetDungeonDifficulty() << ", "
16065 << finiteAlways(GetPositionX()) << ", "
16066 << finiteAlways(GetPositionY()) << ", "
16067 << finiteAlways(GetPositionZ()) << ", "
16068 << finiteAlways(GetOrientation()) << ", '";
16072 ss
<< GetTeleportDest().mapid
<< ", "
16073 << (uint32
)GetDungeonDifficulty() << ", "
16074 << finiteAlways(GetTeleportDest().coord_x
) << ", "
16075 << finiteAlways(GetTeleportDest().coord_y
) << ", "
16076 << finiteAlways(GetTeleportDest().coord_z
) << ", "
16077 << finiteAlways(GetTeleportDest().orientation
) << ", '";
16081 for( i
= 0; i
< m_valuesCount
; ++i
)
16083 ss
<< GetUInt32Value(i
) << " ";
16088 ss
<< m_taxi
<< ", "; // string with TaxiMaskSize numbers
16090 ss
<< (IsInWorld() ? 1 : 0) << ", ";
16092 ss
<< m_cinematic
<< ", ";
16094 ss
<< m_Played_time
[PLAYED_TIME_TOTAL
] << ", ";
16095 ss
<< m_Played_time
[PLAYED_TIME_LEVEL
] << ", ";
16097 ss
<< finiteAlways(m_rest_bonus
) << ", ";
16098 ss
<< (uint64
)time(NULL
) << ", ";
16099 ss
<< (HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
) ? 1 : 0) << ", ";
16100 //save, far from tavern/city
16101 //save, but in tavern/city
16102 ss
<< m_resetTalentsCost
<< ", ";
16103 ss
<< (uint64
)m_resetTalentsTime
<< ", ";
16105 ss
<< finiteAlways(m_movementInfo
.t_x
) << ", ";
16106 ss
<< finiteAlways(m_movementInfo
.t_y
) << ", ";
16107 ss
<< finiteAlways(m_movementInfo
.t_z
) << ", ";
16108 ss
<< finiteAlways(m_movementInfo
.t_o
) << ", ";
16110 ss
<< m_transport
->GetGUIDLow();
16115 ss
<< m_ExtraFlags
<< ", ";
16117 ss
<< uint32(m_stableSlots
) << ", "; // to prevent save uint8 as char
16119 ss
<< uint32(m_atLoginFlags
) << ", ";
16121 ss
<< GetZoneId() << ", ";
16123 ss
<< (uint64
)m_deathExpireTime
<< ", '";
16125 ss
<< m_taxi
.SaveTaxiDestinationsToString() << "', ";
16126 ss
<< "'0' "; // arena_pending_points
16129 CharacterDatabase
.Execute( ss
.str().c_str() );
16131 if(m_mailsUpdated
) //save mails only when needed
16136 _SaveQuestStatus();
16137 _SaveDailyQuestStatus();
16139 _SaveSpellCooldowns();
16143 m_achievementMgr
.SaveToDB();
16144 m_reputationMgr
.SaveToDB();
16145 _SaveEquipmentSets();
16146 GetSession()->SaveTutorialsData(); // changed only while character in game
16148 CharacterDatabase
.CommitTransaction();
16150 // save pet (hunter pet level and experience and all type pets health/mana).
16151 if(Pet
* pet
= GetPet())
16152 pet
->SavePetToDB(PET_SAVE_AS_CURRENT
);
16155 // fast save function for item/money cheating preventing - save only inventory and money state
16156 void Player::SaveInventoryAndGoldToDB()
16162 void Player::SaveGoldToDB()
16164 CharacterDatabase
.PExecute("UPDATE characters SET money = '%u' WHERE guid = '%u'", GetMoney(), GetGUIDLow());
16167 void Player::_SaveActions()
16169 for(ActionButtonList::iterator itr
= m_actionButtons
.begin(); itr
!= m_actionButtons
.end(); )
16171 switch (itr
->second
.uState
)
16173 case ACTIONBUTTON_NEW
:
16174 CharacterDatabase
.PExecute("INSERT INTO character_action (guid,button,action,type) VALUES ('%u', '%u', '%u', '%u')",
16175 GetGUIDLow(), (uint32
)itr
->first
, (uint32
)itr
->second
.GetAction(), (uint32
)itr
->second
.GetType() );
16176 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
16179 case ACTIONBUTTON_CHANGED
:
16180 CharacterDatabase
.PExecute("UPDATE character_action SET action = '%u', type = '%u' WHERE guid= '%u' AND button= '%u' ",
16181 (uint32
)itr
->second
.GetAction(), (uint32
)itr
->second
.GetType(), GetGUIDLow(), (uint32
)itr
->first
);
16182 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
16185 case ACTIONBUTTON_DELETED
:
16186 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u'", GetGUIDLow(), (uint32
)itr
->first
);
16187 m_actionButtons
.erase(itr
++);
16196 void Player::_SaveAuras()
16198 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
16200 AuraMap
const& auras
= GetAuras();
16205 spellEffectPair lastEffectPair
= auras
.begin()->first
;
16206 uint32 stackCounter
= 1;
16208 /* copied following sql-code partly from achievementmgr */
16209 bool first_round
= true;
16210 std::ostringstream ss
;
16211 for(AuraMap::const_iterator itr
= auras
.begin(); ; ++itr
)
16213 if(itr
== auras
.end() || lastEffectPair
!= itr
->first
)
16215 AuraMap::const_iterator itr2
= itr
;
16216 // save previous spellEffectPair to db
16219 //skip all auras from spells that are passive
16220 //do not save single target auras (unless they were cast by the player)
16221 if (!itr2
->second
->IsPassive() && (itr2
->second
->GetCasterGUID() == GetGUID() || !itr2
->second
->IsSingleTarget()))
16225 ss
<< "INSERT INTO character_aura (guid,caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges)VALUES ";
16226 first_round
= false;
16228 // next new/changed record prefix
16232 ss
<< "("<< GetGUIDLow() << "," << itr2
->second
->GetCasterGUID() << ","
16233 << (uint32
)itr2
->second
->GetId() << "," << (uint32
)itr2
->second
->GetEffIndex() << ","
16234 << stackCounter
<< "," << itr2
->second
->GetModifier()->m_amount
<< ","
16235 <<int(itr2
->second
->GetAuraMaxDuration()) << "," << int(itr2
->second
->GetAuraDuration()) << ","
16236 << int(itr2
->second
->GetAuraCharges()) << ")";
16239 if(itr
== auras
.end())
16243 if (lastEffectPair
== itr
->first
)
16247 lastEffectPair
= itr
->first
;
16252 // if something changed execute
16254 CharacterDatabase
.Execute( ss
.str().c_str() );
16257 void Player::_SaveInventory()
16259 // force items in buyback slots to new state
16260 // and remove those that aren't already
16261 for (uint8 i
= BUYBACK_SLOT_START
; i
< BUYBACK_SLOT_END
; ++i
)
16263 Item
*item
= m_items
[i
];
16264 if (!item
|| item
->GetState() == ITEM_NEW
) continue;
16265 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
16266 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item
->GetGUIDLow());
16267 m_items
[i
]->FSetState(ITEM_NEW
);
16270 // update enchantment durations
16271 for(EnchantDurationList::const_iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
16273 itr
->item
->SetEnchantmentDuration(itr
->slot
,itr
->leftduration
);
16277 if (m_itemUpdateQueue
.empty()) return;
16279 // do not save if the update queue is corrupt
16280 bool error
= false;
16281 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); ++i
)
16283 Item
*item
= m_itemUpdateQueue
[i
];
16284 if(!item
|| item
->GetState() == ITEM_REMOVED
) continue;
16285 Item
*test
= GetItemByPos( item
->GetBagSlot(), item
->GetSlot());
16289 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());
16292 else if (test
!= item
)
16294 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());
16301 sLog
.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
16302 ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED
);
16306 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); ++i
)
16308 Item
*item
= m_itemUpdateQueue
[i
];
16309 if(!item
) continue;
16311 Bag
*container
= item
->GetContainer();
16312 uint32 bag_guid
= container
? container
->GetGUIDLow() : 0;
16314 switch(item
->GetState())
16317 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());
16320 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());
16323 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
16325 case ITEM_UNCHANGED
:
16329 item
->SaveToDB(); // item have unchanged inventory record and can be save standalone
16331 m_itemUpdateQueue
.clear();
16334 void Player::_SaveMail()
16336 if (!m_mailsLoaded
)
16339 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
16342 if (m
->state
== MAIL_STATE_CHANGED
)
16344 CharacterDatabase
.PExecute("UPDATE mail SET itemTextId = '%u',has_items = '%u',expire_time = '" UI64FMTD
"', deliver_time = '" UI64FMTD
"',money = '%u',cod = '%u',checked = '%u' WHERE id = '%u'",
16345 m
->itemTextId
, m
->HasItems() ? 1 : 0, (uint64
)m
->expire_time
, (uint64
)m
->deliver_time
, m
->money
, m
->COD
, m
->checked
, m
->messageID
);
16346 if(m
->removedItems
.size())
16348 for(std::vector
<uint32
>::const_iterator itr2
= m
->removedItems
.begin(); itr2
!= m
->removedItems
.end(); ++itr2
)
16349 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2
);
16350 m
->removedItems
.clear();
16352 m
->state
= MAIL_STATE_UNCHANGED
;
16354 else if (m
->state
== MAIL_STATE_DELETED
)
16357 for(std::vector
<MailItemInfo
>::const_iterator itr2
= m
->items
.begin(); itr2
!= m
->items
.end(); ++itr2
)
16358 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2
->item_guid
);
16360 CharacterDatabase
.PExecute("DELETE FROM item_text WHERE id = '%u'", m
->itemTextId
);
16361 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", m
->messageID
);
16362 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m
->messageID
);
16366 //deallocate deleted mails...
16367 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); )
16369 if ((*itr
)->state
== MAIL_STATE_DELETED
)
16374 itr
= m_mail
.begin();
16380 m_mailsUpdated
= false;
16383 void Player::_SaveQuestStatus()
16385 // we don't need transactions here.
16386 for( QuestStatusMap::iterator i
= mQuestStatus
.begin( ); i
!= mQuestStatus
.end( ); ++i
)
16388 switch (i
->second
.uState
)
16391 CharacterDatabase
.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) "
16392 "VALUES ('%u', '%u', '%u', '%u', '%u', '" UI64FMTD
"', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
16393 GetGUIDLow(), i
->first
, i
->second
.m_status
, i
->second
.m_rewarded
, i
->second
.m_explored
, uint64(i
->second
.m_timer
/ IN_MILISECONDS
+ sWorld
.GetGameTime()), i
->second
.m_creatureOrGOcount
[0], i
->second
.m_creatureOrGOcount
[1], i
->second
.m_creatureOrGOcount
[2], i
->second
.m_creatureOrGOcount
[3], i
->second
.m_itemcount
[0], i
->second
.m_itemcount
[1], i
->second
.m_itemcount
[2], i
->second
.m_itemcount
[3]);
16395 case QUEST_CHANGED
:
16396 CharacterDatabase
.PExecute("UPDATE character_queststatus SET status = '%u',rewarded = '%u',explored = '%u',timer = '" UI64FMTD
"',mobcount1 = '%u',mobcount2 = '%u',mobcount3 = '%u',mobcount4 = '%u',itemcount1 = '%u',itemcount2 = '%u',itemcount3 = '%u',itemcount4 = '%u' WHERE guid = '%u' AND quest = '%u' ",
16397 i
->second
.m_status
, i
->second
.m_rewarded
, i
->second
.m_explored
, uint64(i
->second
.m_timer
/ IN_MILISECONDS
+ sWorld
.GetGameTime()), i
->second
.m_creatureOrGOcount
[0], i
->second
.m_creatureOrGOcount
[1], i
->second
.m_creatureOrGOcount
[2], i
->second
.m_creatureOrGOcount
[3], i
->second
.m_itemcount
[0], i
->second
.m_itemcount
[1], i
->second
.m_itemcount
[2], i
->second
.m_itemcount
[3], GetGUIDLow(), i
->first
);
16399 case QUEST_UNCHANGED
:
16402 i
->second
.uState
= QUEST_UNCHANGED
;
16406 void Player::_SaveDailyQuestStatus()
16408 if(!m_DailyQuestChanged
)
16411 m_DailyQuestChanged
= false;
16413 // save last daily quest time for all quests: we need only mostly reset time for reset check anyway
16415 // we don't need transactions here.
16416 CharacterDatabase
.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow());
16417 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
16418 if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
16419 CharacterDatabase
.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" UI64FMTD
"')",
16420 GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
),uint64(m_lastDailyQuestTime
));
16424 void Player::_SaveSkills()
16426 // we don't need transactions here.
16427 for( SkillStatusMap::iterator itr
= mSkillStatus
.begin(); itr
!= mSkillStatus
.end(); )
16429 if(itr
->second
.uState
== SKILL_UNCHANGED
)
16435 if(itr
->second
.uState
== SKILL_DELETED
)
16437 CharacterDatabase
.PExecute("DELETE FROM character_skills WHERE guid = '%u' AND skill = '%u' ", GetGUIDLow(), itr
->first
);
16438 mSkillStatus
.erase(itr
++);
16442 uint32 valueData
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr
->second
.pos
));
16443 uint16 value
= SKILL_VALUE(valueData
);
16444 uint16 max
= SKILL_MAX(valueData
);
16446 switch (itr
->second
.uState
)
16449 CharacterDatabase
.PExecute("INSERT INTO character_skills (guid, skill, value, max) VALUES ('%u', '%u', '%u', '%u')",
16450 GetGUIDLow(), itr
->first
, value
, max
);
16452 case SKILL_CHANGED
:
16453 CharacterDatabase
.PExecute("UPDATE character_skills SET value = '%u',max = '%u'WHERE guid = '%u' AND skill = '%u' ",
16454 value
, max
, GetGUIDLow(), itr
->first
);
16457 itr
->second
.uState
= SKILL_UNCHANGED
;
16463 void Player::_SaveSpells()
16465 for (PlayerSpellMap::iterator itr
= m_spells
.begin(), next
= m_spells
.begin(); itr
!= m_spells
.end();)
16467 if (itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->state
== PLAYERSPELL_CHANGED
)
16468 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr
->first
);
16470 // add only changed/new not dependent spells
16471 if (!itr
->second
->dependent
&& (itr
->second
->state
== PLAYERSPELL_NEW
|| itr
->second
->state
== PLAYERSPELL_CHANGED
))
16472 CharacterDatabase
.PExecute("INSERT INTO character_spell (guid,spell,active,disabled) VALUES ('%u', '%u', '%u', '%u')", GetGUIDLow(), itr
->first
, itr
->second
->active
? 1 : 0,itr
->second
->disabled
? 1 : 0);
16474 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
16476 delete itr
->second
;
16477 m_spells
.erase(itr
++);
16481 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
16488 void Player::outDebugValues() const
16490 if(!sLog
.IsOutDebug()) // optimize disabled debug output
16493 sLog
.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA
));
16494 sLog
.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY
), GetStat(STAT_STRENGTH
));
16495 sLog
.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT
), GetStat(STAT_SPIRIT
));
16496 sLog
.outDebug("STAMINA is: \t\t%f",GetStat(STAT_STAMINA
));
16497 sLog
.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE
));
16498 sLog
.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY
), GetResistance(SPELL_SCHOOL_FIRE
));
16499 sLog
.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE
), GetResistance(SPELL_SCHOOL_FROST
));
16500 sLog
.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW
), GetResistance(SPELL_SCHOOL_ARCANE
));
16501 sLog
.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE
), GetFloatValue(UNIT_FIELD_MAXDAMAGE
));
16502 sLog
.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
));
16503 sLog
.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
));
16504 sLog
.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK
), GetAttackTime(RANGED_ATTACK
));
16507 /*********************************************************/
16508 /*** FLOOD FILTER SYSTEM ***/
16509 /*********************************************************/
16511 void Player::UpdateSpeakTime()
16513 // ignore chat spam protection for GMs in any mode
16514 if(GetSession()->GetSecurity() > SEC_PLAYER
)
16517 time_t current
= time (NULL
);
16518 if(m_speakTime
> current
)
16520 uint32 max_count
= sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT
);
16525 if(m_speakCount
>= max_count
)
16527 // prevent overwrite mute time, if message send just before mutes set, for example.
