Some work on Runic Power and Milling Spell Effect
[getmangos.git] / src / game / Player.cpp
blobc4fbbe1b80910780165225625d196249fbee5438
1 /*
2 * Copyright (C) 2005-2008 MaNGOS <http://getmangos.com/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
19 #include "Common.h"
20 #include "Language.h"
21 #include "Database/DatabaseEnv.h"
22 #include "Log.h"
23 #include "Opcodes.h"
24 #include "ObjectMgr.h"
25 #include "SpellMgr.h"
26 #include "World.h"
27 #include "WorldPacket.h"
28 #include "WorldSession.h"
29 #include "UpdateMask.h"
30 #include "Player.h"
31 #include "SkillDiscovery.h"
32 #include "QuestDef.h"
33 #include "GossipDef.h"
34 #include "UpdateData.h"
35 #include "Channel.h"
36 #include "ChannelMgr.h"
37 #include "MapManager.h"
38 #include "MapInstanced.h"
39 #include "InstanceSaveMgr.h"
40 #include "GridNotifiers.h"
41 #include "GridNotifiersImpl.h"
42 #include "CellImpl.h"
43 #include "ObjectMgr.h"
44 #include "ObjectAccessor.h"
45 #include "CreatureAI.h"
46 #include "Formulas.h"
47 #include "Group.h"
48 #include "Guild.h"
49 #include "Pet.h"
50 #include "SpellAuras.h"
51 #include "Util.h"
52 #include "Transports.h"
53 #include "Weather.h"
54 #include "BattleGround.h"
55 #include "BattleGroundMgr.h"
56 #include "ArenaTeam.h"
57 #include "Chat.h"
58 #include "Database/DatabaseImpl.h"
59 #include "Spell.h"
60 #include "SocialMgr.h"
61 #include "AchievementMgr.h"
63 #include <cmath>
65 #define ZONE_UPDATE_INTERVAL 1000
67 #define PLAYER_SKILL_INDEX(x) (PLAYER_SKILL_INFO_1_1 + ((x)*3))
68 #define PLAYER_SKILL_VALUE_INDEX(x) (PLAYER_SKILL_INDEX(x)+1)
69 #define PLAYER_SKILL_BONUS_INDEX(x) (PLAYER_SKILL_INDEX(x)+2)
71 #define SKILL_VALUE(x) PAIR32_LOPART(x)
72 #define SKILL_MAX(x) PAIR32_HIPART(x)
73 #define MAKE_SKILL_VALUE(v, m) MAKE_PAIR32(v,m)
75 #define SKILL_TEMP_BONUS(x) int16(PAIR32_LOPART(x))
76 #define SKILL_PERM_BONUS(x) int16(PAIR32_HIPART(x))
77 #define MAKE_SKILL_BONUS(t, p) MAKE_PAIR32(t,p)
79 enum CharacterFlags
81 CHARACTER_FLAG_NONE = 0x00000000,
82 CHARACTER_FLAG_UNK1 = 0x00000001,
83 CHARACTER_FLAG_UNK2 = 0x00000002,
84 CHARACTER_LOCKED_FOR_TRANSFER = 0x00000004,
85 CHARACTER_FLAG_UNK4 = 0x00000008,
86 CHARACTER_FLAG_UNK5 = 0x00000010,
87 CHARACTER_FLAG_UNK6 = 0x00000020,
88 CHARACTER_FLAG_UNK7 = 0x00000040,
89 CHARACTER_FLAG_UNK8 = 0x00000080,
90 CHARACTER_FLAG_UNK9 = 0x00000100,
91 CHARACTER_FLAG_UNK10 = 0x00000200,
92 CHARACTER_FLAG_HIDE_HELM = 0x00000400,
93 CHARACTER_FLAG_HIDE_CLOAK = 0x00000800,
94 CHARACTER_FLAG_UNK13 = 0x00001000,
95 CHARACTER_FLAG_GHOST = 0x00002000,
96 CHARACTER_FLAG_RENAME = 0x00004000,
97 CHARACTER_FLAG_UNK16 = 0x00008000,
98 CHARACTER_FLAG_UNK17 = 0x00010000,
99 CHARACTER_FLAG_UNK18 = 0x00020000,
100 CHARACTER_FLAG_UNK19 = 0x00040000,
101 CHARACTER_FLAG_UNK20 = 0x00080000,
102 CHARACTER_FLAG_UNK21 = 0x00100000,
103 CHARACTER_FLAG_UNK22 = 0x00200000,
104 CHARACTER_FLAG_UNK23 = 0x00400000,
105 CHARACTER_FLAG_UNK24 = 0x00800000,
106 CHARACTER_FLAG_LOCKED_BY_BILLING = 0x01000000,
107 CHARACTER_FLAG_DECLINED = 0x02000000,
108 CHARACTER_FLAG_UNK27 = 0x04000000,
109 CHARACTER_FLAG_UNK28 = 0x08000000,
110 CHARACTER_FLAG_UNK29 = 0x10000000,
111 CHARACTER_FLAG_UNK30 = 0x20000000,
112 CHARACTER_FLAG_UNK31 = 0x40000000,
113 CHARACTER_FLAG_UNK32 = 0x80000000
116 // corpse reclaim times
117 #define DEATH_EXPIRE_STEP (5*MINUTE)
118 #define MAX_DEATH_COUNT 3
120 static uint32 copseReclaimDelay[MAX_DEATH_COUNT] = { 30, 60, 120 };
122 //== PlayerTaxi ================================================
124 PlayerTaxi::PlayerTaxi()
126 // Taxi nodes
127 memset(m_taximask, 0, sizeof(m_taximask));
130 void PlayerTaxi::InitTaxiNodesForLevel(uint32 race, uint32 chrClass, uint32 level)
132 // capital and taxi hub masks
133 switch(race)
135 case RACE_HUMAN: SetTaximaskNode(2); break; // Human
136 case RACE_ORC: SetTaximaskNode(23); break; // Orc
137 case RACE_DWARF: SetTaximaskNode(6); break; // Dwarf
138 case RACE_NIGHTELF: SetTaximaskNode(26);
139 SetTaximaskNode(27); break; // Night Elf
140 case RACE_UNDEAD_PLAYER: SetTaximaskNode(11); break;// Undead
141 case RACE_TAUREN: SetTaximaskNode(22); break; // Tauren
142 case RACE_GNOME: SetTaximaskNode(6); break; // Gnome
143 case RACE_TROLL: SetTaximaskNode(23); break; // Troll
144 case RACE_BLOODELF: SetTaximaskNode(82); break; // Blood Elf
145 case RACE_DRAENEI: SetTaximaskNode(94); break; // Draenei
148 switch(chrClass)
150 case CLASS_DEATH_KNIGHT: // TODO: figure out initial known nodes
151 break;
154 // new continent starting masks (It will be accessible only at new map)
155 switch(Player::TeamForRace(race))
157 case ALLIANCE: SetTaximaskNode(100); break;
158 case HORDE: SetTaximaskNode(99); break;
160 // level dependent taxi hubs
161 if(level>=68)
162 SetTaximaskNode(213); //Shattered Sun Staging Area
165 void PlayerTaxi::LoadTaxiMask(const char* data)
167 Tokens tokens = StrSplit(data, " ");
169 int index;
170 Tokens::iterator iter;
171 for (iter = tokens.begin(), index = 0;
172 (index < TaxiMaskSize) && (iter != tokens.end()); ++iter, ++index)
174 // load and set bits only for existed taxi nodes
175 m_taximask[index] = sTaxiNodesMask[index] & uint32(atol((*iter).c_str()));
179 void PlayerTaxi::AppendTaximaskTo( ByteBuffer& data, bool all )
181 if(all)
183 for (uint8 i=0; i<TaxiMaskSize; i++)
184 data << uint32(sTaxiNodesMask[i]); // all existed nodes
186 else
188 for (uint8 i=0; i<TaxiMaskSize; i++)
189 data << uint32(m_taximask[i]); // known nodes
193 bool PlayerTaxi::LoadTaxiDestinationsFromString( std::string values )
195 ClearTaxiDestinations();
197 Tokens tokens = StrSplit(values," ");
199 for(Tokens::iterator iter = tokens.begin(); iter != tokens.end(); ++iter)
201 uint32 node = uint32(atol(iter->c_str()));
202 AddTaxiDestination(node);
205 if(m_TaxiDestinations.empty())
206 return true;
208 // Check integrity
209 if(m_TaxiDestinations.size() < 2)
210 return false;
212 for(size_t i = 1; i < m_TaxiDestinations.size(); ++i)
214 uint32 cost;
215 uint32 path;
216 objmgr.GetTaxiPath(m_TaxiDestinations[i-1],m_TaxiDestinations[i],path,cost);
217 if(!path)
218 return false;
221 return true;
224 std::string PlayerTaxi::SaveTaxiDestinationsToString()
226 if(m_TaxiDestinations.empty())
227 return "";
229 std::ostringstream ss;
231 for(size_t i=0; i < m_TaxiDestinations.size(); ++i)
232 ss << m_TaxiDestinations[i] << " ";
234 return ss.str();
237 uint32 PlayerTaxi::GetCurrentTaxiPath() const
239 if(m_TaxiDestinations.size() < 2)
240 return 0;
242 uint32 path;
243 uint32 cost;
245 objmgr.GetTaxiPath(m_TaxiDestinations[0],m_TaxiDestinations[1],path,cost);
247 return path;
250 //== Player ====================================================
252 const int32 Player::ReputationRank_Length[MAX_REPUTATION_RANK] = {36000, 3000, 3000, 3000, 6000, 12000, 21000, 1000};
254 UpdateMask Player::updateVisualBits;
256 Player::Player (WorldSession *session): Unit(), m_achievementMgr(this)
258 m_transport = 0;
260 m_speakTime = 0;
261 m_speakCount = 0;
263 m_objectType |= TYPEMASK_PLAYER;
264 m_objectTypeId = TYPEID_PLAYER;
266 m_valuesCount = PLAYER_END;
268 m_session = session;
270 m_divider = 0;
272 m_ExtraFlags = 0;
273 if(GetSession()->GetSecurity() >= SEC_GAMEMASTER)
274 SetAcceptTicket(true);
276 // players always accept
277 if(GetSession()->GetSecurity() == SEC_PLAYER)
278 SetAcceptWhispers(true);
280 m_curSelection = 0;
281 m_lootGuid = 0;
283 m_comboTarget = 0;
284 m_comboPoints = 0;
286 m_usedTalentCount = 0;
288 m_regenTimer = 0;
289 m_weaponChangeTimer = 0;
291 m_zoneUpdateId = 0;
292 m_zoneUpdateTimer = 0;
294 m_areaUpdateId = 0;
296 m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE);
298 // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
299 // this must help in case next save after mass player load after server startup
300 m_nextSave = urand(m_nextSave/2,m_nextSave*3/2);
302 clearResurrectRequestData();
304 m_SpellModRemoveCount = 0;
306 memset(m_items, 0, sizeof(Item*)*PLAYER_SLOTS_COUNT);
308 m_social = NULL;
310 // group is initialized in the reference constructor
311 SetGroupInvite(NULL);
312 m_groupUpdateMask = 0;
313 m_auraUpdateMask = 0;
315 duel = NULL;
317 m_GuildIdInvited = 0;
318 m_ArenaTeamIdInvited = 0;
320 m_atLoginFlags = AT_LOGIN_NONE;
322 m_dontMove = false;
324 pTrader = 0;
325 ClearTrade();
327 m_cinematic = 0;
329 PlayerTalkClass = new PlayerMenu( GetSession() );
330 m_currentBuybackSlot = BUYBACK_SLOT_START;
332 for ( int aX = 0 ; aX < 8 ; aX++ )
333 m_Tutorials[ aX ] = 0x00;
334 m_TutorialsChanged = false;
336 m_DailyQuestChanged = false;
337 m_lastDailyQuestTime = 0;
339 m_regenTimer = 0;
340 m_weaponChangeTimer = 0;
341 m_breathTimer = 0;
342 m_isunderwater = 0;
343 m_isInWater = false;
344 m_drunkTimer = 0;
345 m_drunk = 0;
346 m_restTime = 0;
347 m_deathTimer = 0;
348 m_deathExpireTime = 0;
350 m_swingErrorMsg = 0;
352 m_DetectInvTimer = 1000;
354 m_bgBattleGroundID = 0;
355 for (int j=0; j < PLAYER_MAX_BATTLEGROUND_QUEUES; j++)
357 m_bgBattleGroundQueueID[j].bgType = 0;
358 m_bgBattleGroundQueueID[j].invited = false;
360 m_bgTeam = 0;
362 m_logintime = time(NULL);
363 m_Last_tick = m_logintime;
364 m_WeaponProficiency = 0;
365 m_ArmorProficiency = 0;
366 m_canParry = false;
367 m_canBlock = false;
368 m_canDualWield = false;
369 m_ammoDPS = 0.0f;
371 m_temporaryUnsummonedPetNumber = 0;
372 //cache for UNIT_CREATED_BY_SPELL to allow
373 //returning reagents for temporarily removed pets
374 //when dying/logging out
375 m_oldpetspell = 0;
377 ////////////////////Rest System/////////////////////
378 time_inn_enter=0;
379 inn_pos_mapid=0;
380 inn_pos_x=0;
381 inn_pos_y=0;
382 inn_pos_z=0;
383 m_rest_bonus=0;
384 rest_type=REST_TYPE_NO;
385 ////////////////////Rest System/////////////////////
387 m_mailsLoaded = false;
388 m_mailsUpdated = false;
389 unReadMails = 0;
390 m_nextMailDelivereTime = 0;
392 m_resetTalentsCost = 0;
393 m_resetTalentsTime = 0;
394 m_itemUpdateQueueBlocked = false;
396 for (int i = 0; i < MAX_MOVE_TYPE; ++i)
397 m_forced_speed_changes[i] = 0;
399 m_stableSlots = 0;
401 /////////////////// Instance System /////////////////////
403 m_HomebindTimer = 0;
404 m_InstanceValid = true;
405 m_dungeonDifficulty = DIFFICULTY_NORMAL;
407 for (int i = 0; i < BASEMOD_END; i++)
409 m_auraBaseMod[i][FLAT_MOD] = 0.0f;
410 m_auraBaseMod[i][PCT_MOD] = 1.0f;
413 // Honor System
414 m_lastHonorUpdateTime = time(NULL);
416 // Player summoning
417 m_summon_expire = 0;
418 m_summon_mapid = 0;
419 m_summon_x = 0.0f;
420 m_summon_y = 0.0f;
421 m_summon_z = 0.0f;
423 //Default movement to run mode
424 m_unit_movement_flags = 0;
426 m_mover = NULL;
428 m_miniPet = 0;
429 m_bgAfkReportedTimer = 0;
430 m_contestedPvPTimer = 0;
432 m_declinedname = NULL;
433 m_runes = NULL;
436 Player::~Player ()
438 CleanupsBeforeDelete();
440 // it must be unloaded already in PlayerLogout and accessed only for loggined player
441 //m_social = NULL;
443 // Note: buy back item already deleted from DB when player was saved
444 for(int i = 0; i < PLAYER_SLOTS_COUNT; ++i)
446 if(m_items[i])
447 delete m_items[i];
449 CleanupChannels();
451 for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
452 delete itr->second;
454 //all mailed items should be deleted, also all mail should be deallocated
455 for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end();++itr)
456 delete *itr;
458 for (ItemMap::iterator iter = mMitems.begin(); iter != mMitems.end(); ++iter)
459 delete iter->second; //if item is duplicated... then server may crash ... but that item should be deallocated
461 delete PlayerTalkClass;
463 if (m_transport)
465 m_transport->RemovePassenger(this);
468 for(size_t x = 0; x < ItemSetEff.size(); x++)
469 if(ItemSetEff[x])
470 delete ItemSetEff[x];
472 // clean up player-instance binds, may unload some instance saves
473 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
474 for(BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
475 itr->second.save->RemovePlayer(this);
477 delete m_declinedname;
478 delete m_runes;
481 void Player::CleanupsBeforeDelete()
483 if(m_uint32Values) // only for fully created Object
485 TradeCancel(false);
486 DuelComplete(DUEL_INTERUPTED);
488 Unit::CleanupsBeforeDelete();
491 bool Player::Create( uint32 guidlow, std::string name, uint8 race, uint8 class_, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair, uint8 outfitId )
493 //FIXME: outfitId not used in player creating
495 Object::_Create(guidlow, 0, HIGHGUID_PLAYER);
497 m_name = name;
499 PlayerInfo const* info = objmgr.GetPlayerInfo(race, class_);
500 if(!info)
502 sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
503 return false;
506 for (int i = 0; i < PLAYER_SLOTS_COUNT; i++)
507 m_items[i] = NULL;
509 m_race = race;
510 m_class = class_;
512 SetMapId(info->mapId);
513 Relocate(info->positionX,info->positionY,info->positionZ);
515 ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(class_);
516 if(!cEntry)
518 sLog.outError("Class %u not found in DBC (Wrong DBC files?)",class_);
519 return false;
522 uint8 powertype = cEntry->powerType;
524 //uint32 unitfield;
526 /*switch(powertype)
528 case POWER_ENERGY:
529 case POWER_MANA:
530 unitfield = 0x00000000;
531 break;
532 case POWER_RAGE:
533 unitfield = 0x00110000;
534 break;
535 case POWER_RUNIC_POWER:
536 unitfield = 0x0000EE00; //TODO: find correct unitfield here
537 break;
538 default:
539 sLog.outError("Invalid default powertype %u for player (class %u)",powertype,class_);
540 return false;
543 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, DEFAULT_WORLD_OBJECT_SIZE);
544 SetFloatValue(UNIT_FIELD_COMBATREACH, 1.5f);
546 switch(gender)
548 case GENDER_FEMALE:
549 SetDisplayId(info->displayId_f );
550 SetNativeDisplayId(info->displayId_f );
551 break;
552 case GENDER_MALE:
553 SetDisplayId(info->displayId_m );
554 SetNativeDisplayId(info->displayId_m );
555 break;
556 default:
557 sLog.outError("Invalid gender %u for player",gender);
558 return false;
559 break;
562 setFactionForRace(m_race);
564 uint32 RaceClassGender = ( race ) | ( class_ << 8 ) | ( gender << 16 );
566 SetUInt32Value(UNIT_FIELD_BYTES_0, ( RaceClassGender | ( powertype << 24 ) ) );
567 //SetUInt32Value(UNIT_FIELD_BYTES_1, unitfield);
568 SetByteValue(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_PVP );
569 SetUInt32Value(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE );
570 SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f); // fix cast time showed in spell tooltip on client
572 // -1 is default value
573 SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, uint32(-1));
575 SetUInt32Value(PLAYER_BYTES, (skin | (face << 8) | (hairStyle << 16) | (hairColor << 24)));
576 SetUInt32Value(PLAYER_BYTES_2, (facialHair | (0x00 << 8) | (0x00 << 16) | (0x02 << 24)));
577 SetByteValue(PLAYER_BYTES_3, 0, gender);
579 SetUInt32Value( PLAYER_GUILDID, 0 );
580 SetUInt32Value( PLAYER_GUILDRANK, 0 );
581 SetUInt32Value( PLAYER_GUILD_TIMESTAMP, 0 );
583 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES, 0 ); // 0=disabled
584 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES1, 0 ); // 0=disabled
585 SetUInt32Value( PLAYER_CHOSEN_TITLE, 0 );
586 SetUInt32Value( PLAYER_FIELD_KILLS, 0 );
587 SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORBALE_KILLS, 0 );
588 SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION, 0 );
589 SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0 );
591 for(uint32 i = 0; i < sGlyphSlotStore.GetNumRows(); ++i)
593 GlyphSlotEntry const * gs = sGlyphSlotStore.LookupEntry(i);
594 if(gs && gs->Order)
595 SetGlyphSlot(gs->Order - 1, gs->Id);
598 // set starting level
599 if(getClass() == CLASS_DEATH_KNIGHT)
600 SetUInt32Value(UNIT_FIELD_LEVEL, 55);
601 else
602 SetUInt32Value( UNIT_FIELD_LEVEL, sWorld.getConfig(CONFIG_START_PLAYER_LEVEL) );
604 InitRunes();
606 // Played time
607 m_Last_tick = time(NULL);
608 m_Played_time[0] = 0;
609 m_Played_time[1] = 0;
611 // base stats and related field values
612 InitStatsForLevel();
613 InitTaxiNodesForLevel();
614 InitGlyphsForLevel();
615 InitTalentForLevel();
616 InitPrimaryProffesions(); // to max set before any spell added
618 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
619 UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
620 SetHealth(GetMaxHealth());
621 if (getPowerType()==POWER_MANA)
623 UpdateMaxPower(POWER_MANA); // Update max Mana (for add bonus from intellect)
624 SetPower(POWER_MANA,GetMaxPower(POWER_MANA));
627 if(getPowerType() == POWER_RUNIC_POWER)
629 SetPower(POWER_RUNE, 8);
630 SetMaxPower(POWER_RUNE, 8);
631 SetPower(POWER_RUNIC_POWER, 0);
632 SetMaxPower(POWER_RUNIC_POWER, 1000);
635 // original spells
636 learnDefaultSpells(true);
638 // original action bar
639 std::list<uint16>::const_iterator action_itr[4];
640 for(int i=0; i<4; i++)
641 action_itr[i] = info->action[i].begin();
643 for (; action_itr[0]!=info->action[0].end() && action_itr[1]!=info->action[1].end();)
645 uint16 taction[4];
646 for(int i=0; i<4 ;i++)
647 taction[i] = (*action_itr[i]);
649 addActionButton((uint8)taction[0], taction[1], (uint8)taction[2], (uint8)taction[3]);
651 for(int i=0; i<4 ;i++)
652 ++action_itr[i];
655 // original items
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)
663 oEntry = entry;
664 break;
669 if(oEntry)
671 for(int j = 0; j < MAX_OUTFIT_ITEMS; ++j)
673 if(oEntry->ItemId[j] <= 0)
674 continue;
676 uint32 item_id = oEntry->ItemId[j];
678 ItemPrototype const* iProto = objmgr.GetItemPrototype(item_id);
679 if(!iProto)
681 sLog.outErrorDb("Initial item id %u (race %u class %u) from CharStartOutfit.dbc not listed in `item_template`, ignoring.",item_id,getRace(),getClass());
682 continue;
685 uint32 count = iProto->Stackable; // max stack by default (mostly 1)
686 if(iProto->Class==ITEM_CLASS_CONSUMABLE && iProto->SubClass==ITEM_SUBCLASS_FOOD)
688 switch(iProto->Spells[0].SpellCategory)
690 case 11: // food
691 if(iProto->Stackable > 4)
692 count = 4;
693 break;
694 case 59: // drink
695 if(iProto->Stackable > 2)
696 count = 2;
697 break;
701 StoreNewItemInBestSlot(item_id, count);
705 for (PlayerCreateInfoItems::const_iterator item_id_itr = info->item.begin(); item_id_itr!=info->item.end(); ++item_id_itr++)
706 StoreNewItemInBestSlot(item_id_itr->item_id, item_id_itr->item_amount);
708 // bags and main-hand weapon must equipped at this moment
709 // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
710 // or ammo not equipped in special bag
711 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
713 if(Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
715 uint16 eDest;
716 // equip offhand weapon/shield if it attempt equipped before main-hand weapon
717 uint8 msg = CanEquipItem( NULL_SLOT, eDest, pItem, false );
718 if( msg == EQUIP_ERR_OK )
720 RemoveItem(INVENTORY_SLOT_BAG_0, i,true);
721 EquipItem( eDest, pItem, true);
723 // move other items to more appropriate slots (ammo not equipped in special bag)
724 else
726 ItemPosCountVec sDest;
727 msg = CanStoreItem( NULL_BAG, NULL_SLOT, sDest, pItem, false );
728 if( msg == EQUIP_ERR_OK )
730 RemoveItem(INVENTORY_SLOT_BAG_0, i,true);
731 pItem = StoreItem( sDest, pItem, true);
734 // if this is ammo then use it
735 uint8 msg = CanUseAmmo( pItem->GetProto()->ItemId );
736 if( msg == EQUIP_ERR_OK )
737 SetAmmo( pItem->GetProto()->ItemId );
741 // all item positions resolved
743 return true;
746 bool Player::StoreNewItemInBestSlot(uint32 titem_id, uint32 titem_amount)
748 sLog.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id, titem_amount);
750 // attempt equip
751 uint16 eDest;
752 uint8 msg = CanEquipNewItem( NULL_SLOT, eDest, titem_id, titem_amount, false );
753 if( msg == EQUIP_ERR_OK )
755 EquipNewItem( eDest, titem_id, titem_amount, true);
756 AutoUnequipOffhandIfNeed();
757 return true; // equipped
760 // attempt store
761 ItemPosCountVec sDest;
762 // store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
763 msg = CanStoreNewItem( INVENTORY_SLOT_BAG_0, NULL_SLOT, sDest, titem_id, titem_amount );
764 if( msg == EQUIP_ERR_OK )
766 StoreNewItem( sDest, titem_id, true, Item::GenerateItemRandomPropertyId(titem_id) );
767 return true; // stored
770 // item can't be added
771 sLog.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id,getRace(),getClass(),msg);
772 return false;
775 void Player::StartMirrorTimer(MirrorTimerType Type, uint32 MaxValue)
777 uint32 BreathRegen = (uint32)-1;
779 WorldPacket data(SMSG_START_MIRROR_TIMER, (21));
780 data << (uint32)Type;
781 data << MaxValue;
782 data << MaxValue;
783 data << BreathRegen;
784 data << (uint8)0;
785 data << (uint32)0; // spell id
786 GetSession()->SendPacket(&data);
789 void Player::ModifyMirrorTimer(MirrorTimerType Type, uint32 MaxValue, uint32 CurrentValue, uint32 Regen)
791 if(Type==BREATH_TIMER)
792 m_breathTimer = ((MaxValue + 1000) - CurrentValue) / Regen;
794 WorldPacket data(SMSG_START_MIRROR_TIMER, (21));
795 data << (uint32)Type;
796 data << CurrentValue;
797 data << MaxValue;
798 data << Regen;
799 data << (uint8)0;
800 data << (uint32)0; // spell id
801 GetSession()->SendPacket( &data );
804 void Player::StopMirrorTimer(MirrorTimerType Type)
806 if(Type==BREATH_TIMER)
807 m_breathTimer = 0;
809 WorldPacket data(SMSG_STOP_MIRROR_TIMER, 4);
810 data << (uint32)Type;
811 GetSession()->SendPacket( &data );
814 void Player::EnvironmentalDamage(uint64 guid, EnviromentalDamage type, uint32 damage)
816 WorldPacket data(SMSG_ENVIRONMENTALDAMAGELOG, (21));
817 data << (uint64)guid;
818 data << (uint8)(type!=DAMAGE_FALL_TO_VOID ? type : DAMAGE_FALL);
819 data << (uint32)damage;
820 data << (uint32)0;
821 data << (uint32)0;
822 SendMessageToSet(&data, true);
824 DealDamage(this, damage, NULL, SELF_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
826 if(type==DAMAGE_FALL && !isAlive()) // DealDamage not apply item durability loss at self damage
828 DEBUG_LOG("We are fall to death, loosing 10 percents durability");
829 DurabilityLossAll(0.10f,false);
830 // durability lost message
831 WorldPacket data(SMSG_DURABILITY_DAMAGE_DEATH, 0);
832 GetSession()->SendPacket(&data);
836 void Player::HandleDrowning()
838 if(!m_isunderwater)
839 return;
841 //if have water breath , then remove bar
842 if(waterbreath || isGameMaster() || !isAlive())
844 StopMirrorTimer(BREATH_TIMER);
845 m_isunderwater = 0;
846 return;
849 uint32 UnderWaterTime = 1*MINUTE*1000; // default length 1 min
851 AuraList const& mModWaterBreathing = GetAurasByType(SPELL_AURA_MOD_WATER_BREATHING);
852 for(AuraList::const_iterator i = mModWaterBreathing.begin(); i != mModWaterBreathing.end(); ++i)
853 UnderWaterTime = uint32(UnderWaterTime * (100.0f + (*i)->GetModifier()->m_amount) / 100.0f);
855 if ((m_isunderwater & 0x01) && !(m_isunderwater & 0x80) && isAlive())
857 //single trigger timer
858 if (!(m_isunderwater & 0x02))
860 m_isunderwater|= 0x02;
861 m_breathTimer = UnderWaterTime + 1000;
863 //single trigger "Breathbar"
864 if ( m_breathTimer <= UnderWaterTime && !(m_isunderwater & 0x04))
866 m_isunderwater|= 0x04;
867 StartMirrorTimer(BREATH_TIMER, UnderWaterTime);
869 //continuous trigger drowning "Damage"
870 if ((m_breathTimer == 0) && (m_isunderwater & 0x01))
872 //TODO: Check this formula
873 uint64 guid = GetGUID();
874 uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1);
876 EnvironmentalDamage(guid, DAMAGE_DROWNING,damage);
877 m_breathTimer = 2000;
880 //single trigger retract bar
881 else if (!(m_isunderwater & 0x01) && !(m_isunderwater & 0x08) && (m_isunderwater & 0x02) && (m_breathTimer > 0) && isAlive())
883 m_isunderwater = 0x08;
885 uint32 BreathRegen = 10;
886 ModifyMirrorTimer(BREATH_TIMER, UnderWaterTime, m_breathTimer,BreathRegen);
887 m_isunderwater = 0x10;
889 //remove bar
890 else if ((m_breathTimer < 50) && !(m_isunderwater & 0x01) && (m_isunderwater == 0x10))
892 StopMirrorTimer(BREATH_TIMER);
893 m_isunderwater = 0;
897 void Player::HandleLava()
899 bool ValidArea = false;
901 if ((m_isunderwater & 0x80) && isAlive())
903 //Single trigger Set BreathTimer
904 if (!(m_isunderwater & 0x80))
906 m_isunderwater|= 0x04;
907 m_breathTimer = 1000;
909 //Reset BreathTimer and still in the lava
910 if (!m_breathTimer)
912 uint64 guid = GetGUID();
913 uint32 damage = urand(600, 700); // TODO: Get more detailed information about lava damage
914 uint32 dmgZone = GetZoneId(); // TODO: Find correct "lava dealing zone" flag in Area Table
916 // Deal lava damage only in lava zones.
917 switch(dmgZone)
919 case 0x8D:
920 ValidArea = false;
921 break;
922 case 0x94:
923 ValidArea = false;
924 break;
925 case 0x2CE:
926 ValidArea = false;
927 break;
928 case 0x2CF:
929 ValidArea = false;
930 break;
931 default:
932 if (dmgZone / 5 & 0x408)
933 ValidArea = true;
936 // if is valid area and is not gamemaster then deal damage
937 if ( ValidArea && !isGameMaster() )
938 EnvironmentalDamage(guid, DAMAGE_LAVA, damage);
940 m_breathTimer = 1000;
944 //Death timer disabled and WaterFlags reset
945 else if (m_deathState == DEAD)
947 m_breathTimer = 0;
948 m_isunderwater = 0;
952 ///The player sobers by 256 every 10 seconds
953 void Player::HandleSobering()
955 m_drunkTimer = 0;
957 uint32 drunk = (m_drunk <= 256) ? 0 : (m_drunk - 256);
958 SetDrunkValue(drunk);
961 DrunkenState Player::GetDrunkenstateByValue(uint16 value)
963 if(value >= 23000)
964 return DRUNKEN_SMASHED;
965 if(value >= 12800)
966 return DRUNKEN_DRUNK;
967 if(value & 0xFFFE)
968 return DRUNKEN_TIPSY;
969 return DRUNKEN_SOBER;
972 void Player::SetDrunkValue(uint16 newDrunkenValue, uint32 itemId)
974 uint32 oldDrunkenState = Player::GetDrunkenstateByValue(m_drunk);
976 m_drunk = newDrunkenValue;
977 SetUInt32Value(PLAYER_BYTES_3,(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFF0001) | (m_drunk & 0xFFFE));
979 uint32 newDrunkenState = Player::GetDrunkenstateByValue(m_drunk);
981 // special drunk invisibility detection
982 if(newDrunkenState >= DRUNKEN_DRUNK)
983 m_detectInvisibilityMask |= (1<<6);
984 else
985 m_detectInvisibilityMask &= ~(1<<6);
987 if(newDrunkenState == oldDrunkenState)
988 return;
990 WorldPacket data(SMSG_CROSSED_INEBRIATION_THRESHOLD, (8+4+4));
991 data << uint64(GetGUID());
992 data << uint32(newDrunkenState);
993 data << uint32(itemId);
995 SendMessageToSet(&data, true);
998 void Player::Update( uint32 p_time )
1000 if(!IsInWorld())
1001 return;
1003 // undelivered mail
1004 if(m_nextMailDelivereTime && m_nextMailDelivereTime <= time(NULL))
1006 SendNewMail();
1007 ++unReadMails;
1009 // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
1010 m_nextMailDelivereTime = 0;
1013 Unit::Update( p_time );
1015 // update player only attacks
1016 if(uint32 ranged_att = getAttackTimer(RANGED_ATTACK))
1018 setAttackTimer(RANGED_ATTACK, (p_time >= ranged_att ? 0 : ranged_att - p_time) );
1021 if(uint32 off_att = getAttackTimer(OFF_ATTACK))
1023 setAttackTimer(OFF_ATTACK, (p_time >= off_att ? 0 : off_att - p_time) );
1026 time_t now = time (NULL);
1028 UpdatePvPFlag(now);
1030 UpdateContestedPvP(p_time);
1032 UpdateDuelFlag(now);
1034 CheckDuelDistance(now);
1036 UpdateAfkReport(now);
1038 CheckExploreSystem();
1040 // Update items that have just a limited lifetime
1041 if (now>m_Last_tick)
1042 UpdateItemDuration(uint32(now- m_Last_tick));
1044 if (!m_timedquests.empty())
1046 std::set<uint32>::iterator iter = m_timedquests.begin();
1047 while (iter != m_timedquests.end())
1049 QuestStatusData& q_status = mQuestStatus[*iter];
1050 if( q_status.m_timer <= p_time )
1052 uint32 quest_id = *iter;
1053 ++iter; // current iter will be removed in FailTimedQuest
1054 FailTimedQuest( quest_id );
1056 else
1058 q_status.m_timer -= p_time;
1059 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
1060 ++iter;
1065 if (hasUnitState(UNIT_STAT_MELEE_ATTACKING))
1067 Unit *pVictim = getVictim();
1068 if( !IsNonMeleeSpellCasted(false) && pVictim)
1070 // default combat reach 10
1071 // TODO add weapon,skill check
1073 float pldistance = ATTACK_DISTANCE;
1075 if (isAttackReady(BASE_ATTACK))
1077 if(!IsWithinDistInMap(pVictim, pldistance))
1079 setAttackTimer(BASE_ATTACK,100);
1080 if(m_swingErrorMsg != 1) // send single time (client auto repeat)
1082 SendAttackSwingNotInRange();
1083 m_swingErrorMsg = 1;
1086 //120 degrees of radiant range
1087 else if( !HasInArc( 2*M_PI/3, pVictim ))
1089 setAttackTimer(BASE_ATTACK,100);
1090 if(m_swingErrorMsg != 2) // send single time (client auto repeat)
1092 SendAttackSwingBadFacingAttack();
1093 m_swingErrorMsg = 2;
1096 else
1098 m_swingErrorMsg = 0; // reset swing error state
1100 // prevent base and off attack in same time, delay attack at 0.2 sec
1101 if(haveOffhandWeapon())
1103 uint32 off_att = getAttackTimer(OFF_ATTACK);
1104 if(off_att < ATTACK_DISPLAY_DELAY)
1105 setAttackTimer(OFF_ATTACK,ATTACK_DISPLAY_DELAY);
1107 AttackerStateUpdate(pVictim, BASE_ATTACK);
1108 resetAttackTimer(BASE_ATTACK);
1112 if ( haveOffhandWeapon() && isAttackReady(OFF_ATTACK))
1114 if(!IsWithinDistInMap(pVictim, pldistance))
1116 setAttackTimer(OFF_ATTACK,100);
1118 else if( !HasInArc( 2*M_PI/3, pVictim ))
1120 setAttackTimer(OFF_ATTACK,100);
1122 else
1124 // prevent base and off attack in same time, delay attack at 0.2 sec
1125 uint32 base_att = getAttackTimer(BASE_ATTACK);
1126 if(base_att < ATTACK_DISPLAY_DELAY)
1127 setAttackTimer(BASE_ATTACK,ATTACK_DISPLAY_DELAY);
1128 // do attack
1129 AttackerStateUpdate(pVictim, OFF_ATTACK);
1130 resetAttackTimer(OFF_ATTACK);
1134 Unit *owner = pVictim->GetOwner();
1135 Unit *u = owner ? owner : pVictim;
1136 if(u->IsPvP() && (!duel || duel->opponent != u))
1138 UpdatePvP(true);
1139 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
1144 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING))
1146 if(roll_chance_i(3) && GetTimeInnEnter() > 0) //freeze update
1148 int time_inn = time(NULL)-GetTimeInnEnter();
1149 if (time_inn >= 10) //freeze update
1151 float bubble = 0.125*sWorld.getRate(RATE_REST_INGAME);
1152 //speed collect rest bonus (section/in hour)
1153 SetRestBonus( GetRestBonus()+ time_inn*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble );
1154 UpdateInnerTime(time(NULL));
1159 if(m_regenTimer > 0)
1161 if(p_time >= m_regenTimer)
1162 m_regenTimer = 0;
1163 else
1164 m_regenTimer -= p_time;
1167 if (m_weaponChangeTimer > 0)
1169 if(p_time >= m_weaponChangeTimer)
1170 m_weaponChangeTimer = 0;
1171 else
1172 m_weaponChangeTimer -= p_time;
1175 if (m_zoneUpdateTimer > 0)
1177 if(p_time >= m_zoneUpdateTimer)
1179 uint32 newzone = GetZoneId();
1180 if( m_zoneUpdateId != newzone )
1181 UpdateZone(newzone); // also update area
1182 else
1184 // use area updates as well
1185 // needed for free far all arenas for example
1186 uint32 newarea = GetAreaId();
1187 if( m_areaUpdateId != newarea )
1188 UpdateArea(newarea);
1190 m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
1193 else
1194 m_zoneUpdateTimer -= p_time;
1197 if (isAlive())
1199 RegenerateAll();
1202 if (m_deathState == JUST_DIED)
1204 KillPlayer();
1207 if(m_nextSave > 0)
1209 if(p_time >= m_nextSave)
1211 // m_nextSave reseted in SaveToDB call
1212 SaveToDB();
1213 sLog.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
1215 else
1217 m_nextSave -= p_time;
1221 //Breathtimer
1222 if(m_breathTimer > 0)
1224 if(p_time >= m_breathTimer)
1225 m_breathTimer = 0;
1226 else
1227 m_breathTimer -= p_time;
1231 //Handle Water/drowning
1232 HandleDrowning();
1234 //Handle lava
1235 HandleLava();
1237 //Handle detect stealth players
1238 if (m_DetectInvTimer > 0)
1240 if (p_time >= m_DetectInvTimer)
1242 m_DetectInvTimer = 3000;
1243 HandleStealthedUnitsDetection();
1245 else
1246 m_DetectInvTimer -= p_time;
1249 // Played time
1250 if (now > m_Last_tick)
1252 uint32 elapsed = uint32(now - m_Last_tick);
1253 m_Played_time[0] += elapsed; // Total played time
1254 m_Played_time[1] += elapsed; // Level played time
1255 m_Last_tick = now;
1258 if (m_drunk)
1260 m_drunkTimer += p_time;
1262 if (m_drunkTimer > 10000)
1263 HandleSobering();
1266 // not auto-free ghost from body in instances
1267 if(m_deathTimer > 0 && !GetBaseMap()->Instanceable())
1269 if(p_time >= m_deathTimer)
1271 m_deathTimer = 0;
1272 BuildPlayerRepop();
1273 RepopAtGraveyard();
1275 else
1276 m_deathTimer -= p_time;
1279 UpdateEnchantTime(p_time);
1280 UpdateHomebindTime(p_time);
1282 // group update
1283 SendUpdateToOutOfRangeGroupMembers();
1285 Pet* pet = GetPet();
1286 if(pet && !IsWithinDistInMap(pet, OWNER_MAX_DISTANCE) && (GetCharmGUID() && (pet->GetGUID() != GetCharmGUID())))
1288 RemovePet(pet, PET_SAVE_NOT_IN_SLOT, true);
1289 return;
1293 void Player::setDeathState(DeathState s)
1295 uint32 ressSpellId = 0;
1297 bool cur = isAlive();
1299 if(s == JUST_DIED && cur)
1301 // drunken state is cleared on death
1302 SetDrunkValue(0);
1303 // lost combo points at any target (targeted combo points clear in Unit::setDeathState)
1304 ClearComboPoints();
1306 clearResurrectRequestData();
1308 // remove form before other mods to prevent incorrect stats calculation
1309 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId);
1311 //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
1312 RemovePet(NULL, PET_SAVE_NOT_IN_SLOT, true);
1314 // remove uncontrolled pets
1315 RemoveMiniPet();
1316 RemoveGuardians();
1318 // save value before aura remove in Unit::setDeathState
1319 ressSpellId = GetUInt32Value(PLAYER_SELF_RES_SPELL);
1321 // passive spell
1322 if(!ressSpellId)
1323 ressSpellId = GetResurrectionSpellId();
1324 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP, 1);
1326 Unit::setDeathState(s);
1328 // restore resurrection spell id for player after aura remove
1329 if(s == JUST_DIED && cur && ressSpellId)
1330 SetUInt32Value(PLAYER_SELF_RES_SPELL, ressSpellId);
1332 if(isAlive() && !cur)
1334 //clear aura case after resurrection by another way (spells will be applied before next death)
1335 SetUInt32Value(PLAYER_SELF_RES_SPELL, 0);
1337 // restore default warrior stance
1338 if(getClass()== CLASS_WARRIOR)
1339 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE,true);
1343 void Player::BuildEnumData( QueryResult * result, WorldPacket * p_data )
1345 *p_data << GetGUID();
1346 *p_data << m_name;
1348 *p_data << getRace();
1349 uint8 pClass = getClass();
1350 *p_data << pClass;
1351 *p_data << getGender();
1353 uint32 bytes = GetUInt32Value(PLAYER_BYTES);
1354 *p_data << uint8(bytes);
1355 *p_data << uint8(bytes >> 8);
1356 *p_data << uint8(bytes >> 16);
1357 *p_data << uint8(bytes >> 24);
1359 bytes = GetUInt32Value(PLAYER_BYTES_2);
1360 *p_data << uint8(bytes);
1362 *p_data << uint8(getLevel()); // player level
1363 // do not use GetMap! it will spawn a new instance since the bound instances are not loaded
1364 uint32 zoneId = MapManager::Instance().GetZoneId(GetMapId(), GetPositionX(),GetPositionY());
1365 sLog.outDebug("Player::BuildEnumData: m:%u, x:%f, y:%f, z:%f zone:%u", GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), zoneId);
1366 *p_data << zoneId;
1367 *p_data << GetMapId();
1369 *p_data << GetPositionX();
1370 *p_data << GetPositionY();
1371 *p_data << GetPositionZ();
1373 *p_data << GetUInt32Value(PLAYER_GUILDID); // guild id
1375 uint32 char_flags = 0;
1376 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM))
1377 char_flags |= CHARACTER_FLAG_HIDE_HELM;
1378 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK))
1379 char_flags |= CHARACTER_FLAG_HIDE_CLOAK;
1380 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
1381 char_flags |= CHARACTER_FLAG_GHOST;
1382 if(HasAtLoginFlag(AT_LOGIN_RENAME))
1383 char_flags |= CHARACTER_FLAG_RENAME;
1384 // always send the flag if declined names aren't used
1385 // to let the client select a default method of declining the name
1386 if(!sWorld.getConfig(CONFIG_DECLINED_NAMES_USED) || (result && result->Fetch()[13].GetCppString() != ""))
1387 char_flags |= CHARACTER_FLAG_DECLINED;
1389 *p_data << (uint32)char_flags; // character flags
1390 *p_data << (uint32)0; // new wotlk
1391 *p_data << (uint8)1; // unknown
1393 // Pets info
1395 uint32 petDisplayId = 0;
1396 uint32 petLevel = 0;
1397 uint32 petFamily = 0;
1399 // show pet at selection character in character list only for non-ghost character
1400 if(result && isAlive() && (pClass == CLASS_WARLOCK || pClass == CLASS_HUNTER))
1402 Field* fields = result->Fetch();
1404 uint32 entry = fields[10].GetUInt32();
1405 CreatureInfo const* cInfo = sCreatureStorage.LookupEntry<CreatureInfo>(entry);
1406 if(cInfo)
1408 petDisplayId = fields[11].GetUInt32();
1409 petLevel = fields[12].GetUInt32();
1410 petFamily = cInfo->family;
1414 *p_data << (uint32)petDisplayId;
1415 *p_data << (uint32)petLevel;
1416 *p_data << (uint32)petFamily;
1419 /*ItemPrototype const *items[EQUIPMENT_SLOT_END];
1420 for (int i = 0; i < EQUIPMENT_SLOT_END; i++)
1421 items[i] = NULL;
1423 QueryResult *result = CharacterDatabase.PQuery("SELECT slot,item_template FROM character_inventory WHERE guid = '%u' AND bag = 0",GetGUIDLow());
1424 if (result)
1428 Field *fields = result->Fetch();
1429 uint8 slot = fields[0].GetUInt8() & 255;
1430 uint32 item_id = fields[1].GetUInt32();
1431 if( slot >= EQUIPMENT_SLOT_END )
1432 continue;
1434 items[slot] = objmgr.GetItemPrototype(item_id);
1435 if(!items[slot])
1437 sLog.outError( "Player::BuildEnumData: Player %s have unknown item (id: #%u) in inventory, skipped.", GetName(),item_id );
1438 continue;
1440 } while (result->NextRow());
1441 delete result;
1444 for (uint8 slot = 0; slot < EQUIPMENT_SLOT_END; slot++)
1446 uint32 visualbase = PLAYER_VISIBLE_ITEM_1_0 + (slot * MAX_VISIBLE_ITEM_OFFSET);
1447 uint32 item_id = GetUInt32Value(visualbase);
1448 const ItemPrototype * proto = objmgr.GetItemPrototype(item_id);
1449 SpellItemEnchantmentEntry const *enchant = NULL;
1451 for(uint8 enchantSlot = PERM_ENCHANTMENT_SLOT; enchantSlot<=TEMP_ENCHANTMENT_SLOT; enchantSlot++)
1453 uint32 enchantId = GetUInt32Value(visualbase+1+enchantSlot);
1454 if(enchant = sSpellItemEnchantmentStore.LookupEntry(enchantId))
1455 break;
1458 if (proto != NULL)
1460 *p_data << (uint32)proto->DisplayInfoID;
1461 *p_data << (uint8)proto->InventoryType;
1462 *p_data << (uint32)(enchant?enchant->aura_id:0);
1464 else
1466 *p_data << (uint32)0;
1467 *p_data << (uint8)0;
1468 *p_data << (uint32)0; // enchant?
1471 *p_data << (uint32)0; // first bag display id
1472 *p_data << (uint8)0; // first bag inventory type
1473 *p_data << (uint32)0; // enchant?
1476 bool Player::ToggleAFK()
1478 ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
1480 bool state = HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
1482 // afk player not allowed in battleground
1483 if(state && InBattleGround())
1484 LeaveBattleground();
1486 return state;
1489 bool Player::ToggleDND()
1491 ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
1493 return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
1496 uint8 Player::chatTag() const
1498 // it's bitmask
1499 // 0x8 - ??
1500 // 0x4 - gm
1501 // 0x2 - dnd
1502 // 0x1 - afk
1503 if(isGMChat())
1504 return 4;
1505 else if(isDND())
1506 return 3;
1507 if(isAFK())
1508 return 1;
1509 else
1510 return 0;
1513 bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options)
1515 if(!MapManager::IsValidMapCoord(mapid, x, y, z, orientation))
1517 sLog.outError("TeleportTo: invalid map %d or absent instance template.", mapid);
1518 return false;
1521 // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
1522 Pet* pet = GetPet();
1524 MapEntry const* mEntry = sMapStore.LookupEntry(mapid);
1526 // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
1527 if(!InBattleGround() && mEntry->IsBattleGround() && !GetSession()->GetSecurity())
1528 return false;
1530 // client without expansion support
1531 if(GetSession()->Expansion() < mEntry->Expansion())
1533 sLog.outDebug("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid);
1535 if(GetTransport())
1536 RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
1538 SendTransferAborted(mapid, TRANSFER_ABORT_INSUF_EXPAN_LVL, mEntry->Expansion());
1540 return false; // normal client can't teleport to this map...
1542 else
1544 sLog.outDebug("Player %s will teleported to map %u", GetName(), mapid);
1547 // if we were on a transport, leave
1548 if (!(options & TELE_TO_NOT_LEAVE_TRANSPORT) && m_transport)
1550 m_transport->RemovePassenger(this);
1551 m_transport = NULL;
1552 m_movementInfo.t_x = 0.0f;
1553 m_movementInfo.t_y = 0.0f;
1554 m_movementInfo.t_z = 0.0f;
1555 m_movementInfo.t_o = 0.0f;
1556 m_movementInfo.t_time = 0;
1559 SetSemaphoreTeleport(true);
1561 // The player was ported to another map and looses the duel immediately.
1562 // We have to perform this check before the teleport, otherwise the
1563 // ObjectAccessor won't find the flag.
1564 if (duel && GetMapId()!=mapid)
1566 GameObject* obj = ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER));
1567 if (obj)
1568 DuelComplete(DUEL_FLED);
1571 // reset movement flags at teleport, because player will continue move with these flags after teleport
1572 SetUnitMovementFlags(0);
1574 if ((GetMapId() == mapid) && (!m_transport))
1576 // prepare zone change detect
1577 uint32 old_zone = GetZoneId();
1579 // near teleport
1580 if(!GetSession()->PlayerLogout())
1582 WorldPacket data;
1583 BuildTeleportAckMsg(&data, x, y, z, orientation);
1584 GetSession()->SendPacket(&data);
1585 SetPosition( x, y, z, orientation, true);
1587 else
1588 // this will be used instead of the current location in SaveToDB
1589 m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
1591 //BuildHeartBeatMsg(&data);
1592 //SendMessageToSet(&data, true);
1593 if (!(options & TELE_TO_NOT_UNSUMMON_PET))
1595 //same map, only remove pet if out of range
1596 if(pet && !IsWithinDistInMap(pet, OWNER_MAX_DISTANCE))
1598 if(pet->isControlled() && !pet->isTemporarySummoned() )
1599 m_temporaryUnsummonedPetNumber = pet->GetCharmInfo()->GetPetNumber();
1600 else
1601 m_temporaryUnsummonedPetNumber = 0;
1603 RemovePet(pet, PET_SAVE_NOT_IN_SLOT);
1607 if(!(options & TELE_TO_NOT_LEAVE_COMBAT))
1608 CombatStop();
1610 if (!(options & TELE_TO_NOT_UNSUMMON_PET))
1612 // resummon pet
1613 if(pet && m_temporaryUnsummonedPetNumber)
1615 Pet* NewPet = new Pet;
1616 if(!NewPet->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber, true))
1617 delete NewPet;
1619 m_temporaryUnsummonedPetNumber = 0;
1623 if(!GetSession()->PlayerLogout())
1625 // don't reset teleport semaphore while logging out, otherwise m_teleport_dest won't be used in Player::SaveToDB
1626 SetSemaphoreTeleport(false);
1628 UpdateZone(GetZoneId());
1631 // new zone
1632 if(old_zone != GetZoneId())
1634 // honorless target
1635 if(pvpInfo.inHostileArea)
1636 CastSpell(this, 2479, true);
1639 else
1641 // far teleport to another map
1642 Map* oldmap = IsInWorld() ? GetMap() : NULL;
1643 // check if we can enter before stopping combat / removing pet / totems / interrupting spells
1645 // Check enter rights before map getting to avoid creating instance copy for player
1646 // this check not dependent from map instance copy and same for all instance copies of selected map
1647 if (!MapManager::Instance().CanPlayerEnter(mapid, this))
1649 SetSemaphoreTeleport(false);
1650 return false;
1653 // If the map is not created, assume it is possible to enter it.
1654 // It will be created in the WorldPortAck.
1655 Map *map = MapManager::Instance().FindMap(mapid);
1656 if (!map || map->CanEnter(this))
1658 SetSelection(0);
1660 CombatStop();
1662 ResetContestedPvP();
1664 // remove player from battleground on far teleport (when changing maps)
1665 if(BattleGround const* bg = GetBattleGround())
1667 // Note: at battleground join battleground id set before teleport
1668 // and we already will found "current" battleground
1669 // just need check that this is targeted map or leave
1670 if(bg->GetMapId() != mapid)
1671 LeaveBattleground(false); // don't teleport to entry point
1674 // remove pet on map change
1675 if (pet)
1677 //leaving map -> delete pet right away (doing this later will cause problems)
1678 if(pet->isControlled() && !pet->isTemporarySummoned())
1679 m_temporaryUnsummonedPetNumber = pet->GetCharmInfo()->GetPetNumber();
1680 else
1681 m_temporaryUnsummonedPetNumber = 0;
1683 RemovePet(pet, PET_SAVE_NOT_IN_SLOT);
1686 // remove all dyn objects
1687 RemoveAllDynObjects();
1689 // stop spellcasting
1690 // not attempt interrupt teleportation spell at caster teleport
1691 if(!(options & TELE_TO_SPELL))
1692 if(IsNonMeleeSpellCasted(true))
1693 InterruptNonMeleeSpells(true);
1695 if(!GetSession()->PlayerLogout())
1697 // send transfer packets
1698 WorldPacket data(SMSG_TRANSFER_PENDING, (4+4+4));
1699 data << uint32(mapid);
1700 if (m_transport)
1702 data << m_transport->GetEntry() << GetMapId();
1704 GetSession()->SendPacket(&data);
1706 data.Initialize(SMSG_NEW_WORLD, (20));
1707 if (m_transport)
1709 data << (uint32)mapid << m_movementInfo.t_x << m_movementInfo.t_y << m_movementInfo.t_z << m_movementInfo.t_o;
1711 else
1713 data << (uint32)mapid << (float)x << (float)y << (float)z << (float)orientation;
1715 GetSession()->SendPacket( &data );
1716 SendSavedInstances();
1718 // remove from old map now
1719 if(oldmap) oldmap->Remove(this, false);
1722 // new final coordinates
1723 float final_x = x;
1724 float final_y = y;
1725 float final_z = z;
1726 float final_o = orientation;
1728 if(m_transport)
1730 final_x += m_movementInfo.t_x;
1731 final_y += m_movementInfo.t_y;
1732 final_z += m_movementInfo.t_z;
1733 final_o += m_movementInfo.t_o;
1736 m_teleport_dest = WorldLocation(mapid, final_x, final_y, final_z, final_o);
1737 // if the player is saved before worldportack (at logout for example)
1738 // this will be used instead of the current location in SaveToDB
1740 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP);
1742 // move packet sent by client always after far teleport
1743 // SetPosition(final_x, final_y, final_z, final_o, true);
1744 SetDontMove(true);
1746 // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
1748 else
1749 return false;
1751 return true;
1754 void Player::AddToWorld()
1756 ///- Do not add/remove the player from the object storage
1757 ///- It will crash when updating the ObjectAccessor
1758 ///- The player should only be added when logging in
1759 Unit::AddToWorld();
1761 for(int i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; i++)
1763 if(m_items[i])
1764 m_items[i]->AddToWorld();
1768 void Player::RemoveFromWorld()
1770 // cleanup
1771 if(IsInWorld())
1773 ///- Release charmed creatures, unsummon totems and remove pets/guardians
1774 Uncharm();
1775 UnsummonAllTotems();
1776 RemoveMiniPet();
1777 RemoveGuardians();
1780 for(int i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; i++)
1782 if(m_items[i])
1783 m_items[i]->RemoveFromWorld();
1786 ///- Do not add/remove the player from the object storage
1787 ///- It will crash when updating the ObjectAccessor
1788 ///- The player should only be removed when logging out
1789 Unit::RemoveFromWorld();
1792 void Player::RewardRage( uint32 damage, uint32 weaponSpeedHitFactor, bool attacker )
1794 float addRage;
1796 float rageconversion = ((0.0091107836 * getLevel()*getLevel())+3.225598133*getLevel())+4.2652911;
1798 if(attacker)
1800 addRage = ((damage/rageconversion*7.5 + weaponSpeedHitFactor)/2);
1802 // talent who gave more rage on attack
1803 addRage *= 1.0f + GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT) / 100.0f;
1805 else
1807 addRage = damage/rageconversion*2.5;
1809 // Berserker Rage effect
1810 if(HasAura(18499,0))
1811 addRage *= 1.3;
1814 addRage *= sWorld.getRate(RATE_POWER_RAGE_INCOME);
1816 ModifyPower(POWER_RAGE, uint32(addRage*10));
1819 void Player::RegenerateAll()
1821 if (m_regenTimer != 0)
1822 return;
1823 uint32 regenDelay = 2000;
1825 // Not in combat or they have regeneration
1826 if( !isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) ||
1827 HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT) || IsPolymorphed() )
1829 RegenerateHealth();
1830 if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN))
1832 Regenerate(POWER_RAGE);
1833 Regenerate(POWER_RUNIC_POWER);
1837 Regenerate( POWER_ENERGY );
1839 Regenerate( POWER_MANA );
1841 Regenerate( POWER_RUNE );
1843 m_regenTimer = regenDelay;
1846 void Player::Regenerate(Powers power)
1848 uint32 curValue = GetPower(power);
1849 uint32 maxValue = GetMaxPower(power);
1851 float addvalue = 0.0f;
1853 switch (power)
1855 case POWER_MANA:
1857 bool recentCast = IsUnderLastManaUseEffect();
1858 float ManaIncreaseRate = sWorld.getRate(RATE_POWER_MANA);
1859 if (recentCast)
1861 // Mangos Updates Mana in intervals of 2s, which is correct
1862 addvalue = GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER) * ManaIncreaseRate * 2.00f;
1864 else
1866 addvalue = GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER) * ManaIncreaseRate * 2.00f;
1868 } break;
1869 case POWER_RAGE: // Regenerate rage
1871 float RageDecreaseRate = sWorld.getRate(RATE_POWER_RAGE_LOSS);
1872 addvalue = 30 * RageDecreaseRate; // 3 rage by tick
1873 } break;
1874 case POWER_ENERGY: // Regenerate energy (rogue)
1875 addvalue = 20;
1876 break;
1877 case POWER_RUNIC_POWER:
1879 float RunicPowerDecreaseRate = sWorld.getRate(RATE_POWER_RUNICPOWER_LOSS);
1880 addvalue = 30 * RunicPowerDecreaseRate; // 3 RunicPower by tick
1881 } break;
1882 case POWER_RUNE:
1884 for(uint32 i = 0; i < 6; ++i)
1885 if(uint8 cd = GetRuneCooldown(i)) // if we have cooldown, reduce it...