16528 time_t new_mute
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MUTE_TIME
);
16529 if(GetSession()->m_muteTime
< new_mute
)
16530 GetSession()->m_muteTime
= new_mute
;
16538 m_speakTime
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY
);
16541 bool Player::CanSpeak() const
16543 return GetSession()->m_muteTime
<= time (NULL
);
16546 /*********************************************************/
16547 /*** LOW LEVEL FUNCTIONS:Notifiers ***/
16548 /*********************************************************/
16550 void Player::SendAttackSwingNotInRange()
16552 WorldPacket
data(SMSG_ATTACKSWING_NOTINRANGE
, 0);
16553 GetSession()->SendPacket( &data
);
16556 void Player::SavePositionInDB(uint32 mapid
, float x
,float y
,float z
,float o
,uint32 zone
,uint64 guid
)
16558 std::ostringstream ss
;
16559 ss
<< "UPDATE characters SET position_x='"<<x
<<"',position_y='"<<y
16560 << "',position_z='"<<z
<<"',orientation='"<<o
<<"',map='"<<mapid
16561 << "',zone='"<<zone
<<"',trans_x='0',trans_y='0',trans_z='0',"
16562 << "transguid='0',taxi_path='' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
16563 sLog
.outDebug(ss
.str().c_str());
16564 CharacterDatabase
.Execute(ss
.str().c_str());
16567 void Player::SaveDataFieldToDB()
16569 std::ostringstream ss
;
16570 ss
<<"UPDATE characters SET data='";
16572 for(uint16 i
= 0; i
< m_valuesCount
; ++i
)
16574 ss
<< GetUInt32Value(i
) << " ";
16576 ss
<<"' WHERE guid='"<< GUID_LOPART(GetGUIDLow()) <<"'";
16578 CharacterDatabase
.Execute(ss
.str().c_str());
16581 bool Player::SaveValuesArrayInDB(Tokens
const& tokens
, uint64 guid
)
16583 std::ostringstream ss2
;
16584 ss2
<<"UPDATE characters SET data='";
16586 for (Tokens::const_iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
, ++i
)
16588 ss2
<<tokens
[i
]<<" ";
16590 ss2
<<"' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
16592 return CharacterDatabase
.Execute(ss2
.str().c_str());
16595 void Player::SetUInt32ValueInArray(Tokens
& tokens
,uint16 index
, uint32 value
)
16598 snprintf(buf
,11,"%u",value
);
16600 if(index
>= tokens
.size())
16603 tokens
[index
] = buf
;
16606 void Player::SetUInt32ValueInDB(uint16 index
, uint32 value
, uint64 guid
)
16609 if(!LoadValuesArrayFromDB(tokens
,guid
))
16612 if(index
>= tokens
.size())
16616 snprintf(buf
,11,"%u",value
);
16617 tokens
[index
] = buf
;
16619 SaveValuesArrayInDB(tokens
,guid
);
16622 void Player::SetFloatValueInDB(uint16 index
, float value
, uint64 guid
)
16625 memcpy(&temp
, &value
, sizeof(value
));
16626 Player::SetUInt32ValueInDB(index
, temp
, guid
);
16629 void Player::Customize(uint64 guid
, uint8 gender
, uint8 skin
, uint8 face
, uint8 hairStyle
, uint8 hairColor
, uint8 facialHair
)
16632 QueryResult
* result
= CharacterDatabase
.PQuery("SELECT playerBytes2 FROM characters WHERE guid = '%u'", GUID_LOPART(guid
));
16636 Field
* fields
= result
->Fetch();
16638 uint32 player_bytes2
= fields
[0].GetUInt32();
16639 player_bytes2
&= ~0xFF;
16640 player_bytes2
|= facialHair
;
16642 CharacterDatabase
.PExecute("UPDATE characters SET gender = '%u', playerBytes = '%u', playerBytes2 = '%u' WHERE guid = '%u'", gender
, skin
| (face
<< 8) | (hairStyle
<< 16) | (hairColor
<< 24), player_bytes2
, GUID_LOPART(guid
));
16647 void Player::SendAttackSwingDeadTarget()
16649 WorldPacket
data(SMSG_ATTACKSWING_DEADTARGET
, 0);
16650 GetSession()->SendPacket( &data
);
16653 void Player::SendAttackSwingCantAttack()
16655 WorldPacket
data(SMSG_ATTACKSWING_CANT_ATTACK
, 0);
16656 GetSession()->SendPacket( &data
);
16659 void Player::SendAttackSwingCancelAttack()
16661 WorldPacket
data(SMSG_CANCEL_COMBAT
, 0);
16662 GetSession()->SendPacket( &data
);
16665 void Player::SendAttackSwingBadFacingAttack()
16667 WorldPacket
data(SMSG_ATTACKSWING_BADFACING
, 0);
16668 GetSession()->SendPacket( &data
);
16671 void Player::SendAutoRepeatCancel(Unit
*target
)
16673 WorldPacket
data(SMSG_CANCEL_AUTO_REPEAT
, target
->GetPackGUID().size());
16674 data
.append(target
->GetPackGUID()); // may be it's target guid
16675 GetSession()->SendPacket( &data
);
16678 void Player::SendExplorationExperience(uint32 Area
, uint32 Experience
)
16680 WorldPacket
data( SMSG_EXPLORATION_EXPERIENCE
, 8 );
16682 data
<< Experience
;
16683 GetSession()->SendPacket(&data
);
16686 void Player::SendDungeonDifficulty(bool IsInGroup
)
16688 uint8 val
= 0x00000001;
16689 WorldPacket
data(MSG_SET_DUNGEON_DIFFICULTY
, 12);
16690 data
<< (uint32
)GetDungeonDifficulty();
16691 data
<< uint32(val
);
16692 data
<< uint32(IsInGroup
);
16693 GetSession()->SendPacket(&data
);
16696 void Player::SendRaidDifficulty(bool IsInGroup
)
16698 uint8 val
= 0x00000001;
16699 WorldPacket
data(MSG_SET_RAID_DIFFICULTY
, 12);
16700 data
<< uint32(GetRaidDifficulty());
16701 data
<< uint32(val
);
16702 data
<< uint32(IsInGroup
);
16703 GetSession()->SendPacket(&data
);
16706 void Player::SendResetFailedNotify(uint32 mapid
)
16708 WorldPacket
data(SMSG_RESET_FAILED_NOTIFY
, 4);
16709 data
<< uint32(mapid
);
16710 GetSession()->SendPacket(&data
);
16713 /// Reset all solo instances and optionally send a message on success for each
16714 void Player::ResetInstances(uint8 method
, bool isRaid
)
16716 // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
16718 // we assume that when the difficulty changes, all instances that can be reset will be
16719 Difficulty diff
= GetDifficulty(isRaid
);
16721 for (BoundInstancesMap::iterator itr
= m_boundInstances
[diff
].begin(); itr
!= m_boundInstances
[diff
].end();)
16723 InstanceSave
*p
= itr
->second
.save
;
16724 const MapEntry
*entry
= sMapStore
.LookupEntry(itr
->first
);
16725 if(!entry
|| entry
->IsRaid() != isRaid
|| !p
->CanReset())
16731 if(method
== INSTANCE_RESET_ALL
)
16733 // the "reset all instances" method can only reset normal maps
16734 if(entry
->map_type
== MAP_RAID
|| diff
== DUNGEON_DIFFICULTY_HEROIC
)
16741 // if the map is loaded, reset it
16742 Map
*map
= sMapMgr
.FindMap(p
->GetMapId(), p
->GetInstanceId());
16743 if(map
&& map
->IsDungeon())
16744 ((InstanceMap
*)map
)->Reset(method
);
16746 // since this is a solo instance there should not be any players inside
16747 if(method
== INSTANCE_RESET_ALL
|| method
== INSTANCE_RESET_CHANGE_DIFFICULTY
)
16748 SendResetInstanceSuccess(p
->GetMapId());
16751 m_boundInstances
[diff
].erase(itr
++);
16753 // the following should remove the instance save from the manager and delete it as well
16754 p
->RemovePlayer(this);
16758 void Player::SendResetInstanceSuccess(uint32 MapId
)
16760 WorldPacket
data(SMSG_INSTANCE_RESET
, 4);
16762 GetSession()->SendPacket(&data
);
16765 void Player::SendResetInstanceFailed(uint32 reason
, uint32 MapId
)
16767 // TODO: find what other fail reasons there are besides players in the instance
16768 WorldPacket
data(SMSG_INSTANCE_RESET_FAILED
, 4);
16771 GetSession()->SendPacket(&data
);
16774 /*********************************************************/
16775 /*** Update timers ***/
16776 /*********************************************************/
16778 ///checks the 15 afk reports per 5 minutes limit
16779 void Player::UpdateAfkReport(time_t currTime
)
16781 if(m_bgData
.bgAfkReportedTimer
<= currTime
)
16783 m_bgData
.bgAfkReportedCount
= 0;
16784 m_bgData
.bgAfkReportedTimer
= currTime
+5*MINUTE
;
16788 void Player::UpdateContestedPvP(uint32 diff
)
16790 if(!m_contestedPvPTimer
||isInCombat())
16792 if(m_contestedPvPTimer
<= diff
)
16794 ResetContestedPvP();
16797 m_contestedPvPTimer
-= diff
;
16800 void Player::UpdatePvPFlag(time_t currTime
)
16804 if(pvpInfo
.endTimer
== 0 || currTime
< (pvpInfo
.endTimer
+ 300))
16810 void Player::UpdateDuelFlag(time_t currTime
)
16812 if(!duel
|| duel
->startTimer
== 0 ||currTime
< duel
->startTimer
+ 3)
16815 SetUInt32Value(PLAYER_DUEL_TEAM
, 1);
16816 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 2);
16818 duel
->startTimer
= 0;
16819 duel
->startTime
= currTime
;
16820 duel
->opponent
->duel
->startTimer
= 0;
16821 duel
->opponent
->duel
->startTime
= currTime
;
16824 void Player::RemovePet(Pet
* pet
, PetSaveMode mode
, bool returnreagent
)
16829 if(returnreagent
&& (pet
|| m_temporaryUnsummonedPetNumber
))
16831 //returning of reagents only for players, so best done here
16832 uint32 spellId
= pet
? pet
->GetUInt32Value(UNIT_CREATED_BY_SPELL
) : m_oldpetspell
;
16833 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellId
);
16837 for(uint32 i
= 0; i
< 7; ++i
)
16839 if(spellInfo
->Reagent
[i
] > 0)
16841 ItemPosCountVec dest
; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
16842 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, spellInfo
->Reagent
[i
], spellInfo
->ReagentCount
[i
] );
16843 if( msg
== EQUIP_ERR_OK
)
16845 Item
* item
= StoreNewItem( dest
, spellInfo
->Reagent
[i
], true);
16847 SendNewItem(item
,spellInfo
->ReagentCount
[i
],true,false);
16852 m_temporaryUnsummonedPetNumber
= 0;
16855 if(!pet
|| pet
->GetOwnerGUID()!=GetGUID())
16858 // only if current pet in slot
16859 switch(pet
->getPetType())
16865 RemoveGuardian(pet
);
16868 if(GetPetGUID() == pet
->GetGUID())
16877 switch(pet
->GetEntry())
16879 //warlock pets except imp are removed(?) when logging out
16884 mode
= PET_SAVE_NOT_IN_SLOT
;
16889 pet
->SavePetToDB(mode
);
16891 pet
->AddObjectToRemoveList();
16892 pet
->m_removed
= true;
16894 if(pet
->isControlled())
16896 RemovePetActionBar();
16899 SetGroupUpdateFlag(GROUP_UPDATE_PET
);
16903 void Player::RemoveMiniPet()
16905 if(Pet
* pet
= GetMiniPet())
16907 pet
->Remove(PET_SAVE_AS_DELETED
);
16912 Pet
* Player::GetMiniPet()
16916 return GetMap()->GetPet(m_miniPet
);
16919 void Player::BuildPlayerChat(WorldPacket
*data
, uint8 msgtype
, const std::string
& text
, uint32 language
) const
16921 *data
<< (uint8
)msgtype
;
16922 *data
<< (uint32
)language
;
16923 *data
<< (uint64
)GetGUID();
16924 *data
<< (uint32
)language
; //language 2.1.0 ?
16925 *data
<< (uint64
)GetGUID();
16926 *data
<< (uint32
)(text
.length()+1);
16928 *data
<< (uint8
)chatTag();
16931 void Player::Say(const std::string
& text
, const uint32 language
)
16933 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16934 BuildPlayerChat(&data
, CHAT_MSG_SAY
, text
, language
);
16935 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_SAY
),true);
16938 void Player::Yell(const std::string
& text
, const uint32 language
)
16940 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16941 BuildPlayerChat(&data
, CHAT_MSG_YELL
, text
, language
);
16942 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_YELL
),true);
16945 void Player::TextEmote(const std::string
& text
)
16947 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16948 BuildPlayerChat(&data
, CHAT_MSG_EMOTE
, text
, LANG_UNIVERSAL
);
16949 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE
),true, !sWorld
.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT
) );
16952 void Player::Whisper(const std::string
& text
, uint32 language
,uint64 receiver
)
16954 if (language
!= LANG_ADDON
) // if not addon data
16955 language
= LANG_UNIVERSAL
; // whispers should always be readable
16957 Player
*rPlayer
= sObjectMgr
.GetPlayer(receiver
);
16959 // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode
16960 if(!rPlayer
->isDND() || isGameMaster())
16962 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16963 BuildPlayerChat(&data
, CHAT_MSG_WHISPER
, text
, language
);
16964 rPlayer
->GetSession()->SendPacket(&data
);
16966 // not send confirmation for addon messages
16967 if (language
!= LANG_ADDON
)
16969 data
.Initialize(SMSG_MESSAGECHAT
, 200);
16970 rPlayer
->BuildPlayerChat(&data
, CHAT_MSG_REPLY
, text
, language
);
16971 GetSession()->SendPacket(&data
);
16976 // announce to player that player he is whispering to is dnd and cannot receive his message
16977 ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND
, rPlayer
->GetName(), rPlayer
->dndMsg
.c_str());
16980 if(!isAcceptWhispers())
16982 SetAcceptWhispers(true);
16983 ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON
);
16986 // announce to player that player he is whispering to is afk
16987 if(rPlayer
->isAFK())
16988 ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK
, rPlayer
->GetName(), rPlayer
->afkMsg
.c_str());
16990 // if player whisper someone, auto turn of dnd to be able to receive an answer
16991 if(isDND() && !rPlayer
->isGameMaster())
16995 void Player::PetSpellInitialize()
16997 Pet
* pet
= GetPet();
17002 sLog
.outDebug("Pet Spells Groups");
17004 CharmInfo
*charmInfo
= pet
->GetCharmInfo();
17006 WorldPacket
data(SMSG_PET_SPELLS
, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX
+1+1);
17007 data
<< uint64(pet
->GetGUID());
17008 data
<< uint16(pet
->GetCreatureInfo()->family
); // creature family (required for pet talents)
17010 data
<< uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState()) << uint16(0);
17013 charmInfo
->BuildActionBar(&data
);
17015 size_t spellsCountPos
= data
.wpos();
17019 data
<< uint8(addlist
); // placeholder
17021 if (pet
->IsPermanentPetFor(this))
17024 for (PetSpellMap::const_iterator itr
= pet
->m_spells
.begin(); itr
!= pet
->m_spells
.end(); ++itr
)
17026 if(itr
->second
.state
== PETSPELL_REMOVED
)
17029 data
<< uint32(MAKE_UNIT_ACTION_BUTTON(itr
->first
,itr
->second
.active
));
17034 data
.put
<uint8
>(spellsCountPos
, addlist
);
17036 uint8 cooldownsCount
= pet
->m_CreatureSpellCooldowns
.size() + pet
->m_CreatureCategoryCooldowns
.size();
17037 data
<< uint8(cooldownsCount
);
17039 time_t curTime
= time(NULL
);
17041 for(CreatureSpellCooldowns::const_iterator itr
= pet
->m_CreatureSpellCooldowns
.begin(); itr
!= pet
->m_CreatureSpellCooldowns
.end(); ++itr
)
17043 time_t cooldown
= (itr
->second
> curTime
) ? (itr
->second
- curTime
) * IN_MILISECONDS
: 0;
17045 data
<< uint32(itr
->first
); // spellid
17046 data
<< uint16(0); // spell category?
17047 data
<< uint32(cooldown
); // cooldown
17048 data
<< uint32(0); // category cooldown
17051 for(CreatureSpellCooldowns::const_iterator itr
= pet
->m_CreatureCategoryCooldowns
.begin(); itr
!= pet
->m_CreatureCategoryCooldowns
.end(); ++itr
)
17053 time_t cooldown
= (itr
->second
> curTime
) ? (itr
->second
- curTime
) * IN_MILISECONDS
: 0;
17055 data
<< uint32(itr
->first
); // spellid
17056 data
<< uint16(0); // spell category?
17057 data
<< uint32(0); // cooldown
17058 data
<< uint32(cooldown
); // category cooldown
17061 GetSession()->SendPacket(&data
);
17064 void Player::PossessSpellInitialize()
17066 Unit
* charm
= GetCharm();
17071 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
17075 sLog
.outError("Player::PossessSpellInitialize(): charm (GUID: %u TypeId: %u) has no charminfo!", charm
->GetGUIDLow(),charm
->GetTypeId());
17079 WorldPacket
data(SMSG_PET_SPELLS
, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX
+1+1);
17080 data
<< uint64(charm
->GetGUID());
17085 charmInfo
->BuildActionBar(&data
);
17087 data
<< uint8(0); // spells count
17088 data
<< uint8(0); // cooldowns count
17090 GetSession()->SendPacket(&data
);
17093 void Player::CharmSpellInitialize()
17095 Unit
* charm
= GetCharm();
17100 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
17103 sLog
.outError("Player::CharmSpellInitialize(): the player's charm (GUID: %u TypeId: %u) has no charminfo!", charm
->GetGUIDLow(),charm
->GetTypeId());
17109 if(charm
->GetTypeId() != TYPEID_PLAYER
)
17111 CreatureInfo
const *cinfo
= ((Creature
*)charm
)->GetCreatureInfo();
17113 if(cinfo
&& cinfo
->type
== CREATURE_TYPE_DEMON
&& getClass() == CLASS_WARLOCK
)
17115 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
17117 if(charmInfo
->GetCharmSpell(i
)->GetAction())
17123 WorldPacket
data(SMSG_PET_SPELLS
, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX
+1+4*addlist
+1);
17124 data
<< uint64(charm
->GetGUID());
17128 if(charm
->GetTypeId() != TYPEID_PLAYER
)
17129 data
<< uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState()) << uint16(0);
17131 data
<< uint8(0) << uint8(0) << uint16(0);
17133 charmInfo
->BuildActionBar(&data
);
17135 data
<< uint8(addlist
);
17139 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
17141 CharmSpellEntry
*cspell
= charmInfo
->GetCharmSpell(i
);
17142 if(cspell
->GetAction())
17143 data
<< uint32(cspell
->packedData
);
17147 data
<< uint8(0); // cooldowns count
17149 GetSession()->SendPacket(&data
);
17152 void Player::RemovePetActionBar()
17154 WorldPacket
data(SMSG_PET_SPELLS
, 8);
17156 SendDirectMessage(&data
);
17159 bool Player::IsAffectedBySpellmod(SpellEntry
const *spellInfo
, SpellModifier
*mod
, Spell
const* spell
)
17161 if (!mod
|| !spellInfo
)
17164 if(mod
->charges
== -1 && mod
->lastAffected
) // marked as expired but locked until spell casting finish
17166 // prevent apply to any spell except spell that trigger expire
17169 if(mod
->lastAffected
!= spell
)
17172 else if(mod
->lastAffected
!= FindCurrentSpellBySpellId(spellInfo
->Id
))
17176 return sSpellMgr
.IsAffectedByMod(spellInfo
, mod
);
17179 void Player::AddSpellMod(SpellModifier
* mod
, bool apply
)
17181 uint16 Opcode
= (mod
->type
== SPELLMOD_FLAT
) ? SMSG_SET_FLAT_SPELL_MODIFIER
: SMSG_SET_PCT_SPELL_MODIFIER
;
17183 for(int eff
=0;eff
<96;++eff
)
17187 if (eff
<64) _mask
= uint64(1) << (eff
- 0);
17188 else _mask2
= uint64(1) << (eff
-64);
17189 if ( mod
->mask
& _mask
|| mod
->mask2
& _mask2
)
17192 for (SpellModList::const_iterator itr
= m_spellMods
[mod
->op
].begin(); itr
!= m_spellMods
[mod
->op
].end(); ++itr
)
17194 if ((*itr
)->type
== mod
->type
&& ((*itr
)->mask
& _mask
|| (*itr
)->mask2
& _mask2
))
17195 val
+= (*itr
)->value
;
17197 val
+= apply
? mod
->value
: -(mod
->value
);
17198 WorldPacket
data(Opcode
, (1+1+4));
17199 data
<< uint8(eff
);
17200 data
<< uint8(mod
->op
);
17201 data
<< int32(val
);
17202 SendDirectMessage(&data
);
17207 m_spellMods
[mod
->op
].push_back(mod
);
17210 if (mod
->charges
== -1)
17211 --m_SpellModRemoveCount
;
17212 m_spellMods
[mod
->op
].remove(mod
);
17217 void Player::RemoveSpellMods(Spell
const* spell
)
17219 if(!spell
|| (m_SpellModRemoveCount
== 0))
17222 for(int i
=0;i
<MAX_SPELLMOD
;++i
)
17224 for (SpellModList::const_iterator itr
= m_spellMods
[i
].begin(); itr
!= m_spellMods
[i
].end();)
17226 SpellModifier
*mod
= *itr
;
17229 if (mod
&& mod
->charges
== -1 && (mod
->lastAffected
== spell
|| mod
->lastAffected
==NULL
))
17231 RemoveAurasDueToSpell(mod
->spellId
);
17232 if (m_spellMods
[i
].empty())
17235 itr
= m_spellMods
[i
].begin();
17241 // send Proficiency
17242 void Player::SendProficiency(uint8 pr1
, uint32 pr2
)
17244 WorldPacket
data(SMSG_SET_PROFICIENCY
, 8);
17245 data
<< pr1
<< pr2
;
17246 GetSession()->SendPacket (&data
);
17249 void Player::RemovePetitionsAndSigns(uint64 guid
, uint32 type
)
17251 QueryResult
*result
= NULL
;
17253 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
17255 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
17258 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.
17259 { // and SendPetitionQueryOpcode reads data from the DB
17260 Field
*fields
= result
->Fetch();
17261 uint64 ownerguid
= MAKE_NEW_GUID(fields
[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
17262 uint64 petitionguid
= MAKE_NEW_GUID(fields
[1].GetUInt32(), 0, HIGHGUID_ITEM
);
17264 // send update if charter owner in game
17265 Player
* owner
= sObjectMgr
.GetPlayer(ownerguid
);
17267 owner
->GetSession()->SendPetitionQueryOpcode(petitionguid
);
17269 } while ( result
->NextRow() );
17274 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
17276 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
17279 CharacterDatabase
.BeginTransaction();
17282 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid
));
17283 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid
));
17287 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
17288 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
17290 CharacterDatabase
.CommitTransaction();
17293 void Player::LeaveAllArenaTeams(uint64 guid
)
17295 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT arena_team_member.arenateamid FROM arena_team_member JOIN arena_team ON arena_team_member.arenateamid = arena_team.arenateamid WHERE guid='%u'", GUID_LOPART(guid
));
17301 Field
*fields
= result
->Fetch();
17302 uint32 at_id
= fields
[0].GetUInt32();
17305 ArenaTeam
* at
= sObjectMgr
.GetArenaTeamById(at_id
);
17307 at
->DelMember(guid
);
17309 } while (result
->NextRow());
17314 void Player::SetRestBonus (float rest_bonus_new
)
17316 // Prevent resting on max level
17317 if(getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
17318 rest_bonus_new
= 0;
17320 if(rest_bonus_new
< 0)
17321 rest_bonus_new
= 0;
17323 float rest_bonus_max
= (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)*1.5/2;
17325 if(rest_bonus_new
> rest_bonus_max
)
17326 m_rest_bonus
= rest_bonus_max
;
17328 m_rest_bonus
= rest_bonus_new
;
17330 // update data for client
17331 if(m_rest_bonus
>10)
17332 SetByteValue(PLAYER_BYTES_2
, 3, 0x01); // Set Reststate = Rested
17333 else if(m_rest_bonus
<=1)
17334 SetByteValue(PLAYER_BYTES_2
, 3, 0x02); // Set Reststate = Normal
17337 SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE
, uint32(m_rest_bonus
));
17340 void Player::HandleStealthedUnitsDetection()
17342 std::list
<Unit
*> stealthedUnits
;
17344 CellPair
p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
17346 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
17347 cell
.SetNoCreate();
17349 MaNGOS::AnyStealthedCheck u_check
;
17350 MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
> searcher(this,stealthedUnits
, u_check
);
17352 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, WorldTypeMapContainer
> world_unit_searcher(searcher
);
17353 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, GridTypeMapContainer
> grid_unit_searcher(searcher
);
17355 CellLock
<GridReadGuard
> cell_lock(cell
, p
);
17356 cell_lock
->Visit(cell_lock
, world_unit_searcher
, *GetMap(), *this, MAX_PLAYER_STEALTH_DETECT_RANGE
);
17357 cell_lock
->Visit(cell_lock
, grid_unit_searcher
, *GetMap(), *this, MAX_PLAYER_STEALTH_DETECT_RANGE
);
17359 WorldObject
const* viewPoint
= GetViewPoint();
17361 for (std::list
<Unit
*>::const_iterator i
= stealthedUnits
.begin(); i
!= stealthedUnits
.end(); ++i
)
17366 bool hasAtClient
= HaveAtClient((*i
));
17367 bool hasDetected
= (*i
)->isVisibleForOrDetect(this, viewPoint
, true);
17373 (*i
)->SendCreateUpdateToPlayer(this);
17374 m_clientGUIDs
.insert((*i
)->GetGUID());
17376 #ifdef MANGOS_DEBUG
17377 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17378 sLog
.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i
)->GetGUIDLow(),(*i
)->GetTypeId(),GetGUIDLow(),GetDistance(*i
));
17381 // target aura duration for caster show only if target exist at caster client
17382 // send data at target visibility change (adding to client)
17383 if((*i
)!=this && (*i
)->isType(TYPEMASK_UNIT
))
17384 SendAurasForTarget(*i
);
17391 (*i
)->DestroyForPlayer(this);
17392 m_clientGUIDs
.erase((*i
)->GetGUID());
17398 bool Player::ActivateTaxiPathTo(std::vector
<uint32
> const& nodes
, Creature
* npc
/*= NULL*/, uint32 spellid
/*= 0*/)
17400 if(nodes
.size() < 2)
17403 // 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
17404 if(GetSession()->isLogingOut() || isInCombat())
17406 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17407 data
<< uint32(ERR_TAXIPLAYERBUSY
);
17408 GetSession()->SendPacket(&data
);
17412 if(HasFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_DISABLE_MOVE
))
17418 // not let cheating with start flight mounted
17421 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17422 data
<< uint32(ERR_TAXIPLAYERALREADYMOUNTED
);
17423 GetSession()->SendPacket(&data
);
17427 if( m_ShapeShiftFormSpellId
&& m_form
!= FORM_BATTLESTANCE
&& m_form
!= FORM_BERSERKERSTANCE
&& m_form
!= FORM_DEFENSIVESTANCE
&& m_form
!= FORM_SHADOW
)
17429 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17430 data
<< uint32(ERR_TAXIPLAYERSHAPESHIFTED
);
17431 GetSession()->SendPacket(&data
);
17435 // 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
17436 if(IsNonMeleeSpellCasted(false))
17438 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17439 data
<< uint32(ERR_TAXIPLAYERBUSY
);
17440 GetSession()->SendPacket(&data
);
17444 // cast case or scripted call case
17447 RemoveSpellsCausingAura(SPELL_AURA_MOUNTED
);
17449 if( m_ShapeShiftFormSpellId
&& m_form
!= FORM_BATTLESTANCE
&& m_form
!= FORM_BERSERKERSTANCE
&& m_form
!= FORM_DEFENSIVESTANCE
&& m_form
!= FORM_SHADOW
)
17450 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId
);
17452 if (Spell
* spell
= GetCurrentSpell(CURRENT_GENERIC_SPELL
))
17453 if (spell
->m_spellInfo
->Id
!= spellid
)
17454 InterruptSpell(CURRENT_GENERIC_SPELL
,false);
17456 InterruptSpell(CURRENT_AUTOREPEAT_SPELL
,false);
17458 if (Spell
* spell
= GetCurrentSpell(CURRENT_CHANNELED_SPELL
))
17459 if (spell
->m_spellInfo
->Id
!= spellid
)
17460 InterruptSpell(CURRENT_CHANNELED_SPELL
,true);
17463 uint32 sourcenode
= nodes
[0];
17465 // starting node too far away (cheat?)
17466 TaxiNodesEntry
const* node
= sTaxiNodesStore
.LookupEntry(sourcenode
);
17469 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17470 data
<< uint32(ERR_TAXINOSUCHPATH
);
17471 GetSession()->SendPacket(&data
);
17475 // check node starting pos data set case if provided
17476 if (node
->x
!= 0.0f
|| node
->y
!= 0.0f
|| node
->z
!= 0.0f
)
17478 if (node
->map_id
!= GetMapId() ||
17479 (node
->x
- GetPositionX())*(node
->x
- GetPositionX())+
17480 (node
->y
- GetPositionY())*(node
->y
- GetPositionY())+
17481 (node
->z
- GetPositionZ())*(node
->z
- GetPositionZ()) >
17482 (2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
))
17484 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17485 data
<< uint32(ERR_TAXITOOFARAWAY
);
17486 GetSession()->SendPacket(&data
);
17490 // node must have pos if taxi master case (npc != NULL)
17493 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17494 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
17495 GetSession()->SendPacket(&data
);
17499 // Prepare to flight start now
17501 // stop combat at start taxi flight if any
17504 // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
17507 // clean not finished taxi path if any
17508 m_taxi
.ClearTaxiDestinations();
17510 // 0 element current node
17511 m_taxi
.AddTaxiDestination(sourcenode
);
17513 // fill destinations path tail
17514 uint32 sourcepath
= 0;
17515 uint32 totalcost
= 0;
17517 uint32 prevnode
= sourcenode
;
17518 uint32 lastnode
= 0;
17520 for(uint32 i
= 1; i
< nodes
.size(); ++i
)
17524 lastnode
= nodes
[i
];
17525 sObjectMgr
.GetTaxiPath(prevnode
, lastnode
, path
, cost
);
17529 m_taxi
.ClearTaxiDestinations();
17535 if(prevnode
== sourcenode
)
17538 m_taxi
.AddTaxiDestination(lastnode
);
17540 prevnode
= lastnode
;
17543 // get mount model (in case non taximaster (npc==NULL) allow more wide lookup)
17544 uint32 mount_display_id
= sObjectMgr
.GetTaxiMountDisplayId(sourcenode
, GetTeam(), npc
== NULL
);
17546 // in spell case allow 0 model
17547 if ((mount_display_id
== 0 && spellid
== 0) || sourcepath
== 0)
17549 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17550 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
17551 GetSession()->SendPacket(&data
);
17552 m_taxi
.ClearTaxiDestinations();
17556 uint32 money
= GetMoney();
17559 totalcost
= (uint32
)ceil(totalcost
*GetReputationPriceDiscount(npc
));
17561 if(money
< totalcost
)
17563 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17564 data
<< uint32(ERR_TAXINOTENOUGHMONEY
);
17565 GetSession()->SendPacket(&data
);
17566 m_taxi
.ClearTaxiDestinations();
17570 //Checks and preparations done, DO FLIGHT
17571 ModifyMoney(-(int32
)totalcost
);
17572 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING
, totalcost
);
17573 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FLIGHT_PATHS_TAKEN
, 1);
17575 // prevent stealth flight
17576 RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH
);
17578 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17579 data
<< uint32(ERR_TAXIOK
);
17580 GetSession()->SendPacket(&data
);
17582 sLog
.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY");
17584 GetSession()->SendDoFlight(mount_display_id
, sourcepath
);
17589 bool Player::ActivateTaxiPathTo( uint32 taxi_path_id
, uint32 spellid
/*= 0*/ )
17591 TaxiPathEntry
const* entry
= sTaxiPathStore
.LookupEntry(taxi_path_id
);
17595 std::vector
<uint32
> nodes
;
17598 nodes
[0] = entry
->from
;
17599 nodes
[1] = entry
->to
;
17601 return ActivateTaxiPathTo(nodes
,NULL
,spellid
);
17604 void Player::ContinueTaxiFlight()
17606 uint32 sourceNode
= m_taxi
.GetTaxiSource();
17610 sLog
.outDebug( "WORLD: Restart character %u taxi flight", GetGUIDLow() );
17612 uint32 mountDisplayId
= sObjectMgr
.GetTaxiMountDisplayId(sourceNode
, GetTeam(),true);
17613 uint32 path
= m_taxi
.GetCurrentTaxiPath();
17615 // search appropriate start path node
17616 uint32 startNode
= 0;
17618 TaxiPathNodeList
const& nodeList
= sTaxiPathNodesByPath
[path
];
17620 float distPrev
= MAP_SIZE
*MAP_SIZE
;
17622 (nodeList
[0].x
-GetPositionX())*(nodeList
[0].x
-GetPositionX())+
17623 (nodeList
[0].y
-GetPositionY())*(nodeList
[0].y
-GetPositionY())+
17624 (nodeList
[0].z
-GetPositionZ())*(nodeList
[0].z
-GetPositionZ());
17626 for(uint32 i
= 1; i
< nodeList
.size(); ++i
)
17628 TaxiPathNode
const& node
= nodeList
[i
];
17629 TaxiPathNode
const& prevNode
= nodeList
[i
-1];
17631 // skip nodes at another map
17632 if(node
.mapid
!= GetMapId())
17635 distPrev
= distNext
;
17638 (node
.x
-GetPositionX())*(node
.x
-GetPositionX())+
17639 (node
.y
-GetPositionY())*(node
.y
-GetPositionY())+
17640 (node
.z
-GetPositionZ())*(node
.z
-GetPositionZ());
17643 (node
.x
-prevNode
.x
)*(node
.x
-prevNode
.x
)+
17644 (node
.y
-prevNode
.y
)*(node
.y
-prevNode
.y
)+
17645 (node
.z
-prevNode
.z
)*(node
.z
-prevNode
.z
);
17647 if(distNext
+ distPrev
< distNodes
)
17654 GetSession()->SendDoFlight(mountDisplayId
, path
, startNode
);
17657 void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask
, uint32 unTimeMs
)
17659 // last check 2.0.10
17660 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+m_spells
.size()*8);
17662 data
<< uint8(0x0); // flags (0x1, 0x2)
17663 time_t curTime
= time(NULL
);
17664 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
17666 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
17668 uint32 unSpellId
= itr
->first
;
17669 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(unSpellId
);
17676 // Not send cooldown for this spells
17677 if (spellInfo
->Attributes
& SPELL_ATTR_DISABLED_WHILE_ACTIVE
)
17680 if((idSchoolMask
& GetSpellSchoolMask(spellInfo
)) && GetSpellCooldownDelay(unSpellId
) < unTimeMs
)
17682 data
<< uint32(unSpellId
);
17683 data
<< uint32(unTimeMs
); // in m.secs
17684 AddSpellCooldown(unSpellId
, 0, curTime
+ unTimeMs
/IN_MILISECONDS
);
17687 GetSession()->SendPacket(&data
);
17690 void Player::InitDataForForm(bool reapplyMods
)
17692 SpellShapeshiftEntry
const* ssEntry
= sSpellShapeshiftStore
.LookupEntry(m_form
);
17693 if(ssEntry
&& ssEntry
->attackSpeed
)
17695 SetAttackTime(BASE_ATTACK
,ssEntry
->attackSpeed
);
17696 SetAttackTime(OFF_ATTACK
,ssEntry
->attackSpeed
);
17697 SetAttackTime(RANGED_ATTACK
, BASE_ATTACK_TIME
);
17700 SetRegularAttackTime();
17706 if(getPowerType()!=POWER_ENERGY
)
17707 setPowerType(POWER_ENERGY
);
17711 case FORM_DIREBEAR
:
17713 if(getPowerType()!=POWER_RAGE
)
17714 setPowerType(POWER_RAGE
);
17717 default: // 0, for example
17719 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(getClass());
17720 if(cEntry
&& cEntry
->powerType
< MAX_POWERS
&& uint32(getPowerType()) != cEntry
->powerType
)
17721 setPowerType(Powers(cEntry
->powerType
));
17726 // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
17728 UpdateEquipSpellsAtFormChange();
17730 UpdateAttackPowerAndDamage();
17731 UpdateAttackPowerAndDamage(true);
17734 void Player::InitDisplayIds()
17736 PlayerInfo
const *info
= sObjectMgr
.GetPlayerInfo(getRace(), getClass());
17739 sLog
.outError("Player %u has incorrect race/class pair. Can't init display ids.", GetGUIDLow());
17743 uint8 gender
= getGender();
17746 case GENDER_FEMALE
:
17747 SetDisplayId(info
->displayId_f
);
17748 SetNativeDisplayId(info
->displayId_f
);
17751 SetDisplayId(info
->displayId_m
);
17752 SetNativeDisplayId(info
->displayId_m
);
17755 sLog
.outError("Invalid gender %u for player",gender
);
17760 // Return true is the bought item has a max count to force refresh of window by caller
17761 bool Player::BuyItemFromVendor(uint64 vendorguid
, uint32 item
, uint8 count
, uint8 bag
, uint8 slot
)
17763 // cheating attempt
17764 if (count
< 1) count
= 1;
17769 ItemPrototype
const *pProto
= ObjectMgr::GetItemPrototype( item
);
17772 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, NULL
, item
, 0);
17776 Creature
*pCreature
= GetNPCIfCanInteractWith(vendorguid
,UNIT_NPC_FLAG_VENDOR
);
17779 sLog
.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid
)) );
17780 SendBuyError( BUY_ERR_DISTANCE_TOO_FAR
, NULL
, item
, 0);
17784 VendorItemData
const* vItems
= pCreature
->GetVendorItems();
17785 if(!vItems
|| vItems
->Empty())
17787 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
17791 size_t vendor_slot
= vItems
->FindItemSlot(item
);
17792 if (vendor_slot
>= vItems
->GetItemCount())
17794 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
17798 VendorItem
const* crItem
= vItems
->m_items
[vendor_slot
];
17800 // check current item amount if it limited
17801 if (crItem
->maxcount
!= 0)
17803 if (pCreature
->GetVendorItemCurrentCount(crItem
) < pProto
->BuyCount
* count
)
17805 SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD
, pCreature
, item
, 0);
17810 if (uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
17812 SendBuyError( BUY_ERR_REPUTATION_REQUIRE
, pCreature
, item
, 0);
17816 if (crItem
->ExtendedCost
)
17818 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17821 sLog
.outError("Item %u have wrong ExtendedCost field value %u", pProto
->ItemId
, crItem
->ExtendedCost
);
17825 // honor points price
17826 if (GetHonorPoints() < (iece
->reqhonorpoints
* count
))
17828 SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS
, NULL
, NULL
);
17832 // arena points price
17833 if (GetArenaPoints() < (iece
->reqarenapoints
* count
))
17835 SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS
, NULL
, NULL
);
17840 for (uint8 i
= 0; i
< 5; ++i
)
17842 if(iece
->reqitem
[i
] && !HasItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
)))
17844 SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS
, NULL
, NULL
);
17849 // check for personal arena rating requirement
17850 if( GetMaxPersonalArenaRatingRequirement() < iece
->reqpersonalarenarating
)
17852 // probably not the proper equip err
17853 SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK
,NULL
,NULL
);
17858 uint32 price
= pProto
->BuyPrice
* count
;
17860 // reputation discount
17861 price
= uint32(floor(price
* GetReputationPriceDiscount(pCreature
)));
17863 if (GetMoney() < price
)
17865 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, pCreature
, item
, 0);
17869 if ((bag
== NULL_BAG
&& slot
== NULL_SLOT
) || IsInventoryPos(bag
, slot
))
17871 ItemPosCountVec dest
;
17872 uint8 msg
= CanStoreNewItem( bag
, slot
, dest
, item
, pProto
->BuyCount
* count
);
17873 if (msg
!= EQUIP_ERR_OK
)
17875 SendEquipError( msg
, NULL
, NULL
);
17879 ModifyMoney( -(int32
)price
);
17880 if (crItem
->ExtendedCost
) // case for new honor system
17882 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17883 if (iece
->reqhonorpoints
)
17884 ModifyHonorPoints( - int32(iece
->reqhonorpoints
* count
));
17885 if (iece
->reqarenapoints
)
17886 ModifyArenaPoints( - int32(iece
->reqarenapoints
* count
));
17887 for (uint8 i
= 0; i
< 5; ++i
)
17889 if (iece
->reqitem
[i
])
17890 DestroyItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
), true);
17894 if (Item
*it
= StoreNewItem( dest
, item
, true ))
17896 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
17898 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
17899 data
<< uint64(pCreature
->GetGUID());
17900 data
<< uint32(vendor_slot
+1); // numbered from 1 at client
17901 data
<< uint32(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
17902 data
<< uint32(count
);
17903 GetSession()->SendPacket(&data
);
17905 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
17908 else if (IsEquipmentPos(bag
, slot
))
17910 if (pProto
->BuyCount
* count
!= 1)
17912 SendEquipError( EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
, NULL
, NULL
);
17917 uint8 msg
= CanEquipNewItem( slot
, dest
, item
, false );
17918 if (msg
!= EQUIP_ERR_OK
)
17920 SendEquipError( msg
, NULL
, NULL
);
17924 ModifyMoney( -(int32
)price
);
17925 if (crItem
->ExtendedCost
) // case for new honor system
17927 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17928 if (iece
->reqhonorpoints
)
17929 ModifyHonorPoints( - int32(iece
->reqhonorpoints
));
17930 if (iece
->reqarenapoints
)
17931 ModifyArenaPoints( - int32(iece
->reqarenapoints
));
17932 for (uint8 i
= 0; i
< 5; ++i
)
17934 if(iece
->reqitem
[i
])
17935 DestroyItemCount(iece
->reqitem
[i
], iece
->reqitemcount
[i
], true);
17939 if (Item
*it
= EquipNewItem( dest
, item
, true ))
17941 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
17943 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
17944 data
<< uint64(pCreature
->GetGUID());
17945 data
<< uint32(vendor_slot
+ 1); // numbered from 1 at client
17946 data
<< uint32(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
17947 data
<< uint32(count
);
17948 GetSession()->SendPacket(&data
);
17950 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
17952 AutoUnequipOffhandIfNeed();
17957 SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
, NULL
, NULL
);
17961 return crItem
->maxcount
!= 0;
17964 uint32
Player::GetMaxPersonalArenaRatingRequirement()
17966 // returns the maximal personal arena rating that can be used to purchase items requiring this condition
17967 // the personal rating of the arena team must match the required limit as well
17968 // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
17969 uint32 max_personal_rating
= 0;
17970 for(int i
= 0; i
< MAX_ARENA_SLOT
; ++i
)
17972 if(ArenaTeam
* at
= sObjectMgr
.GetArenaTeamById(GetArenaTeamId(i
)))
17974 uint32 p_rating
= GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (i
* ARENA_TEAM_END
) + ARENA_TEAM_PERSONAL_RATING
);
17975 uint32 t_rating
= at
->GetRating();
17976 p_rating
= p_rating
< t_rating
? p_rating
: t_rating
;
17977 if(max_personal_rating
< p_rating
)
17978 max_personal_rating
= p_rating
;
17981 return max_personal_rating
;
17984 void Player::UpdateHomebindTime(uint32 time
)
17986 // GMs never get homebind timer online
17987 if (m_InstanceValid
|| isGameMaster())
17989 if(m_HomebindTimer
) // instance valid, but timer not reset
17992 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
17995 GetSession()->SendPacket(&data
);
17997 // instance is valid, reset homebind timer
17998 m_HomebindTimer
= 0;
18000 else if (m_HomebindTimer
> 0)
18002 if (time
>= m_HomebindTimer
)
18004 // teleport to nearest graveyard
18005 RepopAtGraveyard();
18008 m_HomebindTimer
-= time
;
18012 // instance is invalid, start homebind timer
18013 m_HomebindTimer
= 60000;
18014 // send message to player
18015 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
18016 data
<< uint32(m_HomebindTimer
);
18018 GetSession()->SendPacket(&data
);
18019 sLog
.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow());
18023 void Player::UpdatePvP(bool state
, bool ovrride
)
18025 if(!state
|| ovrride
)
18028 pvpInfo
.endTimer
= 0;
18032 if(pvpInfo
.endTimer
!= 0)
18033 pvpInfo
.endTimer
= time(NULL
);
18039 void Player::AddSpellAndCategoryCooldowns(SpellEntry
const* spellInfo
, uint32 itemId
, Spell
* spell
, bool infinityCooldown
)
18041 // init cooldown values
18046 // some special item spells without correct cooldown in SpellInfo
18047 // cooldown information stored in item prototype
18048 // This used in same way in WorldSession::HandleItemQuerySingleOpcode data sending to client.