1886 SetRuneCooldown(i, cd - 1); // by 2 sec (because update is every 2 sec)
1887 } break;
1888 case POWER_FOCUS:
1889 case POWER_HAPPINESS:
1890 break;
1893 // Mana regen calculated in Player::UpdateManaRegen()
1894 // Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras
1895 if(power != POWER_MANA)
1897 AuraList const& ModPowerRegenPCTAuras = GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT);
1898 for(AuraList::const_iterator i = ModPowerRegenPCTAuras.begin(); i != ModPowerRegenPCTAuras.end(); ++i)
1899 if ((*i)->GetModifier()->m_miscvalue == power)
1900 addvalue *= ((*i)->GetModifier()->m_amount + 100) / 100.0f;
1903 if (power != POWER_RAGE && power != POWER_RUNIC_POWER)
1905 curValue += uint32(addvalue);
1906 if (curValue > maxValue)
1907 curValue = maxValue;
1909 else
1911 if(curValue <= uint32(addvalue))
1912 curValue = 0;
1913 else
1914 curValue -= uint32(addvalue);
1916 SetPower(power, curValue);
1919 void Player::RegenerateHealth()
1921 uint32 curValue = GetHealth();
1922 uint32 maxValue = GetMaxHealth();
1924 if (curValue >= maxValue) return;
1926 float HealthIncreaseRate = sWorld.getRate(RATE_HEALTH);
1928 float addvalue = 0.0f;
1930 // polymorphed case
1931 if ( IsPolymorphed() )
1932 addvalue = GetMaxHealth()/3;
1933 // normal regen case (maybe partly in combat case)
1934 else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) )
1936 addvalue = OCTRegenHPPerSpirit()* HealthIncreaseRate;
1937 if (!isInCombat())
1939 AuraList const& mModHealthRegenPct = GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT);
1940 for(AuraList::const_iterator i = mModHealthRegenPct.begin(); i != mModHealthRegenPct.end(); ++i)
1941 addvalue *= (100.0f + (*i)->GetModifier()->m_amount) / 100.0f;
1943 else if(HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
1944 addvalue *= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT) / 100.0f;
1946 if(!IsStandState())
1947 addvalue *= 1.5;
1950 // always regeneration bonus (including combat)
1951 addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT);
1953 if(addvalue < 0)
1954 addvalue = 0;
1956 ModifyHealth(int32(addvalue));
1959 bool Player::CanInteractWithNPCs(bool alive) const
1961 if(alive && !isAlive())
1962 return false;
1963 if(isInFlight())
1964 return false;
1966 return true;
1969 bool Player::IsUnderWater() const
1971 return IsInWater() &&
1972 GetPositionZ() < (MapManager::Instance().GetBaseMap(GetMapId())->GetWaterLevel(GetPositionX(),GetPositionY())-2);
1975 void Player::SetInWater(bool apply)
1977 if(m_isInWater==apply)
1978 return;
1980 //define player in water by opcodes
1981 //move player's guid into HateOfflineList of those mobs
1982 //which can't swim and move guid back into ThreatList when
1983 //on surface.
1984 //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
1985 m_isInWater = apply;
1987 // remove auras that need water/land
1988 RemoveAurasWithInterruptFlags(apply ? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER : AURA_INTERRUPT_FLAG_NOT_UNDERWATER);
1990 getHostilRefManager().updateThreatTables();
1993 void Player::SetGameMaster(bool on)
1995 if(on)
1997 m_ExtraFlags |= PLAYER_EXTRA_GM_ON;
1998 setFaction(35);
1999 SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
2001 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP);
2002 ResetContestedPvP();
2004 getHostilRefManager().setOnlineOfflineState(false);
2005 CombatStop();
2007 else
2009 m_ExtraFlags &= ~ PLAYER_EXTRA_GM_ON;
2010 setFactionForRace(getRace());
2011 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
2013 // restore FFA PvP Server state
2014 if(sWorld.IsFFAPvPRealm())
2015 SetFlag(PLAYER_FLAGS,PLAYER_FLAGS_FFA_PVP);
2017 // restore FFA PvP area state, remove not allowed for GM mounts
2018 UpdateArea(m_areaUpdateId);
2020 getHostilRefManager().setOnlineOfflineState(true);
2023 ObjectAccessor::UpdateVisibilityForPlayer(this);
2026 void Player::SetGMVisible(bool on)
2028 if(on)
2030 m_ExtraFlags &= ~PLAYER_EXTRA_GM_INVISIBLE; //remove flag
2032 // Reapply stealth/invisibility if active or show if not any
2033 if(HasAuraType(SPELL_AURA_MOD_STEALTH))
2034 SetVisibility(VISIBILITY_GROUP_STEALTH);
2035 else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY))
2036 SetVisibility(VISIBILITY_GROUP_INVISIBILITY);
2037 else
2038 SetVisibility(VISIBILITY_ON);
2040 else
2042 m_ExtraFlags |= PLAYER_EXTRA_GM_INVISIBLE; //add flag
2044 SetAcceptWhispers(false);
2045 SetGameMaster(true);
2047 SetVisibility(VISIBILITY_OFF);
2051 bool Player::IsGroupVisibleFor(Player* p) const
2053 switch(sWorld.getConfig(CONFIG_GROUP_VISIBILITY))
2055 default: return IsInSameGroupWith(p);
2056 case 1: return IsInSameRaidWith(p);
2057 case 2: return GetTeam()==p->GetTeam();
2061 bool Player::IsInSameGroupWith(Player const* p) const
2063 return p==this || GetGroup() != NULL &&
2064 GetGroup() == p->GetGroup() &&
2065 GetGroup()->SameSubGroup((Player*)this, (Player*)p);
2068 ///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
2069 /// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
2070 void Player::UninviteFromGroup()
2072 if(GetGroupInvite()) // uninvited invitee
2074 Group* group = GetGroupInvite();
2075 group->RemoveInvite(this);
2077 if(group->GetMembersCount() <= 1) // group has just 1 member => disband
2079 if(group->IsCreated())
2081 group->Disband(true);
2082 objmgr.RemoveGroup(group);
2084 else
2085 group->RemoveAllInvites();
2087 delete group;
2092 void Player::RemoveFromGroup(Group* group, uint64 guid)
2094 if(group)
2096 if (group->RemoveMember(guid, 0) <= 1)
2098 // group->Disband(); already disbanded in RemoveMember
2099 objmgr.RemoveGroup(group);
2100 delete group;
2101 // removemember sets the player's group pointer to NULL
2106 void Player::SendLogXPGain(uint32 GivenXP, Unit* victim, uint32 RestXP)
2108 WorldPacket data(SMSG_LOG_XPGAIN, 21);
2109 data << uint64(victim ? victim->GetGUID() : 0); // guid
2110 data << uint32(GivenXP+RestXP); // given experience
2111 data << uint8(victim ? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
2112 if(victim)
2114 data << uint32(GivenXP); // experience without rested bonus
2115 data << float(1); // 1 - none 0 - 100% group bonus output
2117 data << uint8(0); // new 2.4.0
2118 GetSession()->SendPacket(&data);
2121 void Player::GiveXP(uint32 xp, Unit* victim)
2123 if ( xp < 1 )
2124 return;
2126 if(!isAlive())
2127 return;
2129 uint32 level = getLevel();
2131 // XP to money conversion processed in Player::RewardQuest
2132 if(level >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
2133 return;
2135 // handle SPELL_AURA_MOD_XP_PCT auras
2136 Unit::AuraList const& ModXPPctAuras = GetAurasByType(SPELL_AURA_MOD_XP_PCT);
2137 for(Unit::AuraList::const_iterator i = ModXPPctAuras.begin();i != ModXPPctAuras.end(); ++i)
2138 xp = uint32(xp*(1.0f + (*i)->GetModifier()->m_amount / 100.0f));
2140 // XP resting bonus for kill
2141 uint32 rested_bonus_xp = victim ? GetXPRestBonus(xp) : 0;
2143 SendLogXPGain(xp,victim,rested_bonus_xp);
2145 uint32 curXP = GetUInt32Value(PLAYER_XP);
2146 uint32 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
2147 uint32 newXP = curXP + xp + rested_bonus_xp;
2149 while( newXP >= nextLvlXP && level < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
2151 newXP -= nextLvlXP;
2153 if ( level < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
2154 GiveLevel(level + 1);
2156 level = getLevel();
2157 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
2160 SetUInt32Value(PLAYER_XP, newXP);
2163 // Update player to next level
2164 // Current player experience not update (must be update by caller)
2165 void Player::GiveLevel(uint32 level)
2167 if ( level == getLevel() )
2168 return;
2170 PlayerLevelInfo info;
2171 objmgr.GetPlayerLevelInfo(getRace(),getClass(),level,&info);
2173 PlayerClassLevelInfo classInfo;
2174 objmgr.GetPlayerClassLevelInfo(getClass(),level,&classInfo);
2176 // send levelup info to client
2177 WorldPacket data(SMSG_LEVELUP_INFO, (4+4+MAX_POWERS*4+MAX_STATS*4));
2178 data << uint32(level);
2179 data << uint32(int32(classInfo.basehealth) - int32(GetCreateHealth()));
2180 // for(int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6)
2181 data << uint32(int32(classInfo.basemana) - int32(GetCreateMana()));
2182 data << uint32(0);
2183 data << uint32(0);
2184 data << uint32(0);
2185 data << uint32(0);
2186 data << uint32(0);
2187 data << uint32(0);
2188 // end for
2189 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i) // Stats loop (0-4)
2190 data << uint32(int32(info.stats[i]) - GetCreateStat(Stats(i)));
2192 GetSession()->SendPacket(&data);
2194 SetUInt32Value(PLAYER_NEXT_LEVEL_XP, MaNGOS::XP::xp_to_level(level));
2196 //update level, max level of skills
2197 if(getLevel()!= level)
2198 m_Played_time[1] = 0; // Level Played Time reset
2199 SetLevel(level);
2200 UpdateMaxSkills();
2202 // save base values (bonuses already included in stored stats
2203 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
2204 SetCreateStat(Stats(i), info.stats[i]);
2206 SetCreateHealth(classInfo.basehealth);
2207 SetCreateMana(classInfo.basemana);
2209 InitTalentForLevel();
2210 InitTaxiNodesForLevel();
2211 InitGlyphsForLevel();
2213 UpdateAllStats();
2215 // set current level health and mana/energy to maximum after applying all mods.
2216 SetHealth(GetMaxHealth());
2217 SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
2218 SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
2219 if(GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
2220 SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
2221 SetPower(POWER_FOCUS, 0);
2222 SetPower(POWER_HAPPINESS, 0);
2224 // give level to summoned pet
2225 Pet* pet = GetPet();
2226 if(pet && pet->getPetType()==SUMMON_PET)
2227 pet->GivePetLevel(level);
2228 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL);
2231 void Player::InitTalentForLevel()
2233 uint32 level = getLevel();
2234 // talents base at level diff ( talents = level - 9 but some can be used already)
2235 if(level < 10)
2237 // Remove all talent points
2238 if(m_usedTalentCount > 0) // Free any used talents
2240 resetTalents(true);
2241 SetFreeTalentPoints(0);
2244 else
2246 uint32 talentPointsForLevel = uint32((level-9)*sWorld.getRate(RATE_TALENT));
2247 // if used more that have then reset
2248 if(m_usedTalentCount > talentPointsForLevel)
2250 if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR)
2251 resetTalents(true);
2252 else
2253 SetFreeTalentPoints(0);
2255 // else update amount of free points
2256 else
2257 SetFreeTalentPoints(talentPointsForLevel-m_usedTalentCount);
2261 void Player::InitStatsForLevel(bool reapplyMods)
2263 if(reapplyMods) //reapply stats values only on .reset stats (level) command
2264 _RemoveAllStatBonuses();
2266 PlayerClassLevelInfo classInfo;
2267 objmgr.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo);
2269 PlayerLevelInfo info;
2270 objmgr.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info);
2272 SetUInt32Value(PLAYER_FIELD_MAX_LEVEL, sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) );
2273 SetUInt32Value(PLAYER_NEXT_LEVEL_XP, MaNGOS::XP::xp_to_level(getLevel()));
2275 UpdateMaxSkills ();
2277 // set default cast time multiplier
2278 SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f);
2280 // reset size before reapply auras
2281 SetFloatValue(OBJECT_FIELD_SCALE_X,1.0f);
2283 // save base values (bonuses already included in stored stats
2284 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
2285 SetCreateStat(Stats(i), info.stats[i]);
2287 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
2288 SetStat(Stats(i), info.stats[i]);
2290 SetCreateHealth(classInfo.basehealth);
2292 //set create powers
2293 SetCreateMana(classInfo.basemana);
2295 SetArmor(int32(m_createStats[STAT_AGILITY]*2));
2297 InitStatBuffMods();
2299 //reset rating fields values
2300 for(uint16 index = PLAYER_FIELD_COMBAT_RATING_1; index < PLAYER_FIELD_COMBAT_RATING_1 + MAX_COMBAT_RATING; ++index)
2301 SetUInt32Value(index, 0);
2303 SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS,0);
2304 for (int i = 0; i < 7; i++)
2306 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG+i, 0);
2307 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS+i, 0);
2308 SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT+i, 1.00f);
2311 //reset attack power, damage and attack speed fields
2312 SetFloatValue(UNIT_FIELD_BASEATTACKTIME, 2000.0f );
2313 SetFloatValue(UNIT_FIELD_BASEATTACKTIME + 1, 2000.0f ); // offhand attack time
2314 SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME, 2000.0f );
2316 SetFloatValue(UNIT_FIELD_MINDAMAGE, 0.0f );
2317 SetFloatValue(UNIT_FIELD_MAXDAMAGE, 0.0f );
2318 SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE, 0.0f );
2319 SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE, 0.0f );
2320 SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE, 0.0f );
2321 SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE, 0.0f );
2323 SetUInt32Value(UNIT_FIELD_ATTACK_POWER, 0 );
2324 SetUInt32Value(UNIT_FIELD_ATTACK_POWER_MODS, 0 );
2325 SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER,0.0f);
2326 SetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER, 0 );
2327 SetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS,0 );
2328 SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER,0.0f);
2330 // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2331 SetFloatValue(PLAYER_CRIT_PERCENTAGE,0.0f);
2332 SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE,0.0f);
2333 SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE,0.0f);
2335 // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2336 for (uint8 i = 0; i < 7; ++i)
2337 SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1+i, 0.0f);
2339 SetFloatValue(PLAYER_PARRY_PERCENTAGE, 0.0f);
2340 SetFloatValue(PLAYER_BLOCK_PERCENTAGE, 0.0f);
2341 SetUInt32Value(PLAYER_SHIELD_BLOCK, 0);
2343 // Dodge percentage
2344 SetFloatValue(PLAYER_DODGE_PERCENTAGE, 0.0f);
2346 // set armor (resistance 0) to original value (create_agility*2)
2347 SetArmor(int32(m_createStats[STAT_AGILITY]*2));
2348 SetResistanceBuffMods(SpellSchools(0), true, 0.0f);
2349 SetResistanceBuffMods(SpellSchools(0), false, 0.0f);
2350 // set other resistance to original value (0)
2351 for (int i = 1; i < MAX_SPELL_SCHOOL; i++)
2353 SetResistance(SpellSchools(i), 0);
2354 SetResistanceBuffMods(SpellSchools(i), true, 0.0f);
2355 SetResistanceBuffMods(SpellSchools(i), false, 0.0f);
2358 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE,0);
2359 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE,0);
2360 for(int i = 0; i < MAX_SPELL_SCHOOL; ++i)
2362 SetFloatValue(UNIT_FIELD_POWER_COST_MODIFIER+i,0.0f);
2363 SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER+i,0.0f);
2365 // Init data for form but skip reapply item mods for form
2366 InitDataForForm(reapplyMods);
2368 // save new stats
2369 for (int i = POWER_MANA; i < MAX_POWERS; i++)
2370 SetMaxPower(Powers(i), uint32(GetCreatePowers(Powers(i))));
2372 SetMaxHealth(classInfo.basehealth); // stamina bonus will applied later
2374 // cleanup mounted state (it will set correctly at aura loading if player saved at mount.
2375 SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, 0);
2377 // cleanup unit flags (will be re-applied if need at aura load).
2378 RemoveFlag( UNIT_FIELD_FLAGS,
2379 UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_NOT_ATTACKABLE_1 |
2380 UNIT_FLAG_PET_IN_COMBAT | UNIT_FLAG_SILENCED | UNIT_FLAG_PACIFIED |
2381 UNIT_FLAG_STUNNED | UNIT_FLAG_IN_COMBAT | UNIT_FLAG_DISARMED |
2382 UNIT_FLAG_CONFUSED | UNIT_FLAG_FLEEING | UNIT_FLAG_NOT_SELECTABLE |
2383 UNIT_FLAG_SKINNABLE | UNIT_FLAG_MOUNT | UNIT_FLAG_TAXI_FLIGHT );
2384 SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE ); // must be set
2386 // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
2387 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK | PLAYER_FLAGS_DND | PLAYER_FLAGS_GM | PLAYER_FLAGS_GHOST | PLAYER_FLAGS_FFA_PVP);
2389 SetByteValue(UNIT_FIELD_BYTES_1, 2, 0x00); // one form stealth modified bytes
2391 // restore if need some important flags
2392 SetUInt32Value(PLAYER_FIELD_BYTES2, 0 ); // flags empty by default
2394 if(reapplyMods) //reapply stats values only on .reset stats (level) command
2395 _ApplyAllStatBonuses();
2397 // set current level health and mana/energy to maximum after applying all mods.
2398 SetHealth(GetMaxHealth());
2399 SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
2400 SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
2401 if(GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
2402 SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
2403 SetPower(POWER_FOCUS, 0);
2404 SetPower(POWER_HAPPINESS, 0);
2405 SetPower(POWER_RUNIC_POWER, 0);
2408 void Player::SendInitialSpells()
2410 uint16 spellCount = 0;
2412 WorldPacket data(SMSG_INITIAL_SPELLS, (1+2+4*m_spells.size()+2+m_spellCooldowns.size()*(2+2+2+4+4)));
2413 data << uint8(0);
2415 size_t countPos = data.wpos();
2416 data << uint16(spellCount); // spell count placeholder
2418 for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
2420 if(itr->second->state == PLAYERSPELL_REMOVED)
2421 continue;
2423 if(!itr->second->active || itr->second->disabled)
2424 continue;
2426 data << uint16(itr->first);
2427 data << uint16(0); // it's not slot id
2429 spellCount +=1;
2432 data.put<uint16>(countPos,spellCount); // write real count value
2434 uint16 spellCooldowns = m_spellCooldowns.size();
2435 data << uint16(spellCooldowns);
2436 for(SpellCooldowns::const_iterator itr=m_spellCooldowns.begin(); itr!=m_spellCooldowns.end(); itr++)
2438 SpellEntry const *sEntry = sSpellStore.LookupEntry(itr->first);
2439 if(!sEntry)
2440 continue;
2442 data << uint16(itr->first);
2444 time_t cooldown = 0;
2445 time_t curTime = time(NULL);
2446 if(itr->second.end > curTime)
2447 cooldown = (itr->second.end-curTime)*1000;
2449 data << uint16(itr->second.itemid); // cast item id
2450 data << uint16(sEntry->Category); // spell category
2451 if(sEntry->Category) // may be wrong, but anyway better than nothing...
2453 data << uint32(0); // cooldown
2454 data << uint32(cooldown); // category cooldown
2456 else
2458 data << uint32(cooldown); // cooldown
2459 data << uint32(0); // category cooldown
2463 GetSession()->SendPacket(&data);
2465 sLog.outDetail( "CHARACTER: Sent Initial Spells" );
2468 void Player::RemoveMail(uint32 id)
2470 for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end();++itr)
2472 if ((*itr)->messageID == id)
2474 //do not delete item, because Player::removeMail() is called when returning mail to sender.
2475 m_mail.erase(itr);
2476 return;
2481 void Player::SendMailResult(uint32 mailId, uint32 mailAction, uint32 mailError, uint32 equipError, uint32 item_guid, uint32 item_count)
2483 WorldPacket data(SMSG_SEND_MAIL_RESULT, (4+4+4+(mailError == MAIL_ERR_BAG_FULL?4:(mailAction == MAIL_ITEM_TAKEN?4+4:0))));
2484 data << (uint32) mailId;
2485 data << (uint32) mailAction;
2486 data << (uint32) mailError;
2487 if ( mailError == MAIL_ERR_BAG_FULL )
2488 data << (uint32) equipError;
2489 else if( mailAction == MAIL_ITEM_TAKEN )
2491 data << (uint32) item_guid; // item guid low?
2492 data << (uint32) item_count; // item count?
2494 GetSession()->SendPacket(&data);
2497 void Player::SendNewMail()
2499 // deliver undelivered mail
2500 WorldPacket data(SMSG_RECEIVED_MAIL, 4);
2501 data << (uint32) 0;
2502 GetSession()->SendPacket(&data);
2505 void Player::UpdateNextMailTimeAndUnreads()
2507 // calculate next delivery time (min. from non-delivered mails
2508 // and recalculate unReadMail
2509 time_t cTime = time(NULL);
2510 m_nextMailDelivereTime = 0;
2511 unReadMails = 0;
2512 for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
2514 if((*itr)->deliver_time > cTime)
2516 if(!m_nextMailDelivereTime || m_nextMailDelivereTime > (*itr)->deliver_time)
2517 m_nextMailDelivereTime = (*itr)->deliver_time;
2519 else if(((*itr)->checked & MAIL_CHECK_MASK_READ) == 0)
2520 ++unReadMails;
2524 void Player::AddNewMailDeliverTime(time_t deliver_time)
2526 if(deliver_time <= time(NULL)) // ready now
2528 ++unReadMails;
2529 SendNewMail();
2531 else // not ready and no have ready mails
2533 if(!m_nextMailDelivereTime || m_nextMailDelivereTime > deliver_time)
2534 m_nextMailDelivereTime = deliver_time;
2538 bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool loading, uint16 slot_id, bool disabled)
2540 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
2541 if (!spellInfo)
2543 // do character spell book cleanup (all characters)
2544 if(loading && !learning) // spell load case
2546 sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id);
2547 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id);
2549 else
2550 sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id);
2552 return false;
2555 if(!SpellMgr::IsSpellValid(spellInfo,this,false))
2557 // do character spell book cleanup (all characters)
2558 if(loading && !learning) // spell load case
2560 sLog.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id);
2561 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id);
2563 else
2564 sLog.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id);
2566 return false;
2569 PlayerSpellState state = learning ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED;
2571 bool disabled_case = false;
2572 bool superceded_old = false;
2574 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
2575 if (itr != m_spells.end())
2577 // update active state for known spell
2578 if(itr->second->active != active && itr->second->state != PLAYERSPELL_REMOVED && !itr->second->disabled)
2580 itr->second->active = active;
2582 // loading && !learning == explicitly load from DB and then exist in it already and set correctly
2583 if(loading && !learning)
2584 itr->second->state = PLAYERSPELL_UNCHANGED;
2585 else if(itr->second->state != PLAYERSPELL_NEW)
2586 itr->second->state = PLAYERSPELL_CHANGED;
2588 if(!active)
2590 WorldPacket data(SMSG_REMOVED_SPELL, 4);
2591 data << uint16(spell_id);
2592 GetSession()->SendPacket(&data);
2594 return active; // learn (show in spell book if active now)
2597 if(itr->second->disabled != disabled && itr->second->state != PLAYERSPELL_REMOVED)
2599 if(itr->second->state != PLAYERSPELL_NEW)
2600 itr->second->state = PLAYERSPELL_CHANGED;
2601 itr->second->disabled = disabled;
2603 if(disabled)
2604 return false;
2606 disabled_case = true;
2608 else switch(itr->second->state)
2610 case PLAYERSPELL_UNCHANGED: // known saved spell
2611 return false;
2612 case PLAYERSPELL_REMOVED: // re-learning removed not saved spell
2614 delete itr->second;
2615 m_spells.erase(itr);
2616 state = PLAYERSPELL_CHANGED;
2617 break; // need re-add
2619 default: // known not saved yet spell (new or modified)
2621 // can be in case spell loading but learned at some previous spell loading
2622 if(loading && !learning)
2623 itr->second->state = PLAYERSPELL_UNCHANGED;
2625 return false;
2630 if(!disabled_case) // skip new spell adding if spell already known (disabled spells case)
2632 // talent: unlearn all other talent ranks (high and low)
2633 if(TalentSpellPos const* talentPos = GetTalentSpellPos(spell_id))
2635 if(TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentPos->talent_id ))
2637 for(int i=0; i <5; ++i)
2639 // skip learning spell and no rank spell case
2640 uint32 rankSpellId = talentInfo->RankID[i];
2641 if(!rankSpellId || rankSpellId==spell_id)
2642 continue;
2644 // skip unknown ranks
2645 if(!HasSpell(rankSpellId))
2646 continue;
2648 removeSpell(rankSpellId);
2652 // non talent spell: learn low ranks (recursive call)
2653 else if(uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id))
2655 if(loading) // at spells loading, no output, but allow save
2656 addSpell(prev_spell,active,true,loading,SPELL_WITHOUT_SLOT_ID,disabled);
2657 else // at normal learning
2658 learnSpell(prev_spell);
2661 PlayerSpell *newspell = new PlayerSpell;
2662 newspell->active = active;
2663 newspell->state = state;
2664 newspell->disabled = disabled;
2666 // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
2667 if(newspell->active && !newspell->disabled && !SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0)
2669 for( PlayerSpellMap::iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr )
2671 if(itr->second->state == PLAYERSPELL_REMOVED) continue;
2672 SpellEntry const *i_spellInfo = sSpellStore.LookupEntry(itr->first);
2673 if(!i_spellInfo) continue;
2675 if( spellmgr.IsRankSpellDueToSpell(spellInfo,itr->first) )
2677 if(itr->second->active)
2679 if(spellmgr.IsHighRankOfSpell(spell_id,itr->first))
2681 if(!loading) // not send spell (re-/over-)learn packets at loading
2683 WorldPacket data(SMSG_SUPERCEDED_SPELL, (4));
2684 data << uint16(itr->first);
2685 data << uint16(spell_id);
2686 GetSession()->SendPacket( &data );
2689 // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
2690 itr->second->active = false;
2691 itr->second->state = PLAYERSPELL_CHANGED;
2692 superceded_old = true; // new spell replace old in action bars and spell book.
2694 else if(spellmgr.IsHighRankOfSpell(itr->first,spell_id))
2696 if(!loading) // not send spell (re-/over-)learn packets at loading
2698 WorldPacket data(SMSG_SUPERCEDED_SPELL, (4));
2699 data << uint16(spell_id);
2700 data << uint16(itr->first);
2701 GetSession()->SendPacket( &data );
2704 // mark new spell as disable (not learned yet for client and will not learned)
2705 newspell->active = false;
2706 if(newspell->state != PLAYERSPELL_NEW)
2707 newspell->state = PLAYERSPELL_CHANGED;
2714 uint16 tmpslot=slot_id;
2716 if (tmpslot == SPELL_WITHOUT_SLOT_ID)
2718 uint16 maxid = 0;
2719 PlayerSpellMap::iterator itr;
2720 for (itr = m_spells.begin(); itr != m_spells.end(); ++itr)
2722 if(itr->second->state == PLAYERSPELL_REMOVED)
2723 continue;
2724 if (itr->second->slotId > maxid)
2725 maxid = itr->second->slotId;
2727 tmpslot = maxid + 1;
2730 newspell->slotId = tmpslot;
2731 m_spells[spell_id] = newspell;
2733 // return false if spell disabled
2734 if (newspell->disabled)
2735 return false;
2738 uint32 talentCost = GetTalentSpellCost(spell_id);
2740 // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
2741 // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
2742 if( talentCost > 0 && IsSpellHaveEffect(spellInfo,SPELL_EFFECT_LEARN_SPELL) )
2744 // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
2745 CastSpell(this, spell_id, true);
2747 // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
2748 else if (IsPassiveSpell(spell_id))
2750 // if spell doesn't require a stance or the player is in the required stance
2751 if( ( !spellInfo->Stances &&
2752 spell_id != 5420 && spell_id != 5419 && spell_id != 7376 &&
2753 spell_id != 7381 && spell_id != 21156 && spell_id != 21009 &&
2754 spell_id != 21178 && spell_id != 33948 && spell_id != 40121 ) ||
2755 m_form != 0 && (spellInfo->Stances & (1<<(m_form-1))) ||
2756 (spell_id == 5420 && m_form == FORM_TREE) ||
2757 (spell_id == 5419 && m_form == FORM_TRAVEL) ||
2758 (spell_id == 7376 && m_form == FORM_DEFENSIVESTANCE) ||
2759 (spell_id == 7381 && m_form == FORM_BERSERKERSTANCE) ||
2760 (spell_id == 21156 && m_form == FORM_BATTLESTANCE)||
2761 (spell_id == 21178 && (m_form == FORM_BEAR || m_form == FORM_DIREBEAR) ) ||
2762 (spell_id == 33948 && m_form == FORM_FLIGHT) ||
2763 (spell_id == 40121 && m_form == FORM_FLIGHT_EPIC) )
2764 //Check CasterAuraStates
2765 if (!spellInfo->CasterAuraState || HasAuraState(AuraState(spellInfo->CasterAuraState)))
2766 CastSpell(this, spell_id, true);
2768 else if( IsSpellHaveEffect(spellInfo,SPELL_EFFECT_SKILL_STEP) )
2770 CastSpell(this, spell_id, true);
2771 return false;
2774 // update used talent points count
2775 m_usedTalentCount += talentCost;
2777 // update free primary prof.points (if any, can be none in case GM .learn prof. learning)
2778 if(uint32 freeProfs = GetFreePrimaryProffesionPoints())
2780 if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id))
2781 SetFreePrimaryProffesions(freeProfs-1);
2784 // add dependent skills
2785 uint16 maxskill = GetMaxSkillValueForLevel();
2787 SpellLearnSkillNode const* spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id);
2789 if(spellLearnSkill)
2791 uint32 skill_value = GetPureSkillValue(spellLearnSkill->skill);
2792 uint32 skill_max_value = GetPureMaxSkillValue(spellLearnSkill->skill);
2794 if(skill_value < spellLearnSkill->value)
2795 skill_value = spellLearnSkill->value;
2797 uint32 new_skill_max_value = spellLearnSkill->maxvalue == 0 ? maxskill : spellLearnSkill->maxvalue;
2799 if(skill_max_value < new_skill_max_value)
2800 skill_max_value = new_skill_max_value;
2802 SetSkill(spellLearnSkill->skill,skill_value,skill_max_value);
2804 else
2806 // not ranked skills
2807 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id);
2808 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id);
2810 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
2812 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
2813 if(!pSkill)
2814 continue;
2816 if(HasSkill(pSkill->id))
2817 continue;
2819 if(_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL ||
2820 // lockpicking special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2821 pSkill->id==SKILL_LOCKPICKING && _spell_idx->second->max_value==0 )
2823 switch(GetSkillRangeType(pSkill,_spell_idx->second->racemask!=0))
2825 case SKILL_RANGE_LANGUAGE:
2826 SetSkill(pSkill->id, 300, 300 );
2827 break;
2828 case SKILL_RANGE_LEVEL:
2829 SetSkill(pSkill->id, 1, GetMaxSkillValueForLevel() );
2830 break;
2831 case SKILL_RANGE_MONO:
2832 SetSkill(pSkill->id, 1, 1 );
2833 break;
2834 default:
2835 break;
2841 // learn dependent spells
2842 SpellLearnSpellMap::const_iterator spell_begin = spellmgr.GetBeginSpellLearnSpell(spell_id);
2843 SpellLearnSpellMap::const_iterator spell_end = spellmgr.GetEndSpellLearnSpell(spell_id);
2845 for(SpellLearnSpellMap::const_iterator itr = spell_begin; itr != spell_end; ++itr)
2847 if(!itr->second.autoLearned)
2849 if(loading) // at spells loading, no output, but allow save
2850 addSpell(itr->second.spell,true,true,loading);
2851 else // at normal learning
2852 learnSpell(itr->second.spell);
2856 if(!loading)
2858 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL);
2859 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS);
2862 // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
2863 return active && !disabled && !superceded_old;
2866 void Player::learnSpell(uint32 spell_id)
2868 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
2870 bool disabled = (itr != m_spells.end()) ? itr->second->disabled : false;
2871 bool active = disabled ? itr->second->active : true;
2873 bool learning = addSpell(spell_id,active);
2875 // learn all disabled higher ranks (recursive)
2876 SpellChainMapNext const& nextMap = spellmgr.GetSpellChainNext();
2877 for(SpellChainMapNext::const_iterator i = nextMap.lower_bound(spell_id); i != nextMap.upper_bound(spell_id); ++i)
2879 PlayerSpellMap::iterator iter = m_spells.find(i->second);
2880 if (disabled && iter != m_spells.end() && iter->second->disabled)
2881 learnSpell(i->second);
2884 // prevent duplicated entires in spell book
2885 if(!learning)
2886 return;
2888 WorldPacket data(SMSG_LEARNED_SPELL, 4);
2889 data << uint32(spell_id);
2890 GetSession()->SendPacket(&data);
2893 void Player::removeSpell(uint32 spell_id, bool disabled)
2895 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
2896 if (itr == m_spells.end())
2897 return;
2899 if(itr->second->state == PLAYERSPELL_REMOVED || disabled && itr->second->disabled)
2900 return;
2902 // unlearn non talent higher ranks (recursive)
2903 SpellChainMapNext const& nextMap = spellmgr.GetSpellChainNext();
2904 for(SpellChainMapNext::const_iterator itr2 = nextMap.lower_bound(spell_id); itr2 != nextMap.upper_bound(spell_id); ++itr2)
2905 if(HasSpell(itr2->second) && !GetTalentSpellPos(itr2->second))
2906 removeSpell(itr2->second,disabled);
2908 // removing
2909 WorldPacket data(SMSG_REMOVED_SPELL, 4);
2910 data << uint16(spell_id);
2911 GetSession()->SendPacket(&data);
2913 if (disabled)
2915 itr->second->disabled = disabled;
2916 if(itr->second->state != PLAYERSPELL_NEW)
2917 itr->second->state = PLAYERSPELL_CHANGED;
2919 else
2921 if(itr->second->state == PLAYERSPELL_NEW)
2923 delete itr->second;
2924 m_spells.erase(itr);
2926 else
2927 itr->second->state = PLAYERSPELL_REMOVED;
2930 RemoveAurasDueToSpell(spell_id);
2932 // remove pet auras
2933 if(PetAura const* petSpell = spellmgr.GetPetAura(spell_id))
2934 RemovePetAura(petSpell);
2936 // free talent points
2937 uint32 talentCosts = GetTalentSpellCost(spell_id);
2938 if(talentCosts > 0)
2940 if(talentCosts < m_usedTalentCount)
2941 m_usedTalentCount -= talentCosts;
2942 else
2943 m_usedTalentCount = 0;
2946 // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
2947 if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id))
2949 uint32 freeProfs = GetFreePrimaryProffesionPoints()+1;
2950 if(freeProfs <= sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL))
2951 SetFreePrimaryProffesions(freeProfs);
2954 // remove dependent skill
2955 SpellLearnSkillNode const* spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id);
2956 if(spellLearnSkill)
2958 uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id);
2959 if(!prev_spell) // first rank, remove skill
2960 SetSkill(spellLearnSkill->skill,0,0);
2961 else
2963 // search prev. skill setting by spell ranks chain
2964 SpellLearnSkillNode const* prevSkill = spellmgr.GetSpellLearnSkill(prev_spell);
2965 while(!prevSkill && prev_spell)
2967 prev_spell = spellmgr.GetPrevSpellInChain(prev_spell);
2968 prevSkill = spellmgr.GetSpellLearnSkill(spellmgr.GetFirstSpellInChain(prev_spell));
2971 if(!prevSkill) // not found prev skill setting, remove skill
2972 SetSkill(spellLearnSkill->skill,0,0);
2973 else // set to prev. skill setting values
2975 uint32 skill_value = GetPureSkillValue(prevSkill->skill);
2976 uint32 skill_max_value = GetPureMaxSkillValue(prevSkill->skill);
2978 if(skill_value > prevSkill->value)
2979 skill_value = prevSkill->value;
2981 uint32 new_skill_max_value = prevSkill->maxvalue == 0 ? GetMaxSkillValueForLevel() : prevSkill->maxvalue;
2983 if(skill_max_value > new_skill_max_value)
2984 skill_max_value = new_skill_max_value;
2986 SetSkill(prevSkill->skill,skill_value,skill_max_value);
2991 else
2993 // not ranked skills
2994 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id);
2995 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id);
2997 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
2999 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
3000 if(!pSkill)
3001 continue;
3003 if(_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL ||
3004 // lockpicking special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
3005 pSkill->id==SKILL_LOCKPICKING && _spell_idx->second->max_value==0 )
3007 // not reset skills for professions and racial abilities
3008 if( (pSkill->categoryId==SKILL_CATEGORY_SECONDARY || pSkill->categoryId==SKILL_CATEGORY_PROFESSION) &&
3009 (IsProfessionSkill(pSkill->id) || _spell_idx->second->racemask!=0) )
3010 continue;
3012 SetSkill(pSkill->id, 0, 0 );
3017 // remove dependent spells
3018 SpellLearnSpellMap::const_iterator spell_begin = spellmgr.GetBeginSpellLearnSpell(spell_id);
3019 SpellLearnSpellMap::const_iterator spell_end = spellmgr.GetEndSpellLearnSpell(spell_id);
3021 for(SpellLearnSpellMap::const_iterator itr2 = spell_begin; itr2 != spell_end; ++itr2)
3022 removeSpell(itr2->second.spell, disabled);
3025 void Player::RemoveArenaSpellCooldowns()
3027 // remove cooldowns on spells that has < 15 min CD
3028 SpellCooldowns::iterator itr, next;
3029 // iterate spell cooldowns
3030 for(itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end(); itr = next)
3032 next = itr;
3033 ++next;
3034 SpellEntry const * entry = sSpellStore.LookupEntry(itr->first);
3035 // check if spellentry is present and if the cooldown is less than 15 mins
3036 if( entry &&
3037 entry->RecoveryTime <= 15 * MINUTE * 1000 &&
3038 entry->CategoryRecoveryTime <= 15 * MINUTE * 1000 )
3040 // notify player
3041 WorldPacket data(SMSG_CLEAR_COOLDOWN, (4+8));
3042 data << uint32(itr->first);
3043 data << GetGUID();
3044 GetSession()->SendPacket(&data);
3045 // remove cooldown
3046 m_spellCooldowns.erase(itr);
3051 void Player::RemoveAllSpellCooldown()
3053 if(!m_spellCooldowns.empty())
3055 for(SpellCooldowns::const_iterator itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end(); ++itr)
3057 WorldPacket data(SMSG_CLEAR_COOLDOWN, (4+8));
3058 data << uint32(itr->first);
3059 data << uint64(GetGUID());
3060 GetSession()->SendPacket(&data);
3062 m_spellCooldowns.clear();
3066 void Player::_LoadSpellCooldowns(QueryResult *result)
3068 m_spellCooldowns.clear();
3070 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
3072 if(result)
3074 time_t curTime = time(NULL);
3078 Field *fields = result->Fetch();
3080 uint32 spell_id = fields[0].GetUInt32();
3081 uint32 item_id = fields[1].GetUInt32();
3082 time_t db_time = (time_t)fields[2].GetUInt64();
3084 if(!sSpellStore.LookupEntry(spell_id))
3086 sLog.outError("Player %u have unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id);
3087 continue;
3090 // skip outdated cooldown
3091 if(db_time <= curTime)
3092 continue;
3094 AddSpellCooldown(spell_id, item_id, db_time);
3096 sLog.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id, item_id, uint32(db_time-curTime));
3098 while( result->NextRow() );
3100 delete result;
3104 void Player::_SaveSpellCooldowns()
3106 CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
3108 time_t curTime = time(NULL);
3110 // remove outdated and save active
3111 for(SpellCooldowns::iterator itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end();)
3113 if(itr->second.end <= curTime)
3114 m_spellCooldowns.erase(itr++);
3115 else
3117 CharacterDatabase.PExecute("INSERT INTO character_spell_cooldown (guid,spell,item,time) VALUES ('%u', '%u', '%u', '" I64FMTD "')", GetGUIDLow(), itr->first, itr->second.itemid, uint64(itr->second.end));
3118 ++itr;
3123 uint32 Player::resetTalentsCost() const
3125 // The first time reset costs 1 gold
3126 if(m_resetTalentsCost < 1*GOLD)
3127 return 1*GOLD;
3128 // then 5 gold
3129 else if(m_resetTalentsCost < 5*GOLD)
3130 return 5*GOLD;
3131 // After that it increases in increments of 5 gold
3132 else if(m_resetTalentsCost < 10*GOLD)
3133 return 10*GOLD;
3134 else
3136 uint32 months = (sWorld.GetGameTime() - m_resetTalentsTime)/MONTH;
3137 if(months > 0)
3139 // This cost will be reduced by a rate of 5 gold per month
3140 int32 new_cost = int32(m_resetTalentsCost) - 5*GOLD*months;
3141 // to a minimum of 10 gold.
3142 return (new_cost < 10*GOLD ? 10*GOLD : new_cost);
3144 else
3146 // After that it increases in increments of 5 gold
3147 int32 new_cost = m_resetTalentsCost + 5*GOLD;
3148 // until it hits a cap of 50 gold.
3149 if(new_cost > 50*GOLD)
3150 new_cost = 50*GOLD;
3151 return new_cost;
3156 bool Player::resetTalents(bool no_cost)
3158 // not need after this call
3159 if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS))
3161 m_atLoginFlags = m_atLoginFlags & ~AT_LOGIN_RESET_TALENTS;
3162 CharacterDatabase.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_TALENTS), GetGUIDLow());
3165 uint32 level = getLevel();
3166 uint32 talentPointsForLevel = level < 10 ? 0 : uint32((level-9)*sWorld.getRate(RATE_TALENT));
3168 if (m_usedTalentCount == 0)
3170 SetFreeTalentPoints(talentPointsForLevel);
3171 return false;
3174 uint32 cost = 0;
3176 if(!no_cost)
3178 cost = resetTalentsCost();
3180 if (GetMoney() < cost)
3182 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, 0, 0, 0);
3183 return false;
3187 for (unsigned int i = 0; i < sTalentStore.GetNumRows(); i++)
3189 TalentEntry const *talentInfo = sTalentStore.LookupEntry(i);
3191 if (!talentInfo) continue;
3193 TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentInfo->TalentTab );
3195 if(!talentTabInfo)
3196 continue;
3198 // unlearn only talents for character class
3199 // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
3200 // to prevent unexpected lost normal learned spell skip another class talents
3201 if( (getClassMask() & talentTabInfo->ClassMask) == 0 )
3202 continue;
3204 for (int j = 0; j < 5; j++)
3206 for(PlayerSpellMap::iterator itr = GetSpellMap().begin(); itr != GetSpellMap().end();)
3208 if(itr->second->state == PLAYERSPELL_REMOVED || itr->second->disabled)
3210 ++itr;
3211 continue;
3214 // remove learned spells (all ranks)
3215 uint32 itrFirstId = spellmgr.GetFirstSpellInChain(itr->first);
3217 // unlearn if first rank is talent or learned by talent
3218 if (itrFirstId == talentInfo->RankID[j] || spellmgr.IsSpellLearnToSpell(talentInfo->RankID[j],itrFirstId))
3220 removeSpell(itr->first,!IsPassiveSpell(itr->first));
3221 itr = GetSpellMap().begin();
3222 continue;
3224 else
3225 ++itr;
3230 SetFreeTalentPoints(talentPointsForLevel);
3232 if(!no_cost)
3234 ModifyMoney(-(int32)cost);
3236 m_resetTalentsCost = cost;
3237 m_resetTalentsTime = time(NULL);
3240 //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
3241 RemovePet(NULL,PET_SAVE_NOT_IN_SLOT, true);
3243 return true;
3246 bool Player::_removeSpell(uint16 spell_id)
3248 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
3249 if (itr != m_spells.end())
3251 delete itr->second;
3252 m_spells.erase(itr);
3253 return true;
3255 return false;
3258 Mail* Player::GetMail(uint32 id)
3260 for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); itr++)
3262 if ((*itr)->messageID == id)
3264 return (*itr);
3267 return NULL;
3270 void Player::_SetCreateBits(UpdateMask *updateMask, Player *target) const
3272 if(target == this)
3274 Object::_SetCreateBits(updateMask, target);
3276 else
3278 for(uint16 index = 0; index < m_valuesCount; index++)
3280 if(GetUInt32Value(index) != 0 && updateVisualBits.GetBit(index))
3281 updateMask->SetBit(index);
3286 void Player::_SetUpdateBits(UpdateMask *updateMask, Player *target) const
3288 if(target == this)
3290 Object::_SetUpdateBits(updateMask, target);
3292 else
3294 Object::_SetUpdateBits(updateMask, target);
3295 *updateMask &= updateVisualBits;
3299 void Player::InitVisibleBits()
3301 updateVisualBits.SetCount(PLAYER_END);
3303 updateVisualBits.SetBit(OBJECT_FIELD_GUID);
3304 updateVisualBits.SetBit(OBJECT_FIELD_TYPE);
3305 updateVisualBits.SetBit(OBJECT_FIELD_ENTRY);
3306 updateVisualBits.SetBit(OBJECT_FIELD_SCALE_X);
3307 updateVisualBits.SetBit(UNIT_FIELD_CHARM + 0);
3308 updateVisualBits.SetBit(UNIT_FIELD_CHARM + 1);
3309 updateVisualBits.SetBit(UNIT_FIELD_SUMMON + 0);
3310 updateVisualBits.SetBit(UNIT_FIELD_SUMMON + 1);
3311 updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY + 0);
3312 updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY + 1);
3313 updateVisualBits.SetBit(UNIT_FIELD_TARGET + 0);
3314 updateVisualBits.SetBit(UNIT_FIELD_TARGET + 1);
3315 updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT + 0);
3316 updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT + 1);
3317 updateVisualBits.SetBit(UNIT_FIELD_BYTES_0);
3318 updateVisualBits.SetBit(UNIT_FIELD_HEALTH);
3319 updateVisualBits.SetBit(UNIT_FIELD_POWER1);
3320 updateVisualBits.SetBit(UNIT_FIELD_POWER2);
3321 updateVisualBits.SetBit(UNIT_FIELD_POWER3);
3322 updateVisualBits.SetBit(UNIT_FIELD_POWER4);
3323 updateVisualBits.SetBit(UNIT_FIELD_POWER5);
3324 updateVisualBits.SetBit(UNIT_FIELD_POWER6);
3325 updateVisualBits.SetBit(UNIT_FIELD_POWER7);
3326 updateVisualBits.SetBit(UNIT_FIELD_MAXHEALTH);
3327 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER1);
3328 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER2);
3329 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER3);
3330 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER4);
3331 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER5);
3332 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER6);
3333 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER7);
3334 updateVisualBits.SetBit(UNIT_FIELD_LEVEL);
3335 updateVisualBits.SetBit(UNIT_FIELD_FACTIONTEMPLATE);
3336 updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 0);
3337 updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 1);
3338 updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 2);
3339 updateVisualBits.SetBit(UNIT_FIELD_FLAGS);
3340 updateVisualBits.SetBit(UNIT_FIELD_FLAGS_2);
3341 updateVisualBits.SetBit(UNIT_FIELD_AURASTATE);
3342 updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 0);
3343 updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 1);
3344 updateVisualBits.SetBit(UNIT_FIELD_BOUNDINGRADIUS);
3345 updateVisualBits.SetBit(UNIT_FIELD_COMBATREACH);
3346 updateVisualBits.SetBit(UNIT_FIELD_DISPLAYID);
3347 updateVisualBits.SetBit(UNIT_FIELD_NATIVEDISPLAYID);
3348 updateVisualBits.SetBit(UNIT_FIELD_MOUNTDISPLAYID);
3349 updateVisualBits.SetBit(UNIT_FIELD_BYTES_1);
3350 updateVisualBits.SetBit(UNIT_FIELD_PETNUMBER);
3351 updateVisualBits.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP);
3352 updateVisualBits.SetBit(UNIT_DYNAMIC_FLAGS);
3353 updateVisualBits.SetBit(UNIT_CHANNEL_SPELL);
3354 updateVisualBits.SetBit(UNIT_MOD_CAST_SPEED);
3355 updateVisualBits.SetBit(UNIT_FIELD_BASE_MANA);
3356 updateVisualBits.SetBit(UNIT_FIELD_BYTES_2);
3357 updateVisualBits.SetBit(UNIT_FIELD_HOVERHEIGHT);
3359 updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 0);
3360 updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 1);
3361 updateVisualBits.SetBit(PLAYER_FLAGS);
3362 updateVisualBits.SetBit(PLAYER_GUILDID);
3363 updateVisualBits.SetBit(PLAYER_GUILDRANK);
3364 updateVisualBits.SetBit(PLAYER_BYTES);
3365 updateVisualBits.SetBit(PLAYER_BYTES_2);
3366 updateVisualBits.SetBit(PLAYER_BYTES_3);
3367 updateVisualBits.SetBit(PLAYER_DUEL_TEAM);
3368 updateVisualBits.SetBit(PLAYER_GUILD_TIMESTAMP);
3370 // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
3371 for(uint16 i = PLAYER_QUEST_LOG_1_1; i < PLAYER_QUEST_LOG_25_2; i += 4)
3372 updateVisualBits.SetBit(i);
3374 // Players visible items are not inventory stuff
3375 for(uint16 i = 0; i < EQUIPMENT_SLOT_END; ++i)
3377 uint32 offset = i * MAX_VISIBLE_ITEM_OFFSET;
3379 // item creator
3380 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR + 0 + offset);
3381 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR + 1 + offset);
3383 // item entry
3384 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_0 + 0 + offset);
3386 // item enchantments
3387 for(uint8 j = 0; j < MAX_ENCHANTMENT_SLOT; ++j)
3388 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_0 + 1 + j + offset);
3390 // random properties
3391 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_PROPERTIES + offset);
3392 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_SEED + offset);
3393 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_PAD + offset);
3396 updateVisualBits.SetBit(PLAYER_CHOSEN_TITLE);
3399 void Player::BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target ) const
3401 for(int i = 0; i < EQUIPMENT_SLOT_END; i++)
3403 if(m_items[i] == NULL)
3404 continue;
3406 m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
3409 if(target == this)
3411 for(int i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
3413 if(m_items[i] == NULL)
3414 continue;
3416 m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
3418 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
3420 if(m_items[i] == NULL)
3421 continue;
3423 m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
3427 Unit::BuildCreateUpdateBlockForPlayer( data, target );
3430 void Player::DestroyForPlayer( Player *target ) const
3432 Unit::DestroyForPlayer( target );
3434 for(int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
3436 if(m_items[i] == NULL)
3437 continue;
3439 m_items[i]->DestroyForPlayer( target );
3442 if(target == this)
3444 for(int i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
3446 if(m_items[i] == NULL)
3447 continue;
3449 m_items[i]->DestroyForPlayer( target );
3451 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
3453 if(m_items[i] == NULL)
3454 continue;
3456 m_items[i]->DestroyForPlayer( target );
3461 bool Player::HasSpell(uint32 spell) const
3463 PlayerSpellMap::const_iterator itr = m_spells.find((uint16)spell);
3464 return (itr != m_spells.end() && itr->second->state != PLAYERSPELL_REMOVED && !itr->second->disabled);
3467 TrainerSpellState Player::GetTrainerSpellState(TrainerSpell const* trainer_spell) const
3469 if (!trainer_spell)
3470 return TRAINER_SPELL_RED;
3472 if (!trainer_spell->spell)
3473 return TRAINER_SPELL_RED;
3475 // known spell
3476 if(HasSpell(trainer_spell->spell))
3477 return TRAINER_SPELL_GRAY;
3479 // check race/class requirement
3480 if(!IsSpellFitByClassAndRace(trainer_spell->spell))
3481 return TRAINER_SPELL_RED;
3483 // check level requirement
3484 if(getLevel() < trainer_spell->reqlevel)
3485 return TRAINER_SPELL_RED;
3487 if(SpellChainNode const* spell_chain = spellmgr.GetSpellChainNode(trainer_spell->spell))
3489 // check prev.rank requirement
3490 if(spell_chain->prev && !HasSpell(spell_chain->prev))
3491 return TRAINER_SPELL_RED;
3493 // check additional spell requirement
3494 if(spell_chain->req && !HasSpell(spell_chain->req))
3495 return TRAINER_SPELL_RED;
3498 // check skill requirement
3499 if(trainer_spell->reqskill && GetBaseSkillValue(trainer_spell->reqskill) < trainer_spell->reqskillvalue)
3500 return TRAINER_SPELL_RED;
3502 // exist, already checked at loading
3503 SpellEntry const* spell = sSpellStore.LookupEntry(trainer_spell->spell);
3505 // secondary prof. or not prof. spell
3506 uint32 skill = spell->EffectMiscValue[1];
3508 if(spell->Effect[1] != SPELL_EFFECT_SKILL || !IsPrimaryProfessionSkill(skill))
3509 return TRAINER_SPELL_GREEN;
3511 // check primary prof. limit
3512 if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell->Id) && GetFreePrimaryProffesionPoints() == 0)
3513 return TRAINER_SPELL_RED;
3515 return TRAINER_SPELL_GREEN;
3518 void Player::DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmChars)
3520 uint32 guid = GUID_LOPART(playerguid);
3522 // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
3523 // bones will be deleted by corpse/bones deleting thread shortly
3524 ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid);
3526 // remove from guild
3527 uint32 guildId = GetGuildIdFromDB(playerguid);
3528 if(guildId != 0)
3530 Guild* guild = objmgr.GetGuildById(guildId);
3531 if(guild)
3532 guild->DelMember(guid);
3535 // the player was uninvited already on logout so just remove from group
3536 QueryResult *resultGroup = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid);
3537 if(resultGroup)
3539 uint64 leaderGuid = MAKE_NEW_GUID((*resultGroup)[0].GetUInt32(), 0, HIGHGUID_PLAYER);
3540 delete resultGroup;
3541 Group* group = objmgr.GetGroupByLeader(leaderGuid);
3542 if(group)
3544 RemoveFromGroup(group, playerguid);
3548 // remove signs from petitions (also remove petitions if owner);
3549 RemovePetitionsAndSigns(playerguid, 10);
3551 // return back all mails with COD and Item 0 1 2 3 4 5 6
3552 QueryResult *resultMail = CharacterDatabase.PQuery("SELECT id,mailTemplateId,sender,subject,itemTextId,money,has_items FROM mail WHERE receiver='%u' AND has_items<>0 AND cod<>0", guid);
3553 if(resultMail)
3557 Field *fields = resultMail->Fetch();
3559 uint32 mail_id = fields[0].GetUInt32();
3560 uint16 mailTemplateId= fields[1].GetUInt16();
3561 uint32 sender = fields[2].GetUInt32();
3562 std::string subject = fields[3].GetCppString();
3563 uint32 itemTextId = fields[4].GetUInt32();
3564 uint32 money = fields[5].GetUInt32();
3565 bool has_items = fields[6].GetBool();
3567 //we can return mail now
3568 //so firstly delete the old one
3569 CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id);
3571 MailItemsInfo mi;
3572 if(has_items)
3574 QueryResult *resultItems = CharacterDatabase.PQuery("SELECT item_guid,item_template FROM mail_items WHERE mail_id='%u'", mail_id);
3575 if(resultItems)
3579 Field *fields2 = resultItems->Fetch();
3581 uint32 item_guidlow = fields2[0].GetUInt32();
3582 uint32 item_template = fields2[1].GetUInt32();
3584 ItemPrototype const* itemProto = objmgr.GetItemPrototype(item_template);
3585 if(!itemProto)
3587 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow);
3588 continue;
3591 Item *pItem = NewItemOrBag(itemProto);
3592 if(!pItem->LoadFromDB(item_guidlow, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER)))
3594 pItem->FSetState(ITEM_REMOVED);
3595 pItem->SaveToDB(); // it also deletes item object !