18052 if(ItemPrototype
const* proto
= ObjectMgr::GetItemPrototype(itemId
))
18054 for(int idx
= 0; idx
< 5; ++idx
)
18056 if(proto
->Spells
[idx
].SpellId
== spellInfo
->Id
)
18058 cat
= proto
->Spells
[idx
].SpellCategory
;
18059 rec
= proto
->Spells
[idx
].SpellCooldown
;
18060 catrec
= proto
->Spells
[idx
].SpellCategoryCooldown
;
18067 // if no cooldown found above then base at DBC data
18068 if(rec
< 0 && catrec
< 0)
18070 cat
= spellInfo
->Category
;
18071 rec
= spellInfo
->RecoveryTime
;
18072 catrec
= spellInfo
->CategoryRecoveryTime
;
18075 time_t curTime
= time(NULL
);
18080 // overwrite time for selected category
18081 if(infinityCooldown
)
18083 // use +MONTH as infinity mark for spell cooldown (will checked as MONTH/2 at save ans skipped)
18084 // but not allow ignore until reset or re-login
18085 catrecTime
= catrec
> 0 ? curTime
+infinityCooldownDelay
: 0;
18086 recTime
= rec
> 0 ? curTime
+infinityCooldownDelay
: catrecTime
;
18090 // shoot spells used equipped item cooldown values already assigned in GetAttackTime(RANGED_ATTACK)
18091 // prevent 0 cooldowns set by another way
18092 if (rec
<= 0 && catrec
<= 0 && (cat
== 76 || IsAutoRepeatRangedSpell(spellInfo
) && spellInfo
->Id
!= SPELL_ID_AUTOSHOT
))
18093 rec
= GetAttackTime(RANGED_ATTACK
);
18095 // Now we have cooldown data (if found any), time to apply mods
18097 ApplySpellMod(spellInfo
->Id
, SPELLMOD_COOLDOWN
, rec
, spell
);
18100 ApplySpellMod(spellInfo
->Id
, SPELLMOD_COOLDOWN
, catrec
, spell
);
18102 // replace negative cooldowns by 0
18103 if (rec
< 0) rec
= 0;
18104 if (catrec
< 0) catrec
= 0;
18106 // no cooldown after applying spell mods
18107 if( rec
== 0 && catrec
== 0)
18110 catrecTime
= catrec
? curTime
+catrec
/IN_MILISECONDS
: 0;
18111 recTime
= rec
? curTime
+rec
/IN_MILISECONDS
: catrecTime
;
18114 // self spell cooldown
18116 AddSpellCooldown(spellInfo
->Id
, itemId
, recTime
);
18119 if (cat
&& catrec
> 0)
18121 SpellCategoryStore::const_iterator i_scstore
= sSpellCategoryStore
.find(cat
);
18122 if(i_scstore
!= sSpellCategoryStore
.end())
18124 for(SpellCategorySet::const_iterator i_scset
= i_scstore
->second
.begin(); i_scset
!= i_scstore
->second
.end(); ++i_scset
)
18126 if(*i_scset
== spellInfo
->Id
) // skip main spell, already handled above
18129 AddSpellCooldown(*i_scset
, itemId
, catrecTime
);
18135 void Player::AddSpellCooldown(uint32 spellid
, uint32 itemid
, time_t end_time
)
18139 sc
.itemid
= itemid
;
18140 m_spellCooldowns
[spellid
] = sc
;
18143 void Player::SendCooldownEvent(SpellEntry
const *spellInfo
, uint32 itemId
, Spell
* spell
)
18145 // start cooldowns at server side, if any
18146 AddSpellAndCategoryCooldowns(spellInfo
, itemId
, spell
);
18148 // Send activate cooldown timer (possible 0) at client side
18149 WorldPacket
data(SMSG_COOLDOWN_EVENT
, (4+8));
18150 data
<< uint32(spellInfo
->Id
);
18151 data
<< uint64(GetGUID());
18152 SendDirectMessage(&data
);
18155 void Player::UpdatePotionCooldown(Spell
* spell
)
18157 // no potion used i combat or still in combat
18158 if(!m_lastPotionId
|| isInCombat())
18161 // Call not from spell cast, send cooldown event for item spells if no in combat
18164 // spell/item pair let set proper cooldown (except not existed charged spell cooldown spellmods for potions)
18165 if(ItemPrototype
const* proto
= ObjectMgr::GetItemPrototype(m_lastPotionId
))
18166 for(int idx
= 0; idx
< 5; ++idx
)
18167 if(proto
->Spells
[idx
].SpellId
&& proto
->Spells
[idx
].SpellTrigger
== ITEM_SPELLTRIGGER_ON_USE
)
18168 if(SpellEntry
const* spellInfo
= sSpellStore
.LookupEntry(proto
->Spells
[idx
].SpellId
))
18169 SendCooldownEvent(spellInfo
,m_lastPotionId
);
18171 // from spell cases (m_lastPotionId set in Spell::SendSpellCooldown)
18173 SendCooldownEvent(spell
->m_spellInfo
,m_lastPotionId
,spell
);
18175 m_lastPotionId
= 0;
18178 //slot to be excluded while counting
18179 bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition
, int8 slot
)
18181 if(!enchantmentcondition
)
18184 SpellItemEnchantmentConditionEntry
const *Condition
= sSpellItemEnchantmentConditionStore
.LookupEntry(enchantmentcondition
);
18189 uint8 curcount
[4] = {0, 0, 0, 0};
18191 //counting current equipped gem colors
18192 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
18196 Item
*pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
18197 if(pItem2
&& pItem2
->GetProto()->Socket
[0].Color
)
18199 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
18201 uint32 enchant_id
= pItem2
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
18205 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
18209 uint32 gemid
= enchantEntry
->GemID
;
18213 ItemPrototype
const* gemProto
= sItemStorage
.LookupEntry
<ItemPrototype
>(gemid
);
18217 GemPropertiesEntry
const* gemProperty
= sGemPropertiesStore
.LookupEntry(gemProto
->GemProperties
);
18221 uint8 GemColor
= gemProperty
->color
;
18223 for(uint8 b
= 0, tmpcolormask
= 1; b
< 4; b
++, tmpcolormask
<<= 1)
18225 if(tmpcolormask
& GemColor
)
18232 bool activate
= true;
18234 for(int i
= 0; i
< 5; ++i
)
18236 if(!Condition
->Color
[i
])
18239 uint32 _cur_gem
= curcount
[Condition
->Color
[i
] - 1];
18241 // if have <CompareColor> use them as count, else use <value> from Condition
18242 uint32 _cmp_gem
= Condition
->CompareColor
[i
] ? curcount
[Condition
->CompareColor
[i
] - 1]: Condition
->Value
[i
];
18244 switch(Condition
->Comparator
[i
])
18246 case 2: // requires less <color> than (<value> || <comparecolor>) gems
18247 activate
&= (_cur_gem
< _cmp_gem
) ? true : false;
18249 case 3: // requires more <color> than (<value> || <comparecolor>) gems
18250 activate
&= (_cur_gem
> _cmp_gem
) ? true : false;
18252 case 5: // requires at least <color> than (<value> || <comparecolor>) gems
18253 activate
&= (_cur_gem
>= _cmp_gem
) ? true : false;
18258 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");
18263 void Player::CorrectMetaGemEnchants(uint8 exceptslot
, bool apply
)
18265 //cycle all equipped items
18266 for(uint32 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
18268 //enchants for the slot being socketed are handled by Player::ApplyItemMods
18269 if(slot
== exceptslot
)
18272 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
18274 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
)
18277 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
18279 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
18283 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
18287 uint32 condition
= enchantEntry
->EnchantmentCondition
;
18290 //was enchant active with/without item?
18291 bool wasactive
= EnchantmentFitsRequirements(condition
, apply
? exceptslot
: -1);
18292 //should it now be?
18293 if(wasactive
!= EnchantmentFitsRequirements(condition
, apply
? -1 : exceptslot
))
18295 // ignore item gem conditions
18296 //if state changed, (dis)apply enchant
18297 ApplyEnchantment(pItem
, EnchantmentSlot(enchant_slot
), !wasactive
, true, true);
18304 //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
18305 void Player::ToggleMetaGemsActive(uint8 exceptslot
, bool apply
)
18307 //cycle all equipped items
18308 for(int slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
18310 //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
18311 if(slot
== exceptslot
)
18314 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
18316 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
) //if item has no sockets or no item is equipped go to next item
18319 //cycle all (gem)enchants
18320 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
18322 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
18323 if(!enchant_id
) //if no enchant go to next enchant(slot)
18326 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
18330 //only metagems to be (de)activated, so only enchants with condition
18331 uint32 condition
= enchantEntry
->EnchantmentCondition
;
18333 ApplyEnchantment(pItem
,EnchantmentSlot(enchant_slot
), apply
);
18338 void Player::SetBattleGroundEntryPoint()
18341 if (!m_taxi
.empty())
18343 m_bgData
.mountSpell
= 0;
18344 m_bgData
.taxiPath
[0] = m_taxi
.GetTaxiSource();
18345 m_bgData
.taxiPath
[1] = m_taxi
.GetTaxiDestination();
18347 // On taxi we don't need check for dungeon
18348 m_bgData
.joinPos
= WorldLocation(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
18353 m_bgData
.ClearTaxiPath();
18355 // Mount spell id storing
18358 AuraList
const& auras
= GetAurasByType(SPELL_AURA_MOUNTED
);
18359 if (!auras
.empty())
18360 m_bgData
.mountSpell
= (*auras
.begin())->GetId();
18363 m_bgData
.mountSpell
= 0;
18365 // If map is dungeon find linked graveyard
18366 if(GetMap()->IsDungeon())
18368 if (const WorldSafeLocsEntry
* entry
= sObjectMgr
.GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam()))
18370 m_bgData
.joinPos
= WorldLocation(entry
->map_id
, entry
->x
, entry
->y
, entry
->z
, 0.0f
);
18374 sLog
.outError("SetBattleGroundEntryPoint: Dungeon map %u has no linked graveyard, setting home location as entry point.", GetMapId());
18376 // If new entry point is not BG or arena set it
18377 else if (!GetMap()->IsBattleGroundOrArena())
18379 m_bgData
.joinPos
= WorldLocation(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
18384 // In error cases use homebind position
18385 m_bgData
.joinPos
= WorldLocation(m_homebindMapId
, m_homebindX
, m_homebindY
, m_homebindZ
, 0.0f
);
18388 void Player::LeaveBattleground(bool teleportToEntryPoint
)
18390 if(BattleGround
*bg
= GetBattleGround())
18392 bg
->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint
, true);
18394 // call after remove to be sure that player resurrected for correct cast
18395 if( bg
->isBattleGround() && !isGameMaster() && sWorld
.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER
) )
18397 if( bg
->GetStatus() == STATUS_IN_PROGRESS
|| bg
->GetStatus() == STATUS_WAIT_JOIN
)
18399 //lets check if player was teleported from BG and schedule delayed Deserter spell cast
18400 if(IsBeingTeleportedFar())
18402 ScheduleDelayedOperation(DELAYED_SPELL_CAST_DESERTER
);
18406 CastSpell(this, 26013, true); // Deserter
18412 bool Player::CanJoinToBattleground() const
18414 // check Deserter debuff
18415 if(GetDummyAura(26013))
18421 bool Player::CanReportAfkDueToLimit()
18423 // a player can complain about 15 people per 5 minutes
18424 if(m_bgData
.bgAfkReportedCount
++ >= 15)
18430 ///This player has been blamed to be inactive in a battleground
18431 void Player::ReportedAfkBy(Player
* reporter
)
18433 BattleGround
*bg
= GetBattleGround();
18434 if(!bg
|| bg
!= reporter
->GetBattleGround() || GetTeam() != reporter
->GetTeam())
18437 // check if player has 'Idle' or 'Inactive' debuff
18438 if(m_bgData
.bgAfkReporter
.find(reporter
->GetGUIDLow()) == m_bgData
.bgAfkReporter
.end() && !HasAura(43680, 0) && !HasAura(43681, 0) && reporter
->CanReportAfkDueToLimit())
18440 m_bgData
.bgAfkReporter
.insert(reporter
->GetGUIDLow());
18441 // 3 players have to complain to apply debuff
18442 if(m_bgData
.bgAfkReporter
.size() >= 3)
18444 // cast 'Idle' spell
18445 CastSpell(this, 43680, true);
18446 m_bgData
.bgAfkReporter
.clear();
18451 WorldObject
const* Player::GetViewPoint() const
18453 if(uint64 far_sight
= GetFarSight())
18455 WorldObject
const* viewPoint
= GetMap()->GetWorldObject(far_sight
);
18456 return viewPoint
? viewPoint
: this; // always expected not NULL
18462 bool Player::IsVisibleInGridForPlayer( Player
* pl
) const
18464 // gamemaster in GM mode see all, including ghosts
18465 if(pl
->isGameMaster() && GetSession()->GetSecurity() <= pl
->GetSession()->GetSecurity())
18468 // It seems in battleground everyone sees everyone, except the enemy-faction ghosts
18469 if (InBattleGround())
18471 if (!(isAlive() || m_deathTimer
> 0) && !IsFriendlyTo(pl
) )
18476 // Live player see live player or dead player with not realized corpse
18477 if(pl
->isAlive() || pl
->m_deathTimer
> 0)
18479 return isAlive() || m_deathTimer
> 0;
18482 // Ghost see other friendly ghosts, that's for sure
18483 if(!(isAlive() || m_deathTimer
> 0) && IsFriendlyTo(pl
))
18486 // Dead player see live players near own corpse
18489 Corpse
*corpse
= pl
->GetCorpse();
18492 // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
18493 if(corpse
->IsWithinDistInMap(this,(20+25)*sWorld
.getRate(RATE_CREATURE_AGGRO
)))
18498 // and not see any other
18502 bool Player::IsVisibleGloballyFor( Player
* u
) const
18507 // Always can see self
18511 // Visible units, always are visible for all players
18512 if (GetVisibility() == VISIBILITY_ON
)
18515 // GMs are visible for higher gms (or players are visible for gms)
18516 if (u
->GetSession()->GetSecurity() > SEC_PLAYER
)
18517 return GetSession()->GetSecurity() <= u
->GetSession()->GetSecurity();
18519 // non faction visibility non-breakable for non-GMs
18520 if (GetVisibility() == VISIBILITY_OFF
)
18523 // non-gm stealth/invisibility not hide from global player lists
18528 inline void BeforeVisibilityDestroy(T
* /*t*/, Player
* /*p*/)
18533 inline void BeforeVisibilityDestroy
<Creature
>(Creature
* t
, Player
* p
)
18535 if (p
->GetPetGUID()==t
->GetGUID() && ((Creature
*)t
)->isPet())
18536 ((Pet
*)t
)->Remove(PET_SAVE_NOT_IN_SLOT
, true);
18539 void Player::UpdateVisibilityOf(WorldObject
const* viewPoint
, WorldObject
* target
)
18541 if(HaveAtClient(target
))
18543 if(!target
->isVisibleForInState(this, viewPoint
, true))
18545 if (target
->GetTypeId()==TYPEID_UNIT
)
18546 BeforeVisibilityDestroy
<Creature
>((Creature
*)target
,this);
18548 target
->DestroyForPlayer(this);
18549 m_clientGUIDs
.erase(target
->GetGUID());
18551 #ifdef MANGOS_DEBUG
18552 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
18553 sLog
.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
18559 if(target
->isVisibleForInState(this, viewPoint
, false))
18561 target
->SendCreateUpdateToPlayer(this);
18562 if(target
->GetTypeId()!=TYPEID_GAMEOBJECT
||!((GameObject
*)target
)->IsTransport())
18563 m_clientGUIDs
.insert(target
->GetGUID());
18565 #ifdef MANGOS_DEBUG
18566 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
18567 sLog
.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
18570 // target aura duration for caster show only if target exist at caster client
18571 // send data at target visibility change (adding to client)
18572 if(target
!=this && target
->isType(TYPEMASK_UNIT
))
18573 SendAurasForTarget((Unit
*)target
);
18575 if(target
->GetTypeId()==TYPEID_UNIT
&& ((Creature
*)target
)->isAlive())
18576 ((Creature
*)target
)->SendMonsterMoveWithSpeedToCurrentDestination(this);
18582 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, T
* target
)
18584 s64
.insert(target
->GetGUID());
18588 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, GameObject
* target
)
18590 if(!target
->IsTransport())
18591 s64
.insert(target
->GetGUID());
18595 void Player::UpdateVisibilityOf(WorldObject
const* viewPoint
, T
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
)
18597 if(HaveAtClient(target
))
18599 if(!target
->isVisibleForInState(this,viewPoint
,true))
18601 BeforeVisibilityDestroy
<T
>(target
,this);
18603 target
->BuildOutOfRangeUpdateBlock(&data
);
18604 m_clientGUIDs
.erase(target
->GetGUID());
18606 #ifdef MANGOS_DEBUG
18607 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
18608 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
));
18614 if(target
->isVisibleForInState(this,viewPoint
,false))
18616 visibleNow
.insert(target
);
18617 target
->BuildCreateUpdateBlockForPlayer(&data
, this);
18618 UpdateVisibilityOf_helper(m_clientGUIDs
,target
);
18620 #ifdef MANGOS_DEBUG
18621 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
18622 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
));
18628 template void Player::UpdateVisibilityOf(WorldObject
const* viewPoint
, Player
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
18629 template void Player::UpdateVisibilityOf(WorldObject
const* viewPoint
, Creature
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
18630 template void Player::UpdateVisibilityOf(WorldObject
const* viewPoint
, Corpse
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
18631 template void Player::UpdateVisibilityOf(WorldObject
const* viewPoint
, GameObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
18632 template void Player::UpdateVisibilityOf(WorldObject
const* viewPoint
, DynamicObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
18634 void Player::InitPrimaryProfessions()
18636 SetFreePrimaryProfessions(sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
));
18639 void Player::SendComboPoints()
18641 Unit
*combotarget
= ObjectAccessor::GetUnit(*this, m_comboTarget
);
18644 WorldPacket
data(SMSG_UPDATE_COMBO_POINTS
, combotarget
->GetPackGUID().size()+1);
18645 data
.append(combotarget
->GetPackGUID());
18646 data
<< uint8(m_comboPoints
);
18647 GetSession()->SendPacket(&data
);
18651 void Player::AddComboPoints(Unit
* target
, int8 count
)
18656 // without combo points lost (duration checked in aura)
18657 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
18659 if(target
->GetGUID() == m_comboTarget
)
18661 m_comboPoints
+= count
;
18666 if(Unit
* target2
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
18667 target2
->RemoveComboPointHolder(GetGUIDLow());
18669 m_comboTarget
= target
->GetGUID();
18670 m_comboPoints
= count
;
18672 target
->AddComboPointHolder(GetGUIDLow());
18675 if (m_comboPoints
> 5) m_comboPoints
= 5;
18676 if (m_comboPoints
< 0) m_comboPoints
= 0;
18681 void Player::ClearComboPoints()
18686 // without combopoints lost (duration checked in aura)
18687 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
18693 if(Unit
* target
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
18694 target
->RemoveComboPointHolder(GetGUIDLow());
18699 void Player::SetGroup(Group
*group
, int8 subgroup
)
18705 // never use SetGroup without a subgroup unless you specify NULL for group
18706 assert(subgroup
>= 0);
18707 m_group
.link(group
, this);
18708 m_group
.setSubGroup((uint8
)subgroup
);
18712 void Player::SendInitialPacketsBeforeAddToMap()
18714 GetSocial()->SendSocialList();
18716 // guild bank list wtf?
18719 WorldPacket
data(SMSG_BINDPOINTUPDATE
, 5*4);
18720 data
<< m_homebindX
<< m_homebindY
<< m_homebindZ
;
18721 data
<< (uint32
) m_homebindMapId
;
18722 data
<< (uint32
) m_homebindZoneId
;
18723 GetSession()->SendPacket(&data
);
18725 // SMSG_SET_PROFICIENCY
18726 // SMSG_SET_PCT_SPELL_MODIFIER
18727 // SMSG_SET_FLAT_SPELL_MODIFIER
18728 // SMSG_UPDATE_AURA_DURATION
18730 SendTalentsInfoData(false);
18732 // SMSG_INSTANCE_DIFFICULTY
18734 SendInitialSpells();
18736 data
.Initialize(SMSG_SEND_UNLEARN_SPELLS
, 4);
18737 data
<< uint32(0); // count, for(count) uint32;
18738 GetSession()->SendPacket(&data
);
18740 SendInitialActionButtons();
18741 m_reputationMgr
.SendInitialReputations();
18742 // SMSG_INIT_WORLD_STATES
18743 m_achievementMgr
.SendAllAchievementData();
18745 SendEquipmentSetList();
18747 data
.Initialize(SMSG_LOGIN_SETTIMESPEED
, 4 + 4 + 4);
18748 data
<< uint32(secsToTimeBitFields(sWorld
.GetGameTime()));
18749 data
<< (float)0.01666667f
; // game speed
18750 data
<< uint32(0); // added in 3.1.2
18751 GetSession()->SendPacket( &data
);
18753 // SMSG_TALENTS_INFO x 2 for pet (unspent points and talents in separate packets...)
18755 // SMSG_UPDATE_WORLD_STATE
18756 // SMSG_POWER_UPDATE
18758 // set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment
18759 if(HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
) || HasAuraType(SPELL_AURA_FLY
) || isInFlight())
18760 m_movementInfo
.AddMovementFlag(MOVEMENTFLAG_FLYING2
);
18765 void Player::SendInitialPacketsAfterAddToMap()
18768 uint32 newzone
, newarea
;
18769 GetZoneAndAreaId(newzone
,newarea
);
18770 UpdateZone(newzone
,newarea
); // also call SendInitWorldStates();
18772 WorldPacket
data(SMSG_TIME_SYNC_REQ
, 4); // new 2.0.x, enable movement
18773 data
<< uint32(0x00000000); // on blizz it increments periodically
18774 GetSession()->SendPacket(&data
);
18776 CastSpell(this, 836, true); // LOGINEFFECT
18778 // set some aura effects that send packet to player client after add player to map
18779 // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
18780 // same auras state lost at far teleport, send it one more time in this case also
18781 static const AuraType auratypes
[] =
18783 SPELL_AURA_MOD_FEAR
, SPELL_AURA_TRANSFORM
, SPELL_AURA_WATER_WALK
,
18784 SPELL_AURA_FEATHER_FALL
, SPELL_AURA_HOVER
, SPELL_AURA_SAFE_FALL
,
18785 SPELL_AURA_FLY
, SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
, SPELL_AURA_NONE
18787 for(AuraType
const* itr
= &auratypes
[0]; itr
&& itr
[0] != SPELL_AURA_NONE
; ++itr
)
18789 Unit::AuraList
const& auraList
= GetAurasByType(*itr
);
18790 if(!auraList
.empty())
18791 auraList
.front()->ApplyModifier(true,true);
18794 if(HasAuraType(SPELL_AURA_MOD_STUN
))
18795 SetMovement(MOVE_ROOT
);
18797 // manual send package (have code in ApplyModifier(true,true); that don't must be re-applied.