3596 continue;
3599 mi.AddItem(item_guidlow, item_template, pItem);
3601 while (resultItems->NextRow());
3603 delete resultItems;
3607 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id);
3609 uint32 pl_account = objmgr.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
3611 WorldSession::SendReturnToSender(MAIL_NORMAL, pl_account, guid, sender, subject, itemTextId, &mi, money, mailTemplateId);
3613 while (resultMail->NextRow());
3615 delete resultMail;
3618 // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
3619 // Get guids of character's pets, will deleted in transaction
3620 QueryResult *resultPets = CharacterDatabase.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid);
3622 // NOW we can finally clear other DB data related to character
3623 CharacterDatabase.BeginTransaction();
3624 if (resultPets)
3628 Field *fields3 = resultPets->Fetch();
3629 uint32 petguidlow = fields3[0].GetUInt32();
3630 Pet::DeleteFromDB(petguidlow);
3631 } while (resultPets->NextRow());
3632 delete resultPets;
3635 CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",guid);
3636 CharacterDatabase.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid);
3637 CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid);
3638 CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid);
3639 CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid);
3640 CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid);
3641 CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid);
3642 CharacterDatabase.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid);
3643 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid);
3644 CharacterDatabase.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid);
3645 CharacterDatabase.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid);
3646 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid);
3647 CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid);
3648 CharacterDatabase.PExecute("DELETE FROM character_ticket WHERE guid = '%u'",guid);
3649 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid);
3650 CharacterDatabase.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid,guid);
3651 CharacterDatabase.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid);
3652 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid);
3653 CharacterDatabase.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid);
3654 CharacterDatabase.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid);
3655 CharacterDatabase.PExecute("DELETE FROM character_achievement WHERE guid = '%u'",guid);
3656 CharacterDatabase.PExecute("DELETE FROM character_achievement_progress WHERE guid = '%u'",guid);
3657 CharacterDatabase.CommitTransaction();
3659 //loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID);
3660 if(updateRealmChars) sWorld.UpdateRealmCharCount(accountId);
3663 void Player::SetMovement(PlayerMovementType pType)
3665 WorldPacket data;
3666 switch(pType)
3668 case MOVE_ROOT: data.Initialize(SMSG_FORCE_MOVE_ROOT, GetPackGUID().size()+4); break;
3669 case MOVE_UNROOT: data.Initialize(SMSG_FORCE_MOVE_UNROOT, GetPackGUID().size()+4); break;
3670 case MOVE_WATER_WALK: data.Initialize(SMSG_MOVE_WATER_WALK, GetPackGUID().size()+4); break;
3671 case MOVE_LAND_WALK: data.Initialize(SMSG_MOVE_LAND_WALK, GetPackGUID().size()+4); break;
3672 default:
3673 sLog.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType);
3674 return;
3676 data.append(GetPackGUID());
3677 data << uint32(0);
3678 GetSession()->SendPacket( &data );
3681 /* Preconditions:
3682 - a resurrectable corpse must not be loaded for the player (only bones)
3683 - the player must be in world
3685 void Player::BuildPlayerRepop()
3687 WorldPacket data(SMSG_PRE_RESURRECT, GetPackGUID().size());
3688 data.append(GetPackGUID());
3689 GetSession()->SendPacket(&data);
3691 if(getRace() == RACE_NIGHTELF)
3692 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)
3693 CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)
3695 // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
3696 // there must be SMSG.STOP_MIRROR_TIMER
3697 // there we must send 888 opcode
3699 // the player cannot have a corpse already, only bones which are not returned by GetCorpse
3700 if(GetCorpse())
3702 sLog.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
3703 assert(false);
3706 // create a corpse and place it at the player's location
3707 CreateCorpse();
3708 Corpse *corpse = GetCorpse();
3709 if(!corpse)
3711 sLog.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
3712 return;
3714 GetMap()->Add(corpse);
3716 // convert player body to ghost
3717 SetHealth( 1 );
3719 SetMovement(MOVE_WATER_WALK);
3720 if(!GetSession()->isLogingOut())
3721 SetMovement(MOVE_UNROOT);
3723 // BG - remove insignia related
3724 RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);
3726 SendCorpseReclaimDelay();
3728 // to prevent cheating
3729 corpse->ResetGhostTime();
3731 StopMirrorTimers(); //disable timers(bars)
3733 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, (float)1.0); //see radius of death player?
3735 SetByteValue(UNIT_FIELD_BYTES_1, 3, PLAYER_STATE_FLAG_ALWAYS_STAND);
3738 void Player::SendDelayResponse(const uint32 ml_seconds)
3740 //FIXME: is this delay time arg really need? 50msec by default in code
3741 WorldPacket data( SMSG_QUERY_TIME_RESPONSE, 4+4 );
3742 data << (uint32)time(NULL);
3743 data << (uint32)0;
3744 GetSession()->SendPacket( &data );
3747 void Player::ResurrectPlayer(float restore_percent, bool applySickness)
3749 WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // remove spirit healer position
3750 data << uint32(-1);
3751 data << float(0);
3752 data << float(0);
3753 data << float(0);
3754 GetSession()->SendPacket(&data);
3756 // speed change, land walk
3758 // remove death flag + set aura
3759 SetByteValue(UNIT_FIELD_BYTES_1, 3, 0x00);
3760 if(getRace() == RACE_NIGHTELF)
3761 RemoveAurasDueToSpell(20584); // speed bonuses
3762 RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
3764 setDeathState(ALIVE);
3766 SetMovement(MOVE_LAND_WALK);
3767 SetMovement(MOVE_UNROOT);
3769 m_deathTimer = 0;
3771 // set health/powers (0- will be set in caller)
3772 if(restore_percent>0.0f)
3774 SetHealth(uint32(GetMaxHealth()*restore_percent));
3775 SetPower(POWER_MANA, uint32(GetMaxPower(POWER_MANA)*restore_percent));
3776 SetPower(POWER_RAGE, 0);
3777 SetPower(POWER_ENERGY, uint32(GetMaxPower(POWER_ENERGY)*restore_percent));
3780 // update visibility
3781 ObjectAccessor::UpdateVisibilityForPlayer(this);
3783 // some items limited to specific map
3784 DestroyZoneLimitedItem( true, GetZoneId());
3786 if(!applySickness || getLevel() <= 10)
3787 return;
3789 //Characters from level 1-10 are not affected by resurrection sickness.
3790 //Characters from level 11-19 will suffer from one minute of sickness
3791 //for each level they are above 10.
3792 //Characters level 20 and up suffer from ten minutes of sickness.
3793 int32 startLevel = sWorld.getConfig(CONFIG_DEATH_SICKNESS_LEVEL);
3795 if(int32(getLevel()) >= startLevel)
3797 // set resurrection sickness
3798 CastSpell(this,SPELL_ID_PASSIVE_RESURRECTION_SICKNESS,true);
3800 // not full duration
3801 if(int32(getLevel()) < startLevel+9)
3803 int32 delta = (int32(getLevel()) - startLevel + 1)*MINUTE;
3805 for(int i =0; i < 3; ++i)
3807 if(Aura* Aur = GetAura(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS,i))
3809 Aur->SetAuraDuration(delta*1000);
3810 Aur->SendAuraUpdate(false);
3817 void Player::KillPlayer()
3819 SetMovement(MOVE_ROOT);
3821 StopMirrorTimers(); //disable timers(bars)
3823 setDeathState(CORPSE);
3824 //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
3826 SetFlag(UNIT_DYNAMIC_FLAGS, 0x00);
3827 ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, !sMapStore.LookupEntry(GetMapId())->Instanceable());
3829 // 6 minutes until repop at graveyard
3830 m_deathTimer = 6*MINUTE*1000;
3832 UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
3834 // don't create corpse at this moment, player might be falling
3836 // update visibility
3837 ObjectAccessor::UpdateObjectVisibility(this);
3840 void Player::CreateCorpse()
3842 // prevent existence 2 corpse for player
3843 SpawnCorpseBones();
3845 uint32 _uf, _pb, _pb2, _cfb1, _cfb2;
3847 Corpse *corpse = new Corpse( (m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH) ? CORPSE_RESURRECTABLE_PVP : CORPSE_RESURRECTABLE_PVE );
3848 SetPvPDeath(false);
3850 if(!corpse->Create(objmgr.GenerateLowGuid(HIGHGUID_CORPSE), this, GetMapId(), GetPositionX(),
3851 GetPositionY(), GetPositionZ(), GetOrientation()))
3853 delete corpse;
3854 return;
3857 _uf = GetUInt32Value(UNIT_FIELD_BYTES_0);
3858 _pb = GetUInt32Value(PLAYER_BYTES);
3859 _pb2 = GetUInt32Value(PLAYER_BYTES_2);
3861 uint8 race = (uint8)(_uf);
3862 uint8 skin = (uint8)(_pb);
3863 uint8 face = (uint8)(_pb >> 8);
3864 uint8 hairstyle = (uint8)(_pb >> 16);
3865 uint8 haircolor = (uint8)(_pb >> 24);
3866 uint8 facialhair = (uint8)(_pb2);
3868 _cfb1 = ((0x00) | (race << 8) | (getGender() << 16) | (skin << 24));
3869 _cfb2 = ((face) | (hairstyle << 8) | (haircolor << 16) | (facialhair << 24));
3871 corpse->SetUInt32Value( CORPSE_FIELD_BYTES_1, _cfb1 );
3872 corpse->SetUInt32Value( CORPSE_FIELD_BYTES_2, _cfb2 );
3874 uint32 flags = CORPSE_FLAG_UNK2;
3875 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM))
3876 flags |= CORPSE_FLAG_HIDE_HELM;
3877 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK))
3878 flags |= CORPSE_FLAG_HIDE_CLOAK;
3879 if(InBattleGround())
3880 flags |= CORPSE_FLAG_LOOTABLE; // to be able to remove insignia
3881 corpse->SetUInt32Value( CORPSE_FIELD_FLAGS, flags );
3883 corpse->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID, GetNativeDisplayId() );
3885 corpse->SetUInt32Value( CORPSE_FIELD_GUILD, GetGuildId() );
3887 uint32 iDisplayID;
3888 uint16 iIventoryType;
3889 uint32 _cfi;
3890 for (int i = 0; i < EQUIPMENT_SLOT_END; i++)
3892 if(m_items[i])
3894 iDisplayID = m_items[i]->GetProto()->DisplayInfoID;
3895 iIventoryType = (uint16)m_items[i]->GetProto()->InventoryType;
3897 _cfi = (uint16(iDisplayID)) | (iIventoryType)<< 24;
3898 corpse->SetUInt32Value(CORPSE_FIELD_ITEM + i,_cfi);
3902 // we don't SaveToDB for players in battlegrounds so don't do it for corpses either
3903 const MapEntry *entry = sMapStore.LookupEntry(corpse->GetMapId());
3904 assert(entry);
3905 if(entry->map_type != MAP_BATTLEGROUND)
3906 corpse->SaveToDB();
3908 // register for player, but not show
3909 ObjectAccessor::Instance().AddCorpse(corpse);
3912 void Player::SpawnCorpseBones()
3914 if(ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()))
3915 SaveToDB(); // prevent loading as ghost without corpse
3918 Corpse* Player::GetCorpse() const
3920 return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID());
3923 void Player::DurabilityLossAll(double percent, bool inventory)
3925 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
3926 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
3927 DurabilityLoss(pItem,percent);
3929 if(inventory)
3931 // bags not have durability
3932 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
3934 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
3935 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
3936 DurabilityLoss(pItem,percent);
3938 // keys not have durability
3939 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
3941 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
3942 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
3943 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
3944 if(Item* pItem = GetItemByPos( i, j ))
3945 DurabilityLoss(pItem,percent);
3949 void Player::DurabilityLoss(Item* item, double percent)
3951 if(!item )
3952 return;
3954 uint32 pMaxDurability = item ->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
3956 if(!pMaxDurability)
3957 return;
3959 uint32 pDurabilityLoss = uint32(pMaxDurability*percent);
3961 if(pDurabilityLoss < 1 )
3962 pDurabilityLoss = 1;
3964 DurabilityPointsLoss(item,pDurabilityLoss);
3967 void Player::DurabilityPointsLossAll(int32 points, bool inventory)
3969 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
3970 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
3971 DurabilityPointsLoss(pItem,points);
3973 if(inventory)
3975 // bags not have durability
3976 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
3978 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
3979 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
3980 DurabilityPointsLoss(pItem,points);
3982 // keys not have durability
3983 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
3985 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
3986 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
3987 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
3988 if(Item* pItem = GetItemByPos( i, j ))
3989 DurabilityPointsLoss(pItem,points);
3993 void Player::DurabilityPointsLoss(Item* item, int32 points)
3995 int32 pMaxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
3996 int32 pOldDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
3997 int32 pNewDurability = pOldDurability - points;
3999 if (pNewDurability < 0)
4000 pNewDurability = 0;
4001 else if (pNewDurability > pMaxDurability)
4002 pNewDurability = pMaxDurability;
4004 if (pOldDurability != pNewDurability)
4006 // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
4007 if ( pNewDurability == 0 && pOldDurability > 0 && item->IsEquipped())
4008 _ApplyItemMods(item,item->GetSlot(), false);
4010 item->SetUInt32Value(ITEM_FIELD_DURABILITY, pNewDurability);
4012 // modify item stats _after_ restore durability to pass _ApplyItemMods internal check
4013 if ( pNewDurability > 0 && pOldDurability == 0 && item->IsEquipped())
4014 _ApplyItemMods(item,item->GetSlot(), true);
4016 item->SetState(ITEM_CHANGED, this);
4020 void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot)
4022 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot ))
4023 DurabilityPointsLoss(pItem,1);
4026 uint32 Player::DurabilityRepairAll(bool cost, float discountMod, bool guildBank)
4028 uint32 TotalCost = 0;
4029 // equipped, backpack, bags itself
4030 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
4031 TotalCost += DurabilityRepair(( (INVENTORY_SLOT_BAG_0 << 8) | i ),cost,discountMod, guildBank);
4033 // bank, buyback and keys not repaired
4035 // items in inventory bags
4036 for(int j = INVENTORY_SLOT_BAG_START; j < INVENTORY_SLOT_BAG_END; j++)
4037 for(int i = 0; i < MAX_BAG_SIZE; i++)
4038 TotalCost += DurabilityRepair(( (j << 8) | i ),cost,discountMod, guildBank);
4039 return TotalCost;
4042 uint32 Player::DurabilityRepair(uint16 pos, bool cost, float discountMod, bool guildBank)
4044 Item* item = GetItemByPos(pos);
4046 uint32 TotalCost = 0;
4047 if(!item)
4048 return TotalCost;
4050 uint32 maxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
4051 if(!maxDurability)
4052 return TotalCost;
4054 uint32 curDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
4056 if(cost)
4058 uint32 LostDurability = maxDurability - curDurability;
4059 if(LostDurability>0)
4061 ItemPrototype const *ditemProto = item->GetProto();
4063 DurabilityCostsEntry const *dcost = sDurabilityCostsStore.LookupEntry(ditemProto->ItemLevel);
4064 if(!dcost)
4066 sLog.outError("ERROR: RepairDurability: Wrong item lvl %u", ditemProto->ItemLevel);
4067 return TotalCost;
4070 uint32 dQualitymodEntryId = (ditemProto->Quality+1)*2;
4071 DurabilityQualityEntry const *dQualitymodEntry = sDurabilityQualityStore.LookupEntry(dQualitymodEntryId);
4072 if(!dQualitymodEntry)
4074 sLog.outError("ERROR: RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId);
4075 return TotalCost;
4078 uint32 dmultiplier = dcost->multiplier[ItemSubClassToDurabilityMultiplierId(ditemProto->Class,ditemProto->SubClass)];
4079 uint32 costs = uint32(LostDurability*dmultiplier*double(dQualitymodEntry->quality_mod));
4081 costs = uint32(costs * discountMod);
4083 if (costs==0) //fix for ITEM_QUALITY_ARTIFACT
4084 costs = 1;
4086 if (guildBank)
4088 if (GetGuildId()==0)
4090 DEBUG_LOG("You are not member of a guild");
4091 return TotalCost;
4094 Guild *pGuild = objmgr.GetGuildById(GetGuildId());
4095 if (!pGuild)
4096 return TotalCost;
4098 if (!pGuild->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR))
4100 DEBUG_LOG("You do not have rights to withdraw for repairs");
4101 return TotalCost;
4104 if (pGuild->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs)
4106 DEBUG_LOG("You do not have enough money withdraw amount remaining");
4107 return TotalCost;
4110 if (pGuild->GetGuildBankMoney() < costs)
4112 DEBUG_LOG("There is not enough money in bank");
4113 return TotalCost;
4116 pGuild->MemberMoneyWithdraw(costs, GetGUIDLow());
4117 TotalCost = costs;
4119 else if (GetMoney() < costs)
4121 DEBUG_LOG("You do not have enough money");
4122 return TotalCost;
4124 else
4125 ModifyMoney( -int32(costs) );
4129 item->SetUInt32Value(ITEM_FIELD_DURABILITY, maxDurability);
4130 item->SetState(ITEM_CHANGED, this);
4132 // reapply mods for total broken and repaired item if equipped
4133 if(IsEquipmentPos(pos) && !curDurability)
4134 _ApplyItemMods(item,pos & 255, true);
4135 return TotalCost;
4138 void Player::RepopAtGraveyard()
4140 // note: this can be called also when the player is alive
4141 // for example from WorldSession::HandleMovementOpcodes
4143 AreaTableEntry const *zone = GetAreaEntryByAreaID(GetAreaId());
4145 // Such zones are considered unreachable as a ghost and the player must be automatically revived
4146 if(!isAlive() && zone && zone->flags & AREA_FLAG_NEED_FLY || GetTransport())
4148 ResurrectPlayer(0.5f);
4149 SpawnCorpseBones();
4152 WorldSafeLocsEntry const *ClosestGrave = NULL;
4154 // Special handle for battleground maps
4155 BattleGround *bg = sBattleGroundMgr.GetBattleGround(GetBattleGroundId());
4157 if(bg && (bg->GetTypeID() == BATTLEGROUND_AB || bg->GetTypeID() == BATTLEGROUND_EY))
4158 ClosestGrave = bg->GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetTeam());
4159 else
4160 ClosestGrave = objmgr.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() );
4162 // stop countdown until repop
4163 m_deathTimer = 0;
4165 // if no grave found, stay at the current location
4166 // and don't show spirit healer location
4167 if(ClosestGrave)
4169 TeleportTo(ClosestGrave->map_id, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, GetOrientation());
4170 if(isDead()) // not send if alive, because it used in TeleportTo()
4172 WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // show spirit healer position on minimap
4173 data << ClosestGrave->map_id;
4174 data << ClosestGrave->x;
4175 data << ClosestGrave->y;
4176 data << ClosestGrave->z;
4177 GetSession()->SendPacket(&data);
4182 void Player::JoinedChannel(Channel *c)
4184 m_channels.push_back(c);
4187 void Player::LeftChannel(Channel *c)
4189 m_channels.remove(c);
4192 void Player::CleanupChannels()
4194 while(!m_channels.empty())
4196 Channel* ch = *m_channels.begin();
4197 m_channels.erase(m_channels.begin()); // remove from player's channel list
4198 ch->Leave(GetGUID(), false); // not send to client, not remove from player's channel list
4199 if (ChannelMgr* cMgr = channelMgr(GetTeam()))
4200 cMgr->LeftChannel(ch->GetName()); // deleted channel if empty
4203 sLog.outDebug("Player: channels cleaned up!");
4206 void Player::UpdateLocalChannels(uint32 newZone )
4208 if(m_channels.empty())
4209 return;
4211 AreaTableEntry const* current_zone = GetAreaEntryByAreaID(newZone);
4212 if(!current_zone)
4213 return;
4215 ChannelMgr* cMgr = channelMgr(GetTeam());
4216 if(!cMgr)
4217 return;
4219 std::string current_zone_name = current_zone->area_name[GetSession()->GetSessionDbcLocale()];
4221 for(JoinedChannelsList::iterator i = m_channels.begin(), next; i != m_channels.end(); i = next)
4223 next = i; ++next;
4225 // skip non built-in channels
4226 if(!(*i)->IsConstant())
4227 continue;
4229 ChatChannelsEntry const* ch = GetChannelEntryFor((*i)->GetChannelId());
4230 if(!ch)
4231 continue;
4233 if((ch->flags & 4) == 4) // global channel without zone name in pattern
4234 continue;
4236 // new channel
4237 char new_channel_name_buf[100];
4238 snprintf(new_channel_name_buf,100,ch->pattern[m_session->GetSessionDbcLocale()],current_zone_name.c_str());
4239 Channel* new_channel = cMgr->GetJoinChannel(new_channel_name_buf,ch->ChannelID);
4241 if((*i)!=new_channel)
4243 new_channel->Join(GetGUID(),""); // will output Changed Channel: N. Name
4245 // leave old channel
4246 (*i)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client
4247 std::string name = (*i)->GetName(); // store name, (*i)erase in LeftChannel
4248 LeftChannel(*i); // remove from player's channel list
4249 cMgr->LeftChannel(name); // delete if empty
4252 sLog.outDebug("Player: channels cleaned up!");
4255 void Player::LeaveLFGChannel()
4257 for(JoinedChannelsList::iterator i = m_channels.begin(); i != m_channels.end(); ++i )
4259 if((*i)->IsLFG())
4261 (*i)->Leave(GetGUID());
4262 break;
4267 void Player::UpdateDefense()
4269 uint32 defense_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_DEFENSE);
4271 if(UpdateSkill(SKILL_DEFENSE,defense_skill_gain))
4273 // update dependent from defense skill part
4274 UpdateDefenseBonusesMod();
4278 void Player::HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, float amount, bool apply)
4280 if(modGroup >= BASEMOD_END || modType >= MOD_END)
4282 sLog.outError("ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!");
4283 return;
4286 float val = 1.0f;
4288 switch(modType)
4290 case FLAT_MOD:
4291 m_auraBaseMod[modGroup][modType] += apply ? amount : -amount;
4292 break;
4293 case PCT_MOD:
4294 if(amount <= -100.0f)
4295 amount = -200.0f;
4297 val = (100.0f + amount) / 100.0f;
4298 m_auraBaseMod[modGroup][modType] *= apply ? val : (1.0f/val);
4299 break;
4302 if(!CanModifyStats())
4303 return;
4305 switch(modGroup)
4307 case CRIT_PERCENTAGE: UpdateCritPercentage(BASE_ATTACK); break;
4308 case RANGED_CRIT_PERCENTAGE: UpdateCritPercentage(RANGED_ATTACK); break;
4309 case OFFHAND_CRIT_PERCENTAGE: UpdateCritPercentage(OFF_ATTACK); break;
4310 case SHIELD_BLOCK_VALUE: UpdateShieldBlockValue(); break;
4311 default: break;
4315 float Player::GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const
4317 if(modGroup >= BASEMOD_END || modType > MOD_END)
4319 sLog.outError("ERROR: trial to access non existed BaseModGroup or wrong BaseModType!");
4320 return 0.0f;
4323 if(modType == PCT_MOD && m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
4324 return 0.0f;
4326 return m_auraBaseMod[modGroup][modType];
4329 float Player::GetTotalBaseModValue(BaseModGroup modGroup) const
4331 if(modGroup >= BASEMOD_END)
4333 sLog.outError("ERROR: wrong BaseModGroup in GetTotalBaseModValue()!");
4334 return 0.0f;
4337 if(m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
4338 return 0.0f;
4340 return m_auraBaseMod[modGroup][FLAT_MOD] * m_auraBaseMod[modGroup][PCT_MOD];
4343 uint32 Player::GetShieldBlockValue() const
4345 BaseModGroup modGroup = SHIELD_BLOCK_VALUE;
4347 float value = GetTotalBaseModValue(modGroup) + GetStat(STAT_STRENGTH)/20 - 1;
4349 value = (value < 0) ? 0 : value;
4351 return uint32(value);
4354 float Player::GetMeleeCritFromAgility()
4356 uint32 level = getLevel();
4357 uint32 pclass = getClass();
4359 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4361 GtChanceToMeleeCritBaseEntry const *critBase = sGtChanceToMeleeCritBaseStore.LookupEntry(pclass-1);
4362 GtChanceToMeleeCritEntry const *critRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4363 if (critBase==NULL || critRatio==NULL)
4364 return 0.0f;
4366 float crit=critBase->base + GetStat(STAT_AGILITY)*critRatio->ratio;
4367 return crit*100.0f;
4370 float Player::GetDodgeFromAgility()
4372 // Table for base dodge values
4373 float dodge_base[MAX_CLASSES] = {
4374 0.0075f, // Warrior
4375 0.00652f, // Paladin
4376 -0.0545f, // Hunter
4377 -0.0059f, // Rogue
4378 0.03183f, // Priest
4379 0.0114f, // DK
4380 0.0167f, // Shaman
4381 0.034575f, // Mage
4382 0.02011f, // Warlock
4383 0.0f, // ??
4384 -0.0187f // Druid
4386 // Crit/agility to dodge/agility coefficient multipliers
4387 float crit_to_dodge[MAX_CLASSES] = {
4388 1.1f, // Warrior
4389 1.0f, // Paladin
4390 1.6f, // Hunter
4391 2.0f, // Rogue
4392 1.0f, // Priest
4393 1.0f, // DK?
4394 1.0f, // Shaman
4395 1.0f, // Mage
4396 1.0f, // Warlock
4397 0.0f, // ??
4398 1.7f // Druid
4401 uint32 level = getLevel();
4402 uint32 pclass = getClass();
4404 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4406 // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
4407 GtChanceToMeleeCritEntry const *dodgeRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4408 if (dodgeRatio==NULL || pclass > MAX_CLASSES)
4409 return 0.0f;
4411 float dodge=dodge_base[pclass-1] + GetStat(STAT_AGILITY) * dodgeRatio->ratio * crit_to_dodge[pclass-1];
4412 return dodge*100.0f;
4415 float Player::GetSpellCritFromIntellect()
4417 uint32 level = getLevel();
4418 uint32 pclass = getClass();
4420 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4422 GtChanceToSpellCritBaseEntry const *critBase = sGtChanceToSpellCritBaseStore.LookupEntry(pclass-1);
4423 GtChanceToSpellCritEntry const *critRatio = sGtChanceToSpellCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4424 if (critBase==NULL || critRatio==NULL)
4425 return 0.0f;
4427 float crit=critBase->base + GetStat(STAT_INTELLECT)*critRatio->ratio;
4428 return crit*100.0f;
4431 float Player::GetRatingCoefficient(CombatRating cr) const
4433 uint32 level = getLevel();
4435 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4437 GtCombatRatingsEntry const *Rating = sGtCombatRatingsStore.LookupEntry(cr*GT_MAX_LEVEL+level-1);
4438 if (Rating == NULL)
4439 return 1.0f; // By default use minimum coefficient (not must be called)
4441 return Rating->ratio;
4444 float Player::GetRatingBonusValue(CombatRating cr) const
4446 return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr)) / GetRatingCoefficient(cr);
4449 uint32 Player::GetMeleeCritDamageReduction(uint32 damage) const
4451 float melee = GetRatingBonusValue(CR_CRIT_TAKEN_MELEE)*2.0f;
4452 if (melee>25.0f) melee = 25.0f;
4453 return uint32 (melee * damage /100.0f);
4456 uint32 Player::GetRangedCritDamageReduction(uint32 damage) const
4458 float ranged = GetRatingBonusValue(CR_CRIT_TAKEN_RANGED)*2.0f;
4459 if (ranged>25.0f) ranged=25.0f;
4460 return uint32 (ranged * damage /100.0f);
4463 uint32 Player::GetSpellCritDamageReduction(uint32 damage) const
4465 float spell = GetRatingBonusValue(CR_CRIT_TAKEN_SPELL)*2.0f;
4466 // In wow script resilience limited to 25%
4467 if (spell>25.0f)
4468 spell = 25.0f;
4469 return uint32 (spell * damage / 100.0f);
4472 uint32 Player::GetDotDamageReduction(uint32 damage) const
4474 float spellDot = GetRatingBonusValue(CR_CRIT_TAKEN_SPELL);
4475 // Dot resilience not limited (limit it by 100%)
4476 if (spellDot > 100.0f)
4477 spellDot = 100.0f;
4478 return uint32 (spellDot * damage / 100.0f);
4481 float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const
4483 switch (attType)
4485 case BASE_ATTACK:
4486 return GetUInt32Value(PLAYER_EXPERTISE) / 4.0f;
4487 case OFF_ATTACK:
4488 return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE) / 4.0f;
4489 default:
4490 break;
4492 return 0.0f;
4495 float Player::OCTRegenHPPerSpirit()
4497 uint32 level = getLevel();
4498 uint32 pclass = getClass();
4500 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4502 GtOCTRegenHPEntry const *baseRatio = sGtOCTRegenHPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4503 GtRegenHPPerSptEntry const *moreRatio = sGtRegenHPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4504 if (baseRatio==NULL || moreRatio==NULL)
4505 return 0.0f;
4507 // Formula from PaperDollFrame script
4508 float spirit = GetStat(STAT_SPIRIT);
4509 float baseSpirit = spirit;
4510 if (baseSpirit>50) baseSpirit = 50;
4511 float moreSpirit = spirit - baseSpirit;
4512 float regen = baseSpirit * baseRatio->ratio + moreSpirit * moreRatio->ratio;
4513 return regen;
4516 float Player::OCTRegenMPPerSpirit()
4518 uint32 level = getLevel();
4519 uint32 pclass = getClass();
4521 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4523 // GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4524 GtRegenMPPerSptEntry const *moreRatio = sGtRegenMPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4525 if (moreRatio==NULL)
4526 return 0.0f;
4528 // Formula get from PaperDollFrame script
4529 float spirit = GetStat(STAT_SPIRIT);
4530 float regen = spirit * moreRatio->ratio;
4531 return regen;
4534 void Player::ApplyRatingMod(CombatRating cr, int32 value, bool apply)
4536 ApplyModUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr, value, apply);
4538 float RatingCoeffecient = GetRatingCoefficient(cr);
4539 float RatingChange = 0.0f;
4541 bool affectStats = CanModifyStats();
4543 switch (cr)
4545 case CR_WEAPON_SKILL: // Implemented in Unit::RollMeleeOutcomeAgainst
4546 case CR_DEFENSE_SKILL:
4547 UpdateDefenseBonusesMod();
4548 break;
4549 case CR_DODGE:
4550 UpdateDodgePercentage();
4551 break;
4552 case CR_PARRY:
4553 UpdateParryPercentage();
4554 break;
4555 case CR_BLOCK:
4556 UpdateBlockPercentage();
4557 break;
4558 case CR_HIT_MELEE:
4559 RatingChange = value / RatingCoeffecient;
4560 m_modMeleeHitChance += apply ? RatingChange : -RatingChange;
4561 break;
4562 case CR_HIT_RANGED:
4563 RatingChange = value / RatingCoeffecient;
4564 m_modRangedHitChance += apply ? RatingChange : -RatingChange;
4565 break;
4566 case CR_HIT_SPELL:
4567 RatingChange = value / RatingCoeffecient;
4568 m_modSpellHitChance += apply ? RatingChange : -RatingChange;
4569 break;
4570 case CR_CRIT_MELEE:
4571 if(affectStats)
4573 UpdateCritPercentage(BASE_ATTACK);
4574 UpdateCritPercentage(OFF_ATTACK);
4576 break;
4577 case CR_CRIT_RANGED:
4578 if(affectStats)
4579 UpdateCritPercentage(RANGED_ATTACK);
4580 break;
4581 case CR_CRIT_SPELL:
4582 if(affectStats)
4583 UpdateAllSpellCritChances();
4584 break;
4585 case CR_HIT_TAKEN_MELEE: // Implemented in Unit::MeleeMissChanceCalc
4586 case CR_HIT_TAKEN_RANGED:
4587 break;
4588 case CR_HIT_TAKEN_SPELL: // Implemented in Unit::MagicSpellHitResult
4589 break;
4590 case CR_CRIT_TAKEN_MELEE: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
4591 case CR_CRIT_TAKEN_RANGED:
4592 break;
4593 case CR_CRIT_TAKEN_SPELL: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
4594 break;
4595 case CR_HASTE_MELEE:
4596 RatingChange = value / RatingCoeffecient;
4597 ApplyAttackTimePercentMod(BASE_ATTACK,RatingChange,apply);
4598 ApplyAttackTimePercentMod(OFF_ATTACK,RatingChange,apply);
4599 break;
4600 case CR_HASTE_RANGED:
4601 RatingChange = value / RatingCoeffecient;
4602 ApplyAttackTimePercentMod(RANGED_ATTACK, RatingChange, apply);
4603 break;
4604 case CR_HASTE_SPELL:
4605 RatingChange = value / RatingCoeffecient;
4606 ApplyCastTimePercentMod(RatingChange,apply);
4607 break;
4608 case CR_WEAPON_SKILL_MAINHAND: // Implemented in Unit::RollMeleeOutcomeAgainst
4609 case CR_WEAPON_SKILL_OFFHAND:
4610 case CR_WEAPON_SKILL_RANGED:
4611 break;
4612 case CR_EXPERTISE:
4613 if(affectStats)
4615 UpdateExpertise(BASE_ATTACK);
4616 UpdateExpertise(OFF_ATTACK);
4618 break;
4622 void Player::SetRegularAttackTime()
4624 for(int i = 0; i < MAX_ATTACK; ++i)
4626 Item *tmpitem = GetWeaponForAttack(WeaponAttackType(i));
4627 if(tmpitem && !tmpitem->IsBroken())
4629 ItemPrototype const *proto = tmpitem->GetProto();
4630 if(proto->Delay)
4631 SetAttackTime(WeaponAttackType(i), proto->Delay);
4632 else
4633 SetAttackTime(WeaponAttackType(i), BASE_ATTACK_TIME);
4638 //skill+step, checking for max value
4639 bool Player::UpdateSkill(uint32 skill_id, uint32 step)
4641 if(!skill_id)
4642 return false;
4644 uint16 i=0;
4645 for (; i < PLAYER_MAX_SKILLS; i++)
4646 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill_id)
4647 break;
4649 if(i>=PLAYER_MAX_SKILLS)
4650 return false;
4652 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
4653 uint32 value = SKILL_VALUE(data);
4654 uint32 max = SKILL_MAX(data);
4656 if ((!max) || (!value) || (value >= max))
4657 return false;
4659 if (value*512 < max*urand(0,512))
4661 uint32 new_value = value+step;
4662 if(new_value > max)
4663 new_value = max;
4665 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(new_value,max));
4666 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL);
4667 return true;
4670 return false;
4673 inline int SkillGainChance(uint32 SkillValue, uint32 GrayLevel, uint32 GreenLevel, uint32 YellowLevel)
4675 if ( SkillValue >= GrayLevel )
4676 return sWorld.getConfig(CONFIG_SKILL_CHANCE_GREY)*10;
4677 if ( SkillValue >= GreenLevel )
4678 return sWorld.getConfig(CONFIG_SKILL_CHANCE_GREEN)*10;
4679 if ( SkillValue >= YellowLevel )
4680 return sWorld.getConfig(CONFIG_SKILL_CHANCE_YELLOW)*10;
4681 return sWorld.getConfig(CONFIG_SKILL_CHANCE_ORANGE)*10;
4684 bool Player::UpdateCraftSkill(uint32 spellid)
4686 sLog.outDebug("UpdateCraftSkill spellid %d", spellid);
4688 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spellid);
4689 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spellid);
4691 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
4693 if(_spell_idx->second->skillId)
4695 uint32 SkillValue = GetPureSkillValue(_spell_idx->second->skillId);
4697 // Alchemy Discoveries here
4698 SpellEntry const* spellEntry = sSpellStore.LookupEntry(spellid);
4699 if(spellEntry && spellEntry->Mechanic==MECHANIC_DISCOVERY)
4701 if(uint32 discoveredSpell = GetSkillDiscoverySpell(_spell_idx->second->skillId, spellid, this))
4702 learnSpell(discoveredSpell);
4705 uint32 craft_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_CRAFTING);
4707 return UpdateSkillPro(_spell_idx->second->skillId, SkillGainChance(SkillValue,
4708 _spell_idx->second->max_value,
4709 (_spell_idx->second->max_value + _spell_idx->second->min_value)/2,
4710 _spell_idx->second->min_value),
4711 craft_skill_gain);
4714 return false;
4717 bool Player::UpdateGatherSkill(uint32 SkillId, uint32 SkillValue, uint32 RedLevel, uint32 Multiplicator )
4719 sLog.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId, SkillValue, RedLevel);
4721 uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_GATHERING);
4723 // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
4724 switch (SkillId)
4726 case SKILL_HERBALISM:
4727 case SKILL_LOCKPICKING:
4728 case SKILL_JEWELCRAFTING:
4729 case SKILL_INSCRIPTION:
4730 return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
4731 case SKILL_SKINNING:
4732 if( sWorld.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)==0)
4733 return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
4734 else
4735 return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)), gathering_skill_gain);
4736 case SKILL_MINING:
4737 if (sWorld.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS)==0)
4738 return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
4739 else
4740 return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS)),gathering_skill_gain);
4742 return false;
4745 bool Player::UpdateFishingSkill()
4747 sLog.outDebug("UpdateFishingSkill");
4749 uint32 SkillValue = GetPureSkillValue(SKILL_FISHING);
4751 int32 chance = SkillValue < 75 ? 100 : 2500/(SkillValue-50);
4753 uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_GATHERING);
4755 return UpdateSkillPro(SKILL_FISHING,chance*10,gathering_skill_gain);
4758 bool Player::UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step)
4760 sLog.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId, Chance/10.0);
4761 if ( !SkillId )
4762 return false;
4764 if(Chance <= 0) // speedup in 0 chance case
4766 sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
4767 return false;
4770 uint16 i=0;
4771 for (; i < PLAYER_MAX_SKILLS; i++)
4772 if ( SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_INDEX(i))) == SkillId ) break;
4773 if ( i >= PLAYER_MAX_SKILLS )
4774 return false;
4776 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
4777 uint16 SkillValue = SKILL_VALUE(data);
4778 uint16 MaxValue = SKILL_MAX(data);
4780 if ( !MaxValue || !SkillValue || SkillValue >= MaxValue )
4781 return false;
4783 int32 Roll = irand(1,1000);
4785 if ( Roll <= Chance )
4787 uint32 new_value = SkillValue+step;
4788 if(new_value > MaxValue)
4789 new_value = MaxValue;
4791 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(new_value,MaxValue));
4792 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL);
4793 sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance/10.0);
4794 return true;
4797 sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
4798 return false;
4801 void Player::UpdateWeaponSkill (WeaponAttackType attType)
4803 // no skill gain in pvp
4804 Unit *pVictim = getVictim();
4805 if(pVictim && pVictim->GetTypeId() == TYPEID_PLAYER)
4806 return;
4808 if(IsInFeralForm())
4809 return; // always maximized SKILL_FERAL_COMBAT in fact
4811 if(m_form == FORM_TREE)
4812 return; // use weapon but not skill up
4814 uint32 weapon_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_WEAPON);
4816 switch(attType)
4818 case BASE_ATTACK:
4820 Item *tmpitem = GetWeaponForAttack(attType,true);
4822 if (!tmpitem)
4823 UpdateSkill(SKILL_UNARMED,weapon_skill_gain);
4824 else if(tmpitem->GetProto()->SubClass != ITEM_SUBCLASS_WEAPON_FISHING_POLE)
4825 UpdateSkill(tmpitem->GetSkill(),weapon_skill_gain);
4826 break;
4828 case OFF_ATTACK:
4829 case RANGED_ATTACK:
4831 Item *tmpitem = GetWeaponForAttack(attType,true);
4832 if (tmpitem)
4833 UpdateSkill(tmpitem->GetSkill(),weapon_skill_gain);
4834 break;
4837 UpdateAllCritPercentages();
4840 void Player::UpdateCombatSkills(Unit *pVictim, WeaponAttackType attType, MeleeHitOutcome outcome, bool defence)
4842 switch(outcome)
4844 case MELEE_HIT_CRIT:
4845 case MELEE_HIT_DODGE:
4846 case MELEE_HIT_PARRY:
4847 case MELEE_HIT_BLOCK:
4848 case MELEE_HIT_BLOCK_CRIT:
4849 return;
4851 default:
4852 break;
4855 uint32 plevel = getLevel(); // if defense than pVictim == attacker
4856 uint32 greylevel = MaNGOS::XP::GetGrayLevel(plevel);
4857 uint32 moblevel = pVictim->getLevelForTarget(this);
4858 if(moblevel < greylevel)
4859 return;
4861 if (moblevel > plevel + 5)
4862 moblevel = plevel + 5;
4864 uint32 lvldif = moblevel - greylevel;
4865 if(lvldif < 3)
4866 lvldif = 3;
4868 uint32 skilldif = 5 * plevel - (defence ? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType));
4869 if(skilldif <= 0)
4870 return;
4872 float chance = float(3 * lvldif * skilldif) / plevel;
4873 if(!defence)
4875 if(getClass() == CLASS_WARRIOR || getClass() == CLASS_ROGUE)
4876 chance *= 0.1f * GetStat(STAT_INTELLECT);
4879 chance = chance < 1.0f ? 1.0f : chance; //minimum chance to increase skill is 1%
4881 if(roll_chance_f(chance))
4883 if(defence)
4884 UpdateDefense();
4885 else
4886 UpdateWeaponSkill(attType);
4888 else
4889 return;
4892 void Player::ModifySkillBonus(uint32 skillid,int32 val, bool talent)
4894 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
4895 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skillid)
4897 uint32 bonus_val = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
4898 int16 temp_bonus = SKILL_TEMP_BONUS(bonus_val);
4899 int16 perm_bonus = SKILL_PERM_BONUS(bonus_val);
4901 if(talent) // permanent bonus stored in high part
4902 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),MAKE_SKILL_BONUS(temp_bonus,perm_bonus+val));
4903 else // temporary/item bonus stored in low part
4904 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),MAKE_SKILL_BONUS(temp_bonus+val,perm_bonus));
4905 return;
4909 void Player::UpdateMaxSkills()
4911 uint16 maxconfskill = sWorld.GetConfigMaxSkillValue();
4913 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
4914 if (GetUInt32Value(PLAYER_SKILL_INDEX(i)))
4916 uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
4918 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(pskill);
4919 if(!pSkill)
4920 continue;
4922 if(GetSkillRangeType(pSkill,false) != SKILL_RANGE_LEVEL)
4923 continue;
4925 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
4926 uint32 max = SKILL_MAX(data);
4927 uint32 val = SKILL_VALUE(data);
4929 // update only level dependent max skill values
4930 if(max!=1 && max != maxconfskill)
4932 uint32 max_Skill = GetMaxSkillValueForLevel();
4933 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(val,max_Skill));
4938 void Player::UpdateSkillsToMaxSkillsForLevel()
4940 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
4941 if (GetUInt32Value(PLAYER_SKILL_INDEX(i)))
4943 uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
4944 if( IsProfessionSkill(pskill) || pskill == SKILL_RIDING )
4945 continue;
4946 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
4948 uint32 max = SKILL_MAX(data);
4950 if(max > 1)
4951 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(max,max));
4953 if(pskill == SKILL_DEFENSE)
4954 UpdateDefenseBonusesMod();
4958 // This functions sets a skill line value (and adds if doesn't exist yet)
4959 // To "remove" a skill line, set it's values to zero
4960 void Player::SetSkill(uint32 id, uint16 currVal, uint16 maxVal)
4962 if(!id)
4963 return;
4965 uint16 i=0;
4966 for (; i < PLAYER_MAX_SKILLS; i++)
4967 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == id) break;
4969 if(i<PLAYER_MAX_SKILLS) //has skill
4971 if(currVal)
4973 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(currVal,maxVal));
4974 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL);
4976 else //remove
4978 // clear skill fields
4979 SetUInt32Value(PLAYER_SKILL_INDEX(i),0);
4980 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),0);
4981 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
4983 // remove spells that depend on this skill when removing the skill
4984 for (PlayerSpellMap::const_iterator itr = m_spells.begin(), next = m_spells.begin(); itr != m_spells.end(); itr = next)
4986 ++next;
4987 if(itr->second->state == PLAYERSPELL_REMOVED)
4988 continue;
4990 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(itr->first);
4991 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(itr->first);
4993 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
4995 if (_spell_idx->second->skillId == id)
4997 // this may remove more than one spell (dependents)
4998 removeSpell(itr->first);
4999 next = m_spells.begin();
5000 break;
5006 else if(currVal) //add
5008 for (i=0; i < PLAYER_MAX_SKILLS; i++)
5009 if (!GetUInt32Value(PLAYER_SKILL_INDEX(i)))
5011 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(id);
5012 if(!pSkill)
5014 sLog.outError("Skill not found in SkillLineStore: skill #%u", id);
5015 return;
5017 // enable unlearn button for primary professions only
5018 if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION)
5019 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,1));
5020 else
5021 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,0));
5022 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(currVal,maxVal));
5023 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL);
5025 // apply skill bonuses
5026 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
5028 // temporary bonuses
5029 AuraList const& mModSkill = GetAurasByType(SPELL_AURA_MOD_SKILL);
5030 for(AuraList::const_iterator i = mModSkill.begin(); i != mModSkill.end(); ++i)
5031 if ((*i)->GetModifier()->m_miscvalue == int32(id))
5032 (*i)->ApplyModifier(true);
5034 // permanent bonuses
5035 AuraList const& mModSkillTalent = GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT);
5036 for(AuraList::const_iterator i = mModSkillTalent.begin(); i != mModSkillTalent.end(); ++i)
5037 if ((*i)->GetModifier()->m_miscvalue == int32(id))
5038 (*i)->ApplyModifier(true);
5040 // Learn all spells for skill
5041 learnSkillRewardedSpells(id);
5042 return;
5047 bool Player::HasSkill(uint32 skill) const
5049 if(!skill)return false;
5050 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5052 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5054 return true;
5057 return false;
5060 uint16 Player::GetSkillValue(uint32 skill) const
5062 if(!skill)
5063 return 0;
5065 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5067 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5069 uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
5071 int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
5072 result += SKILL_TEMP_BONUS(bonus);
5073 result += SKILL_PERM_BONUS(bonus);
5074 return result < 0 ? 0 : result;
5077 return 0;
5080 uint16 Player::GetMaxSkillValue(uint32 skill) const
5082 if(!skill)return 0;
5083 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5085 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5087 uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
5089 int32 result = int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
5090 result += SKILL_TEMP_BONUS(bonus);
5091 result += SKILL_PERM_BONUS(bonus);
5092 return result < 0 ? 0 : result;
5095 return 0;
5098 uint16 Player::GetPureMaxSkillValue(uint32 skill) const
5100 if(!skill)return 0;
5101 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5103 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5105 return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)));
5108 return 0;
5111 uint16 Player::GetBaseSkillValue(uint32 skill) const
5113 if(!skill)return 0;
5114 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5116 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5118 int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
5119 result += SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)));
5120 return result < 0 ? 0 : result;
5123 return 0;
5126 uint16 Player::GetPureSkillValue(uint32 skill) const
5128 if(!skill)return 0;
5129 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5131 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5133 return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)));
5136 return 0;
5139 int16 Player::GetSkillTempBonusValue(uint32 skill) const
5141 if(!skill)
5142 return 0;
5144 for (int i = 0; i < PLAYER_MAX_SKILLS; i++)
5146 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5148 return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)));
5152 return 0;
5155 void Player::SendInitialActionButtons()
5157 sLog.outDetail( "Initializing Action Buttons for '%u'", GetGUIDLow() );
5159 WorldPacket data(SMSG_ACTION_BUTTONS, (MAX_ACTION_BUTTONS*4));
5160 for(int button = 0; button < MAX_ACTION_BUTTONS; ++button)
5162 ActionButtonList::const_iterator itr = m_actionButtons.find(button);
5163 if(itr != m_actionButtons.end() && itr->second.uState != ACTIONBUTTON_DELETED)
5165 data << uint16(itr->second.action);
5166 data << uint8(itr->second.misc);
5167 data << uint8(itr->second.type);
5169 else
5171 data << uint32(0);
5175 GetSession()->SendPacket( &data );
5176 sLog.outDetail( "Action Buttons for '%u' Initialized", GetGUIDLow() );
5179 void Player::addActionButton(const uint8 button, const uint16 action, const uint8 type, const uint8 misc)
5181 if(button >= MAX_ACTION_BUTTONS)
5183 sLog.outError( "Action %u not added into button %u for player %s: button must be < 132", action, button, GetName() );
5184 return;
5187 // check cheating with adding non-known spells to action bar
5188 if(type==ACTION_BUTTON_SPELL)
5190 if(!sSpellStore.LookupEntry(action))
5192 sLog.outError( "Action %u not added into button %u for player %s: spell not exist", action, button, GetName() );
5193 return;
5196 if(!HasSpell(action))
5198 sLog.outError( "Action %u not added into button %u for player %s: player don't known this spell", action, button, GetName() );
5199 return;
5203 ActionButtonList::iterator buttonItr = m_actionButtons.find(button);
5205 if (buttonItr==m_actionButtons.end())
5206 { // just add new button
5207 m_actionButtons[button] = ActionButton(action,type,misc);
5209 else
5210 { // change state of current button
5211 ActionButtonUpdateState uState = buttonItr->second.uState;
5212 buttonItr->second = ActionButton(action,type,misc);
5213 if (uState != ACTIONBUTTON_NEW) buttonItr->second.uState = ACTIONBUTTON_CHANGED;
5216 sLog.outDetail( "Player '%u' Added Action '%u' to Button '%u'", GetGUIDLow(), action, button );
5219 void Player::removeActionButton(uint8 button)
5221 ActionButtonList::iterator buttonItr = m_actionButtons.find(button);
5222 if (buttonItr==m_actionButtons.end())
5223 return;
5225 if(buttonItr->second.uState==ACTIONBUTTON_NEW)
5226 m_actionButtons.erase(buttonItr); // new and not saved
5227 else
5228 buttonItr->second.uState = ACTIONBUTTON_DELETED; // saved, will deleted at next save
5230 sLog.outDetail( "Action Button '%u' Removed from Player '%u'", button, GetGUIDLow() );
5233 void Player::SetDontMove(bool dontMove)
5235 m_dontMove = dontMove;
5238 bool Player::SetPosition(float x, float y, float z, float orientation, bool teleport)
5240 // prevent crash when a bad coord is sent by the client
5241 if(!MaNGOS::IsValidMapCoord(x,y,z,orientation))
5243 sLog.outDebug("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x,y,z,orientation,teleport,GetGUIDLow());
5244 return false;
5247 Map *m = GetMap();
5249 const float old_x = GetPositionX();
5250 const float old_y = GetPositionY();
5251 const float old_z = GetPositionZ();
5252 const float old_r = GetOrientation();
5254 if( teleport || old_x != x || old_y != y || old_z != z || old_r != orientation )
5256 if (teleport || old_x != x || old_y != y || old_z != z)
5257 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING);
5258 else
5259 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING);
5261 // move and update visible state if need
5262 m->PlayerRelocation(this, x, y, z, orientation);
5264 // reread after Map::Relocation
5265 m = GetMap();
5266 x = GetPositionX();
5267 y = GetPositionY();
5268 z = GetPositionZ();
5270 // group update
5271 if(GetGroup() && (old_x != x || old_y != y))
5272 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION);
5275 // code block for underwater state update
5276 UpdateUnderwaterState(m, x, y, z);
5278 CheckExploreSystem();
5280 return true;
5283 void Player::SaveRecallPosition()
5285 m_recallMap = GetMapId();
5286 m_recallX = GetPositionX();
5287 m_recallY = GetPositionY();
5288 m_recallZ = GetPositionZ();
5289 m_recallO = GetOrientation();
5292 void Player::SendMessageToSet(WorldPacket *data, bool self)
5294 GetMap()->MessageBroadcast(this, data, self);
5297 void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self)
5299 GetMap()->MessageDistBroadcast(this, data, dist, self);
5302 void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self, bool own_team_only)
5304 GetMap()->MessageDistBroadcast(this, data, dist, self,own_team_only);
5307 void Player::SendDirectMessage(WorldPacket *data)
5309 GetSession()->SendPacket(data);
5312 void Player::CheckExploreSystem()
5314 if (!isAlive())
5315 return;
5317 if (isInFlight())
5318 return;
5320 uint16 areaFlag=MapManager::Instance().GetBaseMap(GetMapId())->GetAreaFlag(GetPositionX(),GetPositionY());
5321 if(areaFlag==0xffff)
5322 return;
5323 int offset = areaFlag / 32;
5325 if(offset >= 128)
5327 sLog.outError("ERROR: Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < 64 ).",areaFlag,GetPositionX(),GetPositionY(),offset,offset);
5328 return;
5331 uint32 val = (uint32)(1 << (areaFlag % 32));
5332 uint32 currFields = GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset);
5334 if( !(currFields & val) )
5336 SetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset, (uint32)(currFields | val));
5338 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA);
5340 AreaTableEntry const *p = GetAreaEntryByAreaFlagAndMap(areaFlag,GetMapId());
5341 if(!p)
5343 sLog.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId());
5345 else if(p->area_level > 0)
5347 uint32 area = p->ID;
5348 if (getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
5350 SendExplorationExperience(area,0);
5352 else
5354 int32 diff = int32(getLevel()) - p->area_level;
5355 uint32 XP = 0;
5356 if (diff < -5)
5358 XP = uint32(objmgr.GetBaseXP(getLevel()+5)*sWorld.getRate(RATE_XP_EXPLORE));
5360 else if (diff > 5)
5362 int32 exploration_percent = (100-((diff-5)*5));
5363 if (exploration_percent > 100)
5364 exploration_percent = 100;
5365 else if (exploration_percent < 0)
5366 exploration_percent = 0;
5368 XP = uint32(objmgr.GetBaseXP(p->area_level)*exploration_percent/100*sWorld.getRate(RATE_XP_EXPLORE));
5370 else
5372 XP = uint32(objmgr.GetBaseXP(p->area_level)*sWorld.getRate(RATE_XP_EXPLORE));
5375 GiveXP( XP, NULL );
5376 SendExplorationExperience(area,XP);
5378 sLog.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area);
5383 uint32 Player::TeamForRace(uint8 race)
5385 ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
5386 if(!rEntry)
5388 sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race));
5389 return ALLIANCE;
5392 switch(rEntry->TeamID)
5394 case 7: return ALLIANCE;
5395 case 1: return HORDE;
5398 sLog.outError("Race %u have wrong team id in DBC: wrong DBC files?",uint32(race),rEntry->TeamID);
5399 return ALLIANCE;
5402 uint32 Player::getFactionForRace(uint8 race)
5404 ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
5405 if(!rEntry)
5407 sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race));
5408 return 0;
5411 return rEntry->FactionID;
5414 void Player::setFactionForRace(uint8 race)
5416 m_team = TeamForRace(race);
5417 setFaction( getFactionForRace(race) );
5420 void Player::UpdateReputation() const
5422 sLog.outDetail( "WORLD: Player::UpdateReputation" );
5424 for(FactionStateList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
5426 SendFactionState(&(itr->second));
5430 void Player::SendFactionState(FactionState const* faction) const
5432 if(faction->Flags & FACTION_FLAG_VISIBLE) //If faction is visible then update it
5434 WorldPacket data(SMSG_SET_FACTION_STANDING, (16)); // last check 2.4.0
5435 data << (float) 0; // unk 2.4.0
5436 data << (uint8) 0; // wotlk 8634
5437 data << (uint32) 1; // count
5438 // for
5439 data << (uint32) faction->ReputationListID;
5440 data << (uint32) faction->Standing;
5441 // end for
5442 GetSession()->SendPacket(&data);
5446 void Player::SendInitialReputations()
5448 WorldPacket data(SMSG_INITIALIZE_FACTIONS, (4+128*5));
5449 data << uint32 (0x00000080);
5451 RepListID a = 0;
5453 for (FactionStateList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); itr++)
5455 // fill in absent fields
5456 for (; a != itr->first; a++)
5458 data << uint8 (0x00);
5459 data << uint32 (0x00000000);
5462 // fill in encountered data
5463 data << uint8 (itr->second.Flags);
5464 data << uint32 (itr->second.Standing);
5466 ++a;
5469 // fill in absent fields
5470 for (; a != 128; a++)
5472 data << uint8 (0x00);
5473 data << uint32 (0x00000000);
5476 GetSession()->SendPacket(&data);
5479 FactionState const* Player::GetFactionState( FactionEntry const* factionEntry) const
5481 FactionStateList::const_iterator itr = m_factions.find(factionEntry->reputationListID);
5482 if (itr != m_factions.end())
5483 return &itr->second;
5485 return NULL;
5488 void Player::SetFactionAtWar(FactionState* faction, bool atWar)
5490 // not allow declare war to own faction
5491 if(atWar && (faction->Flags & FACTION_FLAG_PEACE_FORCED) )
5492 return;
5494 // already set
5495 if(((faction->Flags & FACTION_FLAG_AT_WAR) != 0) == atWar)
5496 return;
5498 if( atWar )
5499 faction->Flags |= FACTION_FLAG_AT_WAR;
5500 else
5501 faction->Flags &= ~FACTION_FLAG_AT_WAR;
5503 faction->Changed = true;
5506 void Player::SetFactionInactive(FactionState* faction, bool inactive)
5508 // always invisible or hidden faction can't be inactive
5509 if(inactive && ((faction->Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN)) || !(faction->Flags & FACTION_FLAG_VISIBLE) ) )
5510 return;
5512 // already set
5513 if(((faction->Flags & FACTION_FLAG_INACTIVE) != 0) == inactive)
5514 return;
5516 if(inactive)
5517 faction->Flags |= FACTION_FLAG_INACTIVE;
5518 else
5519 faction->Flags &= ~FACTION_FLAG_INACTIVE;
5521 faction->Changed = true;
5524 void Player::SetFactionVisibleForFactionTemplateId(uint32 FactionTemplateId)
5526 FactionTemplateEntry const*factionTemplateEntry = sFactionTemplateStore.LookupEntry(FactionTemplateId);
5528 if(!factionTemplateEntry)
5529 return;
5531 SetFactionVisibleForFactionId(factionTemplateEntry->faction);
5534 void Player::SetFactionVisibleForFactionId(uint32 FactionId)
5536 FactionEntry const *factionEntry = sFactionStore.LookupEntry(FactionId);
5537 if(!factionEntry)
5538 return;
5540 if(factionEntry->reputationListID < 0)
5541 return;
5543 FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
5544 if (itr == m_factions.end())
5545 return;
5547 SetFactionVisible(&itr->second);
5550 void Player::SetFactionVisible(FactionState* faction)
5552 // always invisible or hidden faction can't be make visible
5553 if(faction->Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN))
5554 return;
5556 // already set
5557 if(faction->Flags & FACTION_FLAG_VISIBLE)
5558 return;
5560 faction->Flags |= FACTION_FLAG_VISIBLE;
5561 faction->Changed = true;
5563 if(!m_session->PlayerLoading())
5565 // make faction visible in reputation list at client
5566 WorldPacket data(SMSG_SET_FACTION_VISIBLE, 4);
5567 data << faction->ReputationListID;
5568 GetSession()->SendPacket(&data);
5572 void Player::SetInitialFactions()
5574 for(unsigned int i = 1; i < sFactionStore.GetNumRows(); i++)
5576 FactionEntry const *factionEntry = sFactionStore.LookupEntry(i);
5578 if( factionEntry && (factionEntry->reputationListID >= 0))
5580 FactionState newFaction;
5581 newFaction.ID = factionEntry->ID;
5582 newFaction.ReputationListID = factionEntry->reputationListID;
5583 newFaction.Standing = 0;
5584 newFaction.Flags = GetDefaultReputationFlags(factionEntry);
5585 newFaction.Changed = true;
5587 m_factions[newFaction.ReputationListID] = newFaction;
5592 uint32 Player::GetDefaultReputationFlags(const FactionEntry *factionEntry) const
5594 if (!factionEntry)
5595 return 0;
5597 uint32 raceMask = getRaceMask();
5598 uint32 classMask = getClassMask();
5599 for (int i=0; i < 4; i++)
5601 if( (factionEntry->BaseRepRaceMask[i] & raceMask) &&
5602 (factionEntry->BaseRepClassMask[i]==0 ||
5603 (factionEntry->BaseRepClassMask[i] & classMask) ) )
5604 return factionEntry->ReputationFlags[i];
5606 return 0;
5609 int32 Player::GetBaseReputation(const FactionEntry *factionEntry) const
5611 if (!factionEntry)
5612 return 0;
5614 uint32 raceMask = getRaceMask();
5615 uint32 classMask = getClassMask();
5616 for (int i=0; i < 4; i++)
5618 if( (factionEntry->BaseRepRaceMask[i] & raceMask) &&
5619 (factionEntry->BaseRepClassMask[i]==0 ||
5620 (factionEntry->BaseRepClassMask[i] & classMask) ) )
5621 return factionEntry->BaseRepValue[i];
5624 // in faction.dbc exist factions with (RepListId >=0, listed in character reputation list) with all BaseRepRaceMask[i]==0
5625 return 0;
5628 int32 Player::GetReputation(uint32 faction_id) const
5630 FactionEntry const *factionEntry = sFactionStore.LookupEntry(faction_id);
5632 if (!factionEntry)
5634 sLog.outError("Player::GetReputation: Can't get reputation of %s for unknown faction (faction template id) #%u.",GetName(), faction_id);
5635 return 0;
5638 return GetReputation(factionEntry);
5641 int32 Player::GetReputation(const FactionEntry *factionEntry) const
5643 // Faction without recorded reputation. Just ignore.