18798 if(HasAuraType(SPELL_AURA_MOD_ROOT
))
18800 WorldPacket
data2(SMSG_FORCE_MOVE_ROOT
, 10);
18801 data2
.append(GetPackGUID());
18802 data2
<< (uint32
)2;
18803 SendMessageToSet(&data2
,true);
18806 SendAurasForTarget(this);
18807 SendEnchantmentDurations(); // must be after add to map
18808 SendItemDurations(); // must be after add to map
18811 void Player::SendUpdateToOutOfRangeGroupMembers()
18813 if (m_groupUpdateMask
== GROUP_UPDATE_FLAG_NONE
)
18815 if(Group
* group
= GetGroup())
18816 group
->UpdatePlayerOutOfRange(this);
18818 m_groupUpdateMask
= GROUP_UPDATE_FLAG_NONE
;
18819 m_auraUpdateMask
= 0;
18820 if(Pet
*pet
= GetPet())
18821 pet
->ResetAuraUpdateMask();
18824 void Player::SendTransferAborted(uint32 mapid
, uint8 reason
, uint8 arg
)
18826 WorldPacket
data(SMSG_TRANSFER_ABORTED
, 4+2);
18827 data
<< uint32(mapid
);
18828 data
<< uint8(reason
); // transfer abort reason
18831 case TRANSFER_ABORT_INSUF_EXPAN_LVL
:
18832 case TRANSFER_ABORT_DIFFICULTY
:
18833 case TRANSFER_ABORT_UNIQUE_MESSAGE
:
18834 data
<< uint8(arg
);
18837 GetSession()->SendPacket(&data
);
18840 void Player::SendInstanceResetWarning( uint32 mapid
, Difficulty difficulty
, uint32 time
)
18842 // type of warning, based on the time remaining until reset
18845 type
= RAID_INSTANCE_WELCOME
;
18846 else if(time
> 900 && time
<= 3600)
18847 type
= RAID_INSTANCE_WARNING_HOURS
;
18848 else if(time
> 300 && time
<= 900)
18849 type
= RAID_INSTANCE_WARNING_MIN
;
18851 type
= RAID_INSTANCE_WARNING_MIN_SOON
;
18853 WorldPacket
data(SMSG_RAID_INSTANCE_MESSAGE
, 4+4+4+4);
18854 data
<< uint32(type
);
18855 data
<< uint32(mapid
);
18856 data
<< uint32(difficulty
); // difficulty
18857 data
<< uint32(time
);
18858 if(type
== RAID_INSTANCE_WELCOME
)
18860 data
<< uint8(0); // is your (1)
18861 data
<< uint8(0); // is extended (1), ignored if prev field is 0
18863 GetSession()->SendPacket(&data
);
18866 void Player::ApplyEquipCooldown( Item
* pItem
)
18868 for(int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
18870 _Spell
const& spellData
= pItem
->GetProto()->Spells
[i
];
18873 if( !spellData
.SpellId
)
18876 // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
18877 if( spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_USE
)
18880 AddSpellCooldown(spellData
.SpellId
, pItem
->GetEntry(), time(NULL
) + 30);
18882 WorldPacket
data(SMSG_ITEM_COOLDOWN
, 12);
18883 data
<< pItem
->GetGUID();
18884 data
<< uint32(spellData
.SpellId
);
18885 GetSession()->SendPacket(&data
);
18889 void Player::resetSpells()
18891 // not need after this call
18892 if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS
))
18893 RemoveAtLoginFlag(AT_LOGIN_RESET_SPELLS
,true);
18895 // make full copy of map (spells removed and marked as deleted at another spell remove
18896 // and we can't use original map for safe iterative with visit each spell at loop end
18897 PlayerSpellMap smap
= GetSpellMap();
18899 for(PlayerSpellMap::const_iterator iter
= smap
.begin();iter
!= smap
.end(); ++iter
)
18900 removeSpell(iter
->first
,false,false); // only iter->first can be accessed, object by iter->second can be deleted already
18902 learnDefaultSpells();
18903 learnQuestRewardedSpells();
18906 void Player::learnDefaultSpells()
18908 // learn default race/class spells
18909 PlayerInfo
const *info
= sObjectMgr
.GetPlayerInfo(getRace(),getClass());
18910 for (PlayerCreateInfoSpells::const_iterator itr
= info
->spell
.begin(); itr
!=info
->spell
.end(); ++itr
)
18912 uint32 tspell
= *itr
;
18913 sLog
.outDebug("PLAYER (Class: %u Race: %u): Adding initial spell, id = %u",uint32(getClass()),uint32(getRace()), tspell
);
18914 if(!IsInWorld()) // will send in INITIAL_SPELLS in list anyway at map add
18915 addSpell(tspell
,true,true,true,false);
18916 else // but send in normal spell in game learn case
18917 learnSpell(tspell
,true);
18921 void Player::learnQuestRewardedSpells(Quest
const* quest
)
18923 uint32 spell_id
= quest
->GetRewSpellCast();
18925 // skip quests without rewarded spell
18929 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
18933 // check learned spells state
18934 bool found
= false;
18935 for(int i
=0; i
< 3; ++i
)
18937 if(spellInfo
->Effect
[i
] == SPELL_EFFECT_LEARN_SPELL
&& !HasSpell(spellInfo
->EffectTriggerSpell
[i
]))
18944 // skip quests with not teaching spell or already known spell
18948 // prevent learn non first rank unknown profession and second specialization for same profession)
18949 uint32 learned_0
= spellInfo
->EffectTriggerSpell
[0];
18950 if( sSpellMgr
.GetSpellRank(learned_0
) > 1 && !HasSpell(learned_0
) )
18952 // not have first rank learned (unlearned prof?)
18953 uint32 first_spell
= sSpellMgr
.GetFirstSpellInChain(learned_0
);
18954 if( !HasSpell(first_spell
) )
18957 SpellEntry
const *learnedInfo
= sSpellStore
.LookupEntry(learned_0
);
18962 if(learnedInfo
->Effect
[0]==SPELL_EFFECT_TRADE_SKILL
&& learnedInfo
->Effect
[1]==0)
18964 // search other specialization for same prof
18965 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
18967 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->first
==learned_0
)
18970 SpellEntry
const *itrInfo
= sSpellStore
.LookupEntry(itr
->first
);
18974 // compare only specializations
18975 if(itrInfo
->Effect
[0]!=SPELL_EFFECT_TRADE_SKILL
|| itrInfo
->Effect
[1]!=0)
18978 // compare same chain spells
18979 if(sSpellMgr
.GetFirstSpellInChain(itr
->first
) != first_spell
)
18982 // now we have 2 specialization, learn possible only if found is lesser specialization rank
18983 if(!sSpellMgr
.IsHighRankOfSpell(learned_0
,itr
->first
))
18989 CastSpell( this, spell_id
, true);
18992 void Player::learnQuestRewardedSpells()
18994 // learn spells received from quest completing
18995 for(QuestStatusMap::const_iterator itr
= mQuestStatus
.begin(); itr
!= mQuestStatus
.end(); ++itr
)
18997 // skip no rewarded quests
18998 if(!itr
->second
.m_rewarded
)
19001 Quest
const* quest
= sObjectMgr
.GetQuestTemplate(itr
->first
);
19005 learnQuestRewardedSpells(quest
);
19009 void Player::learnSkillRewardedSpells(uint32 skill_id
, uint32 skill_value
)
19011 uint32 raceMask
= getRaceMask();
19012 uint32 classMask
= getClassMask();
19013 for (uint32 j
=0; j
<sSkillLineAbilityStore
.GetNumRows(); ++j
)
19015 SkillLineAbilityEntry
const *pAbility
= sSkillLineAbilityStore
.LookupEntry(j
);
19016 if (!pAbility
|| pAbility
->skillId
!=skill_id
|| pAbility
->learnOnGetSkill
!= ABILITY_LEARNED_ON_GET_PROFESSION_SKILL
)
19018 // Check race if set
19019 if (pAbility
->racemask
&& !(pAbility
->racemask
& raceMask
))
19021 // Check class if set
19022 if (pAbility
->classmask
&& !(pAbility
->classmask
& classMask
))
19025 if (sSpellStore
.LookupEntry(pAbility
->spellId
))
19027 // need unlearn spell
19028 if (skill_value
< pAbility
->req_skill_value
)
19029 removeSpell(pAbility
->spellId
);
19031 else if (!IsInWorld())
19032 addSpell(pAbility
->spellId
,true,true,true,false);
19034 learnSpell(pAbility
->spellId
,true);
19039 void Player::SendAurasForTarget(Unit
*target
)
19041 if(target
->GetVisibleAuras()->empty()) // speedup things
19044 WorldPacket
data(SMSG_AURA_UPDATE_ALL
);
19045 data
.append(target
->GetPackGUID());
19047 Unit::VisibleAuraMap
const *visibleAuras
= target
->GetVisibleAuras();
19048 for(Unit::VisibleAuraMap::const_iterator itr
= visibleAuras
->begin(); itr
!= visibleAuras
->end(); ++itr
)
19050 for(uint32 j
= 0; j
< 3; ++j
)
19052 if(Aura
*aura
= target
->GetAura(itr
->second
, j
))
19054 data
<< uint8(aura
->GetAuraSlot());
19055 data
<< uint32(aura
->GetId());
19059 uint8 auraFlags
= aura
->GetAuraFlags();
19061 data
<< uint8(auraFlags
);
19063 data
<< uint8(aura
->GetAuraLevel());
19065 if (aura
->GetAuraCharges())
19066 data
<< uint8(aura
->GetAuraCharges() * aura
->GetStackAmount());
19068 data
<< uint8(aura
->GetStackAmount());
19070 if(!(auraFlags
& AFLAG_NOT_CASTER
))
19072 data
<< uint8(0); // packed GUID of someone (caster?)
19075 if(auraFlags
& AFLAG_DURATION
) // include aura duration
19077 data
<< uint32(aura
->GetAuraMaxDuration());
19078 data
<< uint32(aura
->GetAuraDuration());
19086 GetSession()->SendPacket(&data
);
19089 void Player::SetDailyQuestStatus( uint32 quest_id
)
19091 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
19093 if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
19095 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
19096 m_lastDailyQuestTime
= time(NULL
); // last daily quest time
19097 m_DailyQuestChanged
= true;
19103 void Player::ResetDailyQuestStatus()
19105 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
19106 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
19108 // DB data deleted in caller
19109 m_DailyQuestChanged
= false;
19110 m_lastDailyQuestTime
= 0;
19113 BattleGround
* Player::GetBattleGround() const
19115 if(GetBattleGroundId()==0)
19118 return sBattleGroundMgr
.GetBattleGround(GetBattleGroundId(), m_bgData
.bgTypeID
);
19121 bool Player::InArena() const
19123 BattleGround
*bg
= GetBattleGround();
19124 if(!bg
|| !bg
->isArena())
19130 bool Player::GetBGAccessByLevel(BattleGroundTypeId bgTypeId
) const
19132 // get a template bg instead of running one
19133 BattleGround
*bg
= sBattleGroundMgr
.GetBattleGroundTemplate(bgTypeId
);
19137 if(getLevel() < bg
->GetMinLevel() || getLevel() > bg
->GetMaxLevel())
19143 BGQueueIdBasedOnLevel
Player::GetBattleGroundQueueIdFromLevel() const
19145 // for ranges 0 - 19, 20 - 29, 30 - 39, 40 - 49, 50 - 59, 60 - 69, 70 - 79, 80
19146 uint32 queue_id
= ( getLevel() / 10) - 1;
19147 if( queue_id
>= MAX_BATTLEGROUND_QUEUES
)
19149 sLog
.outError("BattleGround: too high queue_id %u for player %u (acc: %u) with level %u", queue_id
, GetGUIDLow(), GetSession()->GetAccountId(), getLevel());
19150 return QUEUE_ID_MAX_LEVEL_80
;
19152 return BGQueueIdBasedOnLevel(queue_id
);
19155 float Player::GetReputationPriceDiscount( Creature
const* pCreature
) const
19157 FactionTemplateEntry
const* vendor_faction
= pCreature
->getFactionTemplateEntry();
19158 if(!vendor_faction
|| !vendor_faction
->faction
)
19161 ReputationRank rank
= GetReputationRank(vendor_faction
->faction
);
19162 if(rank
<= REP_NEUTRAL
)
19165 return 1.0f
- 0.05f
* (rank
- REP_NEUTRAL
);
19168 bool Player::IsSpellFitByClassAndRace( uint32 spell_id
) const
19170 uint32 racemask
= getRaceMask();
19171 uint32 classmask
= getClassMask();
19173 SkillLineAbilityMapBounds bounds
= sSpellMgr
.GetSkillLineAbilityMapBounds(spell_id
);
19174 if (bounds
.first
==bounds
.second
)
19177 for(SkillLineAbilityMap::const_iterator _spell_idx
= bounds
.first
; _spell_idx
!= bounds
.second
; ++_spell_idx
)
19179 // skip wrong race skills
19180 if (_spell_idx
->second
->racemask
&& (_spell_idx
->second
->racemask
& racemask
) == 0)
19183 // skip wrong class skills
19184 if (_spell_idx
->second
->classmask
&& (_spell_idx
->second
->classmask
& classmask
) == 0)
19193 bool Player::HasQuestForGO(int32 GOId
) const
19195 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
19197 uint32 questid
= GetQuestSlotQuestId(i
);
19198 if ( questid
== 0 )
19201 QuestStatusMap::const_iterator qs_itr
= mQuestStatus
.find(questid
);
19202 if(qs_itr
== mQuestStatus
.end())
19205 QuestStatusData
const& qs
= qs_itr
->second
;
19207 if (qs
.m_status
== QUEST_STATUS_INCOMPLETE
)
19209 Quest
const* qinfo
= sObjectMgr
.GetQuestTemplate(questid
);
19213 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
19216 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
19218 if (qinfo
->ReqCreatureOrGOId
[j
]>=0) //skip non GO case
19221 if((-1)*GOId
== qinfo
->ReqCreatureOrGOId
[j
] && qs
.m_creatureOrGOcount
[j
] < qinfo
->ReqCreatureOrGOCount
[j
])
19229 void Player::UpdateForQuestWorldObjects()
19231 if(m_clientGUIDs
.empty())
19235 WorldPacket packet
;
19236 for(ClientGUIDs::const_iterator itr
=m_clientGUIDs
.begin(); itr
!=m_clientGUIDs
.end(); ++itr
)
19238 if(IS_GAMEOBJECT_GUID(*itr
))
19240 GameObject
*obj
= GetMap()->GetGameObject(*itr
);
19242 obj
->BuildValuesUpdateBlockForPlayer(&udata
,this);
19244 else if(IS_CREATURE_GUID(*itr
) || IS_VEHICLE_GUID(*itr
))
19246 Creature
*obj
= GetMap()->GetCreatureOrPetOrVehicle(*itr
);
19250 // check if this unit requires quest specific flags
19251 if(!obj
->HasFlag(UNIT_NPC_FLAGS
,UNIT_NPC_FLAG_SPELLCLICK
))
19254 SpellClickInfoMapBounds clickPair
= sObjectMgr
.GetSpellClickInfoMapBounds(obj
->GetEntry());
19255 for(SpellClickInfoMap::const_iterator _itr
= clickPair
.first
; _itr
!= clickPair
.second
; ++_itr
)
19257 if(_itr
->second
.questStart
|| _itr
->second
.questEnd
)
19259 obj
->BuildCreateUpdateBlockForPlayer(&udata
,this);
19265 udata
.BuildPacket(&packet
);
19266 GetSession()->SendPacket(&packet
);
19269 void Player::SummonIfPossible(bool agree
)
19273 m_summon_expire
= 0;
19277 // expire and auto declined
19278 if(m_summon_expire
< time(NULL
))
19281 // stop taxi flight at summon
19284 GetMotionMaster()->MovementExpired();
19285 m_taxi
.ClearTaxiDestinations();
19288 // drop flag at summon
19289 // this code can be reached only when GM is summoning player who carries flag, because player should be immune to summoning spells when he carries flag
19290 if(BattleGround
*bg
= GetBattleGround())
19291 bg
->EventPlayerDroppedFlag(this);
19293 m_summon_expire
= 0;
19295 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ACCEPTED_SUMMONINGS
, 1);
19297 TeleportTo(m_summon_mapid
, m_summon_x
, m_summon_y
, m_summon_z
,GetOrientation());
19300 void Player::RemoveItemDurations( Item
*item
)
19302 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end(); ++itr
)
19306 m_itemDuration
.erase(itr
);
19312 void Player::AddItemDurations( Item
*item
)
19314 if(item
->GetUInt32Value(ITEM_FIELD_DURATION
))
19316 m_itemDuration
.push_back(item
);
19317 item
->SendTimeUpdate(this);
19321 void Player::AutoUnequipOffhandIfNeed()
19323 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
19327 // need unequip offhand for 2h-weapon without TitanGrip (in any from hands)
19328 if (CanTitanGrip() || (offItem
->GetProto()->InventoryType
!= INVTYPE_2HWEAPON
&& !IsTwoHandUsed()))
19331 ItemPosCountVec off_dest
;
19332 uint8 off_msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false );
19333 if( off_msg
== EQUIP_ERR_OK
)
19335 RemoveItem(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
, true);
19336 StoreItem( off_dest
, offItem
, true );
19340 MoveItemFromInventory(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
, true);
19341 CharacterDatabase
.BeginTransaction();
19342 offItem
->DeleteFromInventoryDB(); // deletes item from character's inventory
19343 offItem
->SaveToDB(); // recursive and not have transaction guard into self, item not in inventory and can be save standalone
19344 CharacterDatabase
.CommitTransaction();
19346 std::string subject
= GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM
);
19347 MailDraft(subject
).AddItem(offItem
).SendMailTo(this, MailSender(this, MAIL_STATIONERY_GM
));
19351 bool Player::HasItemFitToSpellReqirements(SpellEntry
const* spellInfo
, Item
const* ignoreItem
)
19353 if(spellInfo
->EquippedItemClass
< 0)
19356 // scan other equipped items for same requirements (mostly 2 daggers/etc)
19357 // for optimize check 2 used cases only
19358 switch(spellInfo
->EquippedItemClass
)
19360 case ITEM_CLASS_WEAPON
:
19362 for(int i
= EQUIPMENT_SLOT_MAINHAND
; i
< EQUIPMENT_SLOT_TABARD
; ++i
)
19363 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
19364 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
19368 case ITEM_CLASS_ARMOR
:
19370 // tabard not have dependent spells
19371 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_MAINHAND
; ++i
)
19372 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
19373 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
19376 // shields can be equipped to offhand slot
19377 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
))
19378 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
19381 // ranged slot can have some armor subclasses
19382 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_RANGED
))
19383 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
19389 sLog
.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo
->EquippedItemClass
);
19396 bool Player::CanNoReagentCast(SpellEntry
const* spellInfo
) const
19398 // don't take reagents for spells with SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
19399 if (spellInfo
->AttributesEx5
& SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
&&
19400 HasFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PREPARATION
))
19403 // Check no reagent use mask
19404 uint64 noReagentMask_0_1
= GetUInt64Value(PLAYER_NO_REAGENT_COST_1
);
19405 uint32 noReagentMask_2
= GetUInt64Value(PLAYER_NO_REAGENT_COST_1
+2);
19406 if (spellInfo
->SpellFamilyFlags
& noReagentMask_0_1
||
19407 spellInfo
->SpellFamilyFlags2
& noReagentMask_2
)
19413 void Player::RemoveItemDependentAurasAndCasts( Item
* pItem
)
19415 AuraMap
& auras
= GetAuras();
19416 for(AuraMap::const_iterator itr
= auras
.begin(); itr
!= auras
.end(); )
19418 Aura
* aura
= itr
->second
;
19420 // skip passive (passive item dependent spells work in another way) and not self applied auras
19421 SpellEntry
const* spellInfo
= aura
->GetSpellProto();
19422 if(aura
->IsPassive() || aura
->GetCasterGUID()!=GetGUID())
19428 // skip if not item dependent or have alternative item
19429 if(HasItemFitToSpellReqirements(spellInfo
,pItem
))
19435 // no alt item, remove aura, restart check
19436 RemoveAurasDueToSpell(aura
->GetId());
19437 itr
= auras
.begin();
19440 // currently casted spells can be dependent from item
19441 for (uint32 i
= 0; i
< CURRENT_MAX_SPELL
; ++i
)
19442 if (Spell
* spell
= GetCurrentSpell(CurrentSpellTypes(i
)))
19443 if (spell
->getState()!=SPELL_STATE_DELAYED
&& !HasItemFitToSpellReqirements(spell
->m_spellInfo
,pItem
) )
19444 InterruptSpell(CurrentSpellTypes(i
));
19447 uint32
Player::GetResurrectionSpellId()
19449 // search priceless resurrection possibilities
19451 uint32 spell_id
= 0;
19452 AuraList
const& dummyAuras
= GetAurasByType(SPELL_AURA_DUMMY
);
19453 for(AuraList::const_iterator itr
= dummyAuras
.begin(); itr
!= dummyAuras
.end(); ++itr
)
19455 // Soulstone Resurrection // prio: 3 (max, non death persistent)
19456 if( prio
< 2 && (*itr
)->GetSpellProto()->SpellVisual
[0] == 99 && (*itr
)->GetSpellProto()->SpellIconID
== 92 )
19458 switch((*itr
)->GetId())
19460 case 20707: spell_id
= 3026; break; // rank 1
19461 case 20762: spell_id
= 20758; break; // rank 2
19462 case 20763: spell_id
= 20759; break; // rank 3
19463 case 20764: spell_id
= 20760; break; // rank 4
19464 case 20765: spell_id
= 20761; break; // rank 5
19465 case 27239: spell_id
= 27240; break; // rank 6
19466 case 47883: spell_id
= 47882; break; // rank 7
19468 sLog
.outError("Unhandled spell %u: S.Resurrection",(*itr
)->GetId());
19474 // Twisting Nether // prio: 2 (max)
19475 else if((*itr
)->GetId()==23701 && roll_chance_i(10))
19482 // Reincarnation (passive spell) // prio: 1
19483 if(prio
< 1 && HasSpell(20608) && !HasSpellCooldown(21169) && HasItemCount(17030,1))
19489 // Used in triggers for check "Only to targets that grant experience or honor" req
19490 bool Player::isHonorOrXPTarget(Unit
* pVictim
)
19492 uint32 v_level
= pVictim
->getLevel();
19493 uint32 k_grey
= MaNGOS::XP::GetGrayLevel(getLevel());
19495 // Victim level less gray level
19496 if(v_level
<=k_grey
)
19499 if(pVictim
->GetTypeId() == TYPEID_UNIT
)
19501 if (((Creature
*)pVictim
)->isTotem() ||
19502 ((Creature
*)pVictim
)->isPet() ||
19503 ((Creature
*)pVictim
)->GetCreatureInfo()->flags_extra
& CREATURE_FLAG_EXTRA_NO_XP_AT_KILL
)
19509 bool Player::RewardPlayerAndGroupAtKill(Unit
* pVictim
)
19511 bool PvP
= pVictim
->isCharmedOwnedByPlayerOrPlayer();
19513 // prepare data for near group iteration (PvP and !PvP cases)
19515 bool honored_kill
= false;
19517 if(Group
*pGroup
= GetGroup())
19520 uint32 sum_level
= 0;
19521 Player
* member_with_max_level
= NULL
;
19522 Player
* not_gray_member_with_max_level
= NULL
;
19524 pGroup
->GetDataForXPAtKill(pVictim
,count
,sum_level
,member_with_max_level
,not_gray_member_with_max_level
);
19526 if(member_with_max_level
)
19528 /// not get Xp in PvP or no not gray players in group
19529 xp
= (PvP
|| !not_gray_member_with_max_level
) ? 0 : MaNGOS::XP::Gain(not_gray_member_with_max_level
, pVictim
);
19531 /// skip in check PvP case (for speed, not used)
19532 bool is_raid
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsRaid() && pGroup
->isRaidGroup();
19533 bool is_dungeon
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsDungeon();
19534 float group_rate
= MaNGOS::XP::xp_in_group_rate(count
,is_raid
);
19536 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
19538 Player
* pGroupGuy
= itr
->getSource();
19542 if(!pGroupGuy
->IsAtGroupRewardDistance(pVictim
))
19543 continue; // member (alive or dead) or his corpse at req. distance
19545 // honor can be in PvP and !PvP (racial leader) cases (for alive)
19546 if(pGroupGuy
->isAlive() && pGroupGuy
->RewardHonor(pVictim
,count
) && pGroupGuy
==this)
19547 honored_kill
= true;
19549 // xp and reputation only in !PvP case
19552 float rate
= group_rate
* float(pGroupGuy
->getLevel()) / sum_level
;
19554 // if is in dungeon then all receive full reputation at kill
19555 // rewarded any alive/dead/near_corpse group member
19556 pGroupGuy
->RewardReputation(pVictim
,is_dungeon
? 1.0f
: rate
);
19558 // XP updated only for alive group member
19559 if(pGroupGuy
->isAlive() && not_gray_member_with_max_level
&&
19560 pGroupGuy
->getLevel() <= not_gray_member_with_max_level
->getLevel())
19562 uint32 itr_xp
= (member_with_max_level
== not_gray_member_with_max_level
) ? uint32(xp
*rate
) : uint32((xp
*rate
/2)+1);
19564 pGroupGuy
->GiveXP(itr_xp
, pVictim
);
19565 if(Pet
* pet
= pGroupGuy
->GetPet())
19566 pet
->GivePetXP(itr_xp
/2);
19569 // quest objectives updated only for alive group member or dead but with not released body
19570 if(pGroupGuy
->isAlive()|| !pGroupGuy
->GetCorpse())
19572 // normal creature (not pet/etc) can be only in !PvP case
19573 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
19574 pGroupGuy
->KilledMonster(((Creature
*)pVictim
)->GetCreatureInfo(), pVictim
->GetGUID());
19580 else // if (!pGroup)
19582 xp
= PvP
? 0 : MaNGOS::XP::Gain(this, pVictim
);
19584 // honor can be in PvP and !PvP (racial leader) cases
19585 if(RewardHonor(pVictim
,1))
19586 honored_kill
= true;
19588 // xp and reputation only in !PvP case
19591 RewardReputation(pVictim
,1);
19592 GiveXP(xp
, pVictim
);
19594 if(Pet
* pet
= GetPet())
19595 pet
->GivePetXP(xp
);
19597 // normal creature (not pet/etc) can be only in !PvP case
19598 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
19599 KilledMonster(((Creature
*)pVictim
)->GetCreatureInfo(), pVictim
->GetGUID());
19602 return xp
|| honored_kill
;
19605 void Player::RewardPlayerAndGroupAtEvent(uint32 creature_id
, WorldObject
* pRewardSource
)
19607 uint64 creature_guid
= pRewardSource
->GetTypeId()==TYPEID_UNIT
? pRewardSource
->GetGUID() : uint64(0);
19609 // prepare data for near group iteration
19610 if(Group
*pGroup
= GetGroup())
19612 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
19614 Player
* pGroupGuy
= itr
->getSource();
19618 if(!pGroupGuy
->IsAtGroupRewardDistance(pRewardSource
))
19619 continue; // member (alive or dead) or his corpse at req. distance
19621 // quest objectives updated only for alive group member or dead but with not released body
19622 if(pGroupGuy
->isAlive()|| !pGroupGuy
->GetCorpse())
19623 pGroupGuy
->KilledMonsterCredit(creature_id
, creature_guid
);
19626 else // if (!pGroup)
19627 KilledMonsterCredit(creature_id
, creature_guid
);
19630 bool Player::IsAtGroupRewardDistance(WorldObject
const* pRewardSource
) const
19632 if (pRewardSource
->IsWithinDistInMap(this,sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
)))
19638 Corpse
* corpse
= GetCorpse();
19642 return pRewardSource
->IsWithinDistInMap(corpse
,sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
));
19645 uint32
Player::GetBaseWeaponSkillValue (WeaponAttackType attType
) const
19647 Item
* item
= GetWeaponForAttack(attType
,true,true);
19649 // unarmed only with base attack
19650 if(attType
!= BASE_ATTACK
&& !item
)
19653 // weapon skill or (unarmed for base attack)
19654 uint32 skill
= item
? item
->GetSkill() : uint32(SKILL_UNARMED
);
19655 return GetBaseSkillValue(skill
);
19658 void Player::ResurectUsingRequestData()
19660 /// Teleport before resurrecting by player, otherwise the player might get attacked from creatures near his corpse
19661 if(IS_PLAYER_GUID(m_resurrectGUID
))
19662 TeleportTo(m_resurrectMap
, m_resurrectX
, m_resurrectY
, m_resurrectZ
, GetOrientation());
19664 //we cannot resurrect player when we triggered far teleport
19665 //player will be resurrected upon teleportation
19666 if(IsBeingTeleportedFar())
19668 ScheduleDelayedOperation(DELAYED_RESURRECT_PLAYER
);
19672 ResurrectPlayer(0.0f
,false);
19674 if(GetMaxHealth() > m_resurrectHealth
)
19675 SetHealth( m_resurrectHealth
);
19677 SetHealth( GetMaxHealth() );
19679 if(GetMaxPower(POWER_MANA
) > m_resurrectMana
)
19680 SetPower(POWER_MANA
, m_resurrectMana
);
19682 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
) );
19684 SetPower(POWER_RAGE
, 0 );
19686 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
) );
19688 SpawnCorpseBones();
19691 void Player::SetClientControl(Unit
* target
, uint8 allowMove
)
19693 WorldPacket
data(SMSG_CLIENT_CONTROL_UPDATE
, target
->GetPackGUID().size()+1);
19694 data
.append(target
->GetPackGUID());
19695 data
<< uint8(allowMove
);
19696 GetSession()->SendPacket(&data
);
19699 void Player::UpdateZoneDependentAuras( uint32 newZone
)
19701 // Some spells applied at enter into zone (with subzones), aura removed in UpdateAreaDependentAuras that called always at zone->area update
19702 SpellAreaForAreaMapBounds saBounds
= sSpellMgr
.GetSpellAreaForAreaMapBounds(newZone
);
19703 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
19704 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,newZone
,0))
19705 if( !HasAura(itr
->second
->spellId
,0) )
19706 CastSpell(this,itr
->second
->spellId
,true);
19709 void Player::UpdateAreaDependentAuras( uint32 newArea
)
19711 // remove auras from spells with area limitations
19712 for(AuraMap::iterator iter
= m_Auras
.begin(); iter
!= m_Auras
.end();)
19714 // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
19715 if(sSpellMgr
.GetSpellAllowedInLocationError(iter
->second
->GetSpellProto(),GetMapId(),m_zoneUpdateId
,newArea
,this) != SPELL_CAST_OK
)
19721 // some auras applied at subzone enter
19722 SpellAreaForAreaMapBounds saBounds
= sSpellMgr
.GetSpellAreaForAreaMapBounds(newArea
);
19723 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
19724 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,m_zoneUpdateId
,newArea
))
19725 if( !HasAura(itr
->second
->spellId
,0) )
19726 CastSpell(this,itr
->second
->spellId
,true);
19729 uint32
Player::GetCorpseReclaimDelay(bool pvp
) const
19731 if ((pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
)) ||
19732 (!pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) ))
19734 return copseReclaimDelay
[0];
19737 time_t now
= time(NULL
);
19738 // 0..2 full period
19739 uint32 count
= (now
< m_deathExpireTime
) ? (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
: 0;
19740 return copseReclaimDelay
[count
];
19743 void Player::UpdateCorpseReclaimDelay()
19745 bool pvp
= m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
;
19747 if ((pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
)) ||
19748 (!pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) ))
19751 time_t now
= time(NULL
);
19752 if(now
< m_deathExpireTime
)
19754 // full and partly periods 1..3
19755 uint32 count
= (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
+1;
19756 if(count
< MAX_DEATH_COUNT
)
19757 m_deathExpireTime
= now
+(count
+1)*DEATH_EXPIRE_STEP
;
19759 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
;
19762 m_deathExpireTime
= now
+DEATH_EXPIRE_STEP
;
19765 void Player::SendCorpseReclaimDelay(bool load
)
19767 Corpse
* corpse
= GetCorpse();
19774 if(corpse
->GetGhostTime() > m_deathExpireTime
)
19777 bool pvp
= corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
;
19780 if( pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
19781 !pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
19783 count
= (m_deathExpireTime
-corpse
->GetGhostTime())/DEATH_EXPIRE_STEP
;
19784 if(count
>=MAX_DEATH_COUNT
)
19785 count
= MAX_DEATH_COUNT
-1;
19790 time_t expected_time
= corpse
->GetGhostTime()+copseReclaimDelay
[count
];
19792 time_t now
= time(NULL
);
19793 if(now
>= expected_time
)
19796 delay
= expected_time
-now
;
19799 delay
= GetCorpseReclaimDelay(corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
);
19801 //! corpse reclaim delay 30 * 1000ms or longer at often deaths
19802 WorldPacket
data(SMSG_CORPSE_RECLAIM_DELAY
, 4);
19803 data
<< uint32(delay
*IN_MILISECONDS
);
19804 GetSession()->SendPacket( &data
);
19807 Player
* Player::GetNextRandomRaidMember(float radius
)
19809 Group
*pGroup
= GetGroup();
19813 std::vector
<Player
*> nearMembers
;
19814 nearMembers
.reserve(pGroup
->GetMembersCount());
19816 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
19818 Player
* Target
= itr
->getSource();
19820 // IsHostileTo check duel and controlled by enemy
19821 if( Target
&& Target
!= this && IsWithinDistInMap(Target
, radius
) &&
19822 !Target
->HasInvisibilityAura() && !IsHostileTo(Target
) )
19823 nearMembers
.push_back(Target
);
19826 if (nearMembers
.empty())
19829 uint32 randTarget
= urand(0,nearMembers
.size()-1);
19830 return nearMembers
[randTarget
];
19833 PartyResult
Player::CanUninviteFromGroup() const
19835 const Group
* grp
= GetGroup();
19837 return PARTY_RESULT_YOU_NOT_IN_GROUP
;
19839 if(!grp
->IsLeader(GetGUID()) && !grp
->IsAssistant(GetGUID()))
19840 return PARTY_RESULT_YOU_NOT_LEADER
;
19842 if(InBattleGround())
19843 return PARTY_RESULT_INVITE_RESTRICTED
;
19845 return PARTY_RESULT_OK
;
19848 void Player::SetBattleGroundRaid(Group
* group
, int8 subgroup
)
19850 //we must move references from m_group to m_originalGroup
19851 SetOriginalGroup(GetGroup(), GetSubGroup());
19854 m_group
.link(group
, this);
19855 m_group
.setSubGroup((uint8
)subgroup
);
19858 void Player::RemoveFromBattleGroundRaid()
19860 //remove existing reference
19862 if( Group
* group
= GetOriginalGroup() )
19864 m_group
.link(group
, this);
19865 m_group
.setSubGroup(GetOriginalSubGroup());
19867 SetOriginalGroup(NULL
);
19870 void Player::SetOriginalGroup(Group
*group
, int8 subgroup
)
19872 if( group
== NULL
)
19873 m_originalGroup
.unlink();
19876 // never use SetOriginalGroup without a subgroup unless you specify NULL for group
19877 assert(subgroup
>= 0);
19878 m_originalGroup
.link(group
, this);
19879 m_originalGroup
.setSubGroup((uint8
)subgroup
);
19883 void Player::UpdateUnderwaterState( Map
* m
, float x
, float y
, float z
)
19885 LiquidData liquid_status
;
19886 ZLiquidStatus res
= m
->getLiquidStatus(x
, y
, z
, MAP_ALL_LIQUIDS
, &liquid_status
);
19889 m_MirrorTimerFlags
&= ~(UNDERWATER_INWATER
|UNDERWATER_INLAVA
|UNDERWATER_INSLIME
|UNDERWARER_INDARKWATER
);
19890 // Small hack for enable breath in WMO
19892 m_MirrorTimerFlags
|=UNDERWATER_INWATER
;
19896 // All liquids type - check under water position
19897 if (liquid_status
.type
&(MAP_LIQUID_TYPE_WATER
|MAP_LIQUID_TYPE_OCEAN
|MAP_LIQUID_TYPE_MAGMA
|MAP_LIQUID_TYPE_SLIME
))
19899 if ( res
& LIQUID_MAP_UNDER_WATER
)
19900 m_MirrorTimerFlags
|= UNDERWATER_INWATER
;
19902 m_MirrorTimerFlags
&= ~UNDERWATER_INWATER
;
19905 // Allow travel in dark water on taxi or transport
19906 if ((liquid_status
.type
& MAP_LIQUID_TYPE_DARK_WATER
) && !isInFlight() && !GetTransport())
19907 m_MirrorTimerFlags
|= UNDERWARER_INDARKWATER
;
19909 m_MirrorTimerFlags
&= ~UNDERWARER_INDARKWATER
;
19911 // in lava check, anywhere in lava level
19912 if (liquid_status
.type
&MAP_LIQUID_TYPE_MAGMA
)
19914 if (res
& (LIQUID_MAP_UNDER_WATER
|LIQUID_MAP_IN_WATER
|LIQUID_MAP_WATER_WALK
))
19915 m_MirrorTimerFlags
|= UNDERWATER_INLAVA
;
19917 m_MirrorTimerFlags
&= ~UNDERWATER_INLAVA
;
19919 // in slime check, anywhere in slime level
19920 if (liquid_status
.type
&MAP_LIQUID_TYPE_SLIME
)
19922 if (res
& (LIQUID_MAP_UNDER_WATER
|LIQUID_MAP_IN_WATER
|LIQUID_MAP_WATER_WALK
))
19923 m_MirrorTimerFlags
|= UNDERWATER_INSLIME
;
19925 m_MirrorTimerFlags
&= ~UNDERWATER_INSLIME
;
19929 void Player::SetCanParry( bool value
)
19931 if(m_canParry
==value
)
19934 m_canParry
= value
;
19935 UpdateParryPercentage();
19938 void Player::SetCanBlock( bool value
)
19940 if(m_canBlock
==value
)
19943 m_canBlock
= value
;
19944 UpdateBlockPercentage();
19947 bool ItemPosCount::isContainedIn(ItemPosCountVec
const& vec
) const
19949 for(ItemPosCountVec::const_iterator itr
= vec
.begin(); itr
!= vec
.end();++itr
)
19950 if(itr
->pos
== pos
)
19956 bool Player::CanUseBattleGroundObject()
19958 // TODO : some spells gives player ForceReaction to one faction (ReputationMgr::ApplyForceReaction)
19959 // maybe gameobject code should handle that ForceReaction usage
19960 // BUG: sometimes when player clicks on flag in AB - client won't send gameobject_use, only gameobject_report_use packet
19961 return ( //InBattleGround() && // in battleground - not need, check in other cases
19962 //!IsMounted() && - not correct, player is dismounted when he clicks on flag
19963 //player cannot use object when he is invulnerable (immune)
19964 !isTotalImmune() && // not totally immune
19965 //i'm not sure if these two are correct, because invisible players should get visible when they click on flag
19966 !HasStealthAura() && // not stealthed
19967 !HasInvisibilityAura() && // not invisible
19968 !HasAura(SPELL_RECENTLY_DROPPED_FLAG
, 0) && // can't pickup
19969 isAlive() // live player
19973 bool Player::CanCaptureTowerPoint()
19975 return ( !HasStealthAura() && // not stealthed
19976 !HasInvisibilityAura() && // not invisible
19977 isAlive() // live player
19981 uint32
Player::GetBarberShopCost(uint8 newhairstyle
, uint8 newhaircolor
, uint8 newfacialhair
)
19983 uint32 level
= getLevel();
19985 if(level
> GT_MAX_LEVEL
)
19986 level
= GT_MAX_LEVEL
; // max level in this dbc
19988 uint8 hairstyle
= GetByteValue(PLAYER_BYTES
, 2);
19989 uint8 haircolor
= GetByteValue(PLAYER_BYTES
, 3);
19990 uint8 facialhair
= GetByteValue(PLAYER_BYTES_2
, 0);
19992 if((hairstyle
== newhairstyle
) && (haircolor
== newhaircolor
) && (facialhair
== newfacialhair
))
19995 GtBarberShopCostBaseEntry
const *bsc
= sGtBarberShopCostBaseStore
.LookupEntry(level
- 1);
19997 if(!bsc
) // shouldn't happen
20002 if(hairstyle
!= newhairstyle
)
20003 cost
+= bsc
->cost
; // full price
20005 if((haircolor
!= newhaircolor
) && (hairstyle
== newhairstyle
))
20006 cost
+= bsc
->cost
* 0.5f
; // +1/2 of price
20008 if(facialhair
!= newfacialhair
)
20009 cost
+= bsc
->cost
* 0.75f
; // +3/4 of price
20011 return uint32(cost
);
20014 void Player::InitGlyphsForLevel()
20016 for(uint32 i
= 0; i
< sGlyphSlotStore
.GetNumRows(); ++i
)
20017 if(GlyphSlotEntry
const * gs
= sGlyphSlotStore
.LookupEntry(i
))
20019 SetGlyphSlot(gs
->Order
- 1, gs
->Id
);
20021 uint32 level
= getLevel();
20024 // 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level
20026 value
|= (0x01 | 0x02);
20036 SetUInt32Value(PLAYER_GLYPHS_ENABLED
, value
);
20039 void Player::EnterVehicle(Vehicle
*vehicle
)
20041 VehicleEntry
const *ve
= sVehicleStore
.LookupEntry(vehicle
->GetVehicleId());
20045 VehicleSeatEntry
const *veSeat
= sVehicleSeatStore
.LookupEntry(ve
->m_seatID
[0]);
20049 vehicle
->SetCharmerGUID(GetGUID());
20050 vehicle
->RemoveFlag(UNIT_NPC_FLAGS
, UNIT_NPC_FLAG_SPELLCLICK
);
20051 vehicle
->SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PLAYER_CONTROLLED
);
20052 vehicle
->setFaction(getFaction());
20054 SetCharm(vehicle
); // charm
20055 SetFarSightGUID(vehicle
->GetGUID()); // set view
20057 SetClientControl(vehicle
, 1); // redirect controls to vehicle
20060 WorldPacket
data(SMSG_ON_CANCEL_EXPECTED_RIDE_VEHICLE_AURA
, 0);
20061 GetSession()->SendPacket(&data
);
20063 data
.Initialize(MSG_MOVE_TELEPORT_ACK
, 30);
20064 data
.append(GetPackGUID());
20065 data
<< uint32(0); // counter?
20066 data
<< uint32(MOVEMENTFLAG_ONTRANSPORT
); // transport
20067 data
<< uint16(0); // special flags
20068 data
<< uint32(getMSTime()); // time
20069 data
<< vehicle
->GetPositionX(); // x
20070 data
<< vehicle
->GetPositionY(); // y
20071 data
<< vehicle
->GetPositionZ(); // z
20072 data
<< vehicle
->GetOrientation(); // o
20073 // transport part, TODO: load/calculate seat offsets
20074 data
<< uint64(vehicle
->GetGUID()); // transport guid
20075 data
<< float(veSeat
->m_attachmentOffsetX
); // transport offsetX
20076 data
<< float(veSeat
->m_attachmentOffsetY
); // transport offsetY
20077 data
<< float(veSeat
->m_attachmentOffsetZ
); // transport offsetZ
20078 data
<< float(0); // transport orientation
20079 data
<< uint32(getMSTime()); // transport time
20080 data
<< uint8(0); // seat
20081 // end of transport part
20082 data
<< uint32(0); // fall time
20083 GetSession()->SendPacket(&data
);
20085 data
.Initialize(SMSG_PET_SPELLS
, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX
+1+1);
20086 data
<< uint64(vehicle
->GetGUID());
20089 data
<< uint32(0x00000101);
20091 for(uint32 i
= 0; i
< 10; ++i
)
20092 data
<< uint16(0) << uint8(0) << uint8(i
+8);
20096 GetSession()->SendPacket(&data
);
20099 void Player::ExitVehicle(Vehicle
*vehicle
)
20101 vehicle
->SetCharmerGUID(0);
20102 vehicle
->SetFlag(UNIT_NPC_FLAGS
, UNIT_NPC_FLAG_SPELLCLICK
);
20103 vehicle
->RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PLAYER_CONTROLLED
);
20104 vehicle
->setFaction((GetTeam() == ALLIANCE
) ? vehicle
->GetCreatureInfo()->faction_A
: vehicle
->GetCreatureInfo()->faction_H
);
20107 SetFarSightGUID(0);
20109 SetClientControl(vehicle
, 0);
20112 WorldPacket
data(MSG_MOVE_TELEPORT_ACK
, 30);
20113 data
.append(GetPackGUID());
20114 data
<< uint32(0); // counter?