5644 if(!factionEntry)
5645 return 0;
5647 FactionStateList::const_iterator itr = m_factions.find(factionEntry->reputationListID);
5648 if (itr != m_factions.end())
5649 return GetBaseReputation(factionEntry) + itr->second.Standing;
5651 return 0;
5654 ReputationRank Player::GetReputationRank(uint32 faction) const
5656 FactionEntry const*factionEntry = sFactionStore.LookupEntry(faction);
5657 if(!factionEntry)
5658 return MIN_REPUTATION_RANK;
5660 return GetReputationRank(factionEntry);
5663 ReputationRank Player::ReputationToRank(int32 standing) const
5665 int32 Limit = Reputation_Cap + 1;
5666 for (int i = MAX_REPUTATION_RANK-1; i >= MIN_REPUTATION_RANK; --i)
5668 Limit -= ReputationRank_Length[i];
5669 if (standing >= Limit )
5670 return ReputationRank(i);
5672 return MIN_REPUTATION_RANK;
5675 ReputationRank Player::GetReputationRank(const FactionEntry *factionEntry) const
5677 int32 Reputation = GetReputation(factionEntry);
5678 return ReputationToRank(Reputation);
5681 ReputationRank Player::GetBaseReputationRank(const FactionEntry *factionEntry) const
5683 int32 Reputation = GetBaseReputation(factionEntry);
5684 return ReputationToRank(Reputation);
5687 bool Player::ModifyFactionReputation(uint32 FactionTemplateId, int32 DeltaReputation)
5689 FactionTemplateEntry const* factionTemplateEntry = sFactionTemplateStore.LookupEntry(FactionTemplateId);
5691 if(!factionTemplateEntry)
5693 sLog.outError("Player::ModifyFactionReputation: Can't update reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId);
5694 return false;
5697 FactionEntry const *factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->faction);
5699 // Faction without recorded reputation. Just ignore.
5700 if(!factionEntry)
5701 return false;
5703 return ModifyFactionReputation(factionEntry, DeltaReputation);
5706 bool Player::ModifyFactionReputation(FactionEntry const* factionEntry, int32 standing)
5708 SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID);
5709 if (flist)
5711 bool res = false;
5712 for (SimpleFactionsList::const_iterator itr = flist->begin();itr != flist->end();++itr)
5714 FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr);
5715 if(factionEntryCalc)
5716 res = ModifyOneFactionReputation(factionEntryCalc, standing);
5718 return res;
5720 else
5721 return ModifyOneFactionReputation(factionEntry, standing);
5724 bool Player::ModifyOneFactionReputation(FactionEntry const* factionEntry, int32 standing)
5726 FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
5727 if (itr != m_factions.end())
5729 int32 BaseRep = GetBaseReputation(factionEntry);
5730 int32 new_rep = BaseRep + itr->second.Standing + standing;
5732 if (new_rep > Reputation_Cap)
5733 new_rep = Reputation_Cap;
5734 else
5735 if (new_rep < Reputation_Bottom)
5736 new_rep = Reputation_Bottom;
5738 if(ReputationToRank(new_rep) <= REP_HOSTILE)
5739 SetFactionAtWar(&itr->second,true);
5741 itr->second.Standing = new_rep - BaseRep;
5742 itr->second.Changed = true;
5744 SetFactionVisible(&itr->second);
5746 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
5748 if(uint32 questid = GetQuestSlotQuestId(i))
5750 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
5751 if( qInfo && qInfo->GetRepObjectiveFaction() == factionEntry->ID )
5753 QuestStatusData& q_status = mQuestStatus[questid];
5754 if( q_status.m_status == QUEST_STATUS_INCOMPLETE )
5756 if(GetReputation(factionEntry) >= qInfo->GetRepObjectiveValue())
5757 if ( CanCompleteQuest( questid ) )
5758 CompleteQuest( questid );
5760 else if( q_status.m_status == QUEST_STATUS_COMPLETE )
5762 if(GetReputation(factionEntry) < qInfo->GetRepObjectiveValue())
5763 IncompleteQuest( questid );
5768 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION);
5769 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION);
5770 SendFactionState(&(itr->second));
5772 return true;
5774 return false;
5777 bool Player::SetFactionReputation(uint32 FactionTemplateId, int32 standing)
5779 FactionTemplateEntry const* factionTemplateEntry = sFactionTemplateStore.LookupEntry(FactionTemplateId);
5781 if(!factionTemplateEntry)
5783 sLog.outError("Player::SetFactionReputation: Can't set reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId);
5784 return false;
5787 FactionEntry const *factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->faction);
5789 // Faction without recorded reputation. Just ignore.
5790 if(!factionEntry)
5791 return false;
5793 return SetFactionReputation(factionEntry, standing);
5796 bool Player::SetFactionReputation(FactionEntry const* factionEntry, int32 standing)
5798 SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID);
5799 if (flist)
5801 bool res = false;
5802 for (SimpleFactionsList::const_iterator itr = flist->begin();itr != flist->end();++itr)
5804 FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr);
5805 if(factionEntryCalc)
5806 res = SetOneFactionReputation(factionEntryCalc, standing);
5808 return res;
5810 else
5811 return SetOneFactionReputation(factionEntry, standing);
5814 bool Player::SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing)
5816 FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
5817 if (itr != m_factions.end())
5819 if (standing > Reputation_Cap)
5820 standing = Reputation_Cap;
5821 else
5822 if (standing < Reputation_Bottom)
5823 standing = Reputation_Bottom;
5825 int32 BaseRep = GetBaseReputation(factionEntry);
5826 itr->second.Standing = standing - BaseRep;
5827 itr->second.Changed = true;
5829 SetFactionVisible(&itr->second);
5831 if(ReputationToRank(standing) <= REP_HOSTILE)
5832 SetFactionAtWar(&itr->second,true);
5834 SendFactionState(&(itr->second));
5835 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION);
5836 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION);
5837 return true;
5839 return false;
5842 //Calculate total reputation percent player gain with quest/creature level
5843 int32 Player::CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, bool for_quest)
5845 // for grey creature kill received 20%, in other case 100.
5846 int32 percent = (!for_quest && (creatureOrQuestLevel <= MaNGOS::XP::GetGrayLevel(getLevel()))) ? 20 : 100;
5848 int32 repMod = GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN);
5850 percent += rep > 0 ? repMod : -repMod;
5852 if(percent <=0)
5853 return 0;
5855 return int32(sWorld.getRate(RATE_REPUTATION_GAIN)*rep*percent/100);
5858 //Calculates how many reputation points player gains in victim's enemy factions
5859 void Player::RewardReputation(Unit *pVictim, float rate)
5861 if(!pVictim || pVictim->GetTypeId() == TYPEID_PLAYER)
5862 return;
5864 ReputationOnKillEntry const* Rep = objmgr.GetReputationOnKilEntry(((Creature*)pVictim)->GetCreatureInfo()->Entry);
5866 if(!Rep)
5867 return;
5869 if(Rep->repfaction1 && (!Rep->team_dependent || GetTeam()==ALLIANCE))
5871 int32 donerep1 = CalculateReputationGain(pVictim->getLevel(),Rep->repvalue1,false);
5872 donerep1 = int32(donerep1*rate);
5873 FactionEntry const *factionEntry1 = sFactionStore.LookupEntry(Rep->repfaction1);
5874 uint32 current_reputation_rank1 = GetReputationRank(factionEntry1);
5875 if(factionEntry1 && current_reputation_rank1 <= Rep->reputation_max_cap1)
5876 ModifyFactionReputation(factionEntry1, donerep1);
5878 // Wiki: Team factions value divided by 2
5879 if(Rep->is_teamaward1)
5881 FactionEntry const *team1_factionEntry = sFactionStore.LookupEntry(factionEntry1->team);
5882 if(team1_factionEntry)
5883 ModifyFactionReputation(team1_factionEntry, donerep1 / 2);
5887 if(Rep->repfaction2 && (!Rep->team_dependent || GetTeam()==HORDE))
5889 int32 donerep2 = CalculateReputationGain(pVictim->getLevel(),Rep->repvalue2,false);
5890 donerep2 = int32(donerep2*rate);
5891 FactionEntry const *factionEntry2 = sFactionStore.LookupEntry(Rep->repfaction2);
5892 uint32 current_reputation_rank2 = GetReputationRank(factionEntry2);
5893 if(factionEntry2 && current_reputation_rank2 <= Rep->reputation_max_cap2)
5894 ModifyFactionReputation(factionEntry2, donerep2);
5896 // Wiki: Team factions value divided by 2
5897 if(Rep->is_teamaward2)
5899 FactionEntry const *team2_factionEntry = sFactionStore.LookupEntry(factionEntry2->team);
5900 if(team2_factionEntry)
5901 ModifyFactionReputation(team2_factionEntry, donerep2 / 2);
5906 //Calculate how many reputation points player gain with the quest
5907 void Player::RewardReputation(Quest const *pQuest)
5909 // quest reputation reward/loss
5910 for(int i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)
5912 if(pQuest->RewRepFaction[i] && pQuest->RewRepValue[i] )
5914 int32 rep = CalculateReputationGain(pQuest->GetQuestLevel(),pQuest->RewRepValue[i],true);
5915 FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->RewRepFaction[i]);
5916 if(factionEntry)
5917 ModifyFactionReputation(factionEntry, rep);
5921 // TODO: implement reputation spillover
5924 void Player::UpdateArenaFields(void)
5926 /* arena calcs go here */
5929 void Player::UpdateHonorFields()
5931 /// called when rewarding honor and at each save
5932 uint64 now = time(NULL);
5933 uint64 today = uint64(time(NULL) / DAY) * DAY;
5935 if(m_lastHonorUpdateTime < today)
5937 uint64 yesterday = today - DAY;
5939 uint16 kills_today = PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS));
5941 // update yesterday's contribution
5942 if(m_lastHonorUpdateTime >= yesterday )
5944 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION));
5946 // this is the first update today, reset today's contribution
5947 SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, 0);
5948 SetUInt32Value(PLAYER_FIELD_KILLS, MAKE_PAIR32(0,kills_today));
5950 else
5952 // no honor/kills yesterday or today, reset
5953 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0);
5954 SetUInt32Value(PLAYER_FIELD_KILLS, 0);
5958 m_lastHonorUpdateTime = now;
5961 ///Calculate the amount of honor gained based on the victim
5962 ///and the size of the group for which the honor is divided
5963 ///An exact honor value can also be given (overriding the calcs)
5964 bool Player::RewardHonor(Unit *uVictim, uint32 groupsize, float honor)
5966 // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
5967 if(GetDummyAura(SPELL_AURA_PLAYER_INACTIVE))
5968 return false;
5970 uint64 victim_guid = 0;
5971 uint32 victim_rank = 0;
5973 // need call before fields update to have chance move yesterday data to appropriate fields before today data change.
5974 UpdateHonorFields();
5976 if(honor <= 0)
5978 if(!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT))
5979 return false;
5981 victim_guid = uVictim->GetGUID();
5983 if( uVictim->GetTypeId() == TYPEID_PLAYER )
5985 Player *pVictim = (Player *)uVictim;
5987 if( GetTeam() == pVictim->GetTeam() && !sWorld.IsFFAPvPRealm() )
5988 return false;
5990 float f = 1; //need for total kills (?? need more info)
5991 uint32 k_grey = 0;
5992 uint32 k_level = getLevel();
5993 uint32 v_level = pVictim->getLevel();
5996 // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
5997 // [0] Just name
5998 // [1..14] Alliance honor titles and player name
5999 // [15..28] Horde honor titles and player name
6000 // [29..38] Other title and player name
6001 // [39+] Nothing
6002 uint32 victim_title = pVictim->GetUInt32Value(PLAYER_CHOSEN_TITLE);
6003 // Get Killer titles, CharTitlesEntry::bit_index
6004 // Ranks:
6005 // title[1..14] -> rank[5..18]
6006 // title[15..28] -> rank[5..18]
6007 // title[other] -> 0
6008 if (victim_title == 0)
6009 victim_guid = 0; // Don't show HK: <rank> message, only log.
6010 else if (victim_title < 15)
6011 victim_rank = victim_title + 4;
6012 else if (victim_title < 29)
6013 victim_rank = victim_title - 14 + 4;
6014 else
6015 victim_guid = 0; // Don't show HK: <rank> message, only log.
6018 if(k_level <= 5)
6019 k_grey = 0;
6020 else if( k_level <= 39 )
6021 k_grey = k_level - 5 - k_level/10;
6022 else
6023 k_grey = k_level - 1 - k_level/5;
6025 if(v_level<=k_grey)
6026 return false;
6028 float diff_level = (k_level == k_grey) ? 1 : ((float(v_level) - float(k_grey)) / (float(k_level) - float(k_grey)));
6030 int32 v_rank =1; //need more info
6032 honor = ((f * diff_level * (190 + v_rank*10))/6);
6033 honor *= ((float)k_level) / 70.0f; //factor of dependence on levels of the killer
6035 // count the number of playerkills in one day
6036 ApplyModUInt32Value(PLAYER_FIELD_KILLS, 1, true);
6037 // and those in a lifetime
6038 ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS, 1, true);
6040 else
6042 Creature *cVictim = (Creature *)uVictim;
6044 if (!cVictim->isRacialLeader())
6045 return false;
6047 honor = 100; // ??? need more info
6048 victim_rank = 19; // HK: Leader
6052 if (uVictim != NULL)
6054 honor *= sWorld.getRate(RATE_HONOR);
6056 if(groupsize > 1)
6057 honor /= groupsize;
6059 honor *= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor
6062 // honor - for show honor points in log
6063 // victim_guid - for show victim name in log
6064 // victim_rank [1..4] HK: <dishonored rank>
6065 // victim_rank [5..19] HK: <alliance\horde rank>
6066 // victim_rank [0,20+] HK: <>
6067 WorldPacket data(SMSG_PVP_CREDIT,4+8+4);
6068 data << (uint32) honor;
6069 data << (uint64) victim_guid;
6070 data << (uint32) victim_rank;
6072 GetSession()->SendPacket(&data);
6074 // add honor points
6075 ModifyHonorPoints(int32(honor));
6077 ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, uint32(honor), true);
6078 return true;
6081 void Player::ModifyHonorPoints( int32 value )
6083 if(value < 0)
6085 if (GetHonorPoints() > sWorld.getConfig(CONFIG_MAX_HONOR_POINTS))
6086 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_MAX_HONOR_POINTS) + value);
6087 else
6088 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() > uint32(-value) ? GetHonorPoints() + value : 0);
6090 else
6091 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() < sWorld.getConfig(CONFIG_MAX_HONOR_POINTS) - value ? GetHonorPoints() + value : sWorld.getConfig(CONFIG_MAX_HONOR_POINTS));
6094 void Player::ModifyArenaPoints( int32 value )
6096 if(value < 0)
6098 if (GetArenaPoints() > sWorld.getConfig(CONFIG_MAX_ARENA_POINTS))
6099 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_MAX_ARENA_POINTS) + value);
6100 else
6101 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() > uint32(-value) ? GetArenaPoints() + value : 0);
6103 else
6104 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() < sWorld.getConfig(CONFIG_MAX_ARENA_POINTS) - value ? GetArenaPoints() + value : sWorld.getConfig(CONFIG_MAX_ARENA_POINTS));
6107 uint32 Player::GetGuildIdFromDB(uint64 guid)
6109 std::ostringstream ss;
6110 ss<<"SELECT guildid FROM guild_member WHERE guid='"<<guid<<"'";
6111 QueryResult *result = CharacterDatabase.Query( ss.str().c_str() );
6112 if( result )
6114 uint32 v = result->Fetch()[0].GetUInt32();
6115 delete result;
6116 return v;
6118 else
6119 return 0;
6122 uint32 Player::GetRankFromDB(uint64 guid)
6124 std::ostringstream ss;
6125 ss<<"SELECT rank FROM guild_member WHERE guid='"<<guid<<"'";
6126 QueryResult *result = CharacterDatabase.Query( ss.str().c_str() );
6127 if( result )
6129 uint32 v = result->Fetch()[0].GetUInt32();
6130 delete result;
6131 return v;
6133 else
6134 return 0;
6137 uint32 Player::GetArenaTeamIdFromDB(uint64 guid, uint8 type)
6139 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);
6140 if(!result)
6141 return 0;
6143 uint32 id = (*result)[0].GetUInt32();
6144 delete result;
6145 return id;
6148 uint32 Player::GetZoneIdFromDB(uint64 guid)
6150 std::ostringstream ss;
6152 ss<<"SELECT zone FROM characters WHERE guid='"<<GUID_LOPART(guid)<<"'";
6153 QueryResult *result = CharacterDatabase.Query( ss.str().c_str() );
6154 if (!result)
6155 return 0;
6156 Field* fields = result->Fetch();
6157 uint32 zone = fields[0].GetUInt32();
6158 delete result;
6160 if (!zone)
6162 // stored zone is zero, use generic and slow zone detection
6163 ss.str("");
6164 ss<<"SELECT map,position_x,position_y FROM characters WHERE guid='"<<GUID_LOPART(guid)<<"'";
6165 result = CharacterDatabase.Query(ss.str().c_str());
6166 if( !result )
6167 return 0;
6168 fields = result->Fetch();
6169 uint32 map = fields[0].GetUInt32();
6170 float posx = fields[1].GetFloat();
6171 float posy = fields[2].GetFloat();
6172 delete result;
6174 zone = MapManager::Instance().GetZoneId(map,posx,posy);
6176 ss.str("");
6177 ss << "UPDATE characters SET zone='"<<zone<<"' WHERE guid='"<<GUID_LOPART(guid)<<"'";
6178 CharacterDatabase.Execute(ss.str().c_str());
6181 return zone;
6184 void Player::UpdateArea(uint32 newArea)
6186 // FFA_PVP flags are area and not zone id dependent
6187 // so apply them accordingly
6188 m_areaUpdateId = newArea;
6190 AreaTableEntry const* area = GetAreaEntryByAreaID(newArea);
6192 if(area && (area->flags & AREA_FLAG_ARENA))
6194 if(!isGameMaster())
6195 SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP);
6197 else
6199 // remove ffa flag only if not ffapvp realm
6200 // removal in sanctuaries and capitals is handled in zone update
6201 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP) && !sWorld.IsFFAPvPRealm())
6202 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP);
6205 UpdateAreaDependentAuras(newArea);
6208 void Player::UpdateZone(uint32 newZone)
6210 m_zoneUpdateId = newZone;
6211 m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
6213 // zone changed, so area changed as well, update it
6214 UpdateArea(GetAreaId());
6216 AreaTableEntry const* zone = GetAreaEntryByAreaID(newZone);
6217 if(!zone)
6218 return;
6220 if (sWorld.getConfig(CONFIG_WEATHER))
6222 Weather *wth = sWorld.FindWeather(zone->ID);
6223 if(wth)
6225 wth->SendWeatherUpdateToPlayer(this);
6227 else
6229 if(!sWorld.AddWeather(zone->ID))
6231 // send fine weather packet to remove old zone's weather
6232 Weather::SendFineWeatherUpdateToPlayer(this);
6237 pvpInfo.inHostileArea =
6238 GetTeam() == ALLIANCE && zone->team == AREATEAM_HORDE ||
6239 GetTeam() == HORDE && zone->team == AREATEAM_ALLY ||
6240 sWorld.IsPvPRealm() && zone->team == AREATEAM_NONE ||
6241 InBattleGround(); // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
6243 if(pvpInfo.inHostileArea) // in hostile area
6245 if(!IsPvP() || pvpInfo.endTimer != 0)
6246 UpdatePvP(true, true);
6248 else // in friendly area
6250 if(IsPvP() && !HasFlag(PLAYER_FLAGS,PLAYER_FLAGS_IN_PVP) && pvpInfo.endTimer == 0)
6251 pvpInfo.endTimer = time(0); // start toggle-off
6254 if(zone->flags & AREA_FLAG_SANCTUARY) // in sanctuary
6256 SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_SANCTUARY);
6257 if(sWorld.IsFFAPvPRealm())
6258 RemoveFlag(PLAYER_FLAGS,PLAYER_FLAGS_FFA_PVP);
6260 else
6262 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_SANCTUARY);
6265 if(zone->flags & AREA_FLAG_CAPITAL) // in capital city
6267 SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
6268 SetRestType(REST_TYPE_IN_CITY);
6269 InnEnter(time(0),GetMapId(),0,0,0);
6271 if(sWorld.IsFFAPvPRealm())
6272 RemoveFlag(PLAYER_FLAGS,PLAYER_FLAGS_FFA_PVP);
6274 else // anywhere else
6276 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING)) // but resting (walk from city or maybe in tavern or leave tavern recently)
6278 if(GetRestType()==REST_TYPE_IN_TAVERN) // has been in tavern. Is still in?
6280 if(GetMapId()!=GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40)
6282 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
6283 SetRestType(REST_TYPE_NO);
6285 if(sWorld.IsFFAPvPRealm())
6286 SetFlag(PLAYER_FLAGS,PLAYER_FLAGS_FFA_PVP);
6289 else // not in tavern (leave city then)
6291 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
6292 SetRestType(REST_TYPE_NO);
6294 // Set player to FFA PVP when not in rested environment.
6295 if(sWorld.IsFFAPvPRealm())
6296 SetFlag(PLAYER_FLAGS,PLAYER_FLAGS_FFA_PVP);
6301 // remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
6302 // if player resurrected at teleport this will be applied in resurrect code
6303 if(isAlive())
6304 DestroyZoneLimitedItem( true, newZone );
6306 // recent client version not send leave/join channel packets for built-in local channels
6307 UpdateLocalChannels( newZone );
6309 // group update
6310 if(GetGroup())
6311 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE);
6313 UpdateZoneDependentAuras(newZone);
6316 //If players are too far way of duel flag... then player loose the duel
6317 void Player::CheckDuelDistance(time_t currTime)
6319 if(!duel)
6320 return;
6322 uint64 duelFlagGUID = GetUInt64Value(PLAYER_DUEL_ARBITER);
6323 GameObject* obj = ObjectAccessor::GetGameObject(*this, duelFlagGUID);
6324 if(!obj)
6325 return;
6327 if(duel->outOfBound == 0)
6329 if(!IsWithinDistInMap(obj, 50))
6331 duel->outOfBound = currTime;
6333 WorldPacket data(SMSG_DUEL_OUTOFBOUNDS, 0);
6334 GetSession()->SendPacket(&data);
6337 else
6339 if(IsWithinDistInMap(obj, 40))
6341 duel->outOfBound = 0;
6343 WorldPacket data(SMSG_DUEL_INBOUNDS, 0);
6344 GetSession()->SendPacket(&data);
6346 else if(currTime >= (duel->outOfBound+10))
6348 DuelComplete(DUEL_FLED);
6353 void Player::DuelComplete(DuelCompleteType type)
6355 // duel not requested
6356 if(!duel)
6357 return;
6359 WorldPacket data(SMSG_DUEL_COMPLETE, (1));
6360 data << (uint8)((type != DUEL_INTERUPTED) ? 1 : 0);
6361 GetSession()->SendPacket(&data);
6362 duel->opponent->GetSession()->SendPacket(&data);
6364 if(type != DUEL_INTERUPTED)
6366 data.Initialize(SMSG_DUEL_WINNER, (1+20)); // we guess size
6367 data << (uint8)((type==DUEL_WON) ? 0 : 1); // 0 = just won; 1 = fled
6368 data << duel->opponent->GetName();
6369 data << GetName();
6370 SendMessageToSet(&data,true);
6373 // cool-down duel spell
6374 /*data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6376 data<<GetGUID();
6377 data<<uint8(0x0);
6379 data<<(uint32)7266;
6380 data<<uint32(0x0);
6381 GetSession()->SendPacket(&data);
6382 data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6383 data<<duel->opponent->GetGUID();
6384 data<<uint8(0x0);
6385 data<<(uint32)7266;
6386 data<<uint32(0x0);
6387 duel->opponent->GetSession()->SendPacket(&data);*/
6389 //Remove Duel Flag object
6390 GameObject* obj = ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER));
6391 if(obj)
6392 duel->initiator->RemoveGameObject(obj,true);
6394 /* remove auras */
6395 std::vector<uint32> auras2remove;
6396 AuraMap const& vAuras = duel->opponent->GetAuras();
6397 for (AuraMap::const_iterator i = vAuras.begin(); i != vAuras.end(); i++)
6399 if (!i->second->IsPositive() && i->second->GetCasterGUID() == GetGUID() && i->second->GetAuraApplyTime() >= duel->startTime)
6400 auras2remove.push_back(i->second->GetId());
6403 for(size_t i=0; i<auras2remove.size(); i++)
6404 duel->opponent->RemoveAurasDueToSpell(auras2remove[i]);
6406 auras2remove.clear();
6407 AuraMap const& auras = GetAuras();
6408 for (AuraMap::const_iterator i = auras.begin(); i != auras.end(); i++)
6410 if (!i->second->IsPositive() && i->second->GetCasterGUID() == duel->opponent->GetGUID() && i->second->GetAuraApplyTime() >= duel->startTime)
6411 auras2remove.push_back(i->second->GetId());
6413 for(size_t i=0; i<auras2remove.size(); i++)
6414 RemoveAurasDueToSpell(auras2remove[i]);
6416 // cleanup combo points
6417 if(GetComboTarget()==duel->opponent->GetGUID())
6418 ClearComboPoints();
6419 else if(GetComboTarget()==duel->opponent->GetPetGUID())
6420 ClearComboPoints();
6422 if(duel->opponent->GetComboTarget()==GetGUID())
6423 duel->opponent->ClearComboPoints();
6424 else if(duel->opponent->GetComboTarget()==GetPetGUID())
6425 duel->opponent->ClearComboPoints();
6427 //cleanups
6428 SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
6429 SetUInt32Value(PLAYER_DUEL_TEAM, 0);
6430 duel->opponent->SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
6431 duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 0);
6433 delete duel->opponent->duel;
6434 duel->opponent->duel = NULL;
6435 delete duel;
6436 duel = NULL;
6439 //---------------------------------------------------------//
6441 void Player::_ApplyItemMods(Item *item, uint8 slot,bool apply)
6443 if(slot >= INVENTORY_SLOT_BAG_END || !item)
6444 return;
6446 // not apply/remove mods for broken item
6447 if(item->IsBroken())
6448 return;
6450 ItemPrototype const *proto = item->GetProto();
6452 if(!proto)
6453 return;
6455 sLog.outDetail("applying mods for item %u ",item->GetGUIDLow());
6457 uint32 attacktype = Player::GetAttackBySlot(slot);
6458 if(attacktype < MAX_ATTACK)
6459 _ApplyWeaponDependentAuraMods(item,WeaponAttackType(attacktype),apply);
6461 _ApplyItemBonuses(proto,slot,apply);
6463 if( slot==EQUIPMENT_SLOT_RANGED )
6464 _ApplyAmmoBonuses();
6466 ApplyItemEquipSpell(item,apply);
6467 ApplyEnchantment(item, apply);
6469 if(proto->Socket[0].Color) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
6470 CorrectMetaGemEnchants(slot, apply);
6472 sLog.outDebug("_ApplyItemMods complete.");
6475 void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool apply)
6477 if(slot >= INVENTORY_SLOT_BAG_END || !proto)
6478 return;
6480 for (int i = 0; i < 10; i++)
6482 uint32 statType = 0;
6483 int32 val = 0;
6485 if(proto->ScalingStatDistribution)
6487 if(ScalingStatDistributionEntry const *ssd = sScalingStatDistributionStore.LookupEntry(proto->ScalingStatDistribution))
6489 statType = ssd->StatMod[i];
6491 if(uint32 modifier = ssd->Modifier[i])
6493 uint32 level = ((getLevel() > ssd->MaxLevel) ? ssd->MaxLevel : getLevel());
6494 if(ScalingStatValuesEntry const *ssv = sScalingStatValuesStore.LookupEntry(level))
6496 int multiplier = ssv->Multiplier[proto->GetScalingStatValuesColumn()];
6497 val = (multiplier * modifier) / 10000;
6502 else
6504 statType = proto->ItemStat[i].ItemStatType;
6505 val = float(proto->ItemStat[i].ItemStatValue);
6508 if(val == 0)
6509 continue;
6511 switch (statType)
6513 case ITEM_MOD_MANA:
6514 HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(val), apply);
6515 break;
6516 case ITEM_MOD_HEALTH: // modify HP
6517 HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(val), apply);
6518 break;
6519 case ITEM_MOD_AGILITY: // modify agility
6520 HandleStatModifier(UNIT_MOD_STAT_AGILITY, BASE_VALUE, float(val), apply);
6521 ApplyStatBuffMod(STAT_AGILITY, float(val), apply);
6522 break;
6523 case ITEM_MOD_STRENGTH: //modify strength
6524 HandleStatModifier(UNIT_MOD_STAT_STRENGTH, BASE_VALUE, float(val), apply);
6525 ApplyStatBuffMod(STAT_STRENGTH, float(val), apply);
6526 break;
6527 case ITEM_MOD_INTELLECT: //modify intellect
6528 HandleStatModifier(UNIT_MOD_STAT_INTELLECT, BASE_VALUE, float(val), apply);
6529 ApplyStatBuffMod(STAT_INTELLECT, float(val), apply);
6530 break;
6531 case ITEM_MOD_SPIRIT: //modify spirit
6532 HandleStatModifier(UNIT_MOD_STAT_SPIRIT, BASE_VALUE, float(val), apply);
6533 ApplyStatBuffMod(STAT_SPIRIT, float(val), apply);
6534 break;
6535 case ITEM_MOD_STAMINA: //modify stamina
6536 HandleStatModifier(UNIT_MOD_STAT_STAMINA, BASE_VALUE, float(val), apply);
6537 ApplyStatBuffMod(STAT_STAMINA, float(val), apply);
6538 break;
6539 case ITEM_MOD_DEFENSE_SKILL_RATING:
6540 ApplyRatingMod(CR_DEFENSE_SKILL, int32(val), apply);
6541 break;
6542 case ITEM_MOD_DODGE_RATING:
6543 ApplyRatingMod(CR_DODGE, int32(val), apply);
6544 break;
6545 case ITEM_MOD_PARRY_RATING:
6546 ApplyRatingMod(CR_PARRY, int32(val), apply);
6547 break;
6548 case ITEM_MOD_BLOCK_RATING:
6549 ApplyRatingMod(CR_BLOCK, int32(val), apply);
6550 break;
6551 case ITEM_MOD_HIT_MELEE_RATING:
6552 ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
6553 break;
6554 case ITEM_MOD_HIT_RANGED_RATING:
6555 ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
6556 break;
6557 case ITEM_MOD_HIT_SPELL_RATING:
6558 ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
6559 break;
6560 case ITEM_MOD_CRIT_MELEE_RATING:
6561 ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
6562 break;
6563 case ITEM_MOD_CRIT_RANGED_RATING:
6564 ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
6565 break;
6566 case ITEM_MOD_CRIT_SPELL_RATING:
6567 ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
6568 break;
6569 case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
6570 ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
6571 break;
6572 case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
6573 ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
6574 break;
6575 case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
6576 ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
6577 break;
6578 case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
6579 ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
6580 break;
6581 case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
6582 ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
6583 break;
6584 case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
6585 ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
6586 break;
6587 case ITEM_MOD_HASTE_MELEE_RATING:
6588 ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
6589 break;
6590 case ITEM_MOD_HASTE_RANGED_RATING:
6591 ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
6592 break;
6593 case ITEM_MOD_HASTE_SPELL_RATING:
6594 ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
6595 break;
6596 case ITEM_MOD_HIT_RATING:
6597 ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
6598 ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
6599 ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
6600 break;
6601 case ITEM_MOD_CRIT_RATING:
6602 ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
6603 ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
6604 ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
6605 break;
6606 case ITEM_MOD_HIT_TAKEN_RATING:
6607 ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
6608 ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
6609 ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
6610 break;
6611 case ITEM_MOD_CRIT_TAKEN_RATING:
6612 ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
6613 ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
6614 ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
6615 break;
6616 case ITEM_MOD_RESILIENCE_RATING:
6617 ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
6618 ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
6619 ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
6620 break;
6621 case ITEM_MOD_HASTE_RATING:
6622 ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
6623 ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
6624 ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
6625 break;
6626 case ITEM_MOD_EXPERTISE_RATING:
6627 ApplyRatingMod(CR_EXPERTISE, int32(val), apply);
6628 break;
6629 case ITEM_MOD_ARMOR_PENETRATION_RATING:
6630 ApplyRatingMod(CR_ARMOR_PENETRATION, int32(val), apply);
6631 break;
6635 if (proto->Armor)
6636 HandleStatModifier(UNIT_MOD_ARMOR, BASE_VALUE, float(proto->Armor), apply);
6638 if (proto->Block)
6639 HandleBaseModValue(SHIELD_BLOCK_VALUE, FLAT_MOD, float(proto->Block), apply);
6641 if (proto->HolyRes)
6642 HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY, BASE_VALUE, float(proto->HolyRes), apply);
6644 if (proto->FireRes)
6645 HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE, BASE_VALUE, float(proto->FireRes), apply);
6647 if (proto->NatureRes)
6648 HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE, BASE_VALUE, float(proto->NatureRes), apply);
6650 if (proto->FrostRes)
6651 HandleStatModifier(UNIT_MOD_RESISTANCE_FROST, BASE_VALUE, float(proto->FrostRes), apply);
6653 if (proto->ShadowRes)
6654 HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW, BASE_VALUE, float(proto->ShadowRes), apply);
6656 if (proto->ArcaneRes)
6657 HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE, BASE_VALUE, float(proto->ArcaneRes), apply);
6659 WeaponAttackType attType = BASE_ATTACK;
6660 float damage = 0.0f;
6662 if( slot == EQUIPMENT_SLOT_RANGED && (
6663 proto->InventoryType == INVTYPE_RANGED || proto->InventoryType == INVTYPE_THROWN ||
6664 proto->InventoryType == INVTYPE_RANGEDRIGHT ))
6666 attType = RANGED_ATTACK;
6668 else if(slot==EQUIPMENT_SLOT_OFFHAND)
6670 attType = OFF_ATTACK;
6673 if (proto->Damage[0].DamageMin > 0 )
6675 damage = apply ? proto->Damage[0].DamageMin : BASE_MINDAMAGE;
6676 SetBaseWeaponDamage(attType, MINDAMAGE, damage);
6677 //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
6680 if (proto->Damage[0].DamageMax > 0 )
6682 damage = apply ? proto->Damage[0].DamageMax : BASE_MAXDAMAGE;
6683 SetBaseWeaponDamage(attType, MAXDAMAGE, damage);
6686 if(!IsUseEquipedWeapon(slot==EQUIPMENT_SLOT_MAINHAND))
6687 return;
6689 if (proto->Delay)
6691 if(slot == EQUIPMENT_SLOT_RANGED)
6692 SetAttackTime(RANGED_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
6693 else if(slot==EQUIPMENT_SLOT_MAINHAND)
6694 SetAttackTime(BASE_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
6695 else if(slot==EQUIPMENT_SLOT_OFFHAND)
6696 SetAttackTime(OFF_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
6699 if(CanModifyStats() && (damage || proto->Delay))
6700 UpdateDamagePhysical(attType);
6703 void Player::_ApplyWeaponDependentAuraMods(Item *item,WeaponAttackType attackType,bool apply)
6705 AuraList const& auraCritList = GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT);
6706 for(AuraList::const_iterator itr = auraCritList.begin(); itr!=auraCritList.end();++itr)
6707 _ApplyWeaponDependentAuraCritMod(item,attackType,*itr,apply);
6709 AuraList const& auraDamageFlatList = GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE);
6710 for(AuraList::const_iterator itr = auraDamageFlatList.begin(); itr!=auraDamageFlatList.end();++itr)
6711 _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply);
6713 AuraList const& auraDamagePCTList = GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE);
6714 for(AuraList::const_iterator itr = auraDamagePCTList.begin(); itr!=auraDamagePCTList.end();++itr)
6715 _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply);
6718 void Player::_ApplyWeaponDependentAuraCritMod(Item *item, WeaponAttackType attackType, Aura* aura, bool apply)
6720 // generic not weapon specific case processes in aura code
6721 if(aura->GetSpellProto()->EquippedItemClass == -1)
6722 return;
6724 BaseModGroup mod = BASEMOD_END;
6725 switch(attackType)
6727 case BASE_ATTACK: mod = CRIT_PERCENTAGE; break;
6728 case OFF_ATTACK: mod = OFFHAND_CRIT_PERCENTAGE;break;
6729 case RANGED_ATTACK: mod = RANGED_CRIT_PERCENTAGE; break;
6730 default: return;
6733 if (item->IsFitToSpellRequirements(aura->GetSpellProto()))
6735 HandleBaseModValue(mod, FLAT_MOD, float (aura->GetModifier()->m_amount), apply);
6739 void Player::_ApplyWeaponDependentAuraDamageMod(Item *item, WeaponAttackType attackType, Aura* aura, bool apply)
6741 // ignore spell mods for not wands
6742 Modifier const* modifier = aura->GetModifier();
6743 if((modifier->m_miscvalue & SPELL_SCHOOL_MASK_NORMAL)==0 && (getClassMask() & CLASSMASK_WAND_USERS)==0)
6744 return;
6746 // generic not weapon specific case processes in aura code
6747 if(aura->GetSpellProto()->EquippedItemClass == -1)
6748 return;
6750 UnitMods unitMod = UNIT_MOD_END;
6751 switch(attackType)
6753 case BASE_ATTACK: unitMod = UNIT_MOD_DAMAGE_MAINHAND; break;
6754 case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; break;
6755 case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; break;
6756 default: return;
6759 UnitModifierType unitModType = TOTAL_VALUE;
6760 switch(modifier->m_auraname)
6762 case SPELL_AURA_MOD_DAMAGE_DONE: unitModType = TOTAL_VALUE; break;
6763 case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE: unitModType = TOTAL_PCT; break;
6764 default: return;
6767 if (item->IsFitToSpellRequirements(aura->GetSpellProto()))
6769 HandleStatModifier(unitMod, unitModType, float(modifier->m_amount),apply);
6773 void Player::ApplyItemEquipSpell(Item *item, bool apply, bool form_change)
6775 if(!item)
6776 return;
6778 ItemPrototype const *proto = item->GetProto();
6779 if(!proto)
6780 return;
6782 for (int i = 0; i < 5; i++)
6784 _Spell const& spellData = proto->Spells[i];
6786 // no spell
6787 if(!spellData.SpellId )
6788 continue;
6790 // wrong triggering type
6791 if(apply && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_EQUIP)
6792 continue;
6794 // check if it is valid spell
6795 SpellEntry const* spellproto = sSpellStore.LookupEntry(spellData.SpellId);
6796 if(!spellproto)
6797 continue;
6799 ApplyEquipSpell(spellproto,item,apply,form_change);
6803 void Player::ApplyEquipSpell(SpellEntry const* spellInfo, Item* item, bool apply, bool form_change)
6805 if(apply)
6807 // Cannot be used in this stance/form
6808 if(GetErrorAtShapeshiftedCast(spellInfo, m_form)!=0)
6809 return;
6811 if(form_change) // check aura active state from other form
6813 bool found = false;
6814 for (int k=0; k < 3; ++k)
6816 spellEffectPair spair = spellEffectPair(spellInfo->Id, k);
6817 for (AuraMap::iterator iter = m_Auras.lower_bound(spair); iter != m_Auras.upper_bound(spair); ++iter)
6819 if(!item || iter->second->GetCastItemGUID() == item->GetGUID())
6821 found = true;
6822 break;
6825 if(found)
6826 break;
6829 if(found) // and skip re-cast already active aura at form change
6830 return;
6833 DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item ? "item" : "itemset"), spellInfo->Id);
6835 CastSpell(this,spellInfo,true,item);
6837 else
6839 if(form_change) // check aura compatibility
6841 // Cannot be used in this stance/form
6842 if(GetErrorAtShapeshiftedCast(spellInfo, m_form)==0)
6843 return; // and remove only not compatible at form change
6846 if(item)
6847 RemoveAurasDueToItemSpell(item,spellInfo->Id); // un-apply all spells , not only at-equipped
6848 else
6849 RemoveAurasDueToSpell(spellInfo->Id); // un-apply spell (item set case)
6853 void Player::UpdateEquipSpellsAtFormChange()
6855 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
6857 if(m_items[i] && !m_items[i]->IsBroken())
6859 ApplyItemEquipSpell(m_items[i],false,true); // remove spells that not fit to form
6860 ApplyItemEquipSpell(m_items[i],true,true); // add spells that fit form but not active
6864 // item set bonuses not dependent from item broken state
6865 for(size_t setindex = 0; setindex < ItemSetEff.size(); ++setindex)
6867 ItemSetEffect* eff = ItemSetEff[setindex];
6868 if(!eff)
6869 continue;
6871 for(uint32 y=0;y<8; ++y)
6873 SpellEntry const* spellInfo = eff->spells[y];
6874 if(!spellInfo)
6875 continue;
6877 ApplyEquipSpell(spellInfo,NULL,false,true); // remove spells that not fit to form
6878 ApplyEquipSpell(spellInfo,NULL,true,true); // add spells that fit form but not active
6883 void Player::CastItemCombatSpell(Item *item,Unit* Target, WeaponAttackType attType)
6885 if(!item || item->IsBroken())
6886 return;
6888 ItemPrototype const *proto = item->GetProto();
6889 if(!proto)
6890 return;
6892 if (!Target || Target == this )
6893 return;
6895 for (int i = 0; i < 5; i++)
6897 _Spell const& spellData = proto->Spells[i];
6899 // no spell
6900 if(!spellData.SpellId )
6901 continue;
6903 // wrong triggering type
6904 if(spellData.SpellTrigger != ITEM_SPELLTRIGGER_CHANCE_ON_HIT)
6905 continue;
6907 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId);
6908 if(!spellInfo)
6910 sLog.outError("WORLD: unknown Item spellid %i", spellData.SpellId);
6911 continue;
6914 // not allow proc extra attack spell at extra attack
6915 if( m_extraAttacks && IsSpellHaveEffect(spellInfo,SPELL_EFFECT_ADD_EXTRA_ATTACKS) )
6916 return;
6918 float chance = spellInfo->procChance;
6920 if(spellData.SpellPPMRate)
6922 uint32 WeaponSpeed = GetAttackTime(attType);
6923 chance = GetPPMProcChance(WeaponSpeed, spellData.SpellPPMRate);
6925 else if(chance > 100.0f)
6927 chance = GetWeaponProcChance();
6930 if (roll_chance_f(chance))
6931 CastSpell(Target, spellInfo->Id, true, item);
6934 // item combat enchantments
6935 for(int e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot)
6937 uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot));
6938 SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
6939 if(!pEnchant) continue;
6940 for (int s=0;s<3;s++)
6942 if(pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL)
6943 continue;
6945 SpellEntry const *spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]);
6946 if (!spellInfo)
6948 sLog.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]);
6949 continue;
6952 float chance = pEnchant->amount[s] != 0 ? float(pEnchant->amount[s]) : GetWeaponProcChance();
6953 if (roll_chance_f(chance))
6955 if(IsPositiveSpell(pEnchant->spellid[s]))
6956 CastSpell(this, pEnchant->spellid[s], true, item);
6957 else
6958 CastSpell(Target, pEnchant->spellid[s], true, item);
6964 void Player::_RemoveAllItemMods()
6966 sLog.outDebug("_RemoveAllItemMods start.");
6968 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
6970 if(m_items[i])
6972 ItemPrototype const *proto = m_items[i]->GetProto();
6973 if(!proto)
6974 continue;
6976 // item set bonuses not dependent from item broken state
6977 if(proto->ItemSet)
6978 RemoveItemsSetItem(this,proto);
6980 if(m_items[i]->IsBroken())
6981 continue;
6983 ApplyItemEquipSpell(m_items[i],false);
6984 ApplyEnchantment(m_items[i], false);
6988 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
6990 if(m_items[i])
6992 if(m_items[i]->IsBroken())
6993 continue;
6994 ItemPrototype const *proto = m_items[i]->GetProto();
6995 if(!proto)
6996 continue;
6998 uint32 attacktype = Player::GetAttackBySlot(i);
6999 if(attacktype < MAX_ATTACK)
7000 _ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),false);
7002 _ApplyItemBonuses(proto,i, false);
7004 if( i == EQUIPMENT_SLOT_RANGED )
7005 _ApplyAmmoBonuses();
7009 sLog.outDebug("_RemoveAllItemMods complete.");
7012 void Player::_ApplyAllItemMods()
7014 sLog.outDebug("_ApplyAllItemMods start.");
7016 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
7018 if(m_items[i])
7020 if(m_items[i]->IsBroken())
7021 continue;
7023 ItemPrototype const *proto = m_items[i]->GetProto();
7024 if(!proto)
7025 continue;
7027 uint32 attacktype = Player::GetAttackBySlot(i);
7028 if(attacktype < MAX_ATTACK)
7029 _ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),true);
7031 _ApplyItemBonuses(proto,i, true);
7033 if( i == EQUIPMENT_SLOT_RANGED )
7034 _ApplyAmmoBonuses();
7038 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
7040 if(m_items[i])
7042 ItemPrototype const *proto = m_items[i]->GetProto();
7043 if(!proto)
7044 continue;
7046 // item set bonuses not dependent from item broken state
7047 if(proto->ItemSet)
7048 AddItemsSetItem(this,m_items[i]);
7050 if(m_items[i]->IsBroken())
7051 continue;
7053 ApplyItemEquipSpell(m_items[i],true);
7054 ApplyEnchantment(m_items[i], true);
7058 sLog.outDebug("_ApplyAllItemMods complete.");
7061 void Player::_ApplyAmmoBonuses()
7063 // check ammo
7064 uint32 ammo_id = GetUInt32Value(PLAYER_AMMO_ID);
7065 if(!ammo_id)
7066 return;
7068 float currentAmmoDPS;
7070 ItemPrototype const *ammo_proto = objmgr.GetItemPrototype( ammo_id );
7071 if( !ammo_proto || ammo_proto->Class!=ITEM_CLASS_PROJECTILE || !CheckAmmoCompatibility(ammo_proto))
7072 currentAmmoDPS = 0.0f;
7073 else
7074 currentAmmoDPS = ammo_proto->Damage[0].DamageMin;
7076 if(currentAmmoDPS == GetAmmoDPS())
7077 return;
7079 m_ammoDPS = currentAmmoDPS;
7081 if(CanModifyStats())
7082 UpdateDamagePhysical(RANGED_ATTACK);
7085 bool Player::CheckAmmoCompatibility(const ItemPrototype *ammo_proto) const
7087 if(!ammo_proto)
7088 return false;
7090 // check ranged weapon
7091 Item *weapon = GetWeaponForAttack( RANGED_ATTACK );
7092 if(!weapon || weapon->IsBroken() )
7093 return false;
7095 ItemPrototype const* weapon_proto = weapon->GetProto();
7096 if(!weapon_proto || weapon_proto->Class!=ITEM_CLASS_WEAPON )
7097 return false;
7099 // check ammo ws. weapon compatibility
7100 switch(weapon_proto->SubClass)
7102 case ITEM_SUBCLASS_WEAPON_BOW:
7103 case ITEM_SUBCLASS_WEAPON_CROSSBOW:
7104 if(ammo_proto->SubClass!=ITEM_SUBCLASS_ARROW)
7105 return false;
7106 break;
7107 case ITEM_SUBCLASS_WEAPON_GUN:
7108 if(ammo_proto->SubClass!=ITEM_SUBCLASS_BULLET)
7109 return false;
7110 break;
7111 default:
7112 return false;
7115 return true;
7118 /* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
7119 Called by remove insignia spell effect */
7120 void Player::RemovedInsignia(Player* looterPlr)
7122 if (!GetBattleGroundId())
7123 return;
7125 // If not released spirit, do it !
7126 if(m_deathTimer > 0)
7128 m_deathTimer = 0;
7129 BuildPlayerRepop();
7130 RepopAtGraveyard();
7133 Corpse *corpse = GetCorpse();
7134 if (!corpse)
7135 return;
7137 // We have to convert player corpse to bones, not to be able to resurrect there
7138 // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
7139 Corpse *bones = ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
7140 if (!bones)
7141 return;
7143 // Now we must make bones lootable, and send player loot
7144 bones->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
7146 // We store the level of our player in the gold field
7147 // We retrieve this information at Player::SendLoot()
7148 bones->loot.gold = getLevel();
7149 bones->lootRecipient = looterPlr;
7150 looterPlr->SendLoot(bones->GetGUID(), LOOT_INSIGNIA);
7153 /*Loot type MUST be
7154 1-corpse, go
7155 2-skinning
7156 3-Fishing
7159 void Player::SendLootRelease( uint64 guid )
7161 WorldPacket data( SMSG_LOOT_RELEASE_RESPONSE, (8+1) );
7162 data << uint64(guid) << uint8(1);
7163 SendDirectMessage( &data );
7166 void Player::SendLoot(uint64 guid, LootType loot_type)
7168 Loot *loot = 0;
7169 PermissionTypes permission = ALL_PERMISSION;
7171 sLog.outDebug("Player::SendLoot");
7172 if (IS_GAMEOBJECT_GUID(guid))
7174 sLog.outDebug(" IS_GAMEOBJECT_GUID(guid)");
7175 GameObject *go =
7176 ObjectAccessor::GetGameObject(*this, guid);
7178 // not check distance for GO in case owned GO (fishing bobber case, for example)
7179 // And permit out of range GO with no owner in case fishing hole
7180 if (!go || (loot_type != LOOT_FISHINGHOLE && (loot_type != LOOT_FISHING || go->GetOwnerGUID() != GetGUID()) && !go->IsWithinDistInMap(this,INTERACTION_DISTANCE)))
7182 SendLootRelease(guid);
7183 return;
7186 loot = &go->loot;
7188 if(go->getLootState() == GO_READY)
7190 uint32 lootid = go->GetLootId();
7192 if(lootid)
7194 sLog.outDebug(" if(lootid)");
7195 loot->clear();
7196 loot->FillLoot(lootid, LootTemplates_Gameobject, this);
7199 if(loot_type == LOOT_FISHING)
7200 go->getFishLoot(loot);
7202 go->SetLootState(GO_ACTIVATED);
7205 else if (IS_ITEM_GUID(guid))
7207 Item *item = GetItemByGuid( guid );
7209 if (!item)
7211 SendLootRelease(guid);
7212 return;
7215 if(loot_type == LOOT_DISENCHANTING)
7217 loot = &item->loot;
7219 if(!item->m_lootGenerated)
7221 item->m_lootGenerated = true;
7222 loot->clear();
7223 loot->FillLoot(item->GetProto()->DisenchantID, LootTemplates_Disenchant, this);
7226 else if(loot_type == LOOT_PROSPECTING)
7228 loot = &item->loot;
7230 if(!item->m_lootGenerated)
7232 item->m_lootGenerated = true;
7233 loot->clear();
7234 loot->FillLoot(item->GetEntry(), LootTemplates_Prospecting, this);
7237 else if(loot_type == LOOT_MILLING)
7239 loot = &item->loot;
7241 if(!item->m_lootGenerated)
7243 item->m_lootGenerated = true;
7244 loot->clear();
7245 loot->FillLoot(item->GetEntry(), LootTemplates_Milling, this);
7248 else
7250 loot = &item->loot;
7252 if(!item->m_lootGenerated)
7254 item->m_lootGenerated = true;
7255 loot->clear();
7256 loot->FillLoot(item->GetEntry(), LootTemplates_Item, this);
7258 loot->generateMoneyLoot(item->GetProto()->MinMoneyLoot,item->GetProto()->MaxMoneyLoot);
7262 else if (IS_CORPSE_GUID(guid)) // remove insignia
7264 Corpse *bones = ObjectAccessor::GetCorpse(*this, guid);
7266 if (!bones || !((loot_type == LOOT_CORPSE) || (loot_type == LOOT_INSIGNIA)) || (bones->GetType() != CORPSE_BONES) )
7268 SendLootRelease(guid);
7269 return;
7272 loot = &bones->loot;
7274 if (!bones->lootForBody)
7276 bones->lootForBody = true;
7277 uint32 pLevel = bones->loot.gold;
7278 bones->loot.clear();
7279 // It may need a better formula
7280 // Now it works like this: lvl10: ~6copper, lvl70: ~9silver
7281 bones->loot.gold = (uint32)( urand(50, 150) * 0.016f * pow( ((float)pLevel)/5.76f, 2.5f) * sWorld.getRate(RATE_DROP_MONEY) );
7284 if (bones->lootRecipient != this)
7285 permission = NONE_PERMISSION;
7287 else
7289 Creature *creature = ObjectAccessor::GetCreature(*this, guid);
7291 // must be in range and creature must be alive for pickpocket and must be dead for another loot
7292 if (!creature || creature->isAlive()!=(loot_type == LOOT_PICKPOCKETING) || !creature->IsWithinDistInMap(this,INTERACTION_DISTANCE))
7294 SendLootRelease(guid);
7295 return;
7298 if(loot_type == LOOT_PICKPOCKETING && IsFriendlyTo(creature))
7300 SendLootRelease(guid);
7301 return;
7304 loot = &creature->loot;
7306 if(loot_type == LOOT_PICKPOCKETING)
7308 if ( !creature->lootForPickPocketed )
7310 creature->lootForPickPocketed = true;
7311 loot->clear();
7313 if (uint32 lootid = creature->GetCreatureInfo()->pickpocketLootId)
7314 loot->FillLoot(lootid, LootTemplates_Pickpocketing, this);
7316 // Generate extra money for pick pocket loot
7317 const uint32 a = urand(0, creature->getLevel()/2);
7318 const uint32 b = urand(0, getLevel()/2);
7319 loot->gold = uint32(10 * (a + b) * sWorld.getRate(RATE_DROP_MONEY));
7322 else
7324 // the player whose group may loot the corpse
7325 Player *recipient = creature->GetLootRecipient();
7326 if (!recipient)
7328 creature->SetLootRecipient(this);
7329 recipient = this;
7332 if (creature->lootForPickPocketed)
7334 creature->lootForPickPocketed = false;
7335 loot->clear();
7338 if(!creature->lootForBody)
7340 creature->lootForBody = true;
7341 loot->clear();
7343 if (uint32 lootid = creature->GetCreatureInfo()->lootid)
7344 loot->FillLoot(lootid, LootTemplates_Creature, recipient);
7346 loot->generateMoneyLoot(creature->GetCreatureInfo()->mingold,creature->GetCreatureInfo()->maxgold);
7348 if(Group* group = recipient->GetGroup())
7350 group->UpdateLooterGuid(creature,true);
7352 switch (group->GetLootMethod())
7354 case GROUP_LOOT:
7355 // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin
7356 group->GroupLoot(recipient->GetGUID(), loot, creature);
7357 break;
7358 case NEED_BEFORE_GREED:
7359 group->NeedBeforeGreed(recipient->GetGUID(), loot, creature);
7360 break;
7361 case MASTER_LOOT:
7362 group->MasterLoot(recipient->GetGUID(), loot, creature);
7363 break;
7364 default:
7365 break;
7370 // possible only if creature->lootForBody && loot->empty() at spell cast check
7371 if (loot_type == LOOT_SKINNING)
7373 loot->clear();
7374 loot->FillLoot(creature->GetCreatureInfo()->SkinLootId, LootTemplates_Skinning, this);
7376 // set group rights only for loot_type != LOOT_SKINNING
7377 else
7379 if(Group* group = GetGroup())
7381 if( group == recipient->GetGroup() )
7383 if(group->GetLootMethod() == FREE_FOR_ALL)
7384 permission = ALL_PERMISSION;
7385 else if(group->GetLooterGuid() == GetGUID())
7387 if(group->GetLootMethod() == MASTER_LOOT)
7388 permission = MASTER_PERMISSION;
7389 else
7390 permission = ALL_PERMISSION;
7392 else
7393 permission = GROUP_PERMISSION;
7395 else
7396 permission = NONE_PERMISSION;
7398 else if(recipient == this)
7399 permission = ALL_PERMISSION;
7400 else
7401 permission = NONE_PERMISSION;
7406 SetLootGUID(guid);
7408 QuestItemList *q_list = 0;
7409 if (permission != NONE_PERMISSION)
7411 QuestItemMap const& lootPlayerQuestItems = loot->GetPlayerQuestItems();
7412 QuestItemMap::const_iterator itr = lootPlayerQuestItems.find(GetGUIDLow());
7413 if (itr == lootPlayerQuestItems.end())
7414 q_list = loot->FillQuestLoot(this);
7415 else
7416 q_list = itr->second;
7419 QuestItemList *ffa_list = 0;
7420 if (permission != NONE_PERMISSION)
7422 QuestItemMap const& lootPlayerFFAItems = loot->GetPlayerFFAItems();
7423 QuestItemMap::const_iterator itr = lootPlayerFFAItems.find(GetGUIDLow());
7424 if (itr == lootPlayerFFAItems.end())
7425 ffa_list = loot->FillFFALoot(this);
7426 else
7427 ffa_list = itr->second;
7430 QuestItemList *conditional_list = 0;
7431 if (permission != NONE_PERMISSION)
7433 QuestItemMap const& lootPlayerNonQuestNonFFAConditionalItems = loot->GetPlayerNonQuestNonFFAConditionalItems();
7434 QuestItemMap::const_iterator itr = lootPlayerNonQuestNonFFAConditionalItems.find(GetGUIDLow());
7435 if (itr == lootPlayerNonQuestNonFFAConditionalItems.end())
7436 conditional_list = loot->FillNonQuestNonFFAConditionalLoot(this);
7437 else
7438 conditional_list = itr->second;
7441 // LOOT_PICKPOCKETING, LOOT_PROSPECTING, LOOT_DISENCHANTING, LOOT_INSIGNIA and LOOT_MILLING unsupported by client, sending LOOT_SKINNING instead
7442 if(loot_type == LOOT_PICKPOCKETING || loot_type == LOOT_DISENCHANTING || loot_type == LOOT_PROSPECTING || loot_type == LOOT_INSIGNIA || loot_type == LOOT_MILLING)
7443 loot_type = LOOT_SKINNING;
7445 if(loot_type == LOOT_FISHINGHOLE)
7446 loot_type = LOOT_FISHING;
7448 WorldPacket data(SMSG_LOOT_RESPONSE, (9+50)); // we guess size
7450 data << uint64(guid);
7451 data << uint8(loot_type);
7452 data << LootView(*loot, q_list, ffa_list, conditional_list, this, permission);
7454 SendDirectMessage(&data);
7456 // add 'this' player as one of the players that are looting 'loot'
7457 if (permission != NONE_PERMISSION)
7458 loot->AddLooter(GetGUID());
7460 if ( loot_type == LOOT_CORPSE && !IS_ITEM_GUID(guid) )
7461 SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);
7464 void Player::SendNotifyLootMoneyRemoved()
7466 WorldPacket data(SMSG_LOOT_CLEAR_MONEY, 0);
7467 GetSession()->SendPacket( &data );
7470 void Player::SendNotifyLootItemRemoved(uint8 lootSlot)
7472 WorldPacket data(SMSG_LOOT_REMOVED, 1);
7473 data << uint8(lootSlot);
7474 GetSession()->SendPacket( &data );
7477 void Player::SendUpdateWorldState(uint32 Field, uint32 Value)
7479 WorldPacket data(SMSG_UPDATE_WORLD_STATE, 8);
7480 data << Field;
7481 data << Value;
7482 GetSession()->SendPacket(&data);
7485 void Player::SendInitWorldStates()
7487 // data depends on zoneid/mapid...
7488 BattleGround* bg = GetBattleGround();
7489 uint16 NumberOfFields = 0;
7490 uint32 mapid = GetMapId();
7491 uint32 zoneid = GetZoneId();
7492 uint32 areaid = GetAreaId();
7493 sLog.outDebug("Sending SMSG_INIT_WORLD_STATES to Map:%u, Zone: %u", mapid, zoneid);
7494 // may be exist better way to do this...
7495 switch(zoneid)
7497 case 0:
7498 case 1:
7499 case 4:
7500 case 8:
7501 case 10:
7502 case 11:
7503 case 12:
7504 case 36:
7505 case 38:
7506 case 40:
7507 case 41:
7508 case 51:
7509 case 267:
7510 case 1519:
7511 case 1537:
7512 case 2257:
7513 case 2918:
7514 NumberOfFields = 6;
7515 break;
7516 case 2597:
7517 NumberOfFields = 81;
7518 break;
7519 case 3277:
7520 NumberOfFields = 14;
7521 break;
7522 case 3358:
7523 case 3820:
7524 NumberOfFields = 38;
7525 break;
7526 case 3483:
7527 NumberOfFields = 22;
7528 break;
7529 case 3519:
7530 NumberOfFields = 36;
7531 break;
7532 case 3521:
7533 NumberOfFields = 35;
7534 break;
7535 case 3698:
7536 case 3702:
7537 case 3968:
7538 NumberOfFields = 9;
7539 break;
7540 case 3703:
7541 NumberOfFields = 9;
7542 break;
7543 default:
7544 NumberOfFields = 10;
7545 break;
7548 WorldPacket data(SMSG_INIT_WORLD_STATES, (4+4+4+2+(NumberOfFields*8)));
7549 data << uint32(mapid); // mapid
7550 data << uint32(zoneid); // zone id
7551 data << uint32(areaid); // area id, new 2.1.0
7552 data << uint16(NumberOfFields); // count of uint64 blocks
7553 data << uint32(0x8d8) << uint32(0x0); // 1
7554 data << uint32(0x8d7) << uint32(0x0); // 2
7555 data << uint32(0x8d6) << uint32(0x0); // 3
7556 data << uint32(0x8d5) << uint32(0x0); // 4
7557 data << uint32(0x8d4) << uint32(0x0); // 5
7558 data << uint32(0x8d3) << uint32(0x0); // 6
7559 if(mapid == 530) // Outland
7561 data << uint32(0x9bf) << uint32(0x0); // 7
7562 data << uint32(0x9bd) << uint32(0xF); // 8
7563 data << uint32(0x9bb) << uint32(0xF); // 9
7565 switch(zoneid)
7567 case 1:
7568 case 11:
7569 case 12:
7570 case 38:
7571 case 40:
7572 case 51:
7573 case 1519:
7574 case 1537:
7575 case 2257:
7576 break;
7577 case 2597: // AV
7578 data << uint32(0x7ae) << uint32(0x1); // 7
7579 data << uint32(0x532) << uint32(0x1); // 8
7580 data << uint32(0x531) << uint32(0x0); // 9
7581 data << uint32(0x52e) << uint32(0x0); // 10
7582 data << uint32(0x571) << uint32(0x0); // 11
7583 data << uint32(0x570) << uint32(0x0); // 12
7584 data << uint32(0x567) << uint32(0x1); // 13
7585 data << uint32(0x566) << uint32(0x1); // 14
7586 data << uint32(0x550) << uint32(0x1); // 15
7587 data << uint32(0x544) << uint32(0x0); // 16
7588 data << uint32(0x536) << uint32(0x0); // 17
7589 data << uint32(0x535) << uint32(0x1); // 18
7590 data << uint32(0x518) << uint32(0x0); // 19
7591 data << uint32(0x517) << uint32(0x0); // 20
7592 data << uint32(0x574) << uint32(0x0); // 21
7593 data << uint32(0x573) << uint32(0x0); // 22
7594 data << uint32(0x572) << uint32(0x0); // 23
7595 data << uint32(0x56f) << uint32(0x0); // 24
7596 data << uint32(0x56e) << uint32(0x0); // 25
7597 data << uint32(0x56d) << uint32(0x0); // 26
7598 data << uint32(0x56c) << uint32(0x0); // 27
7599 data << uint32(0x56b) << uint32(0x0); // 28
7600 data << uint32(0x56a) << uint32(0x1); // 29
7601 data << uint32(0x569) << uint32(0x1); // 30
7602 data << uint32(0x568) << uint32(0x1); // 13
7603 data << uint32(0x565) << uint32(0x0); // 32
7604 data << uint32(0x564) << uint32(0x0); // 33
7605 data << uint32(0x563) << uint32(0x0); // 34
7606 data << uint32(0x562) << uint32(0x0); // 35
7607 data << uint32(0x561) << uint32(0x0); // 36
7608 data << uint32(0x560) << uint32(0x0); // 37
7609 data << uint32(0x55f) << uint32(0x0); // 38
7610 data << uint32(0x55e) << uint32(0x0); // 39
7611 data << uint32(0x55d) << uint32(0x0); // 40
7612 data << uint32(0x3c6) << uint32(0x4); // 41
7613 data << uint32(0x3c4) << uint32(0x6); // 42
7614 data << uint32(0x3c2) << uint32(0x4); // 43
7615 data << uint32(0x516) << uint32(0x1); // 44
7616 data << uint32(0x515) << uint32(0x0); // 45
7617 data << uint32(0x3b6) << uint32(0x6); // 46
7618 data << uint32(0x55c) << uint32(0x0); // 47
7619 data << uint32(0x55b) << uint32(0x0); // 48
7620 data << uint32(0x55a) << uint32(0x0); // 49
7621 data << uint32(0x559) << uint32(0x0); // 50
7622 data << uint32(0x558) << uint32(0x0); // 51
7623 data << uint32(0x557) << uint32(0x0); // 52
7624 data << uint32(0x556) << uint32(0x0); // 53
7625 data << uint32(0x555) << uint32(0x0); // 54
7626 data << uint32(0x554) << uint32(0x1); // 55
7627 data << uint32(0x553) << uint32(0x1); // 56
7628 data << uint32(0x552) << uint32(0x1); // 57
7629 data << uint32(0x551) << uint32(0x1); // 58
7630 data << uint32(0x54f) << uint32(0x0); // 59
7631 data << uint32(0x54e) << uint32(0x0); // 60
7632 data << uint32(0x54d) << uint32(0x1); // 61
7633 data << uint32(0x54c) << uint32(0x0); // 62
7634 data << uint32(0x54b) << uint32(0x0); // 63
7635 data << uint32(0x545) << uint32(0x0); // 64
7636 data << uint32(0x543) << uint32(0x1); // 65
7637 data << uint32(0x542) << uint32(0x0); // 66
7638 data << uint32(0x540) << uint32(0x0); // 67
7639 data << uint32(0x53f) << uint32(0x0); // 68
7640 data << uint32(0x53e) << uint32(0x0); // 69
7641 data << uint32(0x53d) << uint32(0x0); // 70
7642 data << uint32(0x53c) << uint32(0x0); // 71
7643 data << uint32(0x53b) << uint32(0x0); // 72
7644 data << uint32(0x53a) << uint32(0x1); // 73
7645 data << uint32(0x539) << uint32(0x0); // 74
7646 data << uint32(0x538) << uint32(0x0); // 75
7647 data << uint32(0x537) << uint32(0x0); // 76
7648 data << uint32(0x534) << uint32(0x0); // 77
7649 data << uint32(0x533) << uint32(0x0); // 78
7650 data << uint32(0x530) << uint32(0x0); // 79
7651 data << uint32(0x52f) << uint32(0x0); // 80
7652 data << uint32(0x52d) << uint32(0x1); // 81
7653 break;
7654 case 3277: // WS
7655 if (bg && bg->GetTypeID() == BATTLEGROUND_WS)
7656 bg->FillInitialWorldStates(data);
7657 else
7659 data << uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures
7660 data << uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures
7661 data << uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
7662 data << uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
7663 data << uint32(0x60b) << uint32(0x2); // 11 1547 unk
7664 data << uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?)
7665 data << uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7666 data << uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7668 break;
7669 case 3358: // AB
7670 if (bg && bg->GetTypeID() == BATTLEGROUND_AB)
7671 bg->FillInitialWorldStates(data);
7672 else
7674 data << uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance
7675 data << uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde
7676 data << uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST?
7677 data << uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide)
7678 data << uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
7679 data << uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide)
7680 data << uint32(0x6ee) << uint32(0x0); // 13 1774 farm color
7681 data << uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM?
7682 data << uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources
7683 data << uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources
7684 data << uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases
7685 data << uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases
7686 data << uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000)
7687 data << uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color
7688 data << uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide)
7689 data << uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs?
7690 data << uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs?
7691 data << uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
7692 data << uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
7693 data << uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide)
7694 data << uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color
7695 data << uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM?
7696 data << uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
7697 data << uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide)
7698 data << uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color
7699 data << uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled)
7700 data << uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled)
7701 data << uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled)
7702 data << uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled)
7703 data << uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled)
7704 data << uint32(0x745) << uint32(0x2); // 37 1861 unk
7705 data << uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800)
7707 break;
7708 case 3820: // EY
7709 if (bg && bg->GetTypeID() == BATTLEGROUND_EY)
7710 bg->FillInitialWorldStates(data);
7711 else
7713 data << uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases
7714 data << uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases
7715 data << uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict
7716 data << uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict
7717 data << uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict
7718 data << uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict
7719 data << uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict
7720 data << uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict
7721 data << uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start
7722 data << uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start
7723 data << uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control
7724 data << uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control
7725 data << uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
7726 data << uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control
7727 data << uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control
7728 data << uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
7729 data << uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control
7730 data << uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control
7731 data << uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no)
7732 data << uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control
7733 data << uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control
7734 data << uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
7735 data << uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
7736 data << uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
7737 data << uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
7738 data << uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources
7739 data << uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources
7740 data << uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant?
7741 data << uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
7742 data << uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
7743 data << uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
7744 data << uint32(0xc0d) << uint32(0x17b); // 38 3085 unk
7745 // and some more ... unknown
7747 break;
7748 case 3483: // Hellfire Peninsula
7749 data << uint32(0x9ba) << uint32(0x1); // 10
7750 data << uint32(0x9b9) << uint32(0x1); // 11
7751 data << uint32(0x9b5) << uint32(0x0); // 12
7752 data << uint32(0x9b4) << uint32(0x1); // 13
7753 data << uint32(0x9b3) << uint32(0x0); // 14
7754 data << uint32(0x9b2) << uint32(0x0); // 15
7755 data << uint32(0x9b1) << uint32(0x1); // 16
7756 data << uint32(0x9b0) << uint32(0x0); // 17
7757 data << uint32(0x9ae) << uint32(0x0); // 18 horde pvp objectives captured
7758 data << uint32(0x9ac) << uint32(0x0); // 19
7759 data << uint32(0x9a8) << uint32(0x0); // 20
7760 data << uint32(0x9a7) << uint32(0x0); // 21
7761 data << uint32(0x9a6) << uint32(0x1); // 22
7762 break;
7763 case 3519: // Terokkar Forest
7764 data << uint32(0xa41) << uint32(0x0); // 10
7765 data << uint32(0xa40) << uint32(0x14); // 11
7766 data << uint32(0xa3f) << uint32(0x0); // 12
7767 data << uint32(0xa3e) << uint32(0x0); // 13
7768 data << uint32(0xa3d) << uint32(0x5); // 14
7769 data << uint32(0xa3c) << uint32(0x0); // 15
7770 data << uint32(0xa87) << uint32(0x0); // 16
7771 data << uint32(0xa86) << uint32(0x0); // 17
7772 data << uint32(0xa85) << uint32(0x0); // 18
7773 data << uint32(0xa84) << uint32(0x0); // 19
7774 data << uint32(0xa83) << uint32(0x0); // 20
7775 data << uint32(0xa82) << uint32(0x0); // 21
7776 data << uint32(0xa81) << uint32(0x0); // 22
7777 data << uint32(0xa80) << uint32(0x0); // 23
7778 data << uint32(0xa7e) << uint32(0x0); // 24
7779 data << uint32(0xa7d) << uint32(0x0); // 25
7780 data << uint32(0xa7c) << uint32(0x0); // 26
7781 data << uint32(0xa7b) << uint32(0x0); // 27
7782 data << uint32(0xa7a) << uint32(0x0); // 28
7783 data << uint32(0xa79) << uint32(0x0); // 29
7784 data << uint32(0x9d0) << uint32(0x5); // 30
7785 data << uint32(0x9ce) << uint32(0x0); // 31
7786 data << uint32(0x9cd) << uint32(0x0); // 32
7787 data << uint32(0x9cc) << uint32(0x0); // 33
7788 data << uint32(0xa88) << uint32(0x0); // 34
7789 data << uint32(0xad0) << uint32(0x0); // 35
7790 data << uint32(0xacf) << uint32(0x1); // 36
7791 break;
7792 case 3521: // Zangarmarsh
7793 data << uint32(0x9e1) << uint32(0x0); // 10
7794 data << uint32(0x9e0) << uint32(0x0); // 11
7795 data << uint32(0x9df) << uint32(0x0); // 12
7796 data << uint32(0xa5d) << uint32(0x1); // 13
7797 data << uint32(0xa5c) << uint32(0x0); // 14
7798 data << uint32(0xa5b) << uint32(0x1); // 15
7799 data << uint32(0xa5a) << uint32(0x0); // 16
7800 data << uint32(0xa59) << uint32(0x1); // 17
7801 data << uint32(0xa58) << uint32(0x0); // 18
7802 data << uint32(0xa57) << uint32(0x0); // 19
7803 data << uint32(0xa56) << uint32(0x0); // 20
7804 data << uint32(0xa55) << uint32(0x1); // 21
7805 data << uint32(0xa54) << uint32(0x0); // 22
7806 data << uint32(0x9e7) << uint32(0x0); // 23
7807 data << uint32(0x9e6) << uint32(0x0); // 24
7808 data << uint32(0x9e5) << uint32(0x0); // 25
7809 data << uint32(0xa00) << uint32(0x0); // 26
7810 data << uint32(0x9ff) << uint32(0x1); // 27
7811 data << uint32(0x9fe) << uint32(0x0); // 28
7812 data << uint32(0x9fd) << uint32(0x0); // 29
7813 data << uint32(0x9fc) << uint32(0x1); // 30
7814 data << uint32(0x9fb) << uint32(0x0); // 31
7815 data << uint32(0xa62) << uint32(0x0); // 32
7816 data << uint32(0xa61) << uint32(0x1); // 33
7817 data << uint32(0xa60) << uint32(0x1); // 34
7818 data << uint32(0xa5f) << uint32(0x0); // 35
7819 break;
7820 case 3698: // Nagrand Arena
7821 data << uint32(0xa0f) << uint32(0x0); // 7
7822 data << uint32(0xa10) << uint32(0x0); // 8
7823 data << uint32(0xa11) << uint32(0x0); // 9
7824 break;
7825 case 3702: // Blade's Edge Arena
7826 data << uint32(0x9f0) << uint32(0x0); // 7
7827 data << uint32(0x9f1) << uint32(0x0); // 8
7828 data << uint32(0x9f3) << uint32(0x0); // 9
7829 break;
7830 case 3968: // Ruins of Lordaeron
7831 data << uint32(0xbb8) << uint32(0x0); // 7
7832 data << uint32(0xbb9) << uint32(0x0); // 8
7833 data << uint32(0xbba) << uint32(0x0); // 9
7834 break;
7835 case 3703: // Shattrath City
7836 break;
7837 default:
7838 data << uint32(0x914) << uint32(0x0); // 7
7839 data << uint32(0x913) << uint32(0x0); // 8
7840 data << uint32(0x912) << uint32(0x0); // 9
7841 data << uint32(0x915) << uint32(0x0); // 10
7842 break;
7844 GetSession()->SendPacket(&data);
7847 uint32 Player::GetXPRestBonus(uint32 xp)
7849 uint32 rested_bonus = (uint32)GetRestBonus(); // xp for each rested bonus
7851 if(rested_bonus > xp) // max rested_bonus == xp or (r+x) = 200% xp
7852 rested_bonus = xp;
7854 SetRestBonus( GetRestBonus() - rested_bonus);
7856 sLog.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp+rested_bonus,rested_bonus,GetRestBonus());
7857 return rested_bonus;
7860 void Player::SetBindPoint(uint64 guid)
7862 WorldPacket data(SMSG_BINDER_CONFIRM, 8);
7863 data << uint64(guid);
7864 GetSession()->SendPacket( &data );
7867 void Player::SendTalentWipeConfirm(uint64 guid)
7869 WorldPacket data(MSG_TALENT_WIPE_CONFIRM, (8+4));
7870 data << uint64(guid);
7871 data << uint32(resetTalentsCost());
7872 GetSession()->SendPacket( &data );
7875 void Player::SendPetSkillWipeConfirm()
7877 Pet* pet = GetPet();
7878 if(!pet)
7879 return;
7880 WorldPacket data(SMSG_PET_UNLEARN_CONFIRM, (8+4));
7881 data << pet->GetGUID();
7882 data << uint32(pet->resetTalentsCost());
7883 GetSession()->SendPacket( &data );
7886 /*********************************************************/
7887 /*** STORAGE SYSTEM ***/
7888 /*********************************************************/
7890 void Player::SetVirtualItemSlot( uint8 i, Item* item)
7892 assert(i < 3);
7893 if(i < 2 && item)
7895 if(!item->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT))
7896 return;
7897 uint32 charges = item->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT);
7898 if(charges == 0)
7899 return;
7900 if(charges > 1)
7901 item->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT,charges-1);
7902 else if(charges <= 1)
7904 ApplyEnchantment(item,TEMP_ENCHANTMENT_SLOT,false);
7905 item->ClearEnchantment(TEMP_ENCHANTMENT_SLOT);
7910 void Player::SetSheath( uint32 sheathed )
7912 switch (sheathed)
7914 case SHEATH_STATE_UNARMED: // no prepared weapon
7915 SetVirtualItemSlot(0,NULL);
7916 SetVirtualItemSlot(1,NULL);
7917 SetVirtualItemSlot(2,NULL);
7918 break;
7919 case SHEATH_STATE_MELEE: // prepared melee weapon
7921 SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK,true));
7922 SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK,true));
7923 SetVirtualItemSlot(2,NULL);
7924 }; break;
7925 case SHEATH_STATE_RANGED: // prepared ranged weapon
7926 SetVirtualItemSlot(0,NULL);
7927 SetVirtualItemSlot(1,NULL);
7928 SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK,true));
7929 break;
7930 default:
7931 SetVirtualItemSlot(0,NULL);
7932 SetVirtualItemSlot(1,NULL);
7933 SetVirtualItemSlot(2,NULL);
7934 break;
7936 SetByteValue(UNIT_FIELD_BYTES_2, 0, sheathed); // this must visualize Sheath changing for other players...
7939 uint8 Player::FindEquipSlot( ItemPrototype const* proto, uint32 slot, bool swap ) const
7941 uint8 pClass = getClass();
7943 uint8 slots[4];
7944 slots[0] = NULL_SLOT;
7945 slots[1] = NULL_SLOT;
7946 slots[2] = NULL_SLOT;
7947 slots[3] = NULL_SLOT;
7948 switch( proto->InventoryType )
7950 case INVTYPE_HEAD:
7951 slots[0] = EQUIPMENT_SLOT_HEAD;
7952 break;
7953 case INVTYPE_NECK:
7954 slots[0] = EQUIPMENT_SLOT_NECK;
7955 break;
7956 case INVTYPE_SHOULDERS:
7957 slots[0] = EQUIPMENT_SLOT_SHOULDERS;
7958 break;
7959 case INVTYPE_BODY:
7960 slots[0] = EQUIPMENT_SLOT_BODY;
7961 break;
7962 case INVTYPE_CHEST:
7963 slots[0] = EQUIPMENT_SLOT_CHEST;
7964 break;
7965 case INVTYPE_ROBE:
7966 slots[0] = EQUIPMENT_SLOT_CHEST;
7967 break;
7968 case INVTYPE_WAIST:
7969 slots[0] = EQUIPMENT_SLOT_WAIST;
7970 break;
7971 case INVTYPE_LEGS:
7972 slots[0] = EQUIPMENT_SLOT_LEGS;
7973 break;
7974 case INVTYPE_FEET:
7975 slots[0] = EQUIPMENT_SLOT_FEET;
7976 break;
7977 case INVTYPE_WRISTS:
7978 slots[0] = EQUIPMENT_SLOT_WRISTS;
7979 break;
7980 case INVTYPE_HANDS:
7981 slots[0] = EQUIPMENT_SLOT_HANDS;
7982 break;
7983 case INVTYPE_FINGER:
7984 slots[0] = EQUIPMENT_SLOT_FINGER1;
7985 slots[1] = EQUIPMENT_SLOT_FINGER2;
7986 break;
7987 case INVTYPE_TRINKET:
7988 slots[0] = EQUIPMENT_SLOT_TRINKET1;
7989 slots[1] = EQUIPMENT_SLOT_TRINKET2;
7990 break;
7991 case INVTYPE_CLOAK:
7992 slots[0] = EQUIPMENT_SLOT_BACK;
7993 break;
7994 case INVTYPE_WEAPON:
7996 slots[0] = EQUIPMENT_SLOT_MAINHAND;
7998 // suggest offhand slot only if know dual wielding
7999 // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
8000 if(CanDualWield())
8001 slots[1] = EQUIPMENT_SLOT_OFFHAND;
8002 };break;
8003 case INVTYPE_SHIELD:
8004 slots[0] = EQUIPMENT_SLOT_OFFHAND;
8005 break;
8006 case INVTYPE_RANGED:
8007 slots[0] = EQUIPMENT_SLOT_RANGED;
8008 break;
8009 case INVTYPE_2HWEAPON:
8010 slots[0] = EQUIPMENT_SLOT_MAINHAND;
8011 break;
8012 case INVTYPE_TABARD:
8013 slots[0] = EQUIPMENT_SLOT_TABARD;
8014 break;
8015 case INVTYPE_WEAPONMAINHAND:
8016 slots[0] = EQUIPMENT_SLOT_MAINHAND;
8017 break;
8018 case INVTYPE_WEAPONOFFHAND:
8019 slots[0] = EQUIPMENT_SLOT_OFFHAND;
8020 break;
8021 case INVTYPE_HOLDABLE:
8022 slots[0] = EQUIPMENT_SLOT_OFFHAND;
8023 break;
8024 case INVTYPE_THROWN:
8025 slots[0] = EQUIPMENT_SLOT_RANGED;
8026 break;
8027 case INVTYPE_RANGEDRIGHT:
8028 slots[0] = EQUIPMENT_SLOT_RANGED;
8029 break;
8030 case INVTYPE_BAG:
8031 slots[0] = INVENTORY_SLOT_BAG_1;
8032 slots[1] = INVENTORY_SLOT_BAG_2;
8033 slots[2] = INVENTORY_SLOT_BAG_3;
8034 slots[3] = INVENTORY_SLOT_BAG_4;
8035 break;
8036 case INVTYPE_RELIC:
8038 switch(proto->SubClass)
8040 case ITEM_SUBCLASS_ARMOR_LIBRAM:
8041 if (pClass == CLASS_PALADIN)
8042 slots[0] = EQUIPMENT_SLOT_RANGED;
8043 break;
8044 case ITEM_SUBCLASS_ARMOR_IDOL:
8045 if (pClass == CLASS_DRUID)
8046 slots[0] = EQUIPMENT_SLOT_RANGED;
8047 break;
8048 case ITEM_SUBCLASS_ARMOR_TOTEM:
8049 if (pClass == CLASS_SHAMAN)
8050 slots[0] = EQUIPMENT_SLOT_RANGED;
8051 break;
8052 case ITEM_SUBCLASS_ARMOR_MISC:
8053 if (pClass == CLASS_WARLOCK)
8054 slots[0] = EQUIPMENT_SLOT_RANGED;
8055 break;
8056 case ITEM_SUBCLASS_ARMOR_SIGIL:
8057 if (pClass == CLASS_DEATH_KNIGHT)
8058 slots[0] = EQUIPMENT_SLOT_RANGED;
8059 break;
8061 break;
8063 default :
8064 return NULL_SLOT;
8067 if( slot != NULL_SLOT )
8069 if( swap || !GetItemByPos( INVENTORY_SLOT_BAG_0, slot ) )
8071 for (int i = 0; i < 4; i++)
8073 if ( slots[i] == slot )
8074 return slot;
8078 else
8080 // search free slot at first
8081 for (int i = 0; i < 4; i++)
8083 if ( slots[i] != NULL_SLOT && !GetItemByPos( INVENTORY_SLOT_BAG_0, slots[i] ) )
8085 // in case 2hand equipped weapon offhand slot empty but not free
8086 if(slots[i]==EQUIPMENT_SLOT_OFFHAND)
8088 Item* mainItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND );
8089 if(!mainItem || mainItem->GetProto()->InventoryType != INVTYPE_2HWEAPON)
8090 return slots[i];
8092 else
8093 return slots[i];
8097 // if not found free and can swap return first appropriate from used
8098 for (int i = 0; i < 4; i++)
8100 if ( slots[i] != NULL_SLOT && swap )
8101 return slots[i];
8105 // no free position
8106 return NULL_SLOT;
8109 uint8 Player::CanUnequipItems( uint32 item, uint32 count ) const
8111 Item *pItem;
8112 uint32 tempcount = 0;
8114 uint8 res = EQUIP_ERR_OK;
8116 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
8118 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8119 if( pItem && pItem->GetEntry() == item )
8121 uint8 ires = CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i, false);
8122 if(ires==EQUIP_ERR_OK)
8124 tempcount += pItem->GetCount();
8125 if( tempcount >= count )
8126 return EQUIP_ERR_OK;
8128 else
8129 res = ires;
8132 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
8134 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8135 if( pItem && pItem->GetEntry() == item )
8137 tempcount += pItem->GetCount();
8138 if( tempcount >= count )
8139 return EQUIP_ERR_OK;
8142 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
8144 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8145 if( pItem && pItem->GetEntry() == item )
8147 tempcount += pItem->GetCount();
8148 if( tempcount >= count )
8149 return EQUIP_ERR_OK;
8152 Bag *pBag;
8153 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
8155 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8156 if( pBag )
8158 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8160 pItem = GetItemByPos( i, j );
8161 if( pItem && pItem->GetEntry() == item )
8163 tempcount += pItem->GetCount();
8164 if( tempcount >= count )
8165 return EQUIP_ERR_OK;
8171 // not found req. item count and have unequippable items
8172 return res;
8175 uint32 Player::GetItemCount( uint32 item, bool inBankAlso, Item* skipItem ) const
8177 uint32 count = 0;
8178 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
8180 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8181 if( pItem && pItem != skipItem && pItem->GetEntry() == item )
8182 count += pItem->GetCount();
8184 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
8186 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8187 if( pItem && pItem != skipItem && pItem->GetEntry() == item )
8188 count += pItem->GetCount();
8190 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
8192 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8193 if( pBag )
8194 count += pBag->GetItemCount(item,skipItem);
8197 if(skipItem && skipItem->GetProto()->GemProperties)
8199 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
8201 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8202 if( pItem && pItem != skipItem && pItem->GetProto()->Socket[0].Color )
8203 count += pItem->GetGemCountWithID(item);
8207 if(inBankAlso)
8209 for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
8211 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8212 if( pItem && pItem != skipItem && pItem->GetEntry() == item )
8213 count += pItem->GetCount();
8215 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
8217 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8218 if( pBag )
8219 count += pBag->GetItemCount(item,skipItem);
8222 if(skipItem && skipItem->GetProto()->GemProperties)
8224 for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
8226 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8227 if( pItem && pItem != skipItem && pItem->GetProto()->Socket[0].Color )
8228 count += pItem->GetGemCountWithID(item);
8233 return count;
8236 Item* Player::GetItemByGuid( uint64 guid ) const
8238 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
8240 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8241 if( pItem && pItem->GetGUID() == guid )
8242 return pItem;
8244 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
8246 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8247 if( pItem && pItem->GetGUID() == guid )
8248 return pItem;
8251 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
8253 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8254 if( pBag )
8256 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8258 Item* pItem = pBag->GetItemByPos( j );
8259 if( pItem && pItem->GetGUID() == guid )
8260 return pItem;
8264 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
8266 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8267 if( pBag )
8269 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8271 Item* pItem = pBag->GetItemByPos( j );
8272 if( pItem && pItem->GetGUID() == guid )
8273 return pItem;
8278 return NULL;
8281 Item* Player::GetItemByPos( uint16 pos ) const
8283 uint8 bag = pos >> 8;
8284 uint8 slot = pos & 255;
8285 return GetItemByPos( bag, slot );
8288 Item* Player::GetItemByPos( uint8 bag, uint8 slot ) const
8290 if( bag == INVENTORY_SLOT_BAG_0 && ( slot < BANK_SLOT_BAG_END || slot >= KEYRING_SLOT_START && slot < QUESTBAG_SLOT_END ) )
8291 return m_items[slot];
8292 else if(bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END
8293 || bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
8295 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
8296 if ( pBag )
8297 return pBag->GetItemByPos(slot);
8299 return NULL;
8302 Item* Player::GetWeaponForAttack(WeaponAttackType attackType, bool useable) const
8304 uint16 slot;
8305 switch (attackType)
8307 case BASE_ATTACK: slot = EQUIPMENT_SLOT_MAINHAND; break;
8308 case OFF_ATTACK: slot = EQUIPMENT_SLOT_OFFHAND; break;
8309 case RANGED_ATTACK: slot = EQUIPMENT_SLOT_RANGED; break;
8310 default: return NULL;
8313 Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
8314 if (!item || item->GetProto()->Class != ITEM_CLASS_WEAPON)
8315 return NULL;
8317 if(!useable)
8318 return item;
8320 if( item->IsBroken() || !IsUseEquipedWeapon(attackType==BASE_ATTACK) )
8321 return NULL;
8323 return item;
8326 Item* Player::GetShield(bool useable) const
8328 Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
8329 if (!item || item->GetProto()->Class != ITEM_CLASS_ARMOR)
8330 return NULL;
8332 if(!useable)
8333 return item;
8335 if( item->IsBroken())
8336 return NULL;
8338 return item;
8341 uint32 Player::GetAttackBySlot( uint8 slot )
8343 switch(slot)
8345 case EQUIPMENT_SLOT_MAINHAND: return BASE_ATTACK;
8346 case EQUIPMENT_SLOT_OFFHAND: return OFF_ATTACK;
8347 case EQUIPMENT_SLOT_RANGED: return RANGED_ATTACK;
8348 default: return MAX_ATTACK;
8352 bool Player::HasBankBagSlot( uint8 slot ) const
8354 uint32 maxslot = GetByteValue(PLAYER_BYTES_2, 2) + BANK_SLOT_BAG_START;
8355 if( slot < maxslot )
8356 return true;
8357 return false;
8360 bool Player::IsInventoryPos( uint8 bag, uint8 slot )
8362 if( bag == INVENTORY_SLOT_BAG_0 && slot == NULL_SLOT )
8363 return true;
8364 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END ) )
8365 return true;
8366 if( bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END )
8367 return true;
8368 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= KEYRING_SLOT_START && slot < QUESTBAG_SLOT_END ) )
8369 return true;
8370 return false;
8373 bool Player::IsEquipmentPos( uint8 bag, uint8 slot )
8375 if( bag == INVENTORY_SLOT_BAG_0 && ( slot < EQUIPMENT_SLOT_END ) )
8376 return true;
8377 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END ) )
8378 return true;
8379 return false;
8382 bool Player::IsBankPos( uint8 bag, uint8 slot )
8384 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END ) )
8385 return true;
8386 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) )
8387 return true;
8388 if( bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
8389 return true;
8390 return false;
8393 bool Player::IsBagPos( uint16 pos )
8395 uint8 bag = pos >> 8;
8396 uint8 slot = pos & 255;
8397 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END ) )
8398 return true;
8399 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) )
8400 return true;
8401 return false;
8404 bool Player::IsValidPos( uint8 bag, uint8 slot )
8406 // post selected
8407 if(bag == NULL_BAG)
8408 return true;
8410 if (bag == INVENTORY_SLOT_BAG_0)
8412 // any post selected
8413 if (slot == NULL_SLOT)
8414 return true;
8416 // equipment
8417 if (slot < EQUIPMENT_SLOT_END)
8418 return true;
8420 // bag equip slots
8421 if (slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END)
8422 return true;
8424 // backpack slots
8425 if (slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END)
8426 return true;
8428 // keyring slots
8429 if (slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_END)
8430 return true;
8432 // bank main slots
8433 if (slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END)
8434 return true;
8436 // bank bag slots
8437 if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END)
8438 return true;
8440 return false;
8443 // bag content slots
8444 if (bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END)
8446 Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag);
8447 if(!pBag)
8448 return false;
8450 // any post selected
8451 if (slot == NULL_SLOT)
8452 return true;
8454 return slot < pBag->GetBagSize();
8457 // bank bag content slots
8458 if( bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
8460 Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag);
8461 if(!pBag)
8462 return false;
8464 // any post selected
8465 if (slot == NULL_SLOT)
8466 return true;
8468 return slot < pBag->GetBagSize();
8471 // where this?
8472 return false;
8476 bool Player::HasItemCount( uint32 item, uint32 count, bool inBankAlso ) const
8478 uint32 tempcount = 0;
8479 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
8481 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8482 if( pItem && pItem->GetEntry() == item )
8484 tempcount += pItem->GetCount();
8485 if( tempcount >= count )
8486 return true;
8489 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
8491 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8492 if( pItem && pItem->GetEntry() == item )
8494 tempcount += pItem->GetCount();
8495 if( tempcount >= count )
8496 return true;
8499 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
8501 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
8503 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8505 Item* pItem = GetItemByPos( i, j );
8506 if( pItem && pItem->GetEntry() == item )
8508 tempcount += pItem->GetCount();
8509 if( tempcount >= count )
8510 return true;
8516 if(inBankAlso)
8518 for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
8520 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8521 if( pItem && pItem->GetEntry() == item )
8523 tempcount += pItem->GetCount();
8524 if( tempcount >= count )
8525 return true;
8528 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
8530 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
8532 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8534 Item* pItem = GetItemByPos( i, j );
8535 if( pItem && pItem->GetEntry() == item )
8537 tempcount += pItem->GetCount();
8538 if( tempcount >= count )
8539 return true;
8546 return false;
8549 Item* Player::GetItemOrItemWithGemEquipped( uint32 item ) const
8551 Item *pItem;
8552 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
8554 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8555 if( pItem && pItem->GetEntry() == item )
8556 return pItem;
8559 ItemPrototype const *pProto = objmgr.GetItemPrototype(item);
8560 if (pProto && pProto->GemProperties)
8562 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
8564 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8565 if( pItem && pItem->GetProto()->Socket[0].Color )
8567 if (pItem->GetGemCountWithID(item) > 0 )
8568 return pItem;
8573 return NULL;
8576 uint8 Player::_CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count ) const
8578 ItemPrototype const *pProto = objmgr.GetItemPrototype(entry);
8579 if( !pProto )
8581 if(no_space_count)
8582 *no_space_count = count;
8583 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8586 // no maximum
8587 if(pProto->MaxCount == 0)
8588 return EQUIP_ERR_OK;
8590 uint32 curcount = GetItemCount(pProto->ItemId,true,pItem);
8592 if( curcount + count > pProto->MaxCount )
8594 if(no_space_count)
8595 *no_space_count = count +curcount - pProto->MaxCount;
8596 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8599 return EQUIP_ERR_OK;
8602 bool Player::HasItemTotemCategory( uint32 TotemCategory ) const
8604 Item *pItem;
8605 for(uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
8607 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8608 if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
8609 return true;
8611 for(uint8 i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; ++i)
8613 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8614 if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
8615 return true;
8617 for(uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
8619 if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
8621 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
8623 pItem = GetItemByPos( i, j );
8624 if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
8625 return true;
8629 return false;
8632 uint8 Player::_CanStoreItem_InSpecificSlot( uint8 bag, uint8 slot, ItemPosCountVec &dest, ItemPrototype const *pProto, uint32& count, bool swap, Item* pSrcItem ) const
8634 Item* pItem2 = GetItemByPos( bag, slot );
8636 // ignore move item (this slot will be empty at move)
8637 if(pItem2==pSrcItem)
8638 pItem2 = NULL;
8640 uint32 need_space;
8642 // empty specific slot - check item fit to slot
8643 if( !pItem2 || swap )
8645 if( bag == INVENTORY_SLOT_BAG_0 )
8647 // keyring case
8648 if(slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_START+GetMaxKeyringSize() && !(pProto->BagFamily & BAG_FAMILY_MASK_KEYS))
8649 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8651 // vanitypet case
8652 if(slot >= VANITYPET_SLOT_START && slot < VANITYPET_SLOT_END && !(pProto->BagFamily & BAG_FAMILY_MASK_VANITY_PETS))
8653 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8655 // currencytoken case
8656 if(slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END && !(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS))
8657 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8659 // guestbag case
8660 if(slot >= QUESTBAG_SLOT_START && slot < QUESTBAG_SLOT_END && !(pProto->BagFamily & BAG_FAMILY_MASK_QUEST_ITEMS))
8661 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8663 // prevent cheating
8664 if(slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END || slot >= PLAYER_SLOT_END)
8665 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8667 else
8669 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
8670 if( !pBag )
8671 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8673 ItemPrototype const* pBagProto = pBag->GetProto();
8674 if( !pBagProto )
8675 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8677 if( !ItemCanGoIntoBag(pProto,pBagProto) )
8678 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8681 // non empty stack with space
8682 need_space = pProto->Stackable;
8684 // non empty slot, check item type
8685 else
8687 // check item type
8688 if(pItem2->GetEntry() != pProto->ItemId)
8689 return EQUIP_ERR_ITEM_CANT_STACK;
8691 // check free space
8692 if(pItem2->GetCount() >= pProto->Stackable)
8693 return EQUIP_ERR_ITEM_CANT_STACK;
8695 need_space = pProto->Stackable - pItem2->GetCount();
8698 if(need_space > count)
8699 need_space = count;
8701 ItemPosCount newPosition = ItemPosCount((bag << 8) | slot, need_space);
8702 if(!newPosition.isContainedIn(dest))
8704 dest.push_back(newPosition);
8705 count -= need_space;
8707 return EQUIP_ERR_OK;
8710 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
8712 // skip specific bag already processed in first called _CanStoreItem_InBag
8713 if(bag==skip_bag)
8714 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8716 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
8717 if( !pBag )
8718 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8720 ItemPrototype const* pBagProto = pBag->GetProto();
8721 if( !pBagProto )
8722 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8724 // specialized bag mode or non-specilized
8725 if( non_specialized != (pBagProto->Class == ITEM_CLASS_CONTAINER && pBagProto->SubClass == ITEM_SUBCLASS_CONTAINER) )
8726 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8728 if( !ItemCanGoIntoBag(pProto,pBagProto) )
8729 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8731 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8733 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8734 if(j==skip_slot)
8735 continue;
8737 Item* pItem2 = GetItemByPos( bag, j );
8739 // ignore move item (this slot will be empty at move)
8740 if(pItem2==pSrcItem)
8741 pItem2 = NULL;
8743 // if merge skip empty, if !merge skip non-empty
8744 if((pItem2!=NULL)!=merge)
8745 continue;
8747 if( pItem2 )
8749 if(pItem2->GetEntry() == pProto->ItemId && pItem2->GetCount() < pProto->Stackable )
8751 uint32 need_space = pProto->Stackable - pItem2->GetCount();
8752 if(need_space > count)
8753 need_space = count;
8755 ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space);
8756 if(!newPosition.isContainedIn(dest))
8758 dest.push_back(newPosition);
8759 count -= need_space;
8761 if(count==0)
8762 return EQUIP_ERR_OK;
8766 else
8768 uint32 need_space = pProto->Stackable;
8769 if(need_space > count)
8770 need_space = count;
8772 ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space);
8773 if(!newPosition.isContainedIn(dest))
8775 dest.push_back(newPosition);
8776 count -= need_space;
8778 if(count==0)
8779 return EQUIP_ERR_OK;
8783 return EQUIP_ERR_OK;
8786 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
8788 for(uint32 j = slot_begin; j < slot_end; j++)
8790 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8791 if(INVENTORY_SLOT_BAG_0==skip_bag && j==skip_slot)
8792 continue;
8794 Item* pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, j );
8796 // ignore move item (this slot will be empty at move)
8797 if(pItem2==pSrcItem)
8798 pItem2 = NULL;
8800 // if merge skip empty, if !merge skip non-empty
8801 if((pItem2!=NULL)!=merge)
8802 continue;
8804 if( pItem2 )
8806 if(pItem2->GetEntry() == pProto->ItemId && pItem2->GetCount() < pProto->Stackable )
8808 uint32 need_space = pProto->Stackable - pItem2->GetCount();
8809 if(need_space > count)
8810 need_space = count;
8811 ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space);
8812 if(!newPosition.isContainedIn(dest))
8814 dest.push_back(newPosition);
8815 count -= need_space;
8817 if(count==0)
8818 return EQUIP_ERR_OK;
8822 else
8824 uint32 need_space = pProto->Stackable;
8825 if(need_space > count)
8826 need_space = count;
8828 ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space);
8829 if(!newPosition.isContainedIn(dest))
8831 dest.push_back(newPosition);
8832 count -= need_space;
8834 if(count==0)
8835 return EQUIP_ERR_OK;
8839 return EQUIP_ERR_OK;
8842 uint8 Player::_CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, uint32 entry, uint32 count, Item *pItem, bool swap, uint32* no_space_count ) const
8844 sLog.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, entry, count);
8846 ItemPrototype const *pProto = objmgr.GetItemPrototype(entry);
8847 if( !pProto )
8849 if(no_space_count)
8850 *no_space_count = count;
8851 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED :EQUIP_ERR_ITEM_NOT_FOUND;
8854 if(pItem && pItem->IsBindedNotWith(GetGUID()))
8856 if(no_space_count)
8857 *no_space_count = count;
8858 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
8861 // check count of items (skip for auto move for same player from bank)
8862 uint32 no_similar_count = 0; // can't store this amount similar items
8863 uint8 res = _CanTakeMoreSimilarItems(entry,count,pItem,&no_similar_count);
8864 if(res!=EQUIP_ERR_OK)
8866 if(count==no_similar_count)
8868 if(no_space_count)
8869 *no_space_count = no_similar_count;
8870 return res;
8872 count -= no_similar_count;
8875 // in specific slot
8876 if( bag != NULL_BAG && slot != NULL_SLOT )
8878 res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem);
8879 if(res!=EQUIP_ERR_OK)
8881 if(no_space_count)
8882 *no_space_count = count + no_similar_count;
8883 return res;
8886 if(count==0)
8888 if(no_similar_count==0)
8889 return EQUIP_ERR_OK;
8891 if(no_space_count)
8892 *no_space_count = count + no_similar_count;
8893 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8897 // not specific slot or have space for partly store only in specific slot
8899 // in specific bag
8900 if( bag != NULL_BAG )
8902 // search stack in bag for merge to
8903 if( pProto->Stackable > 1 )
8905 if( bag == INVENTORY_SLOT_BAG_0 ) // inventory
8907 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,QUESTBAG_SLOT_END,dest,pProto,count,true,pItem,bag,slot);
8908 if(res!=EQUIP_ERR_OK)
8910 if(no_space_count)
8911 *no_space_count = count + no_similar_count;
8912 return res;
8915 if(count==0)
8917 if(no_similar_count==0)
8918 return EQUIP_ERR_OK;
8920 if(no_space_count)
8921 *no_space_count = count + no_similar_count;
8922 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8925 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
8926 if(res!=EQUIP_ERR_OK)
8928 if(no_space_count)
8929 *no_space_count = count + no_similar_count;
8930 return res;
8933 if(count==0)
8935 if(no_similar_count==0)
8936 return EQUIP_ERR_OK;
8938 if(no_space_count)
8939 *no_space_count = count + no_similar_count;
8940 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8943 else // equipped bag
8945 // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag
8946 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot);
8947 if(res!=EQUIP_ERR_OK)
8948 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot);
8950 if(res!=EQUIP_ERR_OK)
8952 if(no_space_count)
8953 *no_space_count = count + no_similar_count;
8954 return res;
8957 if(count==0)
8959 if(no_similar_count==0)
8960 return EQUIP_ERR_OK;
8962 if(no_space_count)
8963 *no_space_count = count + no_similar_count;
8964 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8969 // search free slot in bag for place to
8970 if( bag == INVENTORY_SLOT_BAG_0 ) // inventory
8972 // search free slot - keyring case
8973 if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
8975 uint32 keyringSize = GetMaxKeyringSize();
8976 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot);
8977 if(res!=EQUIP_ERR_OK)
8979 if(no_space_count)
8980 *no_space_count = count + no_similar_count;
8981 return res;
8984 if(count==0)
8986 if(no_similar_count==0)
8987 return EQUIP_ERR_OK;
8989 if(no_space_count)
8990 *no_space_count = count + no_similar_count;
8991 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8994 else if(pProto->BagFamily & BAG_FAMILY_MASK_VANITY_PETS)
8996 res = _CanStoreItem_InInventorySlots(VANITYPET_SLOT_START,VANITYPET_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
8997 if(res!=EQUIP_ERR_OK)
8999 if(no_space_count)
9000 *no_space_count = count + no_similar_count;
9001 return res;
9004 if(count==0)
9006 if(no_similar_count==0)
9007 return EQUIP_ERR_OK;
9009 if(no_space_count)
9010 *no_space_count = count + no_similar_count;
9011 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9014 else if(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
9016 res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9017 if(res!=EQUIP_ERR_OK)
9019 if(no_space_count)
9020 *no_space_count = count + no_similar_count;
9021 return res;
9024 if(count==0)
9026 if(no_similar_count==0)
9027 return EQUIP_ERR_OK;
9029 if(no_space_count)
9030 *no_space_count = count + no_similar_count;
9031 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9034 else if(pProto->BagFamily & BAG_FAMILY_MASK_QUEST_ITEMS)
9036 res = _CanStoreItem_InInventorySlots(QUESTBAG_SLOT_START,QUESTBAG_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9037 if(res!=EQUIP_ERR_OK)
9039 if(no_space_count)
9040 *no_space_count = count + no_similar_count;
9041 return res;
9044 if(count==0)
9046 if(no_similar_count==0)
9047 return EQUIP_ERR_OK;
9049 if(no_space_count)
9050 *no_space_count = count + no_similar_count;
9051 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9055 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
9056 if(res!=EQUIP_ERR_OK)
9058 if(no_space_count)
9059 *no_space_count = count + no_similar_count;
9060 return res;
9063 if(count==0)
9065 if(no_similar_count==0)
9066 return EQUIP_ERR_OK;
9068 if(no_space_count)
9069 *no_space_count = count + no_similar_count;
9070 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9073 else // equipped bag
9075 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,false,pItem,NULL_BAG,slot);
9076 if(res!=EQUIP_ERR_OK)
9077 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,true,pItem,NULL_BAG,slot);
9079 if(res!=EQUIP_ERR_OK)
9081 if(no_space_count)
9082 *no_space_count = count + no_similar_count;
9083 return res;
9086 if(count==0)
9088 if(no_similar_count==0)
9089 return EQUIP_ERR_OK;
9091 if(no_space_count)
9092 *no_space_count = count + no_similar_count;
9093 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9098 // not specific bag or have space for partly store only in specific bag
9100 // search stack for merge to
9101 if( pProto->Stackable > 1 )
9103 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,QUESTBAG_SLOT_END,dest,pProto,count,true,pItem,bag,slot);
9104 if(res!=EQUIP_ERR_OK)
9106 if(no_space_count)
9107 *no_space_count = count + no_similar_count;
9108 return res;
9111 if(count==0)
9113 if(no_similar_count==0)
9114 return EQUIP_ERR_OK;
9116 if(no_space_count)
9117 *no_space_count = count + no_similar_count;
9118 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9121 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
9122 if(res!=EQUIP_ERR_OK)
9124 if(no_space_count)
9125 *no_space_count = count + no_similar_count;
9126 return res;
9129 if(count==0)
9131 if(no_similar_count==0)
9132 return EQUIP_ERR_OK;
9134 if(no_space_count)
9135 *no_space_count = count + no_similar_count;
9136 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9139 if( pProto->BagFamily )
9141 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9143 res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot);
9144 if(res!=EQUIP_ERR_OK)
9145 continue;
9147 if(count==0)
9149 if(no_similar_count==0)
9150 return EQUIP_ERR_OK;
9152 if(no_space_count)
9153 *no_space_count = count + no_similar_count;
9154 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9159 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9161 res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot);
9162 if(res!=EQUIP_ERR_OK)
9163 continue;
9165 if(count==0)
9167 if(no_similar_count==0)
9168 return EQUIP_ERR_OK;
9170 if(no_space_count)
9171 *no_space_count = count + no_similar_count;
9172 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9177 // search free slot - special bag case
9178 if( pProto->BagFamily )
9180 if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
9182 uint32 keyringSize = GetMaxKeyringSize();
9183 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot);
9184 if(res!=EQUIP_ERR_OK)
9186 if(no_space_count)
9187 *no_space_count = count + no_similar_count;
9188 return res;
9191 if(count==0)
9193 if(no_similar_count==0)
9194 return EQUIP_ERR_OK;
9196 if(no_space_count)
9197 *no_space_count = count + no_similar_count;
9198 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9201 else if(pProto->BagFamily & BAG_FAMILY_MASK_VANITY_PETS)
9203 res = _CanStoreItem_InInventorySlots(VANITYPET_SLOT_START,VANITYPET_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9204 if(res!=EQUIP_ERR_OK)
9206 if(no_space_count)
9207 *no_space_count = count + no_similar_count;
9208 return res;
9211 if(count==0)
9213 if(no_similar_count==0)
9214 return EQUIP_ERR_OK;
9216 if(no_space_count)
9217 *no_space_count = count + no_similar_count;
9218 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9221 else if(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
9223 res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9224 if(res!=EQUIP_ERR_OK)
9226 if(no_space_count)
9227 *no_space_count = count + no_similar_count;
9228 return res;
9231 if(count==0)
9233 if(no_similar_count==0)
9234 return EQUIP_ERR_OK;
9236 if(no_space_count)
9237 *no_space_count = count + no_similar_count;
9238 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9241 else if(pProto->BagFamily & BAG_FAMILY_MASK_QUEST_ITEMS)
9243 res = _CanStoreItem_InInventorySlots(QUESTBAG_SLOT_START,QUESTBAG_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9244 if(res!=EQUIP_ERR_OK)
9246 if(no_space_count)
9247 *no_space_count = count + no_similar_count;
9248 return res;
9251 if(count==0)
9253 if(no_similar_count==0)
9254 return EQUIP_ERR_OK;
9256 if(no_space_count)
9257 *no_space_count = count + no_similar_count;
9258 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9262 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9264 res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot);
9265 if(res!=EQUIP_ERR_OK)
9266 continue;
9268 if(count==0)
9270 if(no_similar_count==0)
9271 return EQUIP_ERR_OK;
9273 if(no_space_count)
9274 *no_space_count = count + no_similar_count;
9275 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9280 // search free slot
9281 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
9282 if(res!=EQUIP_ERR_OK)
9284 if(no_space_count)
9285 *no_space_count = count + no_similar_count;
9286 return res;
9289 if(count==0)
9291 if(no_similar_count==0)
9292 return EQUIP_ERR_OK;
9294 if(no_space_count)
9295 *no_space_count = count + no_similar_count;
9296 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9299 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9301 res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot);
9302 if(res!=EQUIP_ERR_OK)
9303 continue;
9305 if(count==0)
9307 if(no_similar_count==0)
9308 return EQUIP_ERR_OK;
9310 if(no_space_count)
9311 *no_space_count = count + no_similar_count;
9312 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9316 if(no_space_count)
9317 *no_space_count = count + no_similar_count;
9319 return EQUIP_ERR_INVENTORY_FULL;
9322 //////////////////////////////////////////////////////////////////////////
9323 uint8 Player::CanStoreItems( Item **pItems,int count) const
9325 Item *pItem2;
9327 // fill space table
9328 int inv_slot_items[INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START];
9329 int inv_bags[INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START][MAX_BAG_SIZE];
9330 int inv_keys[KEYRING_SLOT_END-KEYRING_SLOT_START];
9331 int inv_pets[VANITYPET_SLOT_END-VANITYPET_SLOT_START];
9332 int inv_tokens[CURRENCYTOKEN_SLOT_END-CURRENCYTOKEN_SLOT_START];
9333 int inv_quests[QUESTBAG_SLOT_END-QUESTBAG_SLOT_START];
9335 memset(inv_slot_items,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START));
9336 memset(inv_bags,0,sizeof(int)*(INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START)*MAX_BAG_SIZE);
9337 memset(inv_keys,0,sizeof(int)*(KEYRING_SLOT_END-KEYRING_SLOT_START));
9338 memset(inv_pets,0,sizeof(int)*(VANITYPET_SLOT_END-VANITYPET_SLOT_START));
9339 memset(inv_tokens,0,sizeof(int)*(CURRENCYTOKEN_SLOT_END-CURRENCYTOKEN_SLOT_START));
9340 memset(inv_quests,0,sizeof(int)*(QUESTBAG_SLOT_END-QUESTBAG_SLOT_START));
9342 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
9344 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9346 if (pItem2 && !pItem2->IsInTrade())
9348 inv_slot_items[i-INVENTORY_SLOT_ITEM_START] = pItem2->GetCount();
9352 for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
9354 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9356 if (pItem2 && !pItem2->IsInTrade())
9358 inv_keys[i-KEYRING_SLOT_START] = pItem2->GetCount();
9362 for(int i = VANITYPET_SLOT_START; i < VANITYPET_SLOT_END; i++)
9364 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9366 if (pItem2 && !pItem2->IsInTrade())
9368 inv_pets[i-VANITYPET_SLOT_START] = pItem2->GetCount();
9372 for(int i = CURRENCYTOKEN_SLOT_START; i < CURRENCYTOKEN_SLOT_END; i++)
9374 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9376 if (pItem2 && !pItem2->IsInTrade())
9378 inv_tokens[i-CURRENCYTOKEN_SLOT_START] = pItem2->GetCount();
9382 for(int i = QUESTBAG_SLOT_START; i < QUESTBAG_SLOT_END; i++)
9384 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9386 if (pItem2 && !pItem2->IsInTrade())
9388 inv_quests[i-QUESTBAG_SLOT_START] = pItem2->GetCount();
9392 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9394 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
9396 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
9398 pItem2 = GetItemByPos( i, j );
9399 if (pItem2 && !pItem2->IsInTrade())
9401 inv_bags[i-INVENTORY_SLOT_BAG_START][j] = pItem2->GetCount();
9407 // check free space for all items
9408 for (int k=0;k<count;k++)
9410 Item *pItem = pItems[k];
9412 // no item
9413 if (!pItem) continue;
9415 sLog.outDebug( "STORAGE: CanStoreItems %i. item = %u, count = %u", k+1, pItem->GetEntry(), pItem->GetCount());
9416 ItemPrototype const *pProto = pItem->GetProto();
9418 // strange item
9419 if( !pProto )
9420 return EQUIP_ERR_ITEM_NOT_FOUND;
9422 // item it 'bind'
9423 if(pItem->IsBindedNotWith(GetGUID()))
9424 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9426 Bag *pBag;
9427 ItemPrototype const *pBagProto;
9429 // item is 'one item only'
9430 uint8 res = CanTakeMoreSimilarItems(pItem);
9431 if(res != EQUIP_ERR_OK)
9432 return res;
9434 // search stack for merge to
9435 if( pProto->Stackable > 1 )
9437 bool b_found = false;
9439 for(int t = KEYRING_SLOT_START; t < KEYRING_SLOT_END; t++)
9441 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9442 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_keys[t-KEYRING_SLOT_START] + pItem->GetCount() <= pProto->Stackable )
9444 inv_keys[t-KEYRING_SLOT_START] += pItem->GetCount();
9445 b_found = true;
9446 break;
9449 if (b_found) continue;
9451 for(int t = VANITYPET_SLOT_START; t < VANITYPET_SLOT_END; t++)
9453 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9454 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_pets[t-VANITYPET_SLOT_START] + pItem->GetCount() <= pProto->Stackable )
9456 inv_pets[t-VANITYPET_SLOT_START] += pItem->GetCount();
9457 b_found = true;
9458 break;
9461 if (b_found) continue;
9463 for(int t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; t++)
9465 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9466 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_tokens[t-CURRENCYTOKEN_SLOT_START] + pItem->GetCount() <= pProto->Stackable )
9468 inv_tokens[t-CURRENCYTOKEN_SLOT_START] += pItem->GetCount();
9469 b_found = true;
9470 break;
9473 if (b_found) continue;
9475 for(int t = QUESTBAG_SLOT_START; t < QUESTBAG_SLOT_END; t++)
9477 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9478 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_quests[t-QUESTBAG_SLOT_START] + pItem->GetCount() <= pProto->Stackable )
9480 inv_quests[t-QUESTBAG_SLOT_START] += pItem->GetCount();
9481 b_found = true;
9482 break;
9485 if (b_found) continue;
9487 for(int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; t++)
9489 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9490 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_slot_items[t-INVENTORY_SLOT_ITEM_START] + pItem->GetCount() <= pProto->Stackable )
9492 inv_slot_items[t-INVENTORY_SLOT_ITEM_START] += pItem->GetCount();
9493 b_found = true;
9494 break;
9497 if (b_found) continue;
9499 for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; t++)
9501 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9502 if( pBag )
9504 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
9506 pItem2 = GetItemByPos( t, j );
9507 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_bags[t-INVENTORY_SLOT_BAG_START][j] + pItem->GetCount() <= pProto->Stackable )
9509 inv_bags[t-INVENTORY_SLOT_BAG_START][j] += pItem->GetCount();
9510 b_found = true;
9511 break;
9516 if (b_found) continue;
9519 // special bag case
9520 if( pProto->BagFamily )
9522 bool b_found = false;
9523 if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
9525 uint32 keyringSize = GetMaxKeyringSize();
9526 for(uint32 t = KEYRING_SLOT_START; t < KEYRING_SLOT_START+keyringSize; ++t)
9528 if( inv_keys[t-KEYRING_SLOT_START] == 0 )
9530 inv_keys[t-KEYRING_SLOT_START] = 1;
9531 b_found = true;
9532 break;
9537 if (b_found) continue;
9539 if(pProto->BagFamily & BAG_FAMILY_MASK_VANITY_PETS)
9541 for(uint32 t = VANITYPET_SLOT_START; t < VANITYPET_SLOT_END; ++t)
9543 if( inv_pets[t-VANITYPET_SLOT_START] == 0 )
9545 inv_pets[t-VANITYPET_SLOT_START] = 1;
9546 b_found = true;
9547 break;
9552 if (b_found) continue;
9554 if(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
9556 for(uint32 t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t)
9558 if( inv_tokens[t-CURRENCYTOKEN_SLOT_START] == 0 )
9560 inv_tokens[t-CURRENCYTOKEN_SLOT_START] = 1;
9561 b_found = true;
9562 break;
9567 if (b_found) continue;
9569 if(pProto->BagFamily & BAG_FAMILY_MASK_QUEST_ITEMS)
9571 for(uint32 t = QUESTBAG_SLOT_START; t < QUESTBAG_SLOT_END; ++t)
9573 if( inv_quests[t-QUESTBAG_SLOT_START] == 0 )
9575 inv_quests[t-QUESTBAG_SLOT_START] = 1;
9576 b_found = true;
9577 break;
9582 if (b_found) continue;
9584 for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; t++)
9586 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9587 if( pBag )
9589 pBagProto = pBag->GetProto();
9591 // not plain container check
9592 if( pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER) &&
9593 ItemCanGoIntoBag(pProto,pBagProto) )
9595 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
9597 if( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 )
9599 inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1;
9600 b_found = true;
9601 break;
9607 if (b_found) continue;
9610 // search free slot
9611 bool b_found = false;
9612 for(int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; t++)
9614 if( inv_slot_items[t-INVENTORY_SLOT_ITEM_START] == 0 )
9616 inv_slot_items[t-INVENTORY_SLOT_ITEM_START] = 1;
9617 b_found = true;
9618 break;
9621 if (b_found) continue;
9623 // search free slot in bags
9624 for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; t++)
9626 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9627 if( pBag )
9629 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
9631 if( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 )
9633 inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1;
9634 b_found = true;
9635 break;
9641 // no free slot found?