20115 data
<< uint32(MOVEMENTFLAG_FLY_UNK1
); // fly unk
20116 data
<< uint16(0x40); // special flags
20117 data
<< uint32(getMSTime()); // time
20118 data
<< vehicle
->GetPositionX(); // x
20119 data
<< vehicle
->GetPositionY(); // y
20120 data
<< vehicle
->GetPositionZ(); // z
20121 data
<< vehicle
->GetOrientation(); // o
20122 data
<< uint32(0); // fall time
20123 GetSession()->SendPacket(&data
);
20125 RemovePetActionBar();
20127 // maybe called at dummy aura remove?
20128 // CastSpell(this, 45472, true); // Parachute
20131 bool Player::isTotalImmune()
20133 AuraList
const& immune
= GetAurasByType(SPELL_AURA_SCHOOL_IMMUNITY
);
20135 uint32 immuneMask
= 0;
20136 for(AuraList::const_iterator itr
= immune
.begin(); itr
!= immune
.end(); ++itr
)
20138 immuneMask
|= (*itr
)->GetModifier()->m_miscvalue
;
20139 if( immuneMask
& SPELL_SCHOOL_MASK_ALL
) // total immunity
20145 bool Player::HasTitle(uint32 bitIndex
)
20147 if (bitIndex
> MAX_TITLE_INDEX
)
20150 uint32 fieldIndexOffset
= bitIndex
/ 32;
20151 uint32 flag
= 1 << (bitIndex
% 32);
20152 return HasFlag(PLAYER__FIELD_KNOWN_TITLES
+ fieldIndexOffset
, flag
);
20155 void Player::SetTitle(CharTitlesEntry
const* title
, bool lost
)
20157 uint32 fieldIndexOffset
= title
->bit_index
/ 32;
20158 uint32 flag
= 1 << (title
->bit_index
% 32);
20162 if(!HasFlag(PLAYER__FIELD_KNOWN_TITLES
+ fieldIndexOffset
, flag
))
20165 RemoveFlag(PLAYER__FIELD_KNOWN_TITLES
+ fieldIndexOffset
, flag
);
20169 if(HasFlag(PLAYER__FIELD_KNOWN_TITLES
+ fieldIndexOffset
, flag
))
20172 SetFlag(PLAYER__FIELD_KNOWN_TITLES
+ fieldIndexOffset
, flag
);
20175 WorldPacket
data(SMSG_TITLE_EARNED
, 4 + 4);
20176 data
<< uint32(title
->bit_index
);
20177 data
<< uint32(lost
? 0 : 1); // 1 - earned, 0 - lost
20178 GetSession()->SendPacket(&data
);
20181 void Player::ConvertRune(uint8 index
, RuneType newType
)
20183 SetCurrentRune(index
, newType
);
20185 WorldPacket
data(SMSG_CONVERT_RUNE
, 2);
20186 data
<< uint8(index
);
20187 data
<< uint8(newType
);
20188 GetSession()->SendPacket(&data
);
20191 void Player::ResyncRunes(uint8 count
)
20193 WorldPacket
data(SMSG_RESYNC_RUNES
, count
* 2);
20194 for(uint32 i
= 0; i
< count
; ++i
)
20196 data
<< uint8(GetCurrentRune(i
)); // rune type
20197 data
<< uint8(255 - ((GetRuneCooldown(i
) / REGEN_TIME_FULL
) * 51)); // passed cooldown time (0-255)
20199 GetSession()->SendPacket(&data
);
20202 void Player::AddRunePower(uint8 index
)
20204 WorldPacket
data(SMSG_ADD_RUNE_POWER
, 4);
20205 data
<< uint32(1 << index
); // mask (0x00-0x3F probably)
20206 GetSession()->SendPacket(&data
);
20209 static RuneType runeSlotTypes
[MAX_RUNES
] = {
20218 void Player::InitRunes()
20220 if(getClass() != CLASS_DEATH_KNIGHT
)
20223 m_runes
= new Runes
;
20225 m_runes
->runeState
= 0;
20227 for(uint32 i
= 0; i
< MAX_RUNES
; ++i
)
20229 SetBaseRune(i
, runeSlotTypes
[i
]); // init base types
20230 SetCurrentRune(i
, runeSlotTypes
[i
]); // init current types
20231 SetRuneCooldown(i
, 0); // reset cooldowns
20232 m_runes
->SetRuneState(i
);
20235 for(uint32 i
= 0; i
< NUM_RUNE_TYPES
; ++i
)
20236 SetFloatValue(PLAYER_RUNE_REGEN_1
+ i
, 0.1f
);
20240 bool Player::IsBaseRuneSlotsOnCooldown( RuneType runeType
) const
20242 for(uint32 i
= 0; i
< MAX_RUNES
; ++i
)
20243 if (GetBaseRune(i
) == runeType
&& GetRuneCooldown(i
) == 0)
20249 void Player::AutoStoreLoot(uint8 bag
, uint8 slot
, uint32 loot_id
, LootStore
const& store
, bool broadcast
)
20252 loot
.FillLoot (loot_id
,store
,this,true);
20254 uint32 max_slot
= loot
.GetMaxSlotInLootFor(this);
20255 for(uint32 i
= 0; i
< max_slot
; ++i
)
20257 LootItem
* lootItem
= loot
.LootItemInSlot(i
,this);
20259 ItemPosCountVec dest
;
20260 uint8 msg
= CanStoreNewItem (bag
,slot
,dest
,lootItem
->itemid
,lootItem
->count
);
20261 if(msg
!= EQUIP_ERR_OK
&& slot
!= NULL_SLOT
)
20262 msg
= CanStoreNewItem( bag
, NULL_SLOT
,dest
,lootItem
->itemid
,lootItem
->count
);
20263 if( msg
!= EQUIP_ERR_OK
&& bag
!= NULL_BAG
)
20264 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
,dest
,lootItem
->itemid
,lootItem
->count
);
20265 if(msg
!= EQUIP_ERR_OK
)
20267 SendEquipError( msg
, NULL
, NULL
);
20271 Item
* pItem
= StoreNewItem (dest
,lootItem
->itemid
,true,lootItem
->randomPropertyId
);
20272 SendNewItem(pItem
, lootItem
->count
, false, false, broadcast
);
20276 uint32
Player::CalculateTalentsPoints() const
20278 uint32 base_talent
= getLevel() < 10 ? 0 : getLevel()-9;
20280 if(getClass() != CLASS_DEATH_KNIGHT
)
20281 return uint32(base_talent
* sWorld
.getRate(RATE_TALENT
));
20283 uint32 talentPointsForLevel
= getLevel() < 56 ? 0 : getLevel() - 55;
20284 talentPointsForLevel
+= m_questRewardTalentCount
;
20286 if(talentPointsForLevel
> base_talent
)
20287 talentPointsForLevel
= base_talent
;
20289 return uint32(talentPointsForLevel
* sWorld
.getRate(RATE_TALENT
));
20292 bool Player::IsKnowHowFlyIn(uint32 mapid
, uint32 zone
) const
20294 // continent checked in SpellMgr::GetSpellAllowedInLocationError at cast and area update
20295 uint32 v_map
= GetVirtualMapForMapAndZone(mapid
, zone
);
20296 return v_map
!= 571 || HasSpell(54197); // Cold Weather Flying
20299 struct DoPlayerLearnSpell
20301 DoPlayerLearnSpell(Player
& _player
) : player(_player
) {}
20302 void operator() (uint32 spell_id
) { player
.learnSpell(spell_id
,false); }
20306 void Player::learnSpellHighRank(uint32 spellid
)
20308 learnSpell(spellid
,false);
20310 DoPlayerLearnSpell
worker(*this);
20311 sSpellMgr
.doForHighRanks(spellid
,worker
);
20314 void Player::_LoadSkills(QueryResult
*result
)
20317 // SetPQuery(PLAYER_LOGIN_QUERY_LOADSKILLS, "SELECT skill, value, max FROM character_skills WHERE guid = '%u'", GUID_LOPART(m_guid));
20324 Field
*fields
= result
->Fetch();
20326 uint16 skill
= fields
[0].GetUInt16();
20327 uint16 value
= fields
[1].GetUInt16();
20328 uint16 max
= fields
[2].GetUInt16();
20330 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(skill
);
20333 sLog
.outError("Character %u has skill %u that does not exist.", GetGUIDLow(), skill
);
20337 // set fixed skill ranges
20338 switch(GetSkillRangeType(pSkill
,false))
20340 case SKILL_RANGE_LANGUAGE
: // 300..300
20343 case SKILL_RANGE_MONO
: // 1..1, grey monolite bar
20352 sLog
.outError("Character %u has skill %u with value 0. Will be deleted.", GetGUIDLow(), skill
);
20353 CharacterDatabase
.PExecute("DELETE FROM character_skills WHERE guid = '%u' AND skill = '%u' ", GetGUIDLow(), skill
);
20357 // enable unlearn button for primary professions only
20358 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
20359 SetUInt32Value(PLAYER_SKILL_INDEX(count
), MAKE_PAIR32(skill
,1));
20361 SetUInt32Value(PLAYER_SKILL_INDEX(count
), MAKE_PAIR32(skill
,0));
20363 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(count
),MAKE_SKILL_VALUE(value
, max
));
20364 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(count
),0);
20366 mSkillStatus
.insert(SkillStatusMap::value_type(skill
, SkillStatusData(count
, SKILL_UNCHANGED
)));
20368 learnSkillRewardedSpells(skill
, value
);
20372 if(count
>= PLAYER_MAX_SKILLS
) // client limit
20374 sLog
.outError("Character %u has more than %u skills.", PLAYER_MAX_SKILLS
);
20377 } while (result
->NextRow());
20381 for (; count
< PLAYER_MAX_SKILLS
; ++count
)
20383 SetUInt32Value(PLAYER_SKILL_INDEX(count
), 0);
20384 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(count
),0);
20385 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(count
),0);
20388 // special settings
20389 if(getClass()==CLASS_DEATH_KNIGHT
)
20391 uint32 base_level
= std::min(getLevel(),sWorld
.getConfig (CONFIG_START_HEROIC_PLAYER_LEVEL
));
20394 uint32 base_skill
= (base_level
-1)*5; // 270 at starting level 55
20396 base_skill
= 1; // skill mast be known and then > 0 in any case
20398 if(GetPureSkillValue (SKILL_FIRST_AID
) < base_skill
)
20399 SetSkill(SKILL_FIRST_AID
,base_skill
, base_skill
);
20400 if(GetPureSkillValue (SKILL_AXES
) < base_skill
)
20401 SetSkill(SKILL_AXES
, base_skill
,base_skill
);
20402 if(GetPureSkillValue (SKILL_DEFENSE
) < base_skill
)
20403 SetSkill(SKILL_DEFENSE
, base_skill
,base_skill
);
20404 if(GetPureSkillValue (SKILL_POLEARMS
) < base_skill
)
20405 SetSkill(SKILL_POLEARMS
, base_skill
,base_skill
);
20406 if(GetPureSkillValue (SKILL_SWORDS
) < base_skill
)
20407 SetSkill(SKILL_SWORDS
, base_skill
,base_skill
);
20408 if(GetPureSkillValue (SKILL_2H_AXES
) < base_skill
)
20409 SetSkill(SKILL_2H_AXES
, base_skill
,base_skill
);
20410 if(GetPureSkillValue (SKILL_2H_SWORDS
) < base_skill
)
20411 SetSkill(SKILL_2H_SWORDS
, base_skill
,base_skill
);
20412 if(GetPureSkillValue (SKILL_UNARMED
) < base_skill
)
20413 SetSkill(SKILL_UNARMED
, base_skill
,base_skill
);
20417 uint32
Player::GetPhaseMaskForSpawn() const
20419 uint32 phase
= PHASEMASK_NORMAL
;
20420 if(!isGameMaster())
20421 phase
= GetPhaseMask();
20424 AuraList
const& phases
= GetAurasByType(SPELL_AURA_PHASE
);
20425 if(!phases
.empty())
20426 phase
= phases
.front()->GetMiscValue();
20429 // some aura phases include 1 normal map in addition to phase itself
20430 if(uint32 n_phase
= phase
& ~PHASEMASK_NORMAL
)
20433 return PHASEMASK_NORMAL
;
20436 uint8
Player::CanEquipUniqueItem(Item
* pItem
, uint8 eslot
, uint32 limit_count
) const
20438 ItemPrototype
const* pProto
= pItem
->GetProto();
20440 // proto based limitations
20441 if(uint8 res
= CanEquipUniqueItem(pProto
,eslot
,limit_count
))
20444 // check unique-equipped on gems
20445 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
20447 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
20450 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
20454 ItemPrototype
const* pGem
= ObjectMgr::GetItemPrototype(enchantEntry
->GemID
);
20458 // include for check equip another gems with same limit category for not equipped item (and then not counted)
20459 uint32 gem_limit_count
= !pItem
->IsEquipped() && pGem
->ItemLimitCategory
20460 ? pItem
->GetGemCountWithLimitCategory(pGem
->ItemLimitCategory
) : 1;
20462 if(uint8 res
= CanEquipUniqueItem(pGem
, eslot
,gem_limit_count
))
20466 return EQUIP_ERR_OK
;
20469 uint8
Player::CanEquipUniqueItem( ItemPrototype
const* itemProto
, uint8 except_slot
, uint32 limit_count
) const
20471 // check unique-equipped on item
20472 if (itemProto
->Flags
& ITEM_FLAGS_UNIQUE_EQUIPPED
)
20474 // there is an equip limit on this item
20475 if(HasItemOrGemWithIdEquipped(itemProto
->ItemId
,1,except_slot
))
20476 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
20479 // check unique-equipped limit
20480 if (itemProto
->ItemLimitCategory
)
20482 ItemLimitCategoryEntry
const* limitEntry
= sItemLimitCategoryStore
.LookupEntry(itemProto
->ItemLimitCategory
);
20484 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
20486 if(limit_count
> limitEntry
->maxCount
)
20487 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
; // attempt add too many limit category items (gems)
20489 // there is an equip limit on this item
20490 if(HasItemOrGemWithLimitCategoryEquipped(itemProto
->ItemLimitCategory
,limitEntry
->maxCount
-limit_count
+1,except_slot
))
20491 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
20494 return EQUIP_ERR_OK
;
20497 void Player::HandleFall(MovementInfo
const& movementInfo
)
20499 // calculate total z distance of the fall
20500 float z_diff
= m_lastFallZ
- movementInfo
.z
;
20501 sLog
.outDebug("zDiff = %f", z_diff
);
20503 //Players with low fall distance, Feather Fall or physical immunity (charges used) are ignored
20504 // 14.57 can be calculated by resolving damageperc formula below to 0
20505 if (z_diff
>= 14.57f
&& !isDead() && !isGameMaster() &&
20506 !HasAuraType(SPELL_AURA_HOVER
) && !HasAuraType(SPELL_AURA_FEATHER_FALL
) &&
20507 !HasAuraType(SPELL_AURA_FLY
) && !IsImmunedToDamage(SPELL_SCHOOL_MASK_NORMAL
) )
20509 //Safe fall, fall height reduction
20510 int32 safe_fall
= GetTotalAuraModifier(SPELL_AURA_SAFE_FALL
);
20512 float damageperc
= 0.018f
*(z_diff
-safe_fall
)-0.2426f
;
20516 uint32 damage
= (uint32
)(damageperc
* GetMaxHealth()*sWorld
.getRate(RATE_DAMAGE_FALL
));
20518 float height
= movementInfo
.z
;
20519 UpdateGroundPositionZ(movementInfo
.x
,movementInfo
.y
,height
);
20523 //Prevent fall damage from being more than the player maximum health
20524 if (damage
> GetMaxHealth())
20525 damage
= GetMaxHealth();
20528 if (GetDummyAura(43621))
20529 damage
= GetMaxHealth()/2;
20531 uint32 original_health
= GetHealth();
20532 uint32 final_damage
= EnvironmentalDamage(DAMAGE_FALL
, damage
);
20534 // recheck alive, might have died of EnvironmentalDamage, avoid cases when player die in fact like Spirit of Redemption case
20535 if (isAlive() && final_damage
< original_health
)
20536 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING
, uint32(z_diff
*100));
20539 //Z given by moveinfo, LastZ, FallTime, WaterZ, MapZ, Damage, Safefall reduction
20540 DEBUG_LOG("FALLDAMAGE z=%f sz=%f pZ=%f FallTime=%d mZ=%f damage=%d SF=%d" , movementInfo
.z
, height
, GetPositionZ(), movementInfo
.fallTime
, height
, damage
, safe_fall
);
20545 void Player::UpdateAchievementCriteria( AchievementCriteriaTypes type
, uint32 miscvalue1
/*=0*/, uint32 miscvalue2
/*=0*/, Unit
*unit
/*=NULL*/, uint32 time
/*=0*/ )
20547 GetAchievementMgr().UpdateAchievementCriteria(type
, miscvalue1
,miscvalue2
,unit
,time
);
20550 void Player::LearnTalent(uint32 talentId
, uint32 talentRank
)
20552 uint32 CurTalentPoints
= GetFreeTalentPoints();
20554 if(CurTalentPoints
== 0)
20557 if (talentRank
>= MAX_TALENT_RANK
)
20560 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry( talentId
);
20565 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentInfo
->TalentTab
);
20570 // prevent learn talent for different class (cheating)
20571 if( (getClassMask() & talentTabInfo
->ClassMask
) == 0 )
20574 // find current max talent rank
20575 int32 curtalent_maxrank
= 0;
20576 for(int32 k
= MAX_TALENT_RANK
-1; k
> -1; --k
)
20578 if(talentInfo
->RankID
[k
] && HasSpell(talentInfo
->RankID
[k
]))
20580 curtalent_maxrank
= k
+ 1;
20585 // we already have same or higher talent rank learned
20586 if(curtalent_maxrank
>= (talentRank
+ 1))
20589 // check if we have enough talent points
20590 if(CurTalentPoints
< (talentRank
- curtalent_maxrank
+ 1))
20593 // Check if it requires another talent
20594 if (talentInfo
->DependsOn
> 0)
20596 if(TalentEntry
const *depTalentInfo
= sTalentStore
.LookupEntry(talentInfo
->DependsOn
))
20598 bool hasEnoughRank
= false;
20599 for (int i
= talentInfo
->DependsOnRank
; i
< MAX_TALENT_RANK
; ++i
)
20601 if (depTalentInfo
->RankID
[i
] != 0)
20602 if (HasSpell(depTalentInfo
->RankID
[i
]))
20603 hasEnoughRank
= true;
20605 if (!hasEnoughRank
)
20610 // Find out how many points we have in this field
20611 uint32 spentPoints
= 0;
20613 uint32 tTab
= talentInfo
->TalentTab
;
20614 if (talentInfo
->Row
> 0)
20616 unsigned int numRows
= sTalentStore
.GetNumRows();
20617 for (unsigned int i
= 0; i
< numRows
; ++i
) // Loop through all talents.
20619 // Someday, someone needs to revamp
20620 const TalentEntry
*tmpTalent
= sTalentStore
.LookupEntry(i
);
20621 if (tmpTalent
) // the way talents are tracked
20623 if (tmpTalent
->TalentTab
== tTab
)
20625 for (int j
= 0; j
< MAX_TALENT_RANK
; ++j
)
20627 if (tmpTalent
->RankID
[j
] != 0)
20629 if (HasSpell(tmpTalent
->RankID
[j
]))
20631 spentPoints
+= j
+ 1;
20640 // not have required min points spent in talent tree
20641 if(spentPoints
< (talentInfo
->Row
* MAX_TALENT_RANK
))
20644 // spell not set in talent.dbc
20645 uint32 spellid
= talentInfo
->RankID
[talentRank
];
20648 sLog
.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId
, talentRank
);
20653 if(HasSpell(spellid
))
20656 // learn! (other talent ranks will unlearned at learning)
20657 learnSpell(spellid
, false);
20658 sLog
.outDetail("TalentID: %u Rank: %u Spell: %u\n", talentId
, talentRank
, spellid
);
20660 // update free talent points
20661 SetFreeTalentPoints(CurTalentPoints
- (talentRank
- curtalent_maxrank
+ 1));
20664 void Player::LearnPetTalent(uint64 petGuid
, uint32 talentId
, uint32 talentRank
)
20666 Pet
*pet
= GetPet();
20671 if(petGuid
!= pet
->GetGUID())
20674 uint32 CurTalentPoints
= pet
->GetFreeTalentPoints();
20676 if(CurTalentPoints
== 0)
20679 if (talentRank
>= MAX_PET_TALENT_RANK
)
20682 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry(talentId
);
20687 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry(talentInfo
->TalentTab
);
20692 CreatureInfo
const *ci
= pet
->GetCreatureInfo();
20697 CreatureFamilyEntry
const *pet_family
= sCreatureFamilyStore
.LookupEntry(ci
->family
);
20702 if(pet_family
->petTalentType
< 0) // not hunter pet
20705 // prevent learn talent for different family (cheating)
20706 if(!((1 << pet_family
->petTalentType
) & talentTabInfo
->petTalentMask
))
20709 // find current max talent rank
20710 int32 curtalent_maxrank
= 0;
20711 for(int32 k
= MAX_TALENT_RANK
-1; k
> -1; --k
)
20713 if(talentInfo
->RankID
[k
] && pet
->HasSpell(talentInfo
->RankID
[k
]))
20715 curtalent_maxrank
= k
+ 1;
20720 // we already have same or higher talent rank learned
20721 if(curtalent_maxrank
>= (talentRank
+ 1))
20724 // check if we have enough talent points
20725 if(CurTalentPoints
< (talentRank
- curtalent_maxrank
+ 1))
20728 // Check if it requires another talent
20729 if (talentInfo
->DependsOn
> 0)
20731 if(TalentEntry
const *depTalentInfo
= sTalentStore
.LookupEntry(talentInfo
->DependsOn
))
20733 bool hasEnoughRank
= false;
20734 for (int i
= talentInfo
->DependsOnRank
; i
< MAX_TALENT_RANK
; ++i
)
20736 if (depTalentInfo
->RankID
[i
] != 0)
20737 if (pet
->HasSpell(depTalentInfo
->RankID
[i
]))
20738 hasEnoughRank
= true;
20740 if (!hasEnoughRank
)
20745 // Find out how many points we have in this field
20746 uint32 spentPoints
= 0;
20748 uint32 tTab
= talentInfo
->TalentTab
;
20749 if (talentInfo
->Row
> 0)
20751 unsigned int numRows
= sTalentStore
.GetNumRows();
20752 for (unsigned int i
= 0; i
< numRows
; ++i
) // Loop through all talents.