9642 if (!b_found)
9643 return EQUIP_ERR_INVENTORY_FULL;
9646 return EQUIP_ERR_OK;
9649 //////////////////////////////////////////////////////////////////////////
9650 uint8 Player::CanEquipNewItem( uint8 slot, uint16 &dest, uint32 item, uint32 count, bool swap ) const
9652 dest = 0;
9653 Item *pItem = Item::CreateItem( item, count, this );
9654 if( pItem )
9656 uint8 result = CanEquipItem(slot, dest, pItem, swap );
9657 delete pItem;
9658 return result;
9661 return EQUIP_ERR_ITEM_NOT_FOUND;
9664 uint8 Player::CanEquipItem( uint8 slot, uint16 &dest, Item *pItem, bool swap, bool not_loading ) const
9666 dest = 0;
9667 if( pItem )
9669 sLog.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot, pItem->GetEntry(), pItem->GetCount());
9670 ItemPrototype const *pProto = pItem->GetProto();
9671 if( pProto )
9673 // May be here should be more stronger checks; STUNNED checked
9674 // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
9675 if (not_loading && hasUnitState(UNIT_STAT_STUNNED))
9676 return EQUIP_ERR_YOU_ARE_STUNNED;
9678 if(pItem->IsBindedNotWith(GetGUID()))
9679 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9681 // check count of items (skip for auto move for same player from bank)
9682 uint8 res = CanTakeMoreSimilarItems(pItem);
9683 if(res != EQUIP_ERR_OK)
9684 return res;
9686 // do not allow equipping gear except weapons, offhands, projectiles, relics in
9687 // - combat
9688 // - in-progress arenas
9689 if( !pProto->CanChangeEquipStateInCombat() )
9691 if( isInCombat() )
9692 return EQUIP_ERR_NOT_IN_COMBAT;
9694 if(BattleGround* bg = GetBattleGround())
9695 if( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS )
9696 return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
9699 if(isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer != 0)
9700 return EQUIP_ERR_CANT_DO_RIGHT_NOW; // maybe exist better err
9702 if(IsNonMeleeSpellCasted(false))
9703 return EQUIP_ERR_CANT_DO_RIGHT_NOW;
9705 uint8 eslot = FindEquipSlot( pProto, slot, swap );
9706 if( eslot == NULL_SLOT )
9707 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
9709 uint8 msg = CanUseItem( pItem , not_loading );
9710 if( msg != EQUIP_ERR_OK )
9711 return msg;
9712 if( !swap && GetItemByPos( INVENTORY_SLOT_BAG_0, eslot ) )
9713 return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE;
9715 // check unique-equipped on item
9716 if (pProto->Flags & ITEM_FLAGS_UNIQUE_EQUIPPED)
9718 // there is an equip limit on this item
9719 Item* tItem = GetItemOrItemWithGemEquipped(pProto->ItemId);
9720 if (tItem && (!swap || tItem->GetSlot() != eslot ) )
9721 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
9724 // check unique-equipped on gems
9725 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
9727 uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
9728 if(!enchant_id)
9729 continue;
9730 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
9731 if(!enchantEntry)
9732 continue;
9734 ItemPrototype const* pGem = objmgr.GetItemPrototype(enchantEntry->GemID);
9735 if(pGem && (pGem->Flags & ITEM_FLAGS_UNIQUE_EQUIPPED))
9737 Item* tItem = GetItemOrItemWithGemEquipped(enchantEntry->GemID);
9738 if(tItem && (!swap || tItem->GetSlot() != eslot ))
9739 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
9743 // check unique-equipped special item classes
9744 if (pProto->Class == ITEM_CLASS_QUIVER)
9746 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
9748 if( Item* pBag = GetItemByPos( INVENTORY_SLOT_BAG_0, i ) )
9750 if( ItemPrototype const* pBagProto = pBag->GetProto() )
9752 if( pBagProto->Class==pProto->Class && pBagProto->SubClass==pProto->SubClass &&
9753 (!swap || pBag->GetSlot() != eslot ) )
9755 if(pBagProto->SubClass == ITEM_SUBCLASS_AMMO_POUCH)
9756 return EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH;
9757 else
9758 return EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER;
9765 uint32 type = pProto->InventoryType;
9767 if(eslot == EQUIPMENT_SLOT_OFFHAND)
9769 if( type == INVTYPE_WEAPON || type == INVTYPE_WEAPONOFFHAND )
9771 if(!CanDualWield())
9772 return EQUIP_ERR_CANT_DUAL_WIELD;
9775 Item *mainItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND );
9776 if(mainItem)
9778 if(mainItem->GetProto()->InventoryType == INVTYPE_2HWEAPON)
9779 return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED;
9783 // equip two-hand weapon case (with possible unequip 2 items)
9784 if( type == INVTYPE_2HWEAPON )
9786 if(eslot != EQUIPMENT_SLOT_MAINHAND)
9787 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
9789 // offhand item must can be stored in inventory for offhand item and it also must be unequipped
9790 Item *offItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND );
9791 ItemPosCountVec off_dest;
9792 if( offItem && (!not_loading ||
9793 CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0) << 8 | EQUIPMENT_SLOT_OFFHAND,false) != EQUIP_ERR_OK ||
9794 CanStoreItem( NULL_BAG, NULL_SLOT, off_dest, offItem, false ) != EQUIP_ERR_OK ) )
9795 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_INVENTORY_FULL;
9797 dest = ((INVENTORY_SLOT_BAG_0 << 8) | eslot);
9798 return EQUIP_ERR_OK;
9801 if( !swap )
9802 return EQUIP_ERR_ITEM_NOT_FOUND;
9803 else
9804 return EQUIP_ERR_ITEMS_CANT_BE_SWAPPED;
9807 uint8 Player::CanUnequipItem( uint16 pos, bool swap ) const
9809 // Applied only to equipped items and bank bags
9810 if(!IsEquipmentPos(pos) && !IsBagPos(pos))
9811 return EQUIP_ERR_OK;
9813 Item* pItem = GetItemByPos(pos);
9815 // Applied only to existed equipped item
9816 if( !pItem )
9817 return EQUIP_ERR_OK;
9819 sLog.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos, pItem->GetEntry(), pItem->GetCount());
9821 ItemPrototype const *pProto = pItem->GetProto();
9822 if( !pProto )
9823 return EQUIP_ERR_ITEM_NOT_FOUND;
9825 // do not allow unequipping gear except weapons, offhands, projectiles, relics in
9826 // - combat
9827 // - in-progress arenas
9828 if( !pProto->CanChangeEquipStateInCombat() )
9830 if( isInCombat() )
9831 return EQUIP_ERR_NOT_IN_COMBAT;
9833 if(BattleGround* bg = GetBattleGround())
9834 if( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS )
9835 return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
9838 if(!swap && pItem->IsBag() && !((Bag*)pItem)->IsEmpty())
9839 return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS;
9841 return EQUIP_ERR_OK;
9844 uint8 Player::CanBankItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, Item *pItem, bool swap, bool not_loading ) const
9846 if( !pItem )
9847 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
9849 uint32 count = pItem->GetCount();
9851 sLog.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), pItem->GetCount());
9852 ItemPrototype const *pProto = pItem->GetProto();
9853 if( !pProto )
9854 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
9856 if( pItem->IsBindedNotWith(GetGUID()) )
9857 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9859 // check count of items (skip for auto move for same player from bank)
9860 uint8 res = CanTakeMoreSimilarItems(pItem);
9861 if(res != EQUIP_ERR_OK)
9862 return res;
9864 // in specific slot
9865 if( bag != NULL_BAG && slot != NULL_SLOT )
9867 if( pProto->InventoryType == INVTYPE_BAG )
9869 Bag *pBag = (Bag*)pItem;
9870 if( pBag )
9872 if( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END )
9874 if( !HasBankBagSlot( slot ) )
9875 return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT;
9876 if( uint8 cantuse = CanUseItem( pItem, not_loading ) != EQUIP_ERR_OK )
9877 return cantuse;
9879 else
9881 if( !pBag->IsEmpty() )
9882 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG;
9886 else
9888 if( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END )
9889 return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT;
9892 res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem);
9893 if(res!=EQUIP_ERR_OK)
9894 return res;
9896 if(count==0)
9897 return EQUIP_ERR_OK;
9900 // not specific slot or have space for partly store only in specific slot
9902 // in specific bag
9903 if( bag != NULL_BAG )
9905 if( pProto->InventoryType == INVTYPE_BAG )
9907 Bag *pBag = (Bag*)pItem;
9908 if( pBag && !pBag->IsEmpty() )
9909 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG;
9912 // search stack in bag for merge to
9913 if( pProto->Stackable > 1 )
9915 if( bag == INVENTORY_SLOT_BAG_0 )
9917 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
9918 if(res!=EQUIP_ERR_OK)
9919 return res;
9921 if(count==0)
9922 return EQUIP_ERR_OK;
9924 else
9926 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot);
9927 if(res!=EQUIP_ERR_OK)
9928 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot);
9930 if(res!=EQUIP_ERR_OK)
9931 return res;
9933 if(count==0)
9934 return EQUIP_ERR_OK;
9938 // search free slot in bag
9939 if( bag == INVENTORY_SLOT_BAG_0 )
9941 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
9942 if(res!=EQUIP_ERR_OK)
9943 return res;
9945 if(count==0)
9946 return EQUIP_ERR_OK;
9948 else
9950 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,false,pItem,NULL_BAG,slot);
9951 if(res!=EQUIP_ERR_OK)
9952 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,true,pItem,NULL_BAG,slot);
9954 if(res!=EQUIP_ERR_OK)
9955 return res;
9957 if(count==0)
9958 return EQUIP_ERR_OK;
9962 // not specific bag or have space for partly store only in specific bag
9964 // search stack for merge to
9965 if( pProto->Stackable > 1 )
9967 // in slots
9968 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
9969 if(res!=EQUIP_ERR_OK)
9970 return res;
9972 if(count==0)
9973 return EQUIP_ERR_OK;
9975 // in special bags
9976 if( pProto->BagFamily )
9978 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
9980 res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot);
9981 if(res!=EQUIP_ERR_OK)
9982 continue;
9984 if(count==0)
9985 return EQUIP_ERR_OK;
9989 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
9991 res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot);
9992 if(res!=EQUIP_ERR_OK)
9993 continue;
9995 if(count==0)
9996 return EQUIP_ERR_OK;
10000 // search free place in special bag
10001 if( pProto->BagFamily )
10003 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
10005 res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot);
10006 if(res!=EQUIP_ERR_OK)
10007 continue;
10009 if(count==0)
10010 return EQUIP_ERR_OK;
10014 // search free space
10015 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
10016 if(res!=EQUIP_ERR_OK)
10017 return res;
10019 if(count==0)
10020 return EQUIP_ERR_OK;
10022 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
10024 res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot);
10025 if(res!=EQUIP_ERR_OK)
10026 continue;
10028 if(count==0)
10029 return EQUIP_ERR_OK;
10031 return EQUIP_ERR_BANK_FULL;
10034 uint8 Player::CanUseItem( Item *pItem, bool not_loading ) const
10036 if( pItem )
10038 sLog.outDebug( "STORAGE: CanUseItem item = %u", pItem->GetEntry());
10039 if( !isAlive() && not_loading )
10040 return EQUIP_ERR_YOU_ARE_DEAD;
10041 //if( isStunned() )
10042 // return EQUIP_ERR_YOU_ARE_STUNNED;
10043 ItemPrototype const *pProto = pItem->GetProto();
10044 if( pProto )
10046 if( pItem->IsBindedNotWith(GetGUID()) )
10047 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
10048 if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
10049 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
10050 if( pItem->GetSkill() != 0 )
10052 if( GetSkillValue( pItem->GetSkill() ) == 0 )
10053 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
10055 if( pProto->RequiredSkill != 0 )
10057 if( GetSkillValue( pProto->RequiredSkill ) == 0 )
10058 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
10059 else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
10060 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL;
10062 if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
10063 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
10064 if( pProto->RequiredReputationFaction && uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank )
10065 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
10066 if( getLevel() < pProto->RequiredLevel )
10067 return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
10068 return EQUIP_ERR_OK;
10071 return EQUIP_ERR_ITEM_NOT_FOUND;
10074 bool Player::CanUseItem( ItemPrototype const *pProto )
10076 // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
10078 if( pProto )
10080 if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
10081 return false;
10082 if( pProto->RequiredSkill != 0 )
10084 if( GetSkillValue( pProto->RequiredSkill ) == 0 )
10085 return false;
10086 else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
10087 return false;
10089 if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
10090 return false;
10091 if( getLevel() < pProto->RequiredLevel )
10092 return false;
10093 return true;
10095 return false;
10098 uint8 Player::CanUseAmmo( uint32 item ) const
10100 sLog.outDebug( "STORAGE: CanUseAmmo item = %u", item);
10101 if( !isAlive() )
10102 return EQUIP_ERR_YOU_ARE_DEAD;
10103 //if( isStunned() )
10104 // return EQUIP_ERR_YOU_ARE_STUNNED;
10105 ItemPrototype const *pProto = objmgr.GetItemPrototype( item );
10106 if( pProto )
10108 if( pProto->InventoryType!= INVTYPE_AMMO )
10109 return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE;
10110 if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
10111 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
10112 if( pProto->RequiredSkill != 0 )
10114 if( GetSkillValue( pProto->RequiredSkill ) == 0 )
10115 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
10116 else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
10117 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL;
10119 if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
10120 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
10121 /*if( GetReputation() < pProto->RequiredReputation )
10122 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
10124 if( getLevel() < pProto->RequiredLevel )
10125 return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
10127 // Requires No Ammo
10128 if(GetDummyAura(46699))
10129 return EQUIP_ERR_BAG_FULL6;
10131 return EQUIP_ERR_OK;
10133 return EQUIP_ERR_ITEM_NOT_FOUND;
10136 void Player::SetAmmo( uint32 item )
10138 if(!item)
10139 return;
10141 // already set
10142 if( GetUInt32Value(PLAYER_AMMO_ID) == item )
10143 return;
10145 // check ammo
10146 if(item)
10148 uint8 msg = CanUseAmmo( item );
10149 if( msg != EQUIP_ERR_OK )
10151 SendEquipError( msg, NULL, NULL );
10152 return;
10156 SetUInt32Value(PLAYER_AMMO_ID, item);
10158 _ApplyAmmoBonuses();
10161 void Player::RemoveAmmo()
10163 SetUInt32Value(PLAYER_AMMO_ID, 0);
10165 m_ammoDPS = 0.0f;
10167 if(CanModifyStats())
10168 UpdateDamagePhysical(RANGED_ATTACK);
10171 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10172 Item* Player::StoreNewItem( ItemPosCountVec const& dest, uint32 item, bool update,int32 randomPropertyId )
10174 uint32 count = 0;
10175 for(ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); ++itr)
10176 count += itr->count;
10178 Item *pItem = Item::CreateItem( item, count, this );
10179 if( pItem )
10181 ItemAddedQuestCheck( item, count );
10182 if(randomPropertyId)
10183 pItem->SetItemRandomProperties(randomPropertyId);
10184 pItem = StoreItem( dest, pItem, update );
10186 return pItem;
10189 Item* Player::StoreItem( ItemPosCountVec const& dest, Item* pItem, bool update )
10191 if( !pItem )
10192 return NULL;
10194 Item* lastItem = pItem;
10196 for(ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); )
10198 uint16 pos = itr->pos;
10199 uint32 count = itr->count;
10201 ++itr;
10203 if(itr == dest.end())
10205 lastItem = _StoreItem(pos,pItem,count,false,update);
10206 break;
10209 lastItem = _StoreItem(pos,pItem,count,true,update);
10212 return lastItem;
10215 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10216 Item* Player::_StoreItem( uint16 pos, Item *pItem, uint32 count, bool clone, bool update )
10218 if( !pItem )
10219 return NULL;
10221 uint8 bag = pos >> 8;
10222 uint8 slot = pos & 255;
10224 sLog.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), count);
10226 Item *pItem2 = GetItemByPos( bag, slot );
10228 if( !pItem2 )
10230 if(clone)
10231 pItem = pItem->CloneItem(count,this);
10232 else
10233 pItem->SetCount(count);
10235 if(!pItem)
10236 return NULL;
10238 if( pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
10239 pItem->GetProto()->Bonding == BIND_QUEST_ITEM ||
10240 pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos) )
10241 pItem->SetBinding( true );
10243 if( bag == INVENTORY_SLOT_BAG_0 )
10245 m_items[slot] = pItem;
10246 SetUInt64Value( (uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2) ), pItem->GetGUID() );
10247 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, GetGUID() );
10248 pItem->SetUInt64Value( ITEM_FIELD_OWNER, GetGUID() );
10250 pItem->SetSlot( slot );
10251 pItem->SetContainer( NULL );
10253 if( IsInWorld() && update )
10255 pItem->AddToWorld();
10256 pItem->SendUpdateToPlayer( this );
10259 pItem->SetState(ITEM_CHANGED, this);
10261 else
10263 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
10264 if( pBag )
10266 pBag->StoreItem( slot, pItem, update );
10267 if( IsInWorld() && update )
10269 pItem->AddToWorld();
10270 pItem->SendUpdateToPlayer( this );
10272 pItem->SetState(ITEM_CHANGED, this);
10273 pBag->SetState(ITEM_CHANGED, this);
10277 AddEnchantmentDurations(pItem);
10278 AddItemDurations(pItem);
10280 return pItem;
10282 else
10284 if( pItem2->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
10285 pItem2->GetProto()->Bonding == BIND_QUEST_ITEM ||
10286 pItem2->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos) )
10287 pItem2->SetBinding( true );
10289 pItem2->SetCount( pItem2->GetCount() + count );
10290 if( IsInWorld() && update )
10291 pItem2->SendUpdateToPlayer( this );
10293 if(!clone)
10295 // delete item (it not in any slot currently)
10296 if( IsInWorld() && update )
10298 pItem->RemoveFromWorld();
10299 pItem->DestroyForPlayer( this );
10302 RemoveEnchantmentDurations(pItem);
10303 RemoveItemDurations(pItem);
10305 pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10306 pItem->SetState(ITEM_REMOVED, this);
10308 // AddItemDurations(pItem2); - pItem2 already have duration listed for player
10309 AddEnchantmentDurations(pItem2);
10311 pItem2->SetState(ITEM_CHANGED, this);
10313 return pItem2;
10317 Item* Player::EquipNewItem( uint16 pos, uint32 item, uint32 count, bool update )
10319 Item *pItem = Item::CreateItem( item, count, this );
10320 if( pItem )
10322 ItemAddedQuestCheck( item, count );
10323 Item * retItem = EquipItem( pos, pItem, update );
10325 return retItem;
10327 return NULL;
10330 Item* Player::EquipItem( uint16 pos, Item *pItem, bool update )
10332 if( pItem )
10334 AddEnchantmentDurations(pItem);
10335 AddItemDurations(pItem);
10337 uint8 bag = pos >> 8;
10338 uint8 slot = pos & 255;
10340 Item *pItem2 = GetItemByPos( bag, slot );
10342 if( !pItem2 )
10344 VisualizeItem( slot, pItem);
10346 if(isAlive())
10348 ItemPrototype const *pProto = pItem->GetProto();
10350 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10351 if(pProto && pProto->ItemSet)
10352 AddItemsSetItem(this,pItem);
10354 _ApplyItemMods(pItem, slot, true);
10356 if(pProto && isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer == 0)
10358 uint32 cooldownSpell = SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s;
10360 if (getClass() == CLASS_ROGUE)
10361 cooldownSpell = SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_0s;
10363 SpellEntry const* spellProto = sSpellStore.LookupEntry(cooldownSpell);
10365 if (!spellProto)
10366 sLog.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell);
10367 else
10369 m_weaponChangeTimer = spellProto->StartRecoveryTime;
10371 WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+4);
10372 data << uint64(GetGUID());
10373 data << uint8(1);
10374 data << uint32(cooldownSpell);
10375 data << uint32(0);
10376 GetSession()->SendPacket(&data);
10381 if( IsInWorld() && update )
10383 pItem->AddToWorld();
10384 pItem->SendUpdateToPlayer( this );
10387 ApplyEquipCooldown(pItem);
10389 if( slot == EQUIPMENT_SLOT_MAINHAND )
10390 UpdateExpertise(BASE_ATTACK);
10391 else if( slot == EQUIPMENT_SLOT_OFFHAND )
10392 UpdateExpertise(OFF_ATTACK);
10394 else
10396 pItem2->SetCount( pItem2->GetCount() + pItem->GetCount() );
10397 if( IsInWorld() && update )
10398 pItem2->SendUpdateToPlayer( this );
10400 // delete item (it not in any slot currently)
10401 //pItem->DeleteFromDB();
10402 if( IsInWorld() && update )
10404 pItem->RemoveFromWorld();
10405 pItem->DestroyForPlayer( this );
10408 RemoveEnchantmentDurations(pItem);
10409 RemoveItemDurations(pItem);
10411 pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10412 pItem->SetState(ITEM_REMOVED, this);
10413 pItem2->SetState(ITEM_CHANGED, this);
10415 ApplyEquipCooldown(pItem2);
10417 return pItem2;
10421 return pItem;
10424 void Player::QuickEquipItem( uint16 pos, Item *pItem)
10426 if( pItem )
10428 AddEnchantmentDurations(pItem);
10429 AddItemDurations(pItem);
10431 uint8 slot = pos & 255;
10432 VisualizeItem( slot, pItem);
10434 if( IsInWorld() )
10436 pItem->AddToWorld();
10437 pItem->SendUpdateToPlayer( this );
10442 void Player::SetVisibleItemSlot(uint8 slot, Item *pItem)
10444 // PLAYER_VISIBLE_ITEM_i_CREATOR // Size: 2
10445 // PLAYER_VISIBLE_ITEM_i_0 // Size: 12
10446 // entry // Size: 1
10447 // inspected enchantments // Size: 6
10448 // ? // Size: 5
10449 // PLAYER_VISIBLE_ITEM_i_PROPERTIES // Size: 1 (property,suffix factor)
10450 // PLAYER_VISIBLE_ITEM_i_PAD // Size: 1
10451 // // = 16
10453 if(pItem)
10455 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR + (slot * MAX_VISIBLE_ITEM_OFFSET), pItem->GetUInt64Value(ITEM_FIELD_CREATOR));
10457 int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (slot * MAX_VISIBLE_ITEM_OFFSET);
10458 SetUInt32Value(VisibleBase + 0, pItem->GetEntry());
10460 for(int i = 0; i < MAX_INSPECTED_ENCHANTMENT_SLOT; ++i)
10461 SetUInt32Value(VisibleBase + 1 + i, pItem->GetEnchantmentId(EnchantmentSlot(i)));
10463 // Use SetInt16Value to prevent set high part to FFFF for negative value
10464 SetInt16Value( PLAYER_VISIBLE_ITEM_1_PROPERTIES + (slot * MAX_VISIBLE_ITEM_OFFSET), 0, pItem->GetItemRandomPropertyId());
10465 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 1 + (slot * MAX_VISIBLE_ITEM_OFFSET), pItem->GetItemSuffixFactor());
10467 else
10469 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR + (slot * MAX_VISIBLE_ITEM_OFFSET), 0);
10471 int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (slot * MAX_VISIBLE_ITEM_OFFSET);
10472 SetUInt32Value(VisibleBase + 0, 0);
10474 for(int i = 0; i < MAX_INSPECTED_ENCHANTMENT_SLOT; ++i)
10475 SetUInt32Value(VisibleBase + 1 + i, 0);
10477 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 0 + (slot * MAX_VISIBLE_ITEM_OFFSET), 0);
10478 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 1 + (slot * MAX_VISIBLE_ITEM_OFFSET), 0);
10482 void Player::VisualizeItem( uint8 slot, Item *pItem)
10484 if(!pItem)
10485 return;
10487 // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
10488 if( pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM )
10489 pItem->SetBinding( true );
10491 sLog.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot, pItem->GetEntry());
10493 m_items[slot] = pItem;
10494 SetUInt64Value( (uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2) ), pItem->GetGUID() );
10495 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, GetGUID() );
10496 pItem->SetUInt64Value( ITEM_FIELD_OWNER, GetGUID() );
10497 pItem->SetSlot( slot );
10498 pItem->SetContainer( NULL );
10500 if( slot < EQUIPMENT_SLOT_END )
10501 SetVisibleItemSlot(slot,pItem);
10503 pItem->SetState(ITEM_CHANGED, this);
10506 void Player::RemoveItem( uint8 bag, uint8 slot, bool update )
10508 // note: removeitem does not actually change the item
10509 // it only takes the item out of storage temporarily
10510 // note2: if removeitem is to be used for delinking
10511 // the item must be removed from the player's updatequeue
10513 Item *pItem = GetItemByPos( bag, slot );
10514 if( pItem )
10516 sLog.outDebug( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
10518 RemoveEnchantmentDurations(pItem);
10519 RemoveItemDurations(pItem);
10521 if( bag == INVENTORY_SLOT_BAG_0 )
10523 if ( slot < INVENTORY_SLOT_BAG_END )
10525 ItemPrototype const *pProto = pItem->GetProto();
10526 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10528 if(pProto && pProto->ItemSet)
10529 RemoveItemsSetItem(this,pProto);
10531 _ApplyItemMods(pItem, slot, false);
10533 // remove item dependent auras and casts (only weapon and armor slots)
10534 if(slot < EQUIPMENT_SLOT_END)
10535 RemoveItemDependentAurasAndCasts(pItem);
10537 // remove held enchantments
10538 if ( slot == EQUIPMENT_SLOT_MAINHAND )
10540 if (pItem->GetItemSuffixFactor())
10542 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3);
10543 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4);
10545 else
10547 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0);
10548 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1);
10553 m_items[slot] = NULL;
10554 SetUInt64Value((uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot*2)), 0);
10556 if ( slot < EQUIPMENT_SLOT_END )
10557 SetVisibleItemSlot(slot,NULL);
10559 else
10561 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
10562 if( pBag )
10563 pBag->RemoveItem(slot, update);
10565 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, 0 );
10566 // pItem->SetUInt64Value( ITEM_FIELD_OWNER, 0 ); not clear owner at remove (it will be set at store). This used in mail and auction code
10567 pItem->SetSlot( NULL_SLOT );
10568 if( IsInWorld() && update )
10569 pItem->SendUpdateToPlayer( this );
10571 if( slot == EQUIPMENT_SLOT_MAINHAND )
10572 UpdateExpertise(BASE_ATTACK);
10573 else if( slot == EQUIPMENT_SLOT_OFFHAND )
10574 UpdateExpertise(OFF_ATTACK);
10578 // Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
10579 void Player::MoveItemFromInventory(uint8 bag, uint8 slot, bool update)
10581 if(Item* it = GetItemByPos(bag,slot))
10583 ItemRemovedQuestCheck(it->GetEntry(),it->GetCount());
10584 RemoveItem( bag,slot,update);
10585 it->RemoveFromUpdateQueueOf(this);
10586 if(it->IsInWorld())
10588 it->RemoveFromWorld();
10589 it->DestroyForPlayer( this );
10594 // Common operation need to add item from inventory without delete in trade, guild bank, mail....
10595 void Player::MoveItemToInventory(ItemPosCountVec const& dest, Item* pItem, bool update, bool in_characterInventoryDB)
10597 // update quest counters
10598 ItemAddedQuestCheck(pItem->GetEntry(),pItem->GetCount());
10600 // store item
10601 Item* pLastItem = StoreItem( dest, pItem, update);
10603 // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way)
10604 if(pLastItem==pItem)
10606 // update owner for last item (this can be original item with wrong owner
10607 if(pLastItem->GetOwnerGUID() != GetGUID())
10608 pLastItem->SetOwnerGUID(GetGUID());
10610 // if this original item then it need create record in inventory
10611 // in case trade we already have item in other player inventory
10612 pLastItem->SetState(in_characterInventoryDB ? ITEM_CHANGED : ITEM_NEW, this);
10616 void Player::DestroyItem( uint8 bag, uint8 slot, bool update )
10618 Item *pItem = GetItemByPos( bag, slot );
10619 if( pItem )
10621 sLog.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
10623 // start from destroy contained items (only equipped bag can have its)
10624 if (pItem->IsBag() && pItem->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot
10626 for (int i = 0; i < MAX_BAG_SIZE; i++)
10627 DestroyItem(slot,i,update);
10630 if(pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED))
10631 CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem->GetGUIDLow());
10633 RemoveEnchantmentDurations(pItem);
10634 RemoveItemDurations(pItem);
10636 ItemRemovedQuestCheck( pItem->GetEntry(), pItem->GetCount() );
10638 if( bag == INVENTORY_SLOT_BAG_0 )
10640 SetUInt64Value((uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot*2)), 0);
10642 // equipment and equipped bags can have applied bonuses
10643 if ( slot < INVENTORY_SLOT_BAG_END )
10645 ItemPrototype const *pProto = pItem->GetProto();
10647 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10648 if(pProto && pProto->ItemSet)
10649 RemoveItemsSetItem(this,pProto);
10651 _ApplyItemMods(pItem, slot, false);
10654 if ( slot < EQUIPMENT_SLOT_END )
10656 // remove item dependent auras and casts (only weapon and armor slots)
10657 RemoveItemDependentAurasAndCasts(pItem);
10659 // equipment visual show
10660 SetVisibleItemSlot(slot,NULL);
10663 m_items[slot] = NULL;
10665 else if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ))
10666 pBag->RemoveItem(slot, update);
10668 if( IsInWorld() && update )
10670 pItem->RemoveFromWorld();
10671 pItem->DestroyForPlayer(this);
10674 //pItem->SetOwnerGUID(0);
10675 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, 0 );
10676 pItem->SetSlot( NULL_SLOT );
10677 pItem->SetState(ITEM_REMOVED, this);
10681 void Player::DestroyItemCount( uint32 item, uint32 count, bool update, bool unequip_check)
10683 sLog.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item, count);
10684 Item *pItem;
10685 ItemPrototype const *pProto;
10686 uint32 remcount = 0;
10688 // in inventory
10689 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
10691 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10692 if( pItem && pItem->GetEntry() == item )
10694 if( pItem->GetCount() + remcount <= count )
10696 // all items in inventory can unequipped
10697 remcount += pItem->GetCount();
10698 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10700 if(remcount >=count)
10701 return;
10703 else
10705 pProto = pItem->GetProto();
10706 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10707 pItem->SetCount( pItem->GetCount() - count + remcount );
10708 if( IsInWorld() & update )
10709 pItem->SendUpdateToPlayer( this );
10710 pItem->SetState(ITEM_CHANGED, this);
10711 return;
10715 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
10717 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10718 if( pItem && pItem->GetEntry() == item )
10720 if( pItem->GetCount() + remcount <= count )
10722 // all keys can be unequipped
10723 remcount += pItem->GetCount();
10724 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10726 if(remcount >=count)
10727 return;
10729 else
10731 pProto = pItem->GetProto();
10732 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10733 pItem->SetCount( pItem->GetCount() - count + remcount );
10734 if( IsInWorld() & update )
10735 pItem->SendUpdateToPlayer( this );
10736 pItem->SetState(ITEM_CHANGED, this);
10737 return;
10742 // in inventory bags
10743 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
10745 if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10747 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
10749 pItem = pBag->GetItemByPos(j);
10750 if( pItem && pItem->GetEntry() == item )
10752 // all items in bags can be unequipped
10753 if( pItem->GetCount() + remcount <= count )
10755 remcount += pItem->GetCount();
10756 DestroyItem( i, j, update );
10758 if(remcount >=count)
10759 return;
10761 else
10763 pProto = pItem->GetProto();
10764 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10765 pItem->SetCount( pItem->GetCount() - count + remcount );
10766 if( IsInWorld() && update )
10767 pItem->SendUpdateToPlayer( this );
10768 pItem->SetState(ITEM_CHANGED, this);
10769 return;
10776 // in equipment and bag list
10777 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
10779 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10780 if( pItem && pItem->GetEntry() == item )
10782 if( pItem->GetCount() + remcount <= count )
10784 if(!unequip_check || CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i,false) == EQUIP_ERR_OK )
10786 remcount += pItem->GetCount();
10787 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10789 if(remcount >=count)
10790 return;
10793 else
10795 pProto = pItem->GetProto();
10796 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10797 pItem->SetCount( pItem->GetCount() - count + remcount );
10798 if( IsInWorld() & update )
10799 pItem->SendUpdateToPlayer( this );
10800 pItem->SetState(ITEM_CHANGED, this);
10801 return;
10807 void Player::DestroyZoneLimitedItem( bool update, uint32 new_zone )
10809 sLog.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone );
10811 // in inventory
10812 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
10814 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10815 if( pItem && pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone) )
10816 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10818 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
10820 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10821 if( pItem && pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone) )
10822 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10825 // in inventory bags
10826 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
10828 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10829 if( pBag )
10831 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
10833 Item* pItem = pBag->GetItemByPos(j);
10834 if( pItem && pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone) )
10835 DestroyItem( i, j, update);
10840 // in equipment and bag list
10841 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
10843 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10844 if( pItem && pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone) )
10845 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10849 void Player::DestroyConjuredItems( bool update )
10851 // used when entering arena
10852 // destroys all conjured items
10853 sLog.outDebug( "STORAGE: DestroyConjuredItems" );
10855 // in inventory
10856 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
10858 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10859 if( pItem && pItem->GetProto() &&
10860 (pItem->GetProto()->Class == ITEM_CLASS_CONSUMABLE) &&
10861 (pItem->GetProto()->Flags & ITEM_FLAGS_CONJURED) )
10862 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10865 // in inventory bags
10866 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
10868 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10869 if( pBag )
10871 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
10873 Item* pItem = pBag->GetItemByPos(j);
10874 if( pItem && pItem->GetProto() &&
10875 (pItem->GetProto()->Class == ITEM_CLASS_CONSUMABLE) &&
10876 (pItem->GetProto()->Flags & ITEM_FLAGS_CONJURED) )
10877 DestroyItem( i, j, update);
10882 // in equipment and bag list
10883 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
10885 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10886 if( pItem && pItem->GetProto() &&
10887 (pItem->GetProto()->Class == ITEM_CLASS_CONSUMABLE) &&
10888 (pItem->GetProto()->Flags & ITEM_FLAGS_CONJURED) )
10889 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10893 void Player::DestroyItemCount( Item* pItem, uint32 &count, bool update )
10895 if(!pItem)
10896 return;
10898 sLog.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem->GetGUIDLow(),pItem->GetEntry(), count);
10900 if( pItem->GetCount() <= count )
10902 count-= pItem->GetCount();
10904 DestroyItem( pItem->GetBagSlot(),pItem->GetSlot(), update);
10906 else
10908 ItemRemovedQuestCheck( pItem->GetEntry(), count);
10909 pItem->SetCount( pItem->GetCount() - count );
10910 count = 0;
10911 if( IsInWorld() & update )
10912 pItem->SendUpdateToPlayer( this );
10913 pItem->SetState(ITEM_CHANGED, this);
10917 void Player::SplitItem( uint16 src, uint16 dst, uint32 count )
10919 uint8 srcbag = src >> 8;
10920 uint8 srcslot = src & 255;
10922 uint8 dstbag = dst >> 8;
10923 uint8 dstslot = dst & 255;
10925 Item *pSrcItem = GetItemByPos( srcbag, srcslot );
10926 if( !pSrcItem )
10928 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL );
10929 return;
10932 // not let split all items (can be only at cheating)
10933 if(pSrcItem->GetCount() == count)
10935 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL );
10936 return;
10939 // not let split more existed items (can be only at cheating)
10940 if(pSrcItem->GetCount() < count)
10942 SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT, pSrcItem, NULL );
10943 return;
10946 if(pSrcItem->m_lootGenerated) // prevent split looting item (item
10948 //best error message found for attempting to split while looting
10949 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL );
10950 return;
10953 sLog.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag, dstslot, pSrcItem->GetEntry(), count);
10954 Item *pNewItem = pSrcItem->CloneItem( count, this );
10955 if( !pNewItem )
10957 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL );
10958 return;
10961 if( IsInventoryPos( dst ) )
10963 // change item amount before check (for unique max count check)
10964 pSrcItem->SetCount( pSrcItem->GetCount() - count );
10966 ItemPosCountVec dest;
10967 uint8 msg = CanStoreItem( dstbag, dstslot, dest, pNewItem, false );
10968 if( msg != EQUIP_ERR_OK )
10970 delete pNewItem;
10971 pSrcItem->SetCount( pSrcItem->GetCount() + count );
10972 SendEquipError( msg, pSrcItem, NULL );
10973 return;
10976 if( IsInWorld() )
10977 pSrcItem->SendUpdateToPlayer( this );
10978 pSrcItem->SetState(ITEM_CHANGED, this);
10979 StoreItem( dest, pNewItem, true);
10981 else if( IsBankPos ( dst ) )
10983 // change item amount before check (for unique max count check)
10984 pSrcItem->SetCount( pSrcItem->GetCount() - count );
10986 ItemPosCountVec dest;
10987 uint8 msg = CanBankItem( dstbag, dstslot, dest, pNewItem, false );
10988 if( msg != EQUIP_ERR_OK )
10990 delete pNewItem;
10991 pSrcItem->SetCount( pSrcItem->GetCount() + count );
10992 SendEquipError( msg, pSrcItem, NULL );
10993 return;
10996 if( IsInWorld() )
10997 pSrcItem->SendUpdateToPlayer( this );
10998 pSrcItem->SetState(ITEM_CHANGED, this);
10999 BankItem( dest, pNewItem, true);
11001 else if( IsEquipmentPos ( dst ) )
11003 // change item amount before check (for unique max count check), provide space for splitted items
11004 pSrcItem->SetCount( pSrcItem->GetCount() - count );
11006 uint16 dest;
11007 uint8 msg = CanEquipItem( dstslot, dest, pNewItem, false );
11008 if( msg != EQUIP_ERR_OK )
11010 delete pNewItem;
11011 pSrcItem->SetCount( pSrcItem->GetCount() + count );
11012 SendEquipError( msg, pSrcItem, NULL );
11013 return;
11016 if( IsInWorld() )
11017 pSrcItem->SendUpdateToPlayer( this );
11018 pSrcItem->SetState(ITEM_CHANGED, this);
11019 EquipItem( dest, pNewItem, true);
11020 AutoUnequipOffhandIfNeed();
11024 void Player::SwapItem( uint16 src, uint16 dst )
11026 uint8 srcbag = src >> 8;
11027 uint8 srcslot = src & 255;
11029 uint8 dstbag = dst >> 8;
11030 uint8 dstslot = dst & 255;
11032 Item *pSrcItem = GetItemByPos( srcbag, srcslot );
11033 Item *pDstItem = GetItemByPos( dstbag, dstslot );
11035 if( !pSrcItem )
11036 return;
11038 sLog.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag, dstslot, pSrcItem->GetEntry());
11040 if(!isAlive() )
11042 SendEquipError( EQUIP_ERR_YOU_ARE_DEAD, pSrcItem, pDstItem );
11043 return;
11046 if(pSrcItem->m_lootGenerated) // prevent swap looting item
11048 //best error message found for attempting to swap while looting
11049 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pSrcItem, NULL );
11050 return;
11053 // check unequip potability for equipped items and bank bags
11054 if(IsEquipmentPos ( src ) || IsBagPos ( src ))
11056 // bags can be swapped with empty bag slots
11057 uint8 msg = CanUnequipItem( src, !IsBagPos ( src ) || IsBagPos ( dst ));
11058 if(msg != EQUIP_ERR_OK)
11060 SendEquipError( msg, pSrcItem, pDstItem );
11061 return;
11065 // prevent put equipped/bank bag in self
11066 if( IsBagPos ( src ) && srcslot == dstbag)
11068 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem );
11069 return;
11072 if( !pDstItem )
11074 if( IsInventoryPos( dst ) )
11076 ItemPosCountVec dest;
11077 uint8 msg = CanStoreItem( dstbag, dstslot, dest, pSrcItem, false );
11078 if( msg != EQUIP_ERR_OK )
11080 SendEquipError( msg, pSrcItem, NULL );
11081 return;
11084 RemoveItem(srcbag, srcslot, true);
11085 StoreItem( dest, pSrcItem, true);
11087 else if( IsBankPos ( dst ) )
11089 ItemPosCountVec dest;
11090 uint8 msg = CanBankItem( dstbag, dstslot, dest, pSrcItem, false);
11091 if( msg != EQUIP_ERR_OK )
11093 SendEquipError( msg, pSrcItem, NULL );
11094 return;
11097 RemoveItem(srcbag, srcslot, true);
11098 BankItem( dest, pSrcItem, true);
11100 else if( IsEquipmentPos ( dst ) )
11102 uint16 dest;
11103 uint8 msg = CanEquipItem( dstslot, dest, pSrcItem, false );
11104 if( msg != EQUIP_ERR_OK )
11106 SendEquipError( msg, pSrcItem, NULL );
11107 return;
11110 RemoveItem(srcbag, srcslot, true);
11111 EquipItem( dest, pSrcItem, true);
11112 AutoUnequipOffhandIfNeed();
11115 else // if (!pDstItem)
11117 if(pDstItem->m_lootGenerated) // prevent swap looting item
11119 //best error message found for attempting to swap while looting
11120 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pDstItem, NULL );
11121 return;
11124 // check unequip potability for equipped items and bank bags
11125 if(IsEquipmentPos ( dst ) || IsBagPos ( dst ))
11127 // bags can be swapped with empty bag slots
11128 uint8 msg = CanUnequipItem( dst, !IsBagPos ( dst ) || IsBagPos ( src ) );
11129 if(msg != EQUIP_ERR_OK)
11131 SendEquipError( msg, pSrcItem, pDstItem );
11132 return;
11136 // attempt merge to / fill target item
11138 uint8 msg;
11139 ItemPosCountVec sDest;
11140 uint16 eDest;
11141 if( IsInventoryPos( dst ) )
11142 msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, false );
11143 else if( IsBankPos ( dst ) )
11144 msg = CanBankItem( dstbag, dstslot, sDest, pSrcItem, false );
11145 else if( IsEquipmentPos ( dst ) )
11146 msg = CanEquipItem( dstslot, eDest, pSrcItem, false );
11147 else
11148 return;
11150 // can be merge/fill
11151 if(msg == EQUIP_ERR_OK)
11153 if( pSrcItem->GetCount() + pDstItem->GetCount() <= pSrcItem->GetProto()->Stackable )
11155 RemoveItem(srcbag, srcslot, true);
11157 if( IsInventoryPos( dst ) )
11158 StoreItem( sDest, pSrcItem, true);
11159 else if( IsBankPos ( dst ) )
11160 BankItem( sDest, pSrcItem, true);
11161 else if( IsEquipmentPos ( dst ) )
11163 EquipItem( eDest, pSrcItem, true);
11164 AutoUnequipOffhandIfNeed();
11167 else
11169 pSrcItem->SetCount( pSrcItem->GetCount() + pDstItem->GetCount() - pSrcItem->GetProto()->Stackable );
11170 pDstItem->SetCount( pSrcItem->GetProto()->Stackable );
11171 pSrcItem->SetState(ITEM_CHANGED, this);
11172 pDstItem->SetState(ITEM_CHANGED, this);
11173 if( IsInWorld() )
11175 pSrcItem->SendUpdateToPlayer( this );
11176 pDstItem->SendUpdateToPlayer( this );
11179 return;
11183 // impossible merge/fill, do real swap
11184 uint8 msg;
11186 // check src->dest move possibility
11187 ItemPosCountVec sDest;
11188 uint16 eDest;
11189 if( IsInventoryPos( dst ) )
11190 msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, true );
11191 else if( IsBankPos( dst ) )
11192 msg = CanBankItem( dstbag, dstslot, sDest, pSrcItem, true );
11193 else if( IsEquipmentPos( dst ) )
11195 msg = CanEquipItem( dstslot, eDest, pSrcItem, true );
11196 if( msg == EQUIP_ERR_OK )
11197 msg = CanUnequipItem( eDest, true );
11200 if( msg != EQUIP_ERR_OK )
11202 SendEquipError( msg, pSrcItem, pDstItem );
11203 return;
11206 // check dest->src move possibility
11207 ItemPosCountVec sDest2;
11208 uint16 eDest2;
11209 if( IsInventoryPos( src ) )
11210 msg = CanStoreItem( srcbag, srcslot, sDest2, pDstItem, true );
11211 else if( IsBankPos( src ) )
11212 msg = CanBankItem( srcbag, srcslot, sDest2, pDstItem, true );
11213 else if( IsEquipmentPos( src ) )
11215 msg = CanEquipItem( srcslot, eDest2, pDstItem, true);
11216 if( msg == EQUIP_ERR_OK )
11217 msg = CanUnequipItem( eDest2, true);
11220 if( msg != EQUIP_ERR_OK )
11222 SendEquipError( msg, pDstItem, pSrcItem );
11223 return;
11226 // now do moves, remove...
11227 RemoveItem(dstbag, dstslot, false);
11228 RemoveItem(srcbag, srcslot, false);
11230 // add to dest
11231 if( IsInventoryPos( dst ) )
11232 StoreItem(sDest, pSrcItem, true);
11233 else if( IsBankPos( dst ) )
11234 BankItem(sDest, pSrcItem, true);
11235 else if( IsEquipmentPos( dst ) )
11236 EquipItem(eDest, pSrcItem, true);
11238 // add to src
11239 if( IsInventoryPos( src ) )
11240 StoreItem(sDest2, pDstItem, true);
11241 else if( IsBankPos( src ) )
11242 BankItem(sDest2, pDstItem, true);
11243 else if( IsEquipmentPos( src ) )
11244 EquipItem(eDest2, pDstItem, true);
11246 AutoUnequipOffhandIfNeed();
11250 void Player::AddItemToBuyBackSlot( Item *pItem )
11252 if( pItem )
11254 uint32 slot = m_currentBuybackSlot;
11255 // if current back slot non-empty search oldest or free
11256 if(m_items[slot])
11258 uint32 oldest_time = GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 );
11259 uint32 oldest_slot = BUYBACK_SLOT_START;
11261 for(uint32 i = BUYBACK_SLOT_START+1; i < BUYBACK_SLOT_END; ++i )
11263 // found empty
11264 if(!m_items[i])
11266 slot = i;
11267 break;
11270 uint32 i_time = GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + i - BUYBACK_SLOT_START);
11272 if(oldest_time > i_time)
11274 oldest_time = i_time;
11275 oldest_slot = i;
11279 // find oldest
11280 slot = oldest_slot;
11283 RemoveItemFromBuyBackSlot( slot, true );
11284 sLog.outDebug( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem->GetEntry(), slot);
11286 m_items[slot] = pItem;
11287 time_t base = time(NULL);
11288 uint32 etime = uint32(base - m_logintime + (30 * 3600));
11289 uint32 eslot = slot - BUYBACK_SLOT_START;
11291 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + eslot * 2, pItem->GetGUID() );
11292 ItemPrototype const *pProto = pItem->GetProto();
11293 if( pProto )
11294 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, pProto->SellPrice * pItem->GetCount() );
11295 else
11296 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0 );
11297 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, (uint32)etime );
11299 // move to next (for non filled list is move most optimized choice)
11300 if(m_currentBuybackSlot < BUYBACK_SLOT_END-1)
11301 ++m_currentBuybackSlot;
11305 Item* Player::GetItemFromBuyBackSlot( uint32 slot )
11307 sLog.outDebug( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot);
11308 if( slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END )
11309 return m_items[slot];
11310 return NULL;
11313 void Player::RemoveItemFromBuyBackSlot( uint32 slot, bool del )
11315 sLog.outDebug( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot);
11316 if( slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END )
11318 Item *pItem = m_items[slot];
11319 if( pItem )
11321 pItem->RemoveFromWorld();
11322 if(del) pItem->SetState(ITEM_REMOVED, this);
11325 m_items[slot] = NULL;
11327 uint32 eslot = slot - BUYBACK_SLOT_START;
11328 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + eslot * 2, 0 );
11329 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0 );
11330 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, 0 );
11332 // if current backslot is filled set to now free slot
11333 if(m_items[m_currentBuybackSlot])
11334 m_currentBuybackSlot = slot;
11338 void Player::SendEquipError( uint8 msg, Item* pItem, Item *pItem2 )
11340 sLog.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)",msg);
11341 WorldPacket data( SMSG_INVENTORY_CHANGE_FAILURE, (msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I ? 22 : 18) );
11342 data << uint8(msg);
11344 if(msg)
11346 data << uint64(pItem ? pItem->GetGUID() : 0);
11347 data << uint64(pItem2 ? pItem2->GetGUID() : 0);
11348 data << uint8(0); // not 0 there...
11350 if(msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I)
11352 uint32 level = 0;
11354 if(pItem)
11355 if(ItemPrototype const* proto = pItem->GetProto())
11356 level = proto->RequiredLevel;
11358 data << uint32(level); // new 2.4.0
11361 GetSession()->SendPacket(&data);
11364 void Player::SendBuyError( uint8 msg, Creature* pCreature, uint32 item, uint32 param )
11366 sLog.outDebug( "WORLD: Sent SMSG_BUY_FAILED" );
11367 WorldPacket data( SMSG_BUY_FAILED, (8+4+4+1) );
11368 data << uint64(pCreature ? pCreature->GetGUID() : 0);
11369 data << uint32(item);
11370 if( param > 0 )
11371 data << uint32(param);
11372 data << uint8(msg);
11373 GetSession()->SendPacket(&data);
11376 void Player::SendSellError( uint8 msg, Creature* pCreature, uint64 guid, uint32 param )
11378 sLog.outDebug( "WORLD: Sent SMSG_SELL_ITEM" );
11379 WorldPacket data( SMSG_SELL_ITEM,(8+8+(param?4:0)+1)); // last check 2.0.10
11380 data << uint64(pCreature ? pCreature->GetGUID() : 0);
11381 data << uint64(guid);
11382 if( param > 0 )
11383 data << uint32(param);
11384 data << uint8(msg);
11385 GetSession()->SendPacket(&data);
11388 void Player::ClearTrade()
11390 tradeGold = 0;
11391 acceptTrade = false;
11392 for(int i = 0; i < TRADE_SLOT_COUNT; i++)
11393 tradeItems[i] = NULL_SLOT;
11396 void Player::TradeCancel(bool sendback)
11398 if(pTrader)
11400 // send yellow "Trade canceled" message to both traders
11401 WorldSession* ws;
11402 ws = GetSession();
11403 if(sendback)
11404 ws->SendCancelTrade();
11405 ws = pTrader->GetSession();
11406 if(!ws->PlayerLogout())
11407 ws->SendCancelTrade();
11409 // cleanup
11410 ClearTrade();
11411 pTrader->ClearTrade();
11412 // prevent loss of reference
11413 pTrader->pTrader = NULL;
11414 pTrader = NULL;
11418 void Player::UpdateItemDuration(uint32 time, bool realtimeonly)
11420 if(m_itemDuration.empty())
11421 return;
11423 sLog.outDebug("Player::UpdateItemDuration(%u,%u)", time,realtimeonly);
11425 for(ItemDurationList::iterator itr = m_itemDuration.begin();itr != m_itemDuration.end(); )
11427 Item* item = *itr;
11428 ++itr; // current element can be erased in UpdateDuration
11430 if (realtimeonly && item->GetProto()->Duration < 0 || !realtimeonly)
11431 item->UpdateDuration(this,time);
11435 void Player::UpdateEnchantTime(uint32 time)
11437 for(EnchantDurationList::iterator itr = m_enchantDuration.begin(),next;itr != m_enchantDuration.end();itr=next)
11439 assert(itr->item);
11440 next=itr;
11441 if(!itr->item->GetEnchantmentId(itr->slot))
11443 next = m_enchantDuration.erase(itr);
11445 else if(itr->leftduration <= time)
11447 ApplyEnchantment(itr->item,itr->slot,false,false);
11448 itr->item->ClearEnchantment(itr->slot);
11449 next = m_enchantDuration.erase(itr);
11451 else if(itr->leftduration > time)
11453 itr->leftduration -= time;
11454 ++next;
11459 void Player::AddEnchantmentDurations(Item *item)
11461 for(int x=0;x<MAX_ENCHANTMENT_SLOT;++x)
11463 if(!item->GetEnchantmentId(EnchantmentSlot(x)))
11464 continue;
11466 uint32 duration = item->GetEnchantmentDuration(EnchantmentSlot(x));
11467 if( duration > 0 )
11468 AddEnchantmentDuration(item,EnchantmentSlot(x),duration);
11472 void Player::RemoveEnchantmentDurations(Item *item)
11474 for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();)
11476 if(itr->item == item)
11478 // save duration in item
11479 item->SetEnchantmentDuration(EnchantmentSlot(itr->slot),itr->leftduration);
11480 itr = m_enchantDuration.erase(itr);
11482 else
11483 ++itr;
11487 void Player::RemoveAllEnchantments(EnchantmentSlot slot)
11489 // remove enchantments from equipped items first to clean up the m_enchantDuration list
11490 for(EnchantDurationList::iterator itr = m_enchantDuration.begin(),next;itr != m_enchantDuration.end();itr=next)
11492 next = itr;
11493 if(itr->slot==slot)
11495 if(itr->item && itr->item->GetEnchantmentId(slot))
11497 // remove from stats
11498 ApplyEnchantment(itr->item,slot,false,false);
11499 // remove visual
11500 itr->item->ClearEnchantment(slot);
11502 // remove from update list
11503 next = m_enchantDuration.erase(itr);
11505 else
11506 ++next;
11509 // remove enchants from inventory items
11510 // NOTE: no need to remove these from stats, since these aren't equipped
11511 // in inventory
11512 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
11514 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
11515 if( pItem && pItem->GetEnchantmentId(slot) )
11516 pItem->ClearEnchantment(slot);
11519 // in inventory bags
11520 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
11522 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
11523 if( pBag )
11525 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
11527 Item* pItem = pBag->GetItemByPos(j);
11528 if( pItem && pItem->GetEnchantmentId(slot) )
11529 pItem->ClearEnchantment(slot);
11535 // duration == 0 will remove item enchant
11536 void Player::AddEnchantmentDuration(Item *item,EnchantmentSlot slot,uint32 duration)
11538 if(!item)
11539 return;
11541 if(slot >= MAX_ENCHANTMENT_SLOT)
11542 return;
11544 for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();++itr)
11546 if(itr->item == item && itr->slot == slot)
11548 itr->item->SetEnchantmentDuration(itr->slot,itr->leftduration);
11549 m_enchantDuration.erase(itr);
11550 break;
11553 if(item && duration > 0 )
11555 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item->GetGUID(),slot,uint32(duration/1000));
11556 m_enchantDuration.push_back(EnchantDuration(item,slot,duration));
11560 void Player::ApplyEnchantment(Item *item,bool apply)
11562 for(uint32 slot = 0; slot < MAX_ENCHANTMENT_SLOT; ++slot)
11563 ApplyEnchantment(item, EnchantmentSlot(slot), apply);
11566 void Player::ApplyEnchantment(Item *item,EnchantmentSlot slot,bool apply, bool apply_dur, bool ignore_condition)
11568 if(!item)
11569 return;
11571 if(!item->IsEquipped())
11572 return;
11574 if(slot >= MAX_ENCHANTMENT_SLOT)
11575 return;
11577 uint32 enchant_id = item->GetEnchantmentId(slot);
11578 if(!enchant_id)
11579 return;
11581 SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
11582 if(!pEnchant)
11583 return;
11585 if(!ignore_condition && pEnchant->EnchantmentCondition && !((Player*)this)->EnchantmentFitsRequirements(pEnchant->EnchantmentCondition, -1))
11586 return;
11588 for (int s=0; s<3; s++)
11590 uint32 enchant_display_type = pEnchant->type[s];
11591 uint32 enchant_amount = pEnchant->amount[s];
11592 uint32 enchant_spell_id = pEnchant->spellid[s];
11594 switch(enchant_display_type)
11596 case ITEM_ENCHANTMENT_TYPE_NONE:
11597 break;
11598 case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL:
11599 // processed in Player::CastItemCombatSpell
11600 break;
11601 case ITEM_ENCHANTMENT_TYPE_DAMAGE:
11602 if (item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
11603 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, float(enchant_amount), apply);
11604 else if (item->GetSlot() == EQUIPMENT_SLOT_OFFHAND)
11605 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, float(enchant_amount), apply);
11606 else if (item->GetSlot() == EQUIPMENT_SLOT_RANGED)
11607 HandleStatModifier(UNIT_MOD_DAMAGE_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
11608 break;
11609 case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL:
11610 if(enchant_spell_id)
11612 if(apply)
11614 int32 basepoints = int32(enchant_amount);
11615 // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
11616 if (item->GetItemRandomPropertyId() !=0 && !enchant_amount)
11618 ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
11619 if (item_rand)
11621 // Search enchant_amount
11622 for (int k=0; k<3; k++)
11624 if(item_rand->enchant_id[k] == enchant_id)
11626 basepoints = int32((item_rand->prefix[k]*item->GetItemSuffixFactor()) / 10000 );
11627 break;
11632 // Cast custom spell vs all equal basepoints getted from enchant_amount
11633 if (basepoints)
11634 CastCustomSpell(this,enchant_spell_id,&basepoints,&basepoints,&basepoints,true,item);
11635 else
11636 CastSpell(this,enchant_spell_id,true,item);
11638 else
11639 RemoveAurasDueToItemSpell(item,enchant_spell_id);
11641 break;
11642 case ITEM_ENCHANTMENT_TYPE_RESISTANCE:
11643 if (!enchant_amount)
11645 ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
11646 if(item_rand)
11648 for (int k=0; k<3; k++)
11650 if(item_rand->enchant_id[k] == enchant_id)
11652 enchant_amount = uint32((item_rand->prefix[k]*item->GetItemSuffixFactor()) / 10000 );
11653 break;
11659 HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START + enchant_spell_id), TOTAL_VALUE, float(enchant_amount), apply);
11660 break;
11661 case ITEM_ENCHANTMENT_TYPE_STAT:
11663 if (!enchant_amount)
11665 ItemRandomSuffixEntry const *item_rand_suffix = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
11666 if(item_rand_suffix)
11668 for (int k=0; k<3; k++)
11670 if(item_rand_suffix->enchant_id[k] == enchant_id)
11672 enchant_amount = uint32((item_rand_suffix->prefix[k]*item->GetItemSuffixFactor()) / 10000 );
11673 break;
11679 sLog.outDebug("Adding %u to stat nb %u",enchant_amount,enchant_spell_id);
11680 switch (enchant_spell_id)
11682 case ITEM_MOD_AGILITY:
11683 sLog.outDebug("+ %u AGILITY",enchant_amount);
11684 HandleStatModifier(UNIT_MOD_STAT_AGILITY, TOTAL_VALUE, float(enchant_amount), apply);
11685 ApplyStatBuffMod(STAT_AGILITY, enchant_amount, apply);
11686 break;
11687 case ITEM_MOD_STRENGTH:
11688 sLog.outDebug("+ %u STRENGTH",enchant_amount);
11689 HandleStatModifier(UNIT_MOD_STAT_STRENGTH, TOTAL_VALUE, float(enchant_amount), apply);
11690 ApplyStatBuffMod(STAT_STRENGTH, enchant_amount, apply);
11691 break;
11692 case ITEM_MOD_INTELLECT:
11693 sLog.outDebug("+ %u INTELLECT",enchant_amount);
11694 HandleStatModifier(UNIT_MOD_STAT_INTELLECT, TOTAL_VALUE, float(enchant_amount), apply);
11695 ApplyStatBuffMod(STAT_INTELLECT, enchant_amount, apply);
11696 break;
11697 case ITEM_MOD_SPIRIT:
11698 sLog.outDebug("+ %u SPIRIT",enchant_amount);
11699 HandleStatModifier(UNIT_MOD_STAT_SPIRIT, TOTAL_VALUE, float(enchant_amount), apply);
11700 ApplyStatBuffMod(STAT_SPIRIT, enchant_amount, apply);
11701 break;
11702 case ITEM_MOD_STAMINA:
11703 sLog.outDebug("+ %u STAMINA",enchant_amount);
11704 HandleStatModifier(UNIT_MOD_STAT_STAMINA, TOTAL_VALUE, float(enchant_amount), apply);
11705 ApplyStatBuffMod(STAT_STAMINA, enchant_amount, apply);
11706 break;
11707 case ITEM_MOD_DEFENSE_SKILL_RATING:
11708 ((Player*)this)->ApplyRatingMod(CR_DEFENSE_SKILL, enchant_amount, apply);
11709 sLog.outDebug("+ %u DEFENCE", enchant_amount);
11710 break;
11711 case ITEM_MOD_DODGE_RATING:
11712 ((Player*)this)->ApplyRatingMod(CR_DODGE, enchant_amount, apply);
11713 sLog.outDebug("+ %u DODGE", enchant_amount);
11714 break;
11715 case ITEM_MOD_PARRY_RATING:
11716 ((Player*)this)->ApplyRatingMod(CR_PARRY, enchant_amount, apply);
11717 sLog.outDebug("+ %u PARRY", enchant_amount);
11718 break;
11719 case ITEM_MOD_BLOCK_RATING:
11720 ((Player*)this)->ApplyRatingMod(CR_BLOCK, enchant_amount, apply);
11721 sLog.outDebug("+ %u SHIELD_BLOCK", enchant_amount);
11722 break;
11723 case ITEM_MOD_HIT_MELEE_RATING:
11724 ((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
11725 sLog.outDebug("+ %u MELEE_HIT", enchant_amount);
11726 break;
11727 case ITEM_MOD_HIT_RANGED_RATING:
11728 ((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
11729 sLog.outDebug("+ %u RANGED_HIT", enchant_amount);
11730 break;
11731 case ITEM_MOD_HIT_SPELL_RATING:
11732 ((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
11733 sLog.outDebug("+ %u SPELL_HIT", enchant_amount);
11734 break;
11735 case ITEM_MOD_CRIT_MELEE_RATING:
11736 ((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
11737 sLog.outDebug("+ %u MELEE_CRIT", enchant_amount);
11738 break;
11739 case ITEM_MOD_CRIT_RANGED_RATING:
11740 ((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
11741 sLog.outDebug("+ %u RANGED_CRIT", enchant_amount);
11742 break;
11743 case ITEM_MOD_CRIT_SPELL_RATING:
11744 ((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
11745 sLog.outDebug("+ %u SPELL_CRIT", enchant_amount);
11746 break;
11747 // Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
11748 // in Enchantments
11749 // case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
11750 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11751 // break;
11752 // case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
11753 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11754 // break;
11755 // case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
11756 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11757 // break;
11758 // case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
11759 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11760 // break;
11761 // case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
11762 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11763 // break;
11764 // case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
11765 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11766 // break;
11767 // case ITEM_MOD_HASTE_MELEE_RATING:
11768 // ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
11769 // break;
11770 // case ITEM_MOD_HASTE_RANGED_RATING:
11771 // ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
11772 // break;
11773 case ITEM_MOD_HASTE_SPELL_RATING:
11774 ((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
11775 break;
11776 case ITEM_MOD_HIT_RATING:
11777 ((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
11778 ((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
11779 ((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
11780 sLog.outDebug("+ %u HIT", enchant_amount);
11781 break;
11782 case ITEM_MOD_CRIT_RATING:
11783 ((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
11784 ((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
11785 ((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
11786 sLog.outDebug("+ %u CRITICAL", enchant_amount);
11787 break;
11788 // Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
11789 // case ITEM_MOD_HIT_TAKEN_RATING:
11790 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11791 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11792 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11793 // break;
11794 // case ITEM_MOD_CRIT_TAKEN_RATING:
11795 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11796 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11797 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11798 // break;
11799 case ITEM_MOD_RESILIENCE_RATING:
11800 ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11801 ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11802 ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11803 sLog.outDebug("+ %u RESILIENCE", enchant_amount);
11804 break;
11805 case ITEM_MOD_HASTE_RATING:
11806 ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
11807 ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
11808 ((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
11809 sLog.outDebug("+ %u HASTE", enchant_amount);
11810 break;
11811 case ITEM_MOD_EXPERTISE_RATING:
11812 ((Player*)this)->ApplyRatingMod(CR_EXPERTISE, enchant_amount, apply);
11813 sLog.outDebug("+ %u EXPERTISE", enchant_amount);
11814 break;
11815 case ITEM_MOD_ARMOR_PENETRATION_RATING:
11816 ((Player*)this)->ApplyRatingMod(CR_ARMOR_PENETRATION, enchant_amount, apply);
11817 sLog.outDebug("+ %u ARMOR PENETRATION", enchant_amount);
11818 break;
11819 default:
11820 break;
11822 break;
11824 case ITEM_ENCHANTMENT_TYPE_TOTEM: // Shaman Rockbiter Weapon
11826 if(getClass() == CLASS_SHAMAN)
11828 float addValue = 0.0f;
11829 if(item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
11831 addValue = float(enchant_amount * item->GetProto()->Delay/1000.0f);
11832 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, addValue, apply);
11834 else if(item->GetSlot() == EQUIPMENT_SLOT_OFFHAND )
11836 addValue = float(enchant_amount * item->GetProto()->Delay/1000.0f);
11837 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, addValue, apply);
11840 break;
11842 default:
11843 sLog.outError("Unknown item enchantment display type: %d",enchant_display_type);
11844 break;
11845 } /*switch(enchant_display_type)*/
11846 } /*for*/
11848 // visualize enchantment at player and equipped items
11849 if(slot < MAX_INSPECTED_ENCHANTMENT_SLOT)
11851 int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (item->GetSlot() * MAX_VISIBLE_ITEM_OFFSET);
11852 SetUInt32Value(VisibleBase + 1 + slot, apply? item->GetEnchantmentId(slot) : 0);
11855 if(apply_dur)
11857 if(apply)
11859 // set duration
11860 uint32 duration = item->GetEnchantmentDuration(slot);
11861 if(duration > 0)
11862 AddEnchantmentDuration(item,slot,duration);
11864 else
11866 // duration == 0 will remove EnchantDuration
11867 AddEnchantmentDuration(item,slot,0);
11872 void Player::SendEnchantmentDurations()
11874 for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();++itr)
11876 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr->item->GetGUID(),itr->slot,uint32(itr->leftduration)/1000);
11880 void Player::SendItemDurations()
11882 for(ItemDurationList::iterator itr = m_itemDuration.begin();itr != m_itemDuration.end();++itr)
11884 (*itr)->SendTimeUpdate(this);
11888 void Player::SendNewItem(Item *item, uint32 count, bool received, bool created, bool broadcast)
11890 if(!item) // prevent crash
11891 return;
11893 // last check 2.0.10
11894 WorldPacket data( SMSG_ITEM_PUSH_RESULT, (8+4+4+4+1+4+4+4+4+4) );
11895 data << GetGUID(); // player GUID
11896 data << uint32(received); // 0=looted, 1=from npc
11897 data << uint32(created); // 0=received, 1=created
11898 data << uint32(1); // always 0x01 (probably meant to be count of listed items)
11899 data << (uint8)item->GetBagSlot(); // bagslot
11900 // item slot, but when added to stack: 0xFFFFFFFF
11901 data << (uint32) ((item->GetCount()==count) ? item->GetSlot() : -1);
11902 data << uint32(item->GetEntry()); // item id
11903 data << uint32(item->GetItemSuffixFactor()); // SuffixFactor
11904 data << uint32(item->GetItemRandomPropertyId()); // random item property id
11905 data << uint32(count); // count of items
11906 data << GetItemCount(item->GetEntry()); // count of items in inventory
11908 if (broadcast && GetGroup())
11909 GetGroup()->BroadcastPacket(&data);
11910 else
11911 GetSession()->SendPacket(&data);
11914 /*********************************************************/
11915 /*** QUEST SYSTEM ***/
11916 /*********************************************************/
11918 void Player::PrepareQuestMenu( uint64 guid )
11920 Object *pObject;
11921 QuestRelations* pObjectQR;
11922 QuestRelations* pObjectQIR;
11923 Creature *pCreature = ObjectAccessor::GetCreature(*this, guid);
11924 if( pCreature )
11926 pObject = (Object*)pCreature;
11927 pObjectQR = &objmgr.mCreatureQuestRelations;
11928 pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations;
11930 else
11932 GameObject *pGameObject = ObjectAccessor::GetGameObject(*this, guid);
11933 if( pGameObject )
11935 pObject = (Object*)pGameObject;
11936 pObjectQR = &objmgr.mGOQuestRelations;
11937 pObjectQIR = &objmgr.mGOQuestInvolvedRelations;
11939 else
11940 return;
11943 QuestMenu &qm = PlayerTalkClass->GetQuestMenu();
11944 qm.ClearMenu();
11946 for(QuestRelations::const_iterator i = pObjectQIR->lower_bound(pObject->GetEntry()); i != pObjectQIR->upper_bound(pObject->GetEntry()); ++i)
11948 uint32 quest_id = i->second;
11949 QuestStatus status = GetQuestStatus( quest_id );
11950 if ( status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus( quest_id ) )
11951 qm.AddMenuItem(quest_id, DIALOG_STATUS_REWARD_REP);
11952 else if ( status == QUEST_STATUS_INCOMPLETE )
11953 qm.AddMenuItem(quest_id, DIALOG_STATUS_INCOMPLETE);
11954 else if (status == QUEST_STATUS_AVAILABLE )
11955 qm.AddMenuItem(quest_id, DIALOG_STATUS_CHAT);
11958 for(QuestRelations::const_iterator i = pObjectQR->lower_bound(pObject->GetEntry()); i != pObjectQR->upper_bound(pObject->GetEntry()); ++i)
11960 uint32 quest_id = i->second;
11961 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
11962 if(!pQuest) continue;
11964 QuestStatus status = GetQuestStatus( quest_id );
11966 if (pQuest->IsAutoComplete() && CanTakeQuest(pQuest, false))
11967 qm.AddMenuItem(quest_id, DIALOG_STATUS_REWARD_REP);
11968 else if ( status == QUEST_STATUS_NONE && CanTakeQuest( pQuest, false ) )
11969 qm.AddMenuItem(quest_id, DIALOG_STATUS_AVAILABLE);
11973 void Player::SendPreparedQuest( uint64 guid )
11975 QuestMenu& questMenu = PlayerTalkClass->GetQuestMenu();
11976 if( questMenu.Empty() )
11977 return;
11979 QuestMenuItem const& qmi0 = questMenu.GetItem( 0 );
11981 uint32 status = qmi0.m_qIcon;
11983 // single element case
11984 if ( questMenu.MenuItemCount() == 1 )
11986 // Auto open -- maybe also should verify there is no greeting
11987 uint32 quest_id = qmi0.m_qId;
11988 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
11989 if ( pQuest )
11991 if( status == DIALOG_STATUS_REWARD_REP && !GetQuestRewardStatus( quest_id ) )
11992 PlayerTalkClass->SendQuestGiverRequestItems( pQuest, guid, CanRewardQuest(pQuest,false), true );
11993 else if( status == DIALOG_STATUS_INCOMPLETE )
11994 PlayerTalkClass->SendQuestGiverRequestItems( pQuest, guid, false, true );
11995 // Send completable on repeatable quest if player don't have quest
11996 else if( pQuest->IsRepeatable() && !pQuest->IsDaily() )
11997 PlayerTalkClass->SendQuestGiverRequestItems( pQuest, guid, CanCompleteRepeatableQuest(pQuest), true );
11998 else
11999 PlayerTalkClass->SendQuestGiverQuestDetails( pQuest, guid, true );
12002 // multiply entries
12003 else
12005 QEmote qe;
12006 qe._Delay = 0;
12007 qe._Emote = 0;
12008 std::string title = "";
12009 Creature *pCreature = ObjectAccessor::GetCreature(*this, guid);
12010 if( pCreature )
12012 uint32 textid = pCreature->GetNpcTextId();
12013 GossipText * gossiptext = objmgr.GetGossipText(textid);
12014 if( !gossiptext )
12016 qe._Delay = 0; //TEXTEMOTE_MESSAGE; //zyg: player emote
12017 qe._Emote = 0; //TEXTEMOTE_HELLO; //zyg: NPC emote
12018 title = "";
12020 else
12022 qe = gossiptext->Options[0].Emotes[0];
12024 if(!gossiptext->Options[0].Text_0.empty())
12026 title = gossiptext->Options[0].Text_0;
12028 int loc_idx = GetSession()->GetSessionDbLocaleIndex();
12029 if (loc_idx >= 0)
12031 NpcTextLocale const *nl = objmgr.GetNpcTextLocale(textid);
12032 if (nl)
12034 if (nl->Text_0[0].size() > loc_idx && !nl->Text_0[0][loc_idx].empty())
12035 title = nl->Text_0[0][loc_idx];
12039 else
12041 title = gossiptext->Options[0].Text_1;
12043 int loc_idx = GetSession()->GetSessionDbLocaleIndex();
12044 if (loc_idx >= 0)
12046 NpcTextLocale const *nl = objmgr.GetNpcTextLocale(textid);
12047 if (nl)
12049 if (nl->Text_1[0].size() > loc_idx && !nl->Text_1[0][loc_idx].empty())
12050 title = nl->Text_1[0][loc_idx];
12056 PlayerTalkClass->SendQuestGiverQuestList( qe, title, guid );
12060 bool Player::IsActiveQuest( uint32 quest_id ) const
12062 QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id);
12064 return itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE;
12067 Quest const * Player::GetNextQuest( uint64 guid, Quest const *pQuest )
12069 Object *pObject;
12070 QuestRelations* pObjectQR;
12071 QuestRelations* pObjectQIR;
12073 Creature *pCreature = ObjectAccessor::GetCreature(*this, guid);
12074 if( pCreature )
12076 pObject = (Object*)pCreature;
12077 pObjectQR = &objmgr.mCreatureQuestRelations;
12078 pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations;
12080 else
12082 GameObject *pGameObject = ObjectAccessor::GetGameObject(*this, guid);
12083 if( pGameObject )
12085 pObject = (Object*)pGameObject;
12086 pObjectQR = &objmgr.mGOQuestRelations;
12087 pObjectQIR = &objmgr.mGOQuestInvolvedRelations;
12089 else
12090 return NULL;
12093 uint32 nextQuestID = pQuest->GetNextQuestInChain();
12094 for(QuestRelations::const_iterator itr = pObjectQR->lower_bound(pObject->GetEntry()); itr != pObjectQR->upper_bound(pObject->GetEntry()); ++itr)
12096 if (itr->second == nextQuestID)
12097 return objmgr.GetQuestTemplate(nextQuestID);
12100 return NULL;
12103 bool Player::CanSeeStartQuest( Quest const *pQuest )
12105 if( SatisfyQuestRace( pQuest, false ) && SatisfyQuestSkillOrClass( pQuest, false ) &&
12106 SatisfyQuestExclusiveGroup( pQuest, false ) && SatisfyQuestReputation( pQuest, false ) &&
12107 SatisfyQuestPreviousQuest( pQuest, false ) && SatisfyQuestNextChain( pQuest, false ) &&
12108 SatisfyQuestPrevChain( pQuest, false ) && SatisfyQuestDay( pQuest, false ) )
12110 return getLevel() + sWorld.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF) >= pQuest->GetMinLevel();
12113 return false;
12116 bool Player::CanTakeQuest( Quest const *pQuest, bool msg )
12118 return SatisfyQuestStatus( pQuest, msg ) && SatisfyQuestExclusiveGroup( pQuest, msg )
12119 && SatisfyQuestRace( pQuest, msg ) && SatisfyQuestLevel( pQuest, msg )
12120 && SatisfyQuestSkillOrClass( pQuest, msg ) && SatisfyQuestReputation( pQuest, msg )
12121 && SatisfyQuestPreviousQuest( pQuest, msg ) && SatisfyQuestTimed( pQuest, msg )
12122 && SatisfyQuestNextChain( pQuest, msg ) && SatisfyQuestPrevChain( pQuest, msg )
12123 && SatisfyQuestDay( pQuest, msg );
12126 bool Player::CanAddQuest( Quest const *pQuest, bool msg )
12128 if( !SatisfyQuestLog( msg ) )
12129 return false;
12131 uint32 srcitem = pQuest->GetSrcItemId();
12132 if( srcitem > 0 )
12134 uint32 count = pQuest->GetSrcItemCount();
12135 ItemPosCountVec dest;
12136 uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count );
12138 // player already have max number (in most case 1) source item, no additional item needed and quest can be added.
12139 if( msg == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS )
12140 return true;
12141 else if( msg != EQUIP_ERR_OK )
12143 SendEquipError( msg, NULL, NULL );
12144 return false;
12147 return true;
12150 bool Player::CanCompleteQuest( uint32 quest_id )
12152 if( quest_id )
12154 QuestStatusData& q_status = mQuestStatus[quest_id];
12155 if( q_status.m_status == QUEST_STATUS_COMPLETE )
12156 return false; // not allow re-complete quest
12158 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
12160 if(!qInfo)
12161 return false;
12163 // auto complete quest
12164 if (qInfo->IsAutoComplete() && CanTakeQuest(qInfo, false))
12165 return true;
12167 if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
12170 if ( qInfo->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
12172 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12174 if( qInfo->ReqItemCount[i]!= 0 && q_status.m_itemcount[i] < qInfo->ReqItemCount[i] )
12175 return false;
12179 if ( qInfo->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO) )
12181 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12183 if( qInfo->ReqCreatureOrGOId[i] == 0 )
12184 continue;
12186 if( qInfo->ReqCreatureOrGOCount[i] != 0 && q_status.m_creatureOrGOcount[i] < qInfo->ReqCreatureOrGOCount[i] )
12187 return false;
12191 if ( qInfo->HasFlag( QUEST_MANGOS_FLAGS_EXPLORATION_OR_EVENT ) && !q_status.m_explored )
12192 return false;
12194 if ( qInfo->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) && q_status.m_timer == 0 )
12195 return false;
12197 if ( qInfo->GetRewOrReqMoney() < 0 )
12199 if ( GetMoney() < uint32(-qInfo->GetRewOrReqMoney()) )
12200 return false;
12203 uint32 repFacId = qInfo->GetRepObjectiveFaction();
12204 if ( repFacId && GetReputation(repFacId) < qInfo->GetRepObjectiveValue() )
12205 return false;
12207 return true;
12210 return false;
12213 bool Player::CanCompleteRepeatableQuest( Quest const *pQuest )
12215 // Solve problem that player don't have the quest and try complete it.
12216 // if repeatable she must be able to complete event if player don't have it.
12217 // Seem that all repeatable quest are DELIVER Flag so, no need to add more.
12218 if( !CanTakeQuest(pQuest, false) )
12219 return false;
12221 if (pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER) )
12222 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12223 if( pQuest->ReqItemId[i] && pQuest->ReqItemCount[i] && !HasItemCount(pQuest->ReqItemId[i],pQuest->ReqItemCount[i]) )
12224 return false;
12226 if( !CanRewardQuest(pQuest, false) )
12227 return false;
12229 return true;
12232 bool Player::CanRewardQuest( Quest const *pQuest, bool msg )
12234 // not auto complete quest and not completed quest (only cheating case, then ignore without message)
12235 if(!pQuest->IsAutoComplete() && GetQuestStatus(pQuest->GetQuestId()) != QUEST_STATUS_COMPLETE)
12236 return false;
12238 // daily quest can't be rewarded (25 daily quest already completed)
12239 if(!SatisfyQuestDay(pQuest,true))
12240 return false;
12242 // rewarded and not repeatable quest (only cheating case, then ignore without message)
12243 if(GetQuestRewardStatus(pQuest->GetQuestId()))
12244 return false;
12246 // prevent receive reward with quest items in bank
12247 if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
12249 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12251 if( pQuest->ReqItemCount[i]!= 0 &&
12252 GetItemCount(pQuest->ReqItemId[i]) < pQuest->ReqItemCount[i] )
12254 if(msg)
12255 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL );
12256 return false;
12261 // prevent receive reward with low money and GetRewOrReqMoney() < 0
12262 if(pQuest->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest->GetRewOrReqMoney()) )
12263 return false;
12265 return true;
12268 bool Player::CanRewardQuest( Quest const *pQuest, uint32 reward, bool msg )
12270 // prevent receive reward with quest items in bank or for not completed quest
12271 if(!CanRewardQuest(pQuest,msg))
12272 return false;
12274 if ( pQuest->GetRewChoiceItemsCount() > 0 )
12276 if( pQuest->RewChoiceItemId[reward] )
12278 ItemPosCountVec dest;
12279 uint8 res = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewChoiceItemId[reward], pQuest->RewChoiceItemCount[reward] );
12280 if( res != EQUIP_ERR_OK )
12282 SendEquipError( res, NULL, NULL );
12283 return false;
12288 if ( pQuest->GetRewItemsCount() > 0 )
12290 for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i)
12292 if( pQuest->RewItemId[i] )
12294 ItemPosCountVec dest;
12295 uint8 res = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewItemId[i], pQuest->RewItemCount[i] );
12296 if( res != EQUIP_ERR_OK )
12298 SendEquipError( res, NULL, NULL );
12299 return false;
12305 return true;
12308 void Player::AddQuest( Quest const *pQuest, Object *questGiver )
12310 uint16 log_slot = FindQuestSlot( 0 );
12311 assert(log_slot < MAX_QUEST_LOG_SIZE);
12313 uint32 quest_id = pQuest->GetQuestId();
12315 // if not exist then created with set uState==NEW and rewarded=false
12316 QuestStatusData& questStatusData = mQuestStatus[quest_id];
12317 if (questStatusData.uState != QUEST_NEW)
12318 questStatusData.uState = QUEST_CHANGED;
12320 // check for repeatable quests status reset
12321 questStatusData.m_status = QUEST_STATUS_INCOMPLETE;
12322 questStatusData.m_explored = false;
12324 if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
12326 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12327 questStatusData.m_itemcount[i] = 0;
12330 if ( pQuest->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO) )
12332 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12333 questStatusData.m_creatureOrGOcount[i] = 0;
12336 GiveQuestSourceItem( pQuest );
12337 AdjustQuestReqItemCount( pQuest );
12339 if( pQuest->GetRepObjectiveFaction() )
12340 SetFactionVisibleForFactionId(pQuest->GetRepObjectiveFaction());
12342 uint32 qtime = 0;
12343 if( pQuest->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) )
12345 uint32 limittime = pQuest->GetLimitTime();
12347 // shared timed quest
12348 if(questGiver && questGiver->GetTypeId()==TYPEID_PLAYER)
12349 limittime = ((Player*)questGiver)->getQuestStatusMap()[quest_id].m_timer / 1000;
12351 AddTimedQuest( quest_id );
12352 questStatusData.m_timer = limittime * 1000;
12353 qtime = static_cast<uint32>(time(NULL)) + limittime;
12355 else
12356 questStatusData.m_timer = 0;
12358 SetQuestSlot(log_slot, quest_id, qtime);
12360 //starting initial quest script
12361 if(questGiver && pQuest->GetQuestStartScript()!=0)
12362 sWorld.ScriptsStart(sQuestStartScripts, pQuest->GetQuestStartScript(), questGiver, this);
12364 UpdateForQuestsGO();
12367 void Player::CompleteQuest( uint32 quest_id )
12369 if( quest_id )
12371 SetQuestStatus( quest_id, QUEST_STATUS_COMPLETE );
12373 uint16 log_slot = FindQuestSlot( quest_id );
12374 if( log_slot < MAX_QUEST_LOG_SIZE)
12375 SetQuestSlotState(log_slot,QUEST_STATE_COMPLETE);
12377 if(Quest const* qInfo = objmgr.GetQuestTemplate(quest_id))
12379 if( qInfo->HasFlag(QUEST_FLAGS_AUTO_REWARDED) )
12380 RewardQuest(qInfo,0,this,false);
12381 else
12382 SendQuestComplete( quest_id );
12387 void Player::IncompleteQuest( uint32 quest_id )
12389 if( quest_id )
12391 SetQuestStatus( quest_id, QUEST_STATUS_INCOMPLETE );
12393 uint16 log_slot = FindQuestSlot( quest_id );
12394 if( log_slot < MAX_QUEST_LOG_SIZE)
12395 RemoveQuestSlotState(log_slot,QUEST_STATE_COMPLETE);
12399 void Player::RewardQuest( Quest const *pQuest, uint32 reward, Object* questGiver, bool announce )
12401 uint32 quest_id = pQuest->GetQuestId();
12403 for (int i = 0; i < QUEST_OBJECTIVES_COUNT; i++ )
12405 if ( pQuest->ReqItemId[i] )
12406 DestroyItemCount( pQuest->ReqItemId[i], pQuest->ReqItemCount[i], true);
12409 //if( qInfo->HasSpecialFlag( QUEST_FLAGS_TIMED ) )
12410 // SetTimedQuest( 0 );
12411 m_timedquests.erase(pQuest->GetQuestId());
12413 if ( pQuest->GetRewChoiceItemsCount() > 0 )
12415 if( pQuest->RewChoiceItemId[reward] )
12417 ItemPosCountVec dest;
12418 if( CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewChoiceItemId[reward], pQuest->RewChoiceItemCount[reward] ) == EQUIP_ERR_OK )
12420 Item* item = StoreNewItem( dest, pQuest->RewChoiceItemId[reward], true);
12421 SendNewItem(item, pQuest->RewChoiceItemCount[reward], true, false);
12426 if ( pQuest->GetRewItemsCount() > 0 )
12428 for (uint32 i=0; i < pQuest->GetRewItemsCount(); ++i)
12430 if( pQuest->RewItemId[i] )
12432 ItemPosCountVec dest;
12433 if( CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewItemId[i], pQuest->RewItemCount[i] ) == EQUIP_ERR_OK )
12435 Item* item = StoreNewItem( dest, pQuest->RewItemId[i], true);
12436 SendNewItem(item, pQuest->RewItemCount[i], true, false);
12442 RewardReputation( pQuest );
12444 if( pQuest->GetRewSpellCast() > 0 )
12445 CastSpell( this, pQuest->GetRewSpellCast(), true);
12446 else if( pQuest->GetRewSpell() > 0)
12447 CastSpell( this, pQuest->GetRewSpell(), true);
12449 uint16 log_slot = FindQuestSlot( quest_id );
12450 if( log_slot < MAX_QUEST_LOG_SIZE)
12451 SetQuestSlot(log_slot,0);
12453 QuestStatusData& q_status = mQuestStatus[quest_id];
12455 // Not give XP in case already completed once repeatable quest
12456 uint32 XP = q_status.m_rewarded ? 0 : uint32(pQuest->XPValue( this )*sWorld.getRate(RATE_XP_QUEST));
12458 if ( getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
12459 GiveXP( XP , NULL );
12460 else
12461 ModifyMoney( int32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY)) );
12463 // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
12464 ModifyMoney( pQuest->GetRewOrReqMoney() );
12466 // honor reward
12467 if(pQuest->GetRewHonorableKills())
12468 RewardHonor(NULL, 0, MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest->GetRewHonorableKills()));
12470 // title reward
12471 if(pQuest->GetCharTitleId())
12473 if(CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId()))
12474 SetTitle(titleEntry);
12477 // Send reward mail
12478 if(pQuest->GetRewMailTemplateId())
12480 MailMessageType mailType;
12481 uint32 senderGuidOrEntry;
12482 switch(questGiver->GetTypeId())
12484 case TYPEID_UNIT:
12485 mailType = MAIL_CREATURE;
12486 senderGuidOrEntry = questGiver->GetEntry();
12487 break;
12488 case TYPEID_GAMEOBJECT:
12489 mailType = MAIL_GAMEOBJECT;
12490 senderGuidOrEntry = questGiver->GetEntry();
12491 break;
12492 case TYPEID_ITEM:
12493 mailType = MAIL_ITEM;
12494 senderGuidOrEntry = questGiver->GetEntry();
12495 break;
12496 case TYPEID_PLAYER:
12497 mailType = MAIL_NORMAL;
12498 senderGuidOrEntry = questGiver->GetGUIDLow();
12499 break;
12500 default:
12501 mailType = MAIL_NORMAL;
12502 senderGuidOrEntry = GetGUIDLow();
12503 break;
12506 Loot questMailLoot;
12508 questMailLoot.FillLoot(pQuest->GetQuestId(), LootTemplates_QuestMail, this);
12510 // fill mail
12511 MailItemsInfo mi; // item list preparing
12513 for(size_t i = 0; mi.size() < MAX_MAIL_ITEMS && i < questMailLoot.items.size(); ++i)
12515 if(LootItem* lootitem = questMailLoot.LootItemInSlot(i,this))
12517 if(Item* item = Item::CreateItem(lootitem->itemid,lootitem->count,this))
12519 item->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12520 mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item);
12525 for(size_t i = 0; mi.size() < MAX_MAIL_ITEMS && i < questMailLoot.quest_items.size(); ++i)
12527 if(LootItem* lootitem = questMailLoot.LootItemInSlot(i+questMailLoot.items.size(),this))
12529 if(Item* item = Item::CreateItem(lootitem->itemid,lootitem->count,this))
12531 item->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12532 mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item);
12537 WorldSession::SendMailTo(this, mailType, MAIL_STATIONERY_NORMAL, senderGuidOrEntry, GetGUIDLow(), "", 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE,pQuest->GetRewMailDelaySecs(),pQuest->GetRewMailTemplateId());
12540 if(pQuest->IsDaily())
12542 SetDailyQuestStatus(quest_id);
12543 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST, 1);
12546 if ( !pQuest->IsRepeatable() )
12547 SetQuestStatus(quest_id, QUEST_STATUS_COMPLETE);
12548 else
12549 SetQuestStatus(quest_id, QUEST_STATUS_NONE);
12551 q_status.m_rewarded = true;
12553 if(announce)
12554 SendQuestReward( pQuest, XP, questGiver );
12556 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
12557 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT);
12558 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST);
12561 void Player::FailQuest( uint32 quest_id )
12563 if( quest_id )
12565 IncompleteQuest( quest_id );
12567 uint16 log_slot = FindQuestSlot( quest_id );
12568 if( log_slot < MAX_QUEST_LOG_SIZE)
12570 SetQuestSlotTimer(log_slot, 1 );
12571 SetQuestSlotState(log_slot,QUEST_STATE_FAIL);
12573 SendQuestFailed( quest_id );
12577 void Player::FailTimedQuest( uint32 quest_id )
12579 if( quest_id )
12581 QuestStatusData& q_status = mQuestStatus[quest_id];
12583 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
12584 q_status.m_timer = 0;
12586 IncompleteQuest( quest_id );
12588 uint16 log_slot = FindQuestSlot( quest_id );
12589 if( log_slot < MAX_QUEST_LOG_SIZE)
12591 SetQuestSlotTimer(log_slot, 1 );
12592 SetQuestSlotState(log_slot,QUEST_STATE_FAIL);
12594 SendQuestTimerFailed( quest_id );
12598 bool Player::SatisfyQuestSkillOrClass( Quest const* qInfo, bool msg )
12600 int32 zoneOrSort = qInfo->GetZoneOrSort();
12601 int32 skillOrClass = qInfo->GetSkillOrClass();
12603 // skip zone zoneOrSort and 0 case skillOrClass
12604 if( zoneOrSort >= 0 && skillOrClass == 0 )
12605 return true;
12607 int32 questSort = -zoneOrSort;
12608 uint8 reqSortClass = ClassByQuestSort(questSort);
12610 // check class sort cases in zoneOrSort
12611 if( reqSortClass != 0 && getClass() != reqSortClass)
12613 if( msg )
12614 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12615 return false;
12618 // check class
12619 if( skillOrClass < 0 )
12621 uint8 reqClass = -int32(skillOrClass);
12622 if(getClass() != reqClass)
12624 if( msg )
12625 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12626 return false;
12629 // check skill
12630 else if( skillOrClass > 0 )
12632 uint32 reqSkill = skillOrClass;
12633 if( GetSkillValue( reqSkill ) < qInfo->GetRequiredSkillValue() )
12635 if( msg )
12636 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12637 return false;
12641 return true;
12644 bool Player::SatisfyQuestLevel( Quest const* qInfo, bool msg )
12646 if( getLevel() < qInfo->GetMinLevel() )
12648 if( msg )
12649 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12650 return false;
12652 return true;
12655 bool Player::SatisfyQuestLog( bool msg )
12657 // exist free slot
12658 if( FindQuestSlot(0) < MAX_QUEST_LOG_SIZE )
12659 return true;
12661 if( msg )
12663 WorldPacket data( SMSG_QUESTLOG_FULL, 0 );
12664 GetSession()->SendPacket( &data );
12665 sLog.outDebug( "WORLD: Sent QUEST_LOG_FULL_MESSAGE" );
12667 return false;
12670 bool Player::SatisfyQuestPreviousQuest( Quest const* qInfo, bool msg )
12672 // No previous quest (might be first quest in a series)
12673 if( qInfo->prevQuests.empty())
12674 return true;
12676 for(Quest::PrevQuests::const_iterator iter = qInfo->prevQuests.begin(); iter != qInfo->prevQuests.end(); ++iter )
12678 uint32 prevId = abs(*iter);
12680 QuestStatusMap::iterator i_prevstatus = mQuestStatus.find( prevId );
12681 Quest const* qPrevInfo = objmgr.GetQuestTemplate(prevId);
12683 if( qPrevInfo && i_prevstatus != mQuestStatus.end() )
12685 // If any of the positive previous quests completed, return true
12686 if( *iter > 0 && i_prevstatus->second.m_rewarded )
12688 // skip one-from-all exclusive group
12689 if(qPrevInfo->GetExclusiveGroup() >= 0)
12690 return true;
12692 // each-from-all exclusive group ( < 0)
12693 // can be start if only all quests in prev quest exclusive group completed and rewarded
12694 ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
12695 ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup());
12697 assert(iter!=end); // always must be found if qPrevInfo->ExclusiveGroup != 0
12699 for(; iter != end; ++iter)
12701 uint32 exclude_Id = iter->second;
12703 // skip checked quest id, only state of other quests in group is interesting
12704 if(exclude_Id == prevId)
12705 continue;
12707 QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id );
12709 // alternative quest from group also must be completed and rewarded(reported)
12710 if( i_exstatus == mQuestStatus.end() || !i_exstatus->second.m_rewarded )
12712 if( msg )
12713 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12714 return false;
12717 return true;
12719 // If any of the negative previous quests active, return true
12720 if( *iter < 0 && (i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE
12721 || (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(prevId))))
12723 // skip one-from-all exclusive group
12724 if(qPrevInfo->GetExclusiveGroup() >= 0)
12725 return true;
12727 // each-from-all exclusive group ( < 0)
12728 // can be start if only all quests in prev quest exclusive group active
12729 ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
12730 ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup());
12732 assert(iter!=end); // always must be found if qPrevInfo->ExclusiveGroup != 0
12734 for(; iter != end; ++iter)
12736 uint32 exclude_Id = iter->second;
12738 // skip checked quest id, only state of other quests in group is interesting
12739 if(exclude_Id == prevId)
12740 continue;
12742 QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id );
12744 // alternative quest from group also must be active
12745 if( i_exstatus == mQuestStatus.end() ||
12746 i_exstatus->second.m_status != QUEST_STATUS_INCOMPLETE &&
12747 (i_prevstatus->second.m_status != QUEST_STATUS_COMPLETE || GetQuestRewardStatus(prevId)) )
12749 if( msg )
12750 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12751 return false;
12754 return true;
12759 // Has only positive prev. quests in non-rewarded state
12760 // and negative prev. quests in non-active state
12761 if( msg )
12762 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12764 return false;
12767 bool Player::SatisfyQuestRace( Quest const* qInfo, bool msg )
12769 uint32 reqraces = qInfo->GetRequiredRaces();
12770 if ( reqraces == 0 )
12771 return true;
12772 if( (reqraces & getRaceMask()) == 0 )
12774 if( msg )
12775 SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE );
12776 return false;
12778 return true;
12781 bool Player::SatisfyQuestReputation( Quest const* qInfo, bool msg )
12783 uint32 fIdMin = qInfo->GetRequiredMinRepFaction(); //Min required rep
12784 if(fIdMin && GetReputation(fIdMin) < qInfo->GetRequiredMinRepValue())
12786 if( msg )
12787 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12788 return false;
12791 uint32 fIdMax = qInfo->GetRequiredMaxRepFaction(); //Max required rep
12792 if(fIdMax && GetReputation(fIdMax) >= qInfo->GetRequiredMaxRepValue())
12794 if( msg )
12795 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12796 return false;
12799 return true;
12802 bool Player::SatisfyQuestStatus( Quest const* qInfo, bool msg )
12804 QuestStatusMap::iterator itr = mQuestStatus.find( qInfo->GetQuestId() );
12805 if ( itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE )
12807 if( msg )
12808 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON );
12809 return false;
12811 return true;
12814 bool Player::SatisfyQuestTimed( Quest const* qInfo, bool msg )
12816 if ( (find(m_timedquests.begin(), m_timedquests.end(), qInfo->GetQuestId()) != m_timedquests.end()) && qInfo->HasFlag(QUEST_MANGOS_FLAGS_TIMED) )
12818 if( msg )
12819 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ONLY_ONE_TIMED );
12820 return false;
12822 return true;
12825 bool Player::SatisfyQuestExclusiveGroup( Quest const* qInfo, bool msg )
12827 // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
12828 if(qInfo->GetExclusiveGroup() <= 0)
12829 return true;
12831 ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qInfo->GetExclusiveGroup());
12832 ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qInfo->GetExclusiveGroup());
12834 assert(iter!=end); // always must be found if qInfo->ExclusiveGroup != 0
12836 for(; iter != end; ++iter)
12838 uint32 exclude_Id = iter->second;
12840 // skip checked quest id, only state of other quests in group is interesting
12841 if(exclude_Id == qInfo->GetQuestId())
12842 continue;
12844 // not allow have daily quest if daily quest from exclusive group already recently completed
12845 Quest const* Nquest = objmgr.GetQuestTemplate(exclude_Id);
12846 if( !SatisfyQuestDay(Nquest, false) )
12848 if( msg )
12849 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12850 return false;
12853 QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id );
12855 // alternative quest already started or completed
12856 if( i_exstatus != mQuestStatus.end()
12857 && (i_exstatus->second.m_status == QUEST_STATUS_COMPLETE || i_exstatus->second.m_status == QUEST_STATUS_INCOMPLETE) )
12859 if( msg )
12860 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12861 return false;
12864 return true;
12867 bool Player::SatisfyQuestNextChain( Quest const* qInfo, bool msg )
12869 if(!qInfo->GetNextQuestInChain())
12870 return true;
12872 // next quest in chain already started or completed
12873 QuestStatusMap::iterator itr = mQuestStatus.find( qInfo->GetNextQuestInChain() );
12874 if( itr != mQuestStatus.end()
12875 && (itr->second.m_status == QUEST_STATUS_COMPLETE || itr->second.m_status == QUEST_STATUS_INCOMPLETE) )
12877 if( msg )
12878 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12879 return false;
12882 // check for all quests further up the chain
12883 // only necessary if there are quest chains with more than one quest that can be skipped
12884 //return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg );
12885 return true;
12888 bool Player::SatisfyQuestPrevChain( Quest const* qInfo, bool msg )
12890 // No previous quest in chain
12891 if( qInfo->prevChainQuests.empty())
12892 return true;
12894 for(Quest::PrevChainQuests::const_iterator iter = qInfo->prevChainQuests.begin(); iter != qInfo->prevChainQuests.end(); ++iter )
12896 uint32 prevId = *iter;
12898 QuestStatusMap::iterator i_prevstatus = mQuestStatus.find( prevId );
12900 if( i_prevstatus != mQuestStatus.end() )
12902 // If any of the previous quests in chain active, return false
12903 if( i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE
12904 || (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(prevId)))
12906 if( msg )
12907 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12908 return false;
12912 // check for all quests further down the chain
12913 // only necessary if there are quest chains with more than one quest that can be skipped
12914 //if( !SatisfyQuestPrevChain( prevId, msg ) )
12915 // return false;
12918 // No previous quest in chain active
12919 return true;
12922 bool Player::SatisfyQuestDay( Quest const* qInfo, bool msg )
12924 if(!qInfo->IsDaily())
12925 return true;
12927 bool have_slot = false;
12928 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
12930 uint32 id = GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx);
12931 if(qInfo->GetQuestId()==id)
12932 return false;
12934 if(!id)
12935 have_slot = true;
12938 if(!have_slot)
12940 if( msg )
12941 SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING );
12942 return false;
12945 return true;
12948 bool Player::GiveQuestSourceItem( Quest const *pQuest )
12950 uint32 srcitem = pQuest->GetSrcItemId();
12951 if( srcitem > 0 )
12953 uint32 count = pQuest->GetSrcItemCount();
12954 if( count <= 0 )
12955 count = 1;
12957 ItemPosCountVec dest;
12958 uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count );
12959 if( msg == EQUIP_ERR_OK )
12961 Item * item = StoreNewItem(dest, srcitem, true);
12962 SendNewItem(item, count, true, false);
12963 return true;
12965 // player already have max amount required item, just report success
12966 else if( msg == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS )
12967 return true;
12968 else
12969 SendEquipError( msg, NULL, NULL );
12970 return false;
12973 return true;
12976 bool Player::TakeQuestSourceItem( uint32 quest_id, bool msg )
12978 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
12979 if( qInfo )
12981 uint32 srcitem = qInfo->GetSrcItemId();
12982 if( srcitem > 0 )
12984 uint32 count = qInfo->GetSrcItemCount();
12985 if( count <= 0 )
12986 count = 1;
12988 // exist one case when destroy source quest item not possible:
12989 // non un-equippable item (equipped non-empty bag, for example)
12990 uint8 res = CanUnequipItems(srcitem,count);
12991 if(res != EQUIP_ERR_OK)
12993 if(msg)
12994 SendEquipError( res, NULL, NULL );
12995 return false;
12998 DestroyItemCount(srcitem, count, true, true);
13001 return true;
13004 bool Player::GetQuestRewardStatus( uint32 quest_id ) const
13006 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
13007 if( qInfo )
13009 // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
13010 QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id );
13011 if( itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE
13012 && !qInfo->IsRepeatable() )
13013 return itr->second.m_rewarded;
13015 return false;
13017 return false;
13020 QuestStatus Player::GetQuestStatus( uint32 quest_id ) const
13022 if( quest_id )
13024 QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id );
13025 if( itr != mQuestStatus.end() )
13026 return itr->second.m_status;
13028 return QUEST_STATUS_NONE;
13031 bool Player::CanShareQuest(uint32 quest_id) const
13033 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
13034 if( qInfo && qInfo->HasFlag(QUEST_FLAGS_SHARABLE) )
13036 QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id );
13037 if( itr != mQuestStatus.end() )
13038 return itr->second.m_status == QUEST_STATUS_NONE || itr->second.m_status == QUEST_STATUS_INCOMPLETE;
13040 return false;
13043 void Player::SetQuestStatus( uint32 quest_id, QuestStatus status )
13045 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
13046 if( qInfo )
13048 if( status == QUEST_STATUS_NONE || status == QUEST_STATUS_INCOMPLETE || status == QUEST_STATUS_COMPLETE )
13050 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) )
13051 m_timedquests.erase(qInfo->GetQuestId());
13054 QuestStatusData& q_status = mQuestStatus[quest_id];
13056 q_status.m_status = status;
13057 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13060 UpdateForQuestsGO();
13063 // not used in MaNGOS, but used in scripting code
13064 uint32 Player::GetReqKillOrCastCurrentCount(uint32 quest_id, int32 entry)
13066 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
13067 if( !qInfo )
13068 return 0;
13070 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13071 if ( qInfo->ReqCreatureOrGOId[j] == entry )
13072 return mQuestStatus[quest_id].m_creatureOrGOcount[j];
13074 return 0;
13077 void Player::AdjustQuestReqItemCount( Quest const* pQuest )
13079 if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
13081 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
13083 uint32 reqitemcount = pQuest->ReqItemCount[i];
13084 if( reqitemcount != 0 )
13086 uint32 quest_id = pQuest->GetQuestId();
13087 uint32 curitemcount = GetItemCount(pQuest->ReqItemId[i],true);
13089 QuestStatusData& q_status = mQuestStatus[quest_id];
13090 q_status.m_itemcount[i] = std::min(curitemcount, reqitemcount);
13091 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13097 uint16 Player::FindQuestSlot( uint32 quest_id ) const
13099 for ( uint16 i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
13100 if ( GetQuestSlotQuestId(i) == quest_id )
13101 return i;
13103 return MAX_QUEST_LOG_SIZE;
13106 void Player::AreaExploredOrEventHappens( uint32 questId )
13108 if( questId )
13110 uint16 log_slot = FindQuestSlot( questId );
13111 if( log_slot < MAX_QUEST_LOG_SIZE)
13113 QuestStatusData& q_status = mQuestStatus[questId];
13115 if(!q_status.m_explored)
13117 q_status.m_explored = true;
13118 if (q_status.uState != QUEST_NEW)
13119 q_status.uState = QUEST_CHANGED;
13122 if( CanCompleteQuest( questId ) )
13123 CompleteQuest( questId );
13127 //not used in mangosd, function for external script library
13128 void Player::GroupEventHappens( uint32 questId, WorldObject const* pEventObject )
13130 if( Group *pGroup = GetGroup() )
13132 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
13134 Player *pGroupGuy = itr->getSource();
13136 // for any leave or dead (with not released body) group member at appropriate distance
13137 if( pGroupGuy && pGroupGuy->IsAtGroupRewardDistance(pEventObject) && !pGroupGuy->GetCorpse() )
13138 pGroupGuy->AreaExploredOrEventHappens(questId);
13141 else
13142 AreaExploredOrEventHappens(questId);
13145 void Player::ItemAddedQuestCheck( uint32 entry, uint32 count )
13147 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
13149 uint32 questid = GetQuestSlotQuestId(i);
13150 if ( questid == 0 )
13151 continue;
13153 QuestStatusData& q_status = mQuestStatus[questid];
13155 if ( q_status.m_status != QUEST_STATUS_INCOMPLETE )
13156 continue;
13158 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13159 if( !qInfo || !qInfo->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
13160 continue;
13162 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13164 uint32 reqitem = qInfo->ReqItemId[j];
13165 if ( reqitem == entry )
13167 uint32 reqitemcount = qInfo->ReqItemCount[j];
13168 uint32 curitemcount = q_status.m_itemcount[j];
13169 if ( curitemcount < reqitemcount )
13171 uint32 additemcount = ( curitemcount + count <= reqitemcount ? count : reqitemcount - curitemcount);
13172 q_status.m_itemcount[j] += additemcount;
13173 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13175 SendQuestUpdateAddItem( qInfo, j, additemcount );
13177 if ( CanCompleteQuest( questid ) )
13178 CompleteQuest( questid );
13179 return;
13183 UpdateForQuestsGO();
13184 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM, entry);
13187 void Player::ItemRemovedQuestCheck( uint32 entry, uint32 count )
13189 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
13191 uint32 questid = GetQuestSlotQuestId(i);
13192 if(!questid)
13193 continue;
13194 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13195 if ( !qInfo )
13196 continue;
13197 if( !qInfo->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
13198 continue;
13200 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13202 uint32 reqitem = qInfo->ReqItemId[j];
13203 if ( reqitem == entry )
13205 QuestStatusData& q_status = mQuestStatus[questid];
13207 uint32 reqitemcount = qInfo->ReqItemCount[j];
13208 uint32 curitemcount;
13209 if( q_status.m_status != QUEST_STATUS_COMPLETE )
13210 curitemcount = q_status.m_itemcount[j];
13211 else
13212 curitemcount = GetItemCount(entry,true);
13213 if ( curitemcount < reqitemcount + count )
13215 uint32 remitemcount = ( curitemcount <= reqitemcount ? count : count + reqitemcount - curitemcount);
13216 q_status.m_itemcount[j] = curitemcount - remitemcount;
13217 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13219 IncompleteQuest( questid );
13221 return;
13225 UpdateForQuestsGO();
13228 void Player::KilledMonster( uint32 entry, uint64 guid )
13230 uint32 addkillcount = 1;
13231 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE, entry, addkillcount);
13232 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
13234 uint32 questid = GetQuestSlotQuestId(i);
13235 if(!questid)
13236 continue;
13238 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13239 if( !qInfo )
13240 continue;
13241 // just if !ingroup || !noraidgroup || raidgroup
13242 QuestStatusData& q_status = mQuestStatus[questid];
13243 if( q_status.m_status == QUEST_STATUS_INCOMPLETE && (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo->GetType() == QUEST_TYPE_RAID))
13245 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST) )
13247 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13249 // skip GO activate objective or none
13250 if(qInfo->ReqCreatureOrGOId[j] <=0)
13251 continue;
13253 // skip Cast at creature objective
13254 if(qInfo->ReqSpell[j] !=0 )
13255 continue;
13257 uint32 reqkill = qInfo->ReqCreatureOrGOId[j];
13259 if ( reqkill == entry )
13261 uint32 reqkillcount = qInfo->ReqCreatureOrGOCount[j];
13262 uint32 curkillcount = q_status.m_creatureOrGOcount[j];
13263 if ( curkillcount < reqkillcount )
13265 q_status.m_creatureOrGOcount[j] = curkillcount + addkillcount;
13266 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13268 SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curkillcount, addkillcount);
13270 if ( CanCompleteQuest( questid ) )
13271 CompleteQuest( questid );
13273 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13274 continue;
13282 void Player::CastedCreatureOrGO( uint32 entry, uint64 guid, uint32 spell_id )
13284 bool isCreature = IS_CREATURE_GUID(guid);
13286 uint32 addCastCount = 1;
13287 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
13289 uint32 questid = GetQuestSlotQuestId(i);
13290 if(!questid)
13291 continue;
13293 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13294 if ( !qInfo )
13295 continue;
13297 QuestStatusData& q_status = mQuestStatus[questid];
13299 if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
13301 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST ) )
13303 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13305 // skip kill creature objective (0) or wrong spell casts
13306 if(qInfo->ReqSpell[j] != spell_id )
13307 continue;
13309 uint32 reqTarget = 0;
13311 if(isCreature)
13313 // creature activate objectives
13314 if(qInfo->ReqCreatureOrGOId[j] > 0)
13315 // checked at quest_template loading
13316 reqTarget = qInfo->ReqCreatureOrGOId[j];
13318 else
13320 // GO activate objective
13321 if(qInfo->ReqCreatureOrGOId[j] < 0)
13322 // checked at quest_template loading
13323 reqTarget = - qInfo->ReqCreatureOrGOId[j];
13326 // other not this creature/GO related objectives
13327 if( reqTarget != entry )
13328 continue;
13330 uint32 reqCastCount = qInfo->ReqCreatureOrGOCount[j];
13331 uint32 curCastCount = q_status.m_creatureOrGOcount[j];
13332 if ( curCastCount < reqCastCount )
13334 q_status.m_creatureOrGOcount[j] = curCastCount + addCastCount;
13335 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13337 SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curCastCount, addCastCount);
13340 if ( CanCompleteQuest( questid ) )
13341 CompleteQuest( questid );
13343 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13344 break;
13351 void Player::TalkedToCreature( uint32 entry, uint64 guid )
13353 uint32 addTalkCount = 1;
13354 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
13356 uint32 questid = GetQuestSlotQuestId(i);
13357 if(!questid)
13358 continue;
13360 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13361 if ( !qInfo )
13362 continue;
13364 QuestStatusData& q_status = mQuestStatus[questid];
13366 if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
13368 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO ) )
13370 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13372 // skip spell casts and Gameobject objectives
13373 if(qInfo->ReqSpell[j] > 0 || qInfo->ReqCreatureOrGOId[j] < 0)
13374 continue;
13376 uint32 reqTarget = 0;
13378 if(qInfo->ReqCreatureOrGOId[j] > 0) // creature activate objectives
13379 // checked at quest_template loading
13380 reqTarget = qInfo->ReqCreatureOrGOId[j];
13381 else
13382 continue;
13384 if ( reqTarget == entry )
13386 uint32 reqTalkCount = qInfo->ReqCreatureOrGOCount[j];
13387 uint32 curTalkCount = q_status.m_creatureOrGOcount[j];
13388 if ( curTalkCount < reqTalkCount )
13390 q_status.m_creatureOrGOcount[j] = curTalkCount + addTalkCount;
13391 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13393 SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curTalkCount, addTalkCount);
13395 if ( CanCompleteQuest( questid ) )
13396 CompleteQuest( questid );
13398 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13399 continue;
13407 void Player::MoneyChanged( uint32 count )
13409 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
13411 uint32 questid = GetQuestSlotQuestId(i);
13412 if (!questid)
13413 continue;
13415 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13416 if( qInfo && qInfo->GetRewOrReqMoney() < 0 )
13418 QuestStatusData& q_status = mQuestStatus[questid];
13420 if( q_status.m_status == QUEST_STATUS_INCOMPLETE )
13422 if(int32(count) >= -qInfo->GetRewOrReqMoney())
13424 if ( CanCompleteQuest( questid ) )
13425 CompleteQuest( questid );
13428 else if( q_status.m_status == QUEST_STATUS_COMPLETE )
13430 if(int32(count) < -qInfo->GetRewOrReqMoney())
13431 IncompleteQuest( questid );
13437 bool Player::HasQuestForItem( uint32 itemid ) const
13439 for( QuestStatusMap::const_iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i )
13441 QuestStatusData const& q_status = i->second;
13443 if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
13445 Quest const* qinfo = objmgr.GetQuestTemplate(i->first);
13446 if(!qinfo)
13447 continue;
13449 // hide quest if player is in raid-group and quest is no raid quest
13450 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID)
13451 continue;
13453 // There should be no mixed ReqItem/ReqSource drop
13454 // This part for ReqItem drop
13455 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13457 if(itemid == qinfo->ReqItemId[j] && q_status.m_itemcount[j] < qinfo->ReqItemCount[j] )
13458 return true;
13460 // This part - for ReqSource
13461 for (int j = 0; j < QUEST_SOURCE_ITEM_IDS_COUNT; j++)
13463 // examined item is a source item
13464 if (qinfo->ReqSourceId[j] == itemid && qinfo->ReqSourceRef[j] > 0 && qinfo->ReqSourceRef[j] <= QUEST_OBJECTIVES_COUNT)
13466 uint32 idx = qinfo->ReqSourceRef[j]-1;
13468 // total count of created ReqItems and SourceItems is less than ReqItemCount
13469 if(qinfo->ReqItemId[idx] != 0 &&
13470 q_status.m_itemcount[idx] * qinfo->ReqSourceCount[j] + GetItemCount(itemid,true) < qinfo->ReqItemCount[idx] * qinfo->ReqSourceCount[j])
13471 return true;
13473 // total count of casted ReqCreatureOrGOs and SourceItems is less than ReqCreatureOrGOCount
13474 if (qinfo->ReqCreatureOrGOId[idx] != 0)
13476 if(q_status.m_creatureOrGOcount[idx] * qinfo->ReqSourceCount[j] + GetItemCount(itemid,true) < qinfo->ReqCreatureOrGOCount[idx] * qinfo->ReqSourceCount[j])
13477 return true;
13479 // spell with SPELL_EFFECT_QUEST_COMPLETE or SPELL_EFFECT_SEND_EVENT (with script) case
13480 else if(qinfo->ReqSpell[idx] != 0)
13482 // not casted and need more reagents/item for use.
13483 if(!q_status.m_explored && GetItemCount(itemid,true) < qinfo->ReqSourceCount[j])
13484 return true;
13490 return false;
13493 void Player::SendQuestComplete( uint32 quest_id )
13495 if( quest_id )
13497 WorldPacket data( SMSG_QUESTUPDATE_COMPLETE, 4 );
13498 data << uint32(quest_id);
13499 GetSession()->SendPacket( &data );
13500 sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id );
13504 void Player::SendQuestReward( Quest const *pQuest, uint32 XP, Object * questGiver )
13506 uint32 questid = pQuest->GetQuestId();
13507 sLog.outDebug( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid );
13508 WorldPacket data( SMSG_QUESTGIVER_QUEST_COMPLETE, (4+4+4+4+4) );
13509 data << uint32(questid);
13511 if ( getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
13513 data << uint32(XP);
13514 data << uint32(pQuest->GetRewOrReqMoney());
13516 else
13518 data << uint32(0);
13519 data << uint32(pQuest->GetRewOrReqMoney() + int32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY)));
13522 data << uint32(10*MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest->GetRewHonorableKills()));
13523 data << uint32(pQuest->GetBonusTalents()); // bonus talents
13524 GetSession()->SendPacket( &data );
13526 if (pQuest->GetQuestCompleteScript() != 0)
13527 sWorld.ScriptsStart(sQuestEndScripts, pQuest->GetQuestCompleteScript(), questGiver, this);
13530 void Player::SendQuestFailed( uint32 quest_id )
13532 if( quest_id )
13534 WorldPacket data( SMSG_QUESTGIVER_QUEST_FAILED, 4+4 );
13535 data << quest_id;
13536 data << uint32(0); // failed reason (4 for inventory is full)
13537 GetSession()->SendPacket( &data );
13538 sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
13542 void Player::SendQuestTimerFailed( uint32 quest_id )
13544 if( quest_id )
13546 WorldPacket data( SMSG_QUESTUPDATE_FAILEDTIMER, 4 );
13547 data << quest_id;
13548 GetSession()->SendPacket( &data );
13549 sLog.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
13553 void Player::SendCanTakeQuestResponse( uint32 msg )
13555 WorldPacket data( SMSG_QUESTGIVER_QUEST_INVALID, 4 );
13556 data << uint32(msg);
13557 GetSession()->SendPacket( &data );
13558 sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
13561 void Player::SendPushToPartyResponse( Player *pPlayer, uint32 msg )
13563 if( pPlayer )
13565 WorldPacket data( MSG_QUEST_PUSH_RESULT, (8+1) );
13566 data << uint64(pPlayer->GetGUID());
13567 data << uint8(msg); // valid values: 0-8
13568 GetSession()->SendPacket( &data );
13569 sLog.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT");
13573 void Player::SendQuestUpdateAddItem( Quest const* pQuest, uint32 item_idx, uint32 count )
13575 WorldPacket data( SMSG_QUESTUPDATE_ADD_ITEM, 0 );
13576 sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" );
13577 //data << pQuest->ReqItemId[item_idx];
13578 //data << count;
13579 GetSession()->SendPacket( &data );
13582 void Player::SendQuestUpdateAddCreatureOrGo( Quest const* pQuest, uint64 guid, uint32 creatureOrGO_idx, uint32 old_count, uint32 add_count )
13584 assert(old_count + add_count < 256 && "mob/GO count store in 8 bits 2^8 = 256 (0..256)");
13586 int32 entry = pQuest->ReqCreatureOrGOId[ creatureOrGO_idx ];
13587 if (entry < 0)
13588 // client expected gameobject template id in form (id|0x80000000)
13589 entry = (-entry) | 0x80000000;
13591 WorldPacket data( SMSG_QUESTUPDATE_ADD_KILL, (4*4+8) );
13592 sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" );
13593 data << uint32(pQuest->GetQuestId());
13594 data << uint32(entry);
13595 data << uint32(old_count + add_count);
13596 data << uint32(pQuest->ReqCreatureOrGOCount[ creatureOrGO_idx ]);
13597 data << uint64(guid);
13598 GetSession()->SendPacket(&data);
13600 uint16 log_slot = FindQuestSlot( pQuest->GetQuestId() );
13601 if( log_slot < MAX_QUEST_LOG_SIZE)
13602 SetQuestSlotCounter(log_slot,creatureOrGO_idx,GetQuestSlotCounter(log_slot,creatureOrGO_idx)+add_count);
13605 /*********************************************************/
13606 /*** LOAD SYSTEM ***/
13607 /*********************************************************/
13609 bool Player::MinimalLoadFromDB( QueryResult *result, uint32 guid )
13611 bool delete_result = true;
13612 if(!result)
13614 // 0 1 2 3 4 5 6 7 8 9
13615 result = CharacterDatabase.PQuery("SELECT guid, data, name, position_x, position_y, position_z, map, totaltime, leveltime, at_login FROM characters WHERE guid = '%u'",guid);
13616 if(!result) return false;
13618 else delete_result = false;
13620 Field *fields = result->Fetch();
13622 if(!LoadValues( fields[1].GetString()))
13624 sLog.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded.",GUID_LOPART(guid));
13625 if(delete_result) delete result;
13626 return false;
13629 // overwrite possible wrong/corrupted guid
13630 SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
13632 m_name = fields[2].GetCppString();
13634 Relocate(fields[3].GetFloat(),fields[4].GetFloat(),fields[5].GetFloat());
13635 SetMapId(fields[6].GetUInt32());
13636 // the instance id is not needed at character enum
13638 m_Played_time[0] = fields[7].GetUInt32();
13639 m_Played_time[1] = fields[8].GetUInt32();
13641 m_atLoginFlags = fields[9].GetUInt32();
13643 // I don't see these used anywhere ..
13644 /*_LoadGroup();
13646 _LoadBoundInstances();*/
13648 if (delete_result) delete result;
13650 for (int i = 0; i < PLAYER_SLOTS_COUNT; i++)
13651 m_items[i] = NULL;
13653 if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST) )
13654 m_deathState = DEAD;
13656 return true;
13659 void Player::_LoadDeclinedNames(QueryResult* result)
13661 if(!result)
13662 return;
13664 if(m_declinedname)
13665 delete m_declinedname;
13667 m_declinedname = new DeclinedName;
13668 Field *fields = result->Fetch();
13669 for(int i = 0; i < MAX_DECLINED_NAME_CASES; ++i)
13670 m_declinedname->name[i] = fields[i].GetCppString();
13672 delete result;
13675 bool Player::LoadPositionFromDB(uint32& mapid, float& x,float& y,float& z,float& o, bool& in_flight, uint64 guid)
13677 QueryResult *result = CharacterDatabase.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid));
13678 if(!result)
13679 return false;
13681 Field *fields = result->Fetch();
13683 x = fields[0].GetFloat();
13684 y = fields[1].GetFloat();
13685 z = fields[2].GetFloat();
13686 o = fields[3].GetFloat();
13687 mapid = fields[4].GetUInt32();
13688 in_flight = !fields[5].GetCppString().empty();
13690 delete result;
13691 return true;
13694 bool Player::LoadValuesArrayFromDB(Tokens& data, uint64 guid)
13696 QueryResult *result = CharacterDatabase.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid));
13697 if( !result )
13698 return false;
13700 Field *fields = result->Fetch();
13702 data = StrSplit(fields[0].GetCppString(), " ");
13704 delete result;
13706 return true;
13709 uint32 Player::GetUInt32ValueFromArray(Tokens const& data, uint16 index)
13711 if(index >= data.size())
13712 return 0;
13714 return (uint32)atoi(data[index].c_str());
13717 float Player::GetFloatValueFromArray(Tokens const& data, uint16 index)
13719 float result;
13720 uint32 temp = Player::GetUInt32ValueFromArray(data,index);
13721 memcpy(&result, &temp, sizeof(result));
13723 return result;
13726 uint32 Player::GetUInt32ValueFromDB(uint16 index, uint64 guid)
13728 Tokens data;
13729 if(!LoadValuesArrayFromDB(data,guid))
13730 return 0;
13732 return GetUInt32ValueFromArray(data,index);
13735 float Player::GetFloatValueFromDB(uint16 index, uint64 guid)
13737 float result;
13738 uint32 temp = Player::GetUInt32ValueFromDB(index, guid);
13739 memcpy(&result, &temp, sizeof(result));
13741 return result;
13744 bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
13746 //// 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
13747 //QueryResult *result = CharacterDatabase.PQuery("SELECT guid, account, data, name, race, class, position_x, position_y, position_z, map, orientation, taximask, cinematic, totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, online, death_expire_time, taxi_path, dungeon_difficulty FROM characters WHERE guid = '%u'", guid);
13748 QueryResult *result = holder->GetResult(PLAYER_LOGIN_QUERY_LOADFROM);
13750 if(!result)
13752 sLog.outError("ERROR: Player (GUID: %u) not found in table `characters`, can't load. ",guid);
13753 return false;
13756 Field *fields = result->Fetch();
13758 uint32 dbAccountId = fields[1].GetUInt32();
13760 // check if the character's account in the db and the logged in account match.
13761 // player should be able to load/delete character only with correct account!
13762 if( dbAccountId != GetSession()->GetAccountId() )
13764 sLog.outError("ERROR: Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid,GetSession()->GetAccountId(),dbAccountId);
13765 delete result;
13766 return false;
13769 Object::_Create( guid, 0, HIGHGUID_PLAYER );
13771 m_name = fields[3].GetCppString();
13773 // check name limitations
13774 if(!ObjectMgr::IsValidName(m_name) || GetSession()->GetSecurity() == SEC_PLAYER && objmgr.IsReservedName(m_name))
13776 delete result;
13777 CharacterDatabase.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME),guid);
13778 return false;
13781 if(!LoadValues( fields[2].GetString()))
13783 sLog.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded.",GUID_LOPART(guid));
13784 delete result;
13785 return false;
13788 // overwrite possible wrong/corrupted guid
13789 SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
13791 // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
13792 for(uint8 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
13794 SetUInt64Value( (uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2) ), 0 );
13795 SetVisibleItemSlot(slot,NULL);
13797 if (m_items[slot])
13799 delete m_items[slot];
13800 m_items[slot] = NULL;
13804 // update money limits
13805 if(GetMoney() > MAX_MONEY_AMOUNT)
13806 SetMoney(MAX_MONEY_AMOUNT);
13808 sLog.outDebug("Load Basic value of player %s is: ", m_name.c_str());
13809 outDebugValues();
13811 m_race = fields[4].GetUInt8();
13812 //Need to call it to initialize m_team (m_team can be calculated from m_race)
13813 //Other way is to saves m_team into characters table.
13814 setFactionForRace(m_race);
13815 SetCharm(0);
13817 m_class = fields[5].GetUInt8();
13819 PlayerInfo const *info = objmgr.GetPlayerInfo(m_race, m_class);
13820 if(!info)
13822 sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
13823 delete result;
13824 return false;
13827 InitPrimaryProffesions(); // to max set before any spell loaded
13829 uint32 transGUID = fields[24].GetUInt32();
13830 Relocate(fields[6].GetFloat(),fields[7].GetFloat(),fields[8].GetFloat(),fields[10].GetFloat());
13831 SetMapId(fields[9].GetUInt32());
13832 SetDifficulty(fields[32].GetUInt32()); // may be changed in _LoadGroup
13834 _LoadGroup(holder->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP));
13836 // check arena teams integrity
13837 for(uint32 arena_slot = 0; arena_slot < MAX_ARENA_SLOT; ++arena_slot)
13839 uint32 arena_team_id = GetArenaTeamId(arena_slot);
13840 if(!arena_team_id)
13841 continue;
13843 if(ArenaTeam * at = objmgr.GetArenaTeamById(arena_team_id))
13844 if(at->HaveMember(GetGUID()))
13845 continue;
13847 // arena team not exist or not member, cleanup fields
13848 for(int j =0; j < 6; ++j)
13849 SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arena_slot * 6 + j, 0);
13852 _LoadBoundInstances(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES));
13854 if(!IsPositionValid())
13856 sLog.outError("ERROR: Player (guidlow %d) have invalid coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",guid,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
13858 SetMapId(info->mapId);
13859 Relocate(info->positionX,info->positionY,info->positionZ,0.0f);
13861 transGUID = 0;
13863 m_movementInfo.t_x = 0.0f;
13864 m_movementInfo.t_y = 0.0f;
13865 m_movementInfo.t_z = 0.0f;
13866 m_movementInfo.t_o = 0.0f;
13869 // load the player's map here if it's not already loaded
13870 Map *map = GetMap();
13871 // since the player may not be bound to the map yet, make sure subsequent
13872 // getmap calls won't create new maps
13873 SetInstanceId(map->GetInstanceId());
13875 SaveRecallPosition();
13877 if (transGUID != 0)
13879 m_movementInfo.t_x = fields[20].GetFloat();
13880 m_movementInfo.t_y = fields[21].GetFloat();
13881 m_movementInfo.t_z = fields[22].GetFloat();
13882 m_movementInfo.t_o = fields[23].GetFloat();
13884 if( !MaNGOS::IsValidMapCoord(
13885 GetPositionX()+m_movementInfo.t_x,GetPositionY()+m_movementInfo.t_y,
13886 GetPositionZ()+m_movementInfo.t_z,GetOrientation()+m_movementInfo.t_o) ||
13887 // transport size limited
13888 m_movementInfo.t_x > 50 || m_movementInfo.t_y > 50 || m_movementInfo.t_z > 50 )
13890 sLog.outError("ERROR: Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
13891 guid,GetPositionX()+m_movementInfo.t_x,GetPositionY()+m_movementInfo.t_y,
13892 GetPositionZ()+m_movementInfo.t_z,GetOrientation()+m_movementInfo.t_o);
13894 SetMapId(info->mapId);
13895 Relocate(info->positionX,info->positionY,info->positionZ,0.0f);
13897 m_movementInfo.t_x = 0.0f;
13898 m_movementInfo.t_y = 0.0f;
13899 m_movementInfo.t_z = 0.0f;
13900 m_movementInfo.t_o = 0.0f;
13902 transGUID = 0;
13906 if (transGUID != 0)
13908 for (MapManager::TransportSet::iterator iter = MapManager::Instance().m_Transports.begin(); iter != MapManager::Instance().m_Transports.end(); ++iter)
13910 if( (*iter)->GetGUIDLow() == transGUID)
13912 m_transport = *iter;
13913 m_transport->AddPassenger(this);
13914 SetMapId(m_transport->GetMapId());
13915 break;
13919 if(!m_transport)
13921 sLog.outError("ERROR: Player (guidlow %d) have invalid transport guid (%u). Teleport to default race/class locations.",
13922 guid,transGUID);
13924 SetMapId(info->mapId);
13925 Relocate(info->positionX,info->positionY,info->positionZ,0.0f);
13927 m_movementInfo.t_x = 0.0f;
13928 m_movementInfo.t_y = 0.0f;
13929 m_movementInfo.t_z = 0.0f;
13930 m_movementInfo.t_o = 0.0f;
13932 transGUID = 0;
13936 time_t now = time(NULL);
13937 time_t logoutTime = time_t(fields[16].GetUInt64());
13939 // since last logout (in seconds)
13940 uint64 time_diff = uint64(now - logoutTime);
13942 // set value, including drunk invisibility detection
13943 // calculate sobering. after 15 minutes logged out, the player will be sober again
13944 float soberFactor;
13945 if(time_diff > 15*MINUTE)
13946 soberFactor = 0;
13947 else
13948 soberFactor = 1-time_diff/(15.0f*MINUTE);
13949 uint16 newDrunkenValue = uint16(soberFactor*(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFE));
13950 SetDrunkValue(newDrunkenValue);
13952 m_rest_bonus = fields[15].GetFloat();
13953 //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
13954 float bubble0 = 0.031;
13955 //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
13956 float bubble1 = 0.125;
13958 if((int32)fields[16].GetUInt32() > 0)
13960 float bubble = fields[17].GetUInt32() > 0
13961 ? bubble1*sWorld.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY)
13962 : bubble0*sWorld.getRate(RATE_REST_OFFLINE_IN_WILDERNESS);
13964 SetRestBonus(GetRestBonus()+ time_diff*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble);
13967 m_cinematic = fields[12].GetUInt32();
13968 m_Played_time[0]= fields[13].GetUInt32();
13969 m_Played_time[1]= fields[14].GetUInt32();
13971 m_resetTalentsCost = fields[18].GetUInt32();
13972 m_resetTalentsTime = time_t(fields[19].GetUInt64());
13974 // reserve some flags
13975 uint32 old_safe_flags = GetUInt32Value(PLAYER_FLAGS) & ( PLAYER_FLAGS_HIDE_CLOAK | PLAYER_FLAGS_HIDE_HELM );
13977 if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM) )
13978 SetUInt32Value(PLAYER_FLAGS, 0 | old_safe_flags);
13980 m_taxi.LoadTaxiMask( fields[11].GetString() ); // must be before InitTaxiNodesForLevel
13982 uint32 extraflags = fields[25].GetUInt32();
13984 m_stableSlots = fields[26].GetUInt32();
13985 if(m_stableSlots > 4)
13987 sLog.outError("Player can have not more 4 stable slots, but have in DB %u",uint32(m_stableSlots));
13988 m_stableSlots = 4;
13991 m_atLoginFlags = fields[27].GetUInt32();
13993 // Honor system
13994 // Update Honor kills data
13995 m_lastHonorUpdateTime = logoutTime;
13996 UpdateHonorFields();
13998 m_deathExpireTime = (time_t)fields[30].GetUInt64();
13999 if(m_deathExpireTime > now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP)
14000 m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP-1;
14002 std::string taxi_nodes = fields[31].GetCppString();
14004 delete result;
14006 // clear channel spell data (if saved at channel spell casting)
14007 SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT, 0);
14008 SetUInt32Value(UNIT_CHANNEL_SPELL,0);
14010 // clear charm/summon related fields
14011 SetCharm(NULL);
14012 SetPet(NULL);
14013 SetCharmerGUID(NULL);
14014 SetOwnerGUID(NULL);
14015 SetCreatorGUID(NULL);
14017 // reset some aura modifiers before aura apply
14018 SetFarSight(NULL);
14019 SetUInt32Value(PLAYER_TRACK_CREATURES, 0 );
14020 SetUInt32Value(PLAYER_TRACK_RESOURCES, 0 );
14022 // reset skill modifiers and set correct unlearn flags
14023 for (uint32 i = 0; i < PLAYER_MAX_SKILLS; i++)
14025 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
14027 // set correct unlearn bit
14028 uint32 id = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
14029 if(!id) continue;
14031 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(id);
14032 if(!pSkill) continue;
14034 // enable unlearn button for primary professions only
14035 if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION)
14036 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,1));
14037 else
14038 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,0));
14041 // make sure the unit is considered out of combat for proper loading
14042 ClearInCombat();
14044 // make sure the unit is considered not in duel for proper loading
14045 SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
14046 SetUInt32Value(PLAYER_DUEL_TEAM, 0);
14048 // remember loaded power/health values to restore after stats initialization and modifier applying
14049 uint32 savedHealth = GetHealth();
14050 uint32 savedPower[MAX_POWERS];
14051 for(uint32 i = 0; i < MAX_POWERS; ++i)
14052 savedPower[i] = GetPower(Powers(i));
14054 // reset stats before loading any modifiers
14055 InitStatsForLevel();
14056 InitTaxiNodesForLevel();
14057 InitGlyphsForLevel();
14059 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
14061 //mails are loaded only when needed ;-) - when player in game click on mailbox.
14062 //_LoadMail();
14064 _LoadAuras(holder->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS), time_diff);
14066 // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
14067 if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST) )
14068 m_deathState = DEAD;
14070 _LoadSpells(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS));
14072 // after spell load
14073 InitTalentForLevel();
14074 learnSkillRewardedSpells();
14076 // after spell load, learn rewarded spell if need also
14077 _LoadQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS));
14078 _LoadDailyQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS));
14080 _LoadTutorials(holder->GetResult(PLAYER_LOGIN_QUERY_LOADTUTORIALS));
14082 // must be before inventory (some items required reputation check)
14083 _LoadReputation(holder->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION));
14085 _LoadInventory(holder->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY), time_diff);
14087 // update items with duration and realtime
14088 UpdateItemDuration(time_diff, true);
14090 _LoadActions(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS));
14092 // unread mails and next delivery time, actual mails not loaded
14093 _LoadMailInit(holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT), holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE));
14095 m_social = sSocialMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST), GetGUIDLow());
14097 if(!_LoadHomeBind(holder->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND)))
14098 return false;
14100 // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
14101 // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
14102 if(uint32 curTitle = GetUInt32Value(PLAYER_CHOSEN_TITLE))
14104 if(!HasTitle(curTitle))
14105 SetUInt32Value(PLAYER_CHOSEN_TITLE,0);
14108 // Not finish taxi flight path
14109 if(!m_taxi.LoadTaxiDestinationsFromString(taxi_nodes))
14111 // problems with taxi path loading
14112 TaxiNodesEntry const* nodeEntry = NULL;
14113 if(uint32 node_id = m_taxi.GetTaxiSource())
14114 nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
14116 if(!nodeEntry) // don't know taxi start node, to homebind
14118 sLog.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow());
14119 SetMapId(m_homebindMapId);
14120 Relocate( m_homebindX, m_homebindY, m_homebindZ,0.0f);
14121 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14123 else // have start node, to it
14125 sLog.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
14126 SetMapId(nodeEntry->map_id);
14127 Relocate(nodeEntry->x, nodeEntry->y, nodeEntry->z,0.0f);
14128 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14130 m_taxi.ClearTaxiDestinations();
14132 else if(uint32 node_id = m_taxi.GetTaxiSource())
14134 // save source node as recall coord to prevent recall and fall from sky
14135 TaxiNodesEntry const* nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
14136 assert(nodeEntry); // checked in m_taxi.LoadTaxiDestinationsFromString
14137 m_recallMap = nodeEntry->map_id;
14138 m_recallX = nodeEntry->x;
14139 m_recallY = nodeEntry->y;
14140 m_recallZ = nodeEntry->z;
14142 // flight will started later
14145 _LoadSpellCooldowns(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS));
14147 // Spell code allow apply any auras to dead character in load time in aura/spell/item loading
14148 // Do now before stats re-calculation cleanup for ghost state unexpected auras
14149 if(!isAlive())
14150 RemoveAllAurasOnDeath();
14152 //apply all stat bonuses from items and auras
14153 SetCanModifyStats(true);
14154 UpdateAllStats();
14156 // restore remembered power/health values (but not more max values)
14157 SetHealth(savedHealth > GetMaxHealth() ? GetMaxHealth() : savedHealth);
14158 for(uint32 i = 0; i < MAX_POWERS; ++i)
14159 SetPower(Powers(i),savedPower[i] > GetMaxPower(Powers(i)) ? GetMaxPower(Powers(i)) : savedPower[i]);
14161 sLog.outDebug("The value of player %s after load item and aura is: ", m_name.c_str());
14162 outDebugValues();
14164 // GM state
14165 if(GetSession()->GetSecurity() > SEC_PLAYER)
14167 switch(sWorld.getConfig(CONFIG_GM_LOGIN_STATE))
14169 default:
14170 case 0: break; // disable
14171 case 1: SetGameMaster(true); break; // enable
14172 case 2: // save state
14173 if(extraflags & PLAYER_EXTRA_GM_ON)
14174 SetGameMaster(true);
14175 break;
14178 switch(sWorld.getConfig(CONFIG_GM_ACCEPT_TICKETS))
14180 default:
14181 case 0: break; // disable
14182 case 1: SetAcceptTicket(true); break; // enable
14183 case 2: // save state
14184 if(extraflags & PLAYER_EXTRA_GM_ACCEPT_TICKETS)
14185 SetAcceptTicket(true);
14186 break;
14189 switch(sWorld.getConfig(CONFIG_GM_CHAT))
14191 default:
14192 case 0: break; // disable
14193 case 1: SetGMChat(true); break; // enable
14194 case 2: // save state
14195 if(extraflags & PLAYER_EXTRA_GM_CHAT)
14196 SetGMChat(true);
14197 break;
14200 switch(sWorld.getConfig(CONFIG_GM_WISPERING_TO))
14202 default:
14203 case 0: break; // disable
14204 case 1: SetAcceptWhispers(true); break; // enable
14205 case 2: // save state
14206 if(extraflags & PLAYER_EXTRA_ACCEPT_WHISPERS)
14207 SetAcceptWhispers(true);
14208 break;
14212 _LoadDeclinedNames(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES));
14214 InitRunes();
14216 m_achievementMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS), holder->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS));
14217 m_achievementMgr.CheckAllAchievementCriteria();
14218 return true;
14221 bool Player::isAllowedToLoot(Creature* creature)
14223 if(Player* recipient = creature->GetLootRecipient())
14225 if (recipient == this)
14226 return true;
14227 if( Group* otherGroup = recipient->GetGroup())
14229 Group* thisGroup = GetGroup();
14230 if(!thisGroup)
14231 return false;
14232 return thisGroup == otherGroup;
14234 return false;
14236 else
14237 // prevent other players from looting if the recipient got disconnected
14238 return !creature->hasLootRecipient();
14241 void Player::_LoadActions(QueryResult *result)
14243 m_actionButtons.clear();
14245 //QueryResult *result = CharacterDatabase.PQuery("SELECT button,action,type,misc FROM character_action WHERE guid = '%u' ORDER BY button",GetGUIDLow());
14247 if(result)
14251 Field *fields = result->Fetch();
14253 uint8 button = fields[0].GetUInt8();
14255 addActionButton(button, fields[1].GetUInt16(), fields[2].GetUInt8(), fields[3].GetUInt8());
14257 m_actionButtons[button].uState = ACTIONBUTTON_UNCHANGED;
14259 while( result->NextRow() );
14261 delete result;
14265 void Player::_LoadAuras(QueryResult *result, uint32 timediff)
14267 m_Auras.clear();
14268 for (int i = 0; i < TOTAL_AURAS; i++)
14269 m_modAuras[i].clear();
14271 //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
14273 if(result)
14277 Field *fields = result->Fetch();
14278 uint64 caster_guid = fields[0].GetUInt64();
14279 uint32 spellid = fields[1].GetUInt32();
14280 uint32 effindex = fields[2].GetUInt32();
14281 uint32 stackcount = fields[3].GetUInt32();
14282 int32 damage = (int32)fields[4].GetUInt32();
14283 int32 maxduration = (int32)fields[5].GetUInt32();
14284 int32 remaintime = (int32)fields[6].GetUInt32();
14285 int32 remaincharges = (int32)fields[7].GetUInt32();
14287 SpellEntry const* spellproto = sSpellStore.LookupEntry(spellid);
14288 if(!spellproto)
14290 sLog.outError("Unknown aura (spellid %u, effindex %u), ignore.",spellid,effindex);
14291 continue;
14294 if(effindex >= 3)
14296 sLog.outError("Invalid effect index (spellid %u, effindex %u), ignore.",spellid,effindex);
14297 continue;
14300 // negative effects should continue counting down after logout
14301 if (remaintime != -1 && !IsPositiveEffect(spellid, effindex))
14303 if(remaintime <= int32(timediff))
14304 continue;
14306 remaintime -= timediff;
14309 // prevent wrong values of remaincharges
14310 if(spellproto->procCharges)
14312 if(remaincharges <= 0 || remaincharges > spellproto->procCharges)
14313 remaincharges = spellproto->procCharges;
14315 else
14316 remaincharges = 0;
14318 //do not load single target auras (unless they were cast by the player)
14319 if (caster_guid != GetGUID() && IsSingleTargetSpell(spellproto))
14320 continue;
14322 for(uint32 i=0; i<stackcount; i++)
14324 Aura* aura = CreateAura(spellproto, effindex, NULL, this, NULL);
14325 if(!damage)
14326 damage = aura->GetModifier()->m_amount;
14327 aura->SetLoadedState(caster_guid,damage,maxduration,remaintime,remaincharges);
14328 AddAura(aura);
14329 sLog.outString("Added aura spellid %u, effect %u", spellproto->Id, effindex);
14332 while( result->NextRow() );
14334 delete result;
14337 if(m_class == CLASS_WARRIOR)
14338 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE,true);
14341 void Player::LoadCorpse()
14343 if( isAlive() )
14345 ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
14347 else
14349 if(Corpse *corpse = GetCorpse())
14351 ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, corpse && !sMapStore.LookupEntry(corpse->GetMapId())->Instanceable() );
14353 else
14355 //Prevent Dead Player login without corpse
14356 ResurrectPlayer(0.5f);
14361 void Player::_LoadInventory(QueryResult *result, uint32 timediff)
14363 //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());
14364 std::map<uint64, Bag*> bagMap; // fast guid lookup for bags
14365 //NOTE: the "order by `bag`" is important because it makes sure
14366 //the bagMap is filled before items in the bags are loaded
14367 //NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?)
14368 //expected to be equipped before offhand items (TODO: fixme)
14370 uint32 zone = GetZoneId();
14372 if (result)
14374 std::list<Item*> problematicItems;
14376 // prevent items from being added to the queue when stored
14377 m_itemUpdateQueueBlocked = true;
14380 Field *fields = result->Fetch();
14381 uint32 bag_guid = fields[1].GetUInt32();
14382 uint8 slot = fields[2].GetUInt8();
14383 uint32 item_guid = fields[3].GetUInt32();
14384 uint32 item_id = fields[4].GetUInt32();
14386 ItemPrototype const * proto = objmgr.GetItemPrototype(item_id);
14388 if(!proto)
14390 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14391 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid);
14392 sLog.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id );
14393 continue;
14396 Item *item = NewItemOrBag(proto);
14398 if(!item->LoadFromDB(item_guid, GetGUID(), result))
14400 sLog.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id );
14401 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14402 item->FSetState(ITEM_REMOVED);
14403 item->SaveToDB(); // it also deletes item object !
14404 continue;
14407 // not allow have in alive state item limited to another map/zone
14408 if(isAlive() && item->IsLimitedToAnotherMapOrZone(GetMapId(),zone) )
14410 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14411 item->FSetState(ITEM_REMOVED);
14412 item->SaveToDB(); // it also deletes item object !
14413 continue;
14416 // "Conjured items disappear if you are logged out for more than 15 minutes"
14417 if ((timediff > 15*60) && (item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_CONJURED)))
14419 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14420 item->FSetState(ITEM_REMOVED);
14421 item->SaveToDB(); // it also deletes item object !
14422 continue;
14425 bool success = true;
14427 if (!bag_guid)
14429 // the item is not in a bag
14430 item->SetContainer( NULL );
14431 item->SetSlot(slot);
14433 if( IsInventoryPos( INVENTORY_SLOT_BAG_0, slot ) )
14435 ItemPosCountVec dest;
14436 if( CanStoreItem( INVENTORY_SLOT_BAG_0, slot, dest, item, false ) == EQUIP_ERR_OK )
14437 item = StoreItem(dest, item, true);
14438 else
14439 success = false;
14441 else if( IsEquipmentPos( INVENTORY_SLOT_BAG_0, slot ) )
14443 uint16 dest;
14444 if( CanEquipItem( slot, dest, item, false, false ) == EQUIP_ERR_OK )
14445 QuickEquipItem(dest, item);
14446 else
14447 success = false;
14449 else if( IsBankPos( INVENTORY_SLOT_BAG_0, slot ) )
14451 ItemPosCountVec dest;
14452 if( CanBankItem( INVENTORY_SLOT_BAG_0, slot, dest, item, false, false ) == EQUIP_ERR_OK )
14453 item = BankItem(dest, item, true);
14454 else
14455 success = false;
14458 if(success)
14460 // store bags that may contain items in them
14461 if(item->IsBag() && IsBagPos(item->GetPos()))
14462 bagMap[item_guid] = (Bag*)item;
14465 else
14467 item->SetSlot(NULL_SLOT);
14468 // the item is in a bag, find the bag
14469 std::map<uint64, Bag*>::iterator itr = bagMap.find(bag_guid);
14470 if(itr != bagMap.end())
14471 itr->second->StoreItem(slot, item, true );
14472 else
14473 success = false;
14476 // item's state may have changed after stored
14477 if (success)
14478 item->SetState(ITEM_UNCHANGED, this);
14479 else
14481 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);
14482 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14483 problematicItems.push_back(item);
14485 } while (result->NextRow());
14487 delete result;
14488 m_itemUpdateQueueBlocked = false;
14490 // send by mail problematic items
14491 while(!problematicItems.empty())
14493 // fill mail
14494 MailItemsInfo mi; // item list preparing
14496 for(int i = 0; !problematicItems.empty() && i < MAX_MAIL_ITEMS; ++i)
14498 Item* item = problematicItems.front();
14499 problematicItems.pop_front();
14501 mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item);
14504 std::string subject = GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM);
14506 WorldSession::SendMailTo(this, MAIL_NORMAL, MAIL_STATIONERY_GM, GetGUIDLow(), GetGUIDLow(), subject, 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE);
14509 //if(isAlive())
14510 _ApplyAllItemMods();
14513 // load mailed item which should receive current player
14514 void Player::_LoadMailedItems(Mail *mail)
14516 QueryResult* result = CharacterDatabase.PQuery("SELECT item_guid, item_template FROM mail_items WHERE mail_id='%u'", mail->messageID);
14517 if(!result)
14518 return;
14522 Field *fields = result->Fetch();
14523 uint32 item_guid_low = fields[0].GetUInt32();
14524 uint32 item_template = fields[1].GetUInt32();
14526 mail->AddItem(item_guid_low, item_template);
14528 ItemPrototype const *proto = objmgr.GetItemPrototype(item_template);
14530 if(!proto)
14532 sLog.outError( "Player %u have unknown item_template (ProtoType) in mailed items(GUID: %u template: %u) in mail (%u), deleted.", GetGUIDLow(), item_guid_low, item_template,mail->messageID);
14533 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low);
14534 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low);
14535 continue;
14538 Item *item = NewItemOrBag(proto);
14540 if(!item->LoadFromDB(item_guid_low, 0))
14542 sLog.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail->messageID, item_guid_low);
14543 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low);
14544 item->FSetState(ITEM_REMOVED);
14545 item->SaveToDB(); // it also deletes item object !
14546 continue;
14549 AddMItem(item);
14550 } while (result->NextRow());
14552 delete result;
14555 void Player::_LoadMailInit(QueryResult *resultUnread, QueryResult *resultDelivery)
14557 //set a count of unread mails
14558 //QueryResult *resultMails = CharacterDatabase.PQuery("SELECT COUNT(id) FROM mail WHERE receiver = '%u' AND (checked & 1)=0 AND deliver_time <= '" I64FMTD "'", GUID_LOPART(playerGuid),(uint64)cTime);
14559 if (resultUnread)
14561 Field *fieldMail = resultUnread->Fetch();
14562 unReadMails = fieldMail[0].GetUInt8();
14563 delete resultUnread;
14566 // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
14567 //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
14568 if (resultDelivery)
14570 Field *fieldMail = resultDelivery->Fetch();
14571 m_nextMailDelivereTime = (time_t)fieldMail[0].GetUInt64();
14572 delete resultDelivery;
14576 void Player::_LoadMail()
14578 m_mail.clear();
14579 //mails are in right order 0 1 2 3 4 5 6 7 8 9 10 11 12 13
14580 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());
14581 if(result)
14585 Field *fields = result->Fetch();
14586 Mail *m = new Mail;
14587 m->messageID = fields[0].GetUInt32();
14588 m->messageType = fields[1].GetUInt8();
14589 m->sender = fields[2].GetUInt32();
14590 m->receiver = fields[3].GetUInt32();
14591 m->subject = fields[4].GetCppString();
14592 m->itemTextId = fields[5].GetUInt32();
14593 bool has_items = fields[6].GetBool();
14594 m->expire_time = (time_t)fields[7].GetUInt64();
14595 m->deliver_time = (time_t)fields[8].GetUInt64();
14596 m->money = fields[9].GetUInt32();
14597 m->COD = fields[10].GetUInt32();
14598 m->checked = fields[11].GetUInt32();
14599 m->stationery = fields[12].GetUInt8();
14600 m->mailTemplateId = fields[13].GetInt16();
14602 if(m->mailTemplateId && !sMailTemplateStore.LookupEntry(m->mailTemplateId))
14604 sLog.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m->messageID, m->mailTemplateId);
14605 m->mailTemplateId = 0;
14608 m->state = MAIL_STATE_UNCHANGED;
14610 if (has_items)
14611 _LoadMailedItems(m);
14613 m_mail.push_back(m);
14614 } while( result->NextRow() );
14615 delete result;
14617 m_mailsLoaded = true;
14620 void Player::LoadPet()
14622 //fixme: the pet should still be loaded if the player is not in world
14623 // just not added to the map
14624 if(IsInWorld())
14626 Pet *pet = new Pet;
14627 if(!pet->LoadPetFromDB(this,0,0,true))
14628 delete pet;
14632 void Player::_LoadQuestStatus(QueryResult *result)
14634 mQuestStatus.clear();
14636 uint32 slot = 0;
14638 //// 0 1 2 3 4 5 6 7 8 9 10 11 12
14639 //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());
14641 if(result)
14645 Field *fields = result->Fetch();
14647 uint32 quest_id = fields[0].GetUInt32();
14648 // used to be new, no delete?
14649 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
14650 if( pQuest )
14652 // find or create
14653 QuestStatusData& questStatusData = mQuestStatus[quest_id];
14655 uint32 qstatus = fields[1].GetUInt32();
14656 if(qstatus < MAX_QUEST_STATUS)
14657 questStatusData.m_status = QuestStatus(qstatus);
14658 else
14660 questStatusData.m_status = QUEST_STATUS_NONE;
14661 sLog.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id,qstatus);
14664 questStatusData.m_rewarded = ( fields[2].GetUInt8() > 0 );
14665 questStatusData.m_explored = ( fields[3].GetUInt8() > 0 );
14667 time_t quest_time = time_t(fields[4].GetUInt64());
14669 if( pQuest->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) && !GetQuestRewardStatus(quest_id) && questStatusData.m_status != QUEST_STATUS_NONE )
14671 AddTimedQuest( quest_id );
14673 if (quest_time <= sWorld.GetGameTime())
14674 questStatusData.m_timer = 1;
14675 else
14676 questStatusData.m_timer = (quest_time - sWorld.GetGameTime()) * 1000;
14678 else
14679 quest_time = 0;
14681 questStatusData.m_creatureOrGOcount[0] = fields[5].GetUInt32();
14682 questStatusData.m_creatureOrGOcount[1] = fields[6].GetUInt32();
14683 questStatusData.m_creatureOrGOcount[2] = fields[7].GetUInt32();
14684 questStatusData.m_creatureOrGOcount[3] = fields[8].GetUInt32();
14685 questStatusData.m_itemcount[0] = fields[9].GetUInt32();
14686 questStatusData.m_itemcount[1] = fields[10].GetUInt32();
14687 questStatusData.m_itemcount[2] = fields[11].GetUInt32();
14688 questStatusData.m_itemcount[3] = fields[12].GetUInt32();
14690 questStatusData.uState = QUEST_UNCHANGED;
14692 // add to quest log
14693 if( slot < MAX_QUEST_LOG_SIZE &&
14694 ( questStatusData.m_status==QUEST_STATUS_INCOMPLETE ||
14695 questStatusData.m_status==QUEST_STATUS_COMPLETE &&
14696 (!questStatusData.m_rewarded || pQuest->IsDaily()) ) )
14698 SetQuestSlot(slot,quest_id,quest_time);
14700 if(questStatusData.m_status == QUEST_STATUS_COMPLETE)
14701 SetQuestSlotState(slot,QUEST_STATE_COMPLETE);
14703 for(uint8 idx = 0; idx < QUEST_OBJECTIVES_COUNT; ++idx)
14704 if(questStatusData.m_creatureOrGOcount[idx])
14705 SetQuestSlotCounter(slot,idx,questStatusData.m_creatureOrGOcount[idx]);
14707 ++slot;
14710 if(questStatusData.m_rewarded)
14712 // learn rewarded spell if unknown
14713 learnQuestRewardedSpells(pQuest);
14715 // set rewarded title if any
14716 if(pQuest->GetCharTitleId())
14718 if(CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId()))
14719 SetTitle(titleEntry);
14723 sLog.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData.m_status, quest_id, GetGUIDLow());
14726 while( result->NextRow() );
14728 delete result;
14731 // clear quest log tail
14732 for ( uint16 i = slot; i < MAX_QUEST_LOG_SIZE; ++i )
14733 SetQuestSlot(i,0);
14736 void Player::_LoadDailyQuestStatus(QueryResult *result)
14738 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
14739 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0);
14741 //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
14743 if(result)
14745 uint32 quest_daily_idx = 0;
14749 if(quest_daily_idx >= PLAYER_MAX_DAILY_QUESTS) // max amount with exist data in query
14751 sLog.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow());
14752 break;
14755 Field *fields = result->Fetch();
14757 uint32 quest_id = fields[0].GetUInt32();
14759 // save _any_ from daily quest times (it must be after last reset anyway)
14760 m_lastDailyQuestTime = (time_t)fields[1].GetUInt64();
14762 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
14763 if( !pQuest )
14764 continue;
14766 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id);
14767 ++quest_daily_idx;
14769 sLog.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id, GetGUIDLow());
14771 while( result->NextRow() );
14773 delete result;
14776 m_DailyQuestChanged = false;
14779 void Player::_LoadReputation(QueryResult *result)
14781 m_factions.clear();
14783 // Set initial reputations (so everything is nifty before DB data load)
14784 SetInitialFactions();
14786 //QueryResult *result = CharacterDatabase.PQuery("SELECT faction,standing,flags FROM character_reputation WHERE guid = '%u'",GetGUIDLow());
14788 if(result)
14792 Field *fields = result->Fetch();
14794 FactionEntry const *factionEntry = sFactionStore.LookupEntry(fields[0].GetUInt32());
14795 if( factionEntry && (factionEntry->reputationListID >= 0))
14797 FactionState* faction = &m_factions[factionEntry->reputationListID];
14799 // update standing to current
14800 faction->Standing = int32(fields[1].GetUInt32());
14802 uint32 dbFactionFlags = fields[2].GetUInt32();
14804 if( dbFactionFlags & FACTION_FLAG_VISIBLE )
14805 SetFactionVisible(faction); // have internal checks for forced invisibility
14807 if( dbFactionFlags & FACTION_FLAG_INACTIVE)
14808 SetFactionInactive(faction,true); // have internal checks for visibility requirement
14810 if( dbFactionFlags & FACTION_FLAG_AT_WAR ) // DB at war
14811 SetFactionAtWar(faction,true); // have internal checks for FACTION_FLAG_PEACE_FORCED
14812 else // DB not at war
14814 // allow remove if visible (and then not FACTION_FLAG_INVISIBLE_FORCED or FACTION_FLAG_HIDDEN)
14815 if( faction->Flags & FACTION_FLAG_VISIBLE )
14816 SetFactionAtWar(faction,false); // have internal checks for FACTION_FLAG_PEACE_FORCED
14819 // set atWar for hostile
14820 if(GetReputationRank(factionEntry) <= REP_HOSTILE)
14821 SetFactionAtWar(faction,true);
14823 // reset changed flag if values similar to saved in DB
14824 if(faction->Flags==dbFactionFlags)
14825 faction->Changed = false;
14828 while( result->NextRow() );
14830 delete result;
14834 void Player::_LoadSpells(QueryResult *result)
14836 for (PlayerSpellMap::iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
14837 delete itr->second;
14838 m_spells.clear();
14840 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,slot,active FROM character_spell WHERE guid = '%u'",GetGUIDLow());
14842 if(result)
14846 Field *fields = result->Fetch();
14848 addSpell(fields[0].GetUInt16(), fields[2].GetBool(), false, true, fields[1].GetUInt16(), fields[3].GetBool());
14850 while( result->NextRow() );
14852 delete result;
14856 void Player::_LoadTutorials(QueryResult *result)
14858 //QueryResult *result = CharacterDatabase.PQuery("SELECT tut0,tut1,tut2,tut3,tut4,tut5,tut6,tut7 FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetAccountId(), realmid);
14860 if(result)
14864 Field *fields = result->Fetch();
14866 for (int iI=0; iI<8; iI++)
14867 m_Tutorials[iI] = fields[iI].GetUInt32();
14869 while( result->NextRow() );
14871 delete result;
14874 m_TutorialsChanged = false;
14877 void Player::_LoadGroup(QueryResult *result)
14879 //QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
14880 if(result)
14882 uint64 leaderGuid = MAKE_NEW_GUID((*result)[0].GetUInt32(), 0, HIGHGUID_PLAYER);
14883 delete result;
14884 Group* group = objmgr.GetGroupByLeader(leaderGuid);
14885 if(group)
14887 uint8 subgroup = group->GetMemberGroup(GetGUID());
14888 SetGroup(group, subgroup);
14889 if(getLevel() >= LEVELREQUIREMENT_HEROIC)
14891 // the group leader may change the instance difficulty while the player is offline
14892 SetDifficulty(group->GetDifficulty());
14898 void Player::_LoadBoundInstances(QueryResult *result)
14900 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
14901 m_boundInstances[i].clear();
14903 Group *group = GetGroup();
14905 //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));
14906 if(result)
14910 Field *fields = result->Fetch();
14911 bool perm = fields[1].GetBool();
14912 uint32 mapId = fields[2].GetUInt32();
14913 uint32 instanceId = fields[0].GetUInt32();
14914 uint8 difficulty = fields[3].GetUInt8();
14915 time_t resetTime = (time_t)fields[4].GetUInt64();
14916 // the resettime for normal instances is only saved when the InstanceSave is unloaded
14917 // so the value read from the DB may be wrong here but only if the InstanceSave is loaded
14918 // and in that case it is not used
14920 if(!perm && group)
14922 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);
14923 CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId);
14924 continue;
14927 // since non permanent binds are always solo bind, they can always be reset
14928 InstanceSave *save = sInstanceSaveManager.AddInstanceSave(mapId, instanceId, difficulty, resetTime, !perm, true);
14929 if(save) BindToInstance(save, perm, true);
14930 } while(result->NextRow());
14931 delete result;
14935 InstancePlayerBind* Player::GetBoundInstance(uint32 mapid, uint8 difficulty)
14937 // some instances only have one difficulty
14938 const MapEntry* entry = sMapStore.LookupEntry(mapid);
14939 if(!entry || !entry->SupportsHeroicMode()) difficulty = DIFFICULTY_NORMAL;
14941 BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
14942 if(itr != m_boundInstances[difficulty].end())
14943 return &itr->second;
14944 else
14945 return NULL;
14948 void Player::UnbindInstance(uint32 mapid, uint8 difficulty, bool unload)
14950 BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
14951 UnbindInstance(itr, difficulty, unload);
14954 void Player::UnbindInstance(BoundInstancesMap::iterator &itr, uint8 difficulty, bool unload)
14956 if(itr != m_boundInstances[difficulty].end())
14958 if(!unload) CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr->second.save->GetInstanceId());
14959 itr->second.save->RemovePlayer(this); // save can become invalid
14960 m_boundInstances[difficulty].erase(itr++);
14964 InstancePlayerBind* Player::BindToInstance(InstanceSave *save, bool permanent, bool load)
14966 if(save)
14968 InstancePlayerBind& bind = m_boundInstances[save->GetDifficulty()][save->GetMapId()];
14969 if(bind.save)
14971 // update the save when the group kills a boss
14972 if(permanent != bind.perm || save != bind.save)
14973 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());
14975 else
14976 if(!load) CharacterDatabase.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save->GetInstanceId(), permanent);
14978 if(bind.save != save)
14980 if(bind.save) bind.save->RemovePlayer(this);
14981 save->AddPlayer(this);
14984 if(permanent) save->SetCanReset(false);
14986 bind.save = save;
14987 bind.perm = permanent;
14988 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());
14989 return &bind;
14991 else
14992 return NULL;
14995 void Player::SendRaidInfo()
14997 WorldPacket data(SMSG_RAID_INSTANCE_INFO, 4);
14999 uint32 counter = 0, i;
15000 for(i = 0; i < TOTAL_DIFFICULTIES; i++)
15001 for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); itr++)
15002 if(itr->second.perm) counter++;
15004 data << counter;
15005 for(i = 0; i < TOTAL_DIFFICULTIES; i++)
15007 for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); itr++)
15009 if(itr->second.perm)
15011 InstanceSave *save = itr->second.save;
15012 data << (save->GetMapId());
15013 data << (uint32)(save->GetResetTime() - time(NULL));
15014 data << save->GetInstanceId();
15015 data << uint32(counter);
15016 counter--;
15020 GetSession()->SendPacket(&data);
15024 - called on every successful teleportation to a map
15026 void Player::SendSavedInstances()
15028 bool hasBeenSaved = false;
15029 WorldPacket data;
15031 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
15033 for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
15035 if(itr->second.perm) // only permanent binds are sent
15037 hasBeenSaved = true;
15038 break;
15043 //Send opcode 811. true or false means, whether you have current raid/heroic instances
15044 data.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP);
15045 data << uint32(hasBeenSaved);
15046 GetSession()->SendPacket(&data);
15048 if(!hasBeenSaved)
15049 return;
15051 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
15053 for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
15055 if(itr->second.perm)
15057 data.Initialize(SMSG_UPDATE_LAST_INSTANCE);
15058 data << uint32(itr->second.save->GetMapId());
15059 GetSession()->SendPacket(&data);
15065 /// convert the player's binds to the group
15066 void Player::ConvertInstancesToGroup(Player *player, Group *group, uint64 player_guid)
15068 bool has_binds = false;
15069 bool has_solo = false;
15071 if(player) { player_guid = player->GetGUID(); if(!group) group = player->GetGroup(); }
15072 assert(player_guid);
15074 // copy all binds to the group, when changing leader it's assumed the character
15075 // will not have any solo binds
15077 if(player)
15079 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
15081 for (BoundInstancesMap::iterator itr = player->m_boundInstances[i].begin(); itr != player->m_boundInstances[i].end();)
15083 has_binds = true;
15084 if(group) group->BindToInstance(itr->second.save, itr->second.perm, true);
15085 // permanent binds are not removed
15086 if(!itr->second.perm)
15088 player->UnbindInstance(itr, i, true); // increments itr
15089 has_solo