20754 // Someday, someone needs to revamp
20755 const TalentEntry
*tmpTalent
= sTalentStore
.LookupEntry(i
);
20756 if (tmpTalent
) // the way talents are tracked
20758 if (tmpTalent
->TalentTab
== tTab
)
20760 for (int j
= 0; j
< MAX_TALENT_RANK
; ++j
)
20762 if (tmpTalent
->RankID
[j
] != 0)
20764 if (pet
->HasSpell(tmpTalent
->RankID
[j
]))
20766 spentPoints
+= j
+ 1;
20775 // not have required min points spent in talent tree
20776 if(spentPoints
< (talentInfo
->Row
* MAX_PET_TALENT_RANK
))
20779 // spell not set in talent.dbc
20780 uint32 spellid
= talentInfo
->RankID
[talentRank
];
20783 sLog
.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId
, talentRank
);
20788 if(pet
->HasSpell(spellid
))
20791 // learn! (other talent ranks will unlearned at learning)
20792 pet
->learnSpell(spellid
);
20793 sLog
.outDetail("PetTalentID: %u Rank: %u Spell: %u\n", talentId
, talentRank
, spellid
);
20795 // update free talent points
20796 pet
->SetFreeTalentPoints(CurTalentPoints
- (talentRank
- curtalent_maxrank
+ 1));
20799 void Player::UpdateKnownCurrencies(uint32 itemId
, bool apply
)
20801 if(CurrencyTypesEntry
const* ctEntry
= sCurrencyTypesStore
.LookupEntry(itemId
))
20804 SetFlag64(PLAYER_FIELD_KNOWN_CURRENCIES
,(UI64LIT(1) << (ctEntry
->BitIndex
-1)));
20806 RemoveFlag64(PLAYER_FIELD_KNOWN_CURRENCIES
,(UI64LIT(1) << (ctEntry
->BitIndex
-1)));
20810 void Player::UpdateFallInformationIfNeed( MovementInfo
const& minfo
,uint16 opcode
)
20812 if (m_lastFallTime
>= minfo
.fallTime
|| m_lastFallZ
<=minfo
.z
|| opcode
== MSG_MOVE_FALL_LAND
)
20813 SetFallInformation(minfo
.fallTime
, minfo
.z
);
20816 void Player::UnsummonPetTemporaryIfAny()
20818 Pet
* pet
= GetPet();
20822 if(!m_temporaryUnsummonedPetNumber
&& pet
->isControlled() && !pet
->isTemporarySummoned() )
20824 m_temporaryUnsummonedPetNumber
= pet
->GetCharmInfo()->GetPetNumber();
20825 m_oldpetspell
= pet
->GetUInt32Value(UNIT_CREATED_BY_SPELL
);
20828 RemovePet(pet
, PET_SAVE_AS_CURRENT
);
20831 void Player::ResummonPetTemporaryUnSummonedIfAny()
20833 if(!m_temporaryUnsummonedPetNumber
)
20836 // not resummon in not appropriate state
20837 if(IsPetNeedBeTemporaryUnsummoned())
20843 Pet
* NewPet
= new Pet
;
20844 if(!NewPet
->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber
, true))
20847 m_temporaryUnsummonedPetNumber
= 0;
20850 bool Player::canSeeSpellClickOn(Creature
const *c
) const
20852 if(!c
->HasFlag(UNIT_NPC_FLAGS
,UNIT_NPC_FLAG_SPELLCLICK
))
20855 SpellClickInfoMapBounds clickPair
= sObjectMgr
.GetSpellClickInfoMapBounds(c
->GetEntry());
20856 for(SpellClickInfoMap::const_iterator itr
= clickPair
.first
; itr
!= clickPair
.second
; ++itr
)
20857 if(itr
->second
.IsFitToRequirements(this))
20863 void Player::BuildPlayerTalentsInfoData(WorldPacket
*data
)
20865 *data
<< uint32(GetFreeTalentPoints()); // unspentTalentPoints
20866 *data
<< uint8(m_specsCount
); // talent group count (0, 1 or 2)
20867 *data
<< uint8(m_activeSpec
); // talent group index (0 or 1)
20871 // loop through all specs (only 1 for now)
20872 for(uint32 specIdx
= 0; specIdx
< m_specsCount
; ++specIdx
)
20874 uint8 talentIdCount
= 0;
20875 size_t pos
= data
->wpos();
20876 *data
<< uint8(talentIdCount
); // [PH], talentIdCount
20878 // find class talent tabs (all players have 3 talent tabs)
20879 uint32
const* talentTabIds
= GetTalentTabPages(getClass());
20881 for(uint32 i
= 0; i
< 3; ++i
)
20883 uint32 talentTabId
= talentTabIds
[i
];
20885 for(uint32 talentId
= 0; talentId
< sTalentStore
.GetNumRows(); ++talentId
)
20887 TalentEntry
const* talentInfo
= sTalentStore
.LookupEntry(talentId
);
20891 // skip another tab talents
20892 if(talentInfo
->TalentTab
!= talentTabId
)
20895 // find max talent rank
20896 int32 curtalent_maxrank
= -1;
20897 for(int32 k
= MAX_TALENT_RANK
-1; k
> -1; --k
)
20899 if(talentInfo
->RankID
[k
] && HasSpell(talentInfo
->RankID
[k
]))
20901 curtalent_maxrank
= k
;
20906 // not learned talent
20907 if(curtalent_maxrank
< 0)
20910 *data
<< uint32(talentInfo
->TalentID
); // Talent.dbc
20911 *data
<< uint8(curtalent_maxrank
); // talentMaxRank (0-4)
20917 data
->put
<uint8
>(pos
, talentIdCount
); // put real count
20919 *data
<< uint8(MAX_GLYPH_SLOT_INDEX
); // glyphs count
20921 for(uint8 i
= 0; i
< MAX_GLYPH_SLOT_INDEX
; ++i
)
20922 *data
<< uint16(GetGlyph(i
)); // GlyphProperties.dbc
20927 void Player::BuildPetTalentsInfoData(WorldPacket
*data
)
20929 uint32 unspentTalentPoints
= 0;
20930 size_t pointsPos
= data
->wpos();
20931 *data
<< uint32(unspentTalentPoints
); // [PH], unspentTalentPoints
20933 uint8 talentIdCount
= 0;
20934 size_t countPos
= data
->wpos();
20935 *data
<< uint8(talentIdCount
); // [PH], talentIdCount
20937 Pet
*pet
= GetPet();
20941 unspentTalentPoints
= pet
->GetFreeTalentPoints();
20943 data
->put
<uint32
>(pointsPos
, unspentTalentPoints
); // put real points
20945 CreatureInfo
const *ci
= pet
->GetCreatureInfo();
20949 CreatureFamilyEntry
const *pet_family
= sCreatureFamilyStore
.LookupEntry(ci
->family
);
20950 if(!pet_family
|| pet_family
->petTalentType
< 0)
20953 for(uint32 talentTabId
= 1; talentTabId
< sTalentTabStore
.GetNumRows(); ++talentTabId
)
20955 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentTabId
);
20959 if(!((1 << pet_family
->petTalentType
) & talentTabInfo
->petTalentMask
))
20962 for(uint32 talentId
= 0; talentId
< sTalentStore
.GetNumRows(); ++talentId
)
20964 TalentEntry
const* talentInfo
= sTalentStore
.LookupEntry(talentId
);
20968 // skip another tab talents
20969 if(talentInfo
->TalentTab
!= talentTabId
)
20972 // find max talent rank
20973 int32 curtalent_maxrank
= -1;
20974 for(int32 k
= 4; k
> -1; --k
)
20976 if(talentInfo
->RankID
[k
] && pet
->HasSpell(talentInfo
->RankID
[k
]))
20978 curtalent_maxrank
= k
;
20983 // not learned talent
20984 if(curtalent_maxrank
< 0)
20987 *data
<< uint32(talentInfo
->TalentID
); // Talent.dbc
20988 *data
<< uint8(curtalent_maxrank
); // talentMaxRank (0-4)
20993 data
->put
<uint8
>(countPos
, talentIdCount
); // put real count
20999 void Player::SendTalentsInfoData(bool pet
)
21001 WorldPacket
data(SMSG_TALENTS_INFO
, 50);
21002 data
<< uint8(pet
? 1 : 0);
21004 BuildPetTalentsInfoData(&data
);
21006 BuildPlayerTalentsInfoData(&data
);
21007 GetSession()->SendPacket(&data
);
21010 void Player::BuildEnchantmentsInfoData(WorldPacket
*data
)
21012 uint32 slotUsedMask
= 0;
21013 size_t slotUsedMaskPos
= data
->wpos();
21014 *data
<< uint32(slotUsedMask
); // slotUsedMask < 0x80000
21016 for(uint32 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
21018 Item
*item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, i
);
21023 slotUsedMask
|= (1 << i
);
21025 *data
<< uint32(item
->GetEntry()); // item entry
21027 uint16 enchantmentMask
= 0;
21028 size_t enchantmentMaskPos
= data
->wpos();
21029 *data
<< uint16(enchantmentMask
); // enchantmentMask < 0x1000
21031 for(uint32 j
= 0; j
< MAX_ENCHANTMENT_SLOT
; ++j
)
21033 uint32 enchId
= item
->GetEnchantmentId(EnchantmentSlot(j
));
21038 enchantmentMask
|= (1 << j
);
21040 *data
<< uint16(enchId
); // enchantmentId?
21043 data
->put
<uint16
>(enchantmentMaskPos
, enchantmentMask
);
21045 *data
<< uint16(0); // ?
21046 *data
<< uint8(0); // PGUID!
21047 *data
<< uint32(0); // seed?
21050 data
->put
<uint32
>(slotUsedMaskPos
, slotUsedMask
);
21053 void Player::SendEquipmentSetList()
21056 WorldPacket
data(SMSG_EQUIPMENT_SET_LIST
, 4);
21057 size_t count_pos
= data
.wpos();
21058 data
<< uint32(count
); // count placeholder
21059 for(EquipmentSets::iterator itr
= m_EquipmentSets
.begin(); itr
!= m_EquipmentSets
.end(); ++itr
)
21061 if(itr
->second
.state
==EQUIPMENT_SET_DELETED
)
21063 data
.appendPackGUID(itr
->second
.Guid
);
21064 data
<< uint32(itr
->first
);
21065 data
<< itr
->second
.Name
;
21066 data
<< itr
->second
.IconName
;
21067 for(uint32 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
21068 data
.appendPackGUID(MAKE_NEW_GUID(itr
->second
.Items
[i
], 0, HIGHGUID_ITEM
));
21070 ++count
; // client have limit but it checked at loading and set
21072 data
.put
<uint32
>(count_pos
, count
);
21073 GetSession()->SendPacket(&data
);
21076 void Player::SetEquipmentSet(uint32 index
, EquipmentSet eqset
)
21078 if(eqset
.Guid
!= 0)
21080 bool found
= false;
21082 for(EquipmentSets::iterator itr
= m_EquipmentSets
.begin(); itr
!= m_EquipmentSets
.end(); ++itr
)
21084 if((itr
->second
.Guid
== eqset
.Guid
) && (itr
->first
== index
))
21091 if(!found
) // something wrong...
21093 sLog
.outError("Player %s tried to save equipment set "UI64FMTD
" (index %u), but that equipment set not found!", GetName(), eqset
.Guid
, index
);
21098 EquipmentSet
& eqslot
= m_EquipmentSets
[index
];
21100 EquipmentSetUpdateState old_state
= eqslot
.state
;
21104 if(eqset
.Guid
== 0)
21106 eqslot
.Guid
= sObjectMgr
.GenerateEquipmentSetGuid();
21108 WorldPacket
data(SMSG_EQUIPMENT_SET_SAVED
, 4 + 1);
21109 data
<< uint32(index
);
21110 data
.appendPackGUID(eqslot
.Guid
);
21111 GetSession()->SendPacket(&data
);
21114 eqslot
.state
= old_state
== EQUIPMENT_SET_NEW
? EQUIPMENT_SET_NEW
: EQUIPMENT_SET_CHANGED
;
21117 void Player::_SaveEquipmentSets()
21119 for(EquipmentSets::iterator itr
= m_EquipmentSets
.begin(); itr
!= m_EquipmentSets
.end();)
21121 uint32 index
= itr
->first
;
21122 EquipmentSet
& eqset
= itr
->second
;
21123 switch(eqset
.state
)
21125 case EQUIPMENT_SET_UNCHANGED
:
21127 break; // nothing do
21128 case EQUIPMENT_SET_CHANGED
:
21129 CharacterDatabase
.PExecute("UPDATE character_equipmentsets SET name='%s', iconname='%s', item0='%u', item1='%u', item2='%u', item3='%u', item4='%u', item5='%u', item6='%u', item7='%u', item8='%u', item9='%u', item10='%u', item11='%u', item12='%u', item13='%u', item14='%u', item15='%u', item16='%u', item17='%u', item18='%u' WHERE guid='%u' AND setguid='"UI64FMTD
"' AND setindex='%u'",
21130 eqset
.Name
.c_str(), eqset
.IconName
.c_str(), eqset
.Items
[0], eqset
.Items
[1], eqset
.Items
[2], eqset
.Items
[3], eqset
.Items
[4], eqset
.Items
[5], eqset
.Items
[6], eqset
.Items
[7],
21131 eqset
.Items
[8], eqset
.Items
[9], eqset
.Items
[10], eqset
.Items
[11], eqset
.Items
[12], eqset
.Items
[13], eqset
.Items
[14], eqset
.Items
[15], eqset
.Items
[16], eqset
.Items
[17], eqset
.Items
[18], GetGUIDLow(), eqset
.Guid
, index
);
21132 eqset
.state
= EQUIPMENT_SET_UNCHANGED
;
21135 case EQUIPMENT_SET_NEW
:
21136 CharacterDatabase
.PExecute("INSERT INTO character_equipmentsets VALUES ('%u', '"UI64FMTD
"', '%u', '%s', '%s', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
21137 GetGUIDLow(), eqset
.Guid
, index
, eqset
.Name
.c_str(), eqset
.IconName
.c_str(), eqset
.Items
[0], eqset
.Items
[1], eqset
.Items
[2], eqset
.Items
[3], eqset
.Items
[4], eqset
.Items
[5], eqset
.Items
[6], eqset
.Items
[7],
21138 eqset
.Items
[8], eqset
.Items
[9], eqset
.Items
[10], eqset
.Items
[11], eqset
.Items
[12], eqset
.Items
[13], eqset
.Items
[14], eqset
.Items
[15], eqset
.Items
[16], eqset
.Items
[17], eqset
.Items
[18]);
21139 eqset
.state
= EQUIPMENT_SET_UNCHANGED
;
21142 case EQUIPMENT_SET_DELETED
:
21143 CharacterDatabase
.PExecute("DELETE FROM character_equipmentsets WHERE setguid="UI64FMTD
, eqset
.Guid
);
21144 m_EquipmentSets
.erase(itr
++);
21150 void Player::_SaveBGData()
21152 CharacterDatabase
.PExecute("DELETE FROM character_battleground_data WHERE guid='%u'", GetGUIDLow());
21153 if (m_bgData
.bgInstanceID
)
21155 /* guid, bgInstanceID, bgTeam, x, y, z, o, map, taxi[0], taxi[1], mountSpell */
21156 CharacterDatabase
.PExecute("INSERT INTO character_battleground_data VALUES ('%u', '%u', '%u', '%f', '%f', '%f', '%f', '%u', '%u', '%u', '%u')",
21157 GetGUIDLow(), m_bgData
.bgInstanceID
, m_bgData
.bgTeam
, m_bgData
.joinPos
.coord_x
, m_bgData
.joinPos
.coord_y
, m_bgData
.joinPos
.coord_z
,
21158 m_bgData
.joinPos
.orientation
, m_bgData
.joinPos
.mapid
, m_bgData
.taxiPath
[0], m_bgData
.taxiPath
[1], m_bgData
.mountSpell
);
21162 void Player::DeleteEquipmentSet(uint64 setGuid
)
21164 for(EquipmentSets::iterator itr
= m_EquipmentSets
.begin(); itr
!= m_EquipmentSets
.end(); ++itr
)
21166 if(itr
->second
.Guid
== setGuid
)
21168 if(itr
->second
.state
== EQUIPMENT_SET_NEW
)
21169 m_EquipmentSets
.erase(itr
);
21171 itr
->second
.state
= EQUIPMENT_SET_DELETED
;
21177 void Player::ActivateSpec(uint32 specNum
)
21179 if(GetActiveSpec() == specNum
)
21182 resetTalents(true);
21185 void Player::RemoveAtLoginFlag( AtLoginFlags f
, bool in_db_also
/*= false*/ )
21187 m_atLoginFlags
&= ~f
;
21190 CharacterDatabase
.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(f
), GetGUIDLow());
21193 void Player::SendClearCooldown( uint32 spell_id
, Unit
* target
)
21195 WorldPacket
data(SMSG_CLEAR_COOLDOWN
, 4+8);
21196 data
<< uint32(spell_id
);
21197 data
<< uint64(target
->GetGUID());
21198 SendDirectMessage(&data
);
21201 void Player::BuildTeleportAckMsg( WorldPacket
*data
, float x
, float y
, float z
, float ang
) const
21203 data
->Initialize(MSG_MOVE_TELEPORT_ACK
, 41);
21204 data
->append(GetPackGUID());
21205 *data
<< uint32(0); // this value increments every time
21206 *data
<< uint32(m_movementInfo
.GetMovementFlags()); // movement flags
21207 *data
<< uint16(0); // 2.3.0
21208 *data
<< uint32(getMSTime()); // time
21213 *data
<< uint32(0);
21216 bool Player::HasMovementFlag( MovementFlags f
) const
21218 return m_movementInfo
.HasMovementFlag(f
);
21221 void Player::SetFarSightGUID( uint64 guid
)
21223 if(GetFarSight() == guid
)
21226 SetUInt64Value(PLAYER_FARSIGHT
, guid
);
21228 // need triggering load grids around new view point
21229 UpdateVisibilityForPlayer();
21232 void Player::UpdateVisibilityForPlayer()
21234 WorldObject
const* viewPoint
= GetViewPoint();
21237 CellPair
p(MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY()));
21240 m
->UpdatePlayerVisibility(this, cell
, p
);
21242 if (this != viewPoint
)
21244 CellPair
pView(MaNGOS::ComputeCellPair(viewPoint
->GetPositionX(), viewPoint
->GetPositionY()));
21245 Cell
cellView(pView
);
21247 m
->UpdateObjectsVisibilityFor(this, cellView
, pView
);
21250 m
->UpdateObjectsVisibilityFor(this, cell
, p
);
21253 void Player::SendDuelCountdown(uint32 counter
)
21255 WorldPacket
data(SMSG_DUEL_COUNTDOWN
, 4);
21256 data
<< uint32(counter
); // seconds
21257 GetSession()->SendPacket(&data
);
21260 bool Player::IsImmunedToSpellEffect(SpellEntry
const* spellInfo
, uint32 index
) const
21262 switch(spellInfo
->Effect
[index
])
21264 case SPELL_EFFECT_ATTACK_ME
:
21269 switch(spellInfo
->EffectApplyAuraName
[index
])
21271 case SPELL_AURA_MOD_TAUNT
:
21276 return Unit::IsImmunedToSpellEffect(spellInfo
, index
);
21279 void Player::SetHomebindToCurrentPos()
21281 m_homebindMapId
= GetMapId();
21282 m_homebindZoneId
= GetZoneId();
21283 m_homebindX
= GetPositionX();
21284 m_homebindY
= GetPositionY();
21285 m_homebindZ
= GetPositionZ();
21287 // update sql homebind
21288 CharacterDatabase
.PExecute("UPDATE character_homebind SET map = '%u', zone = '%u', position_x = '%f', position_y = '%f', position_z = '%f' WHERE guid = '%u'",
21289 m_homebindMapId
, m_homebindZoneId
, m_homebindX
, m_homebindY
, m_homebindZ
, GetGUIDLow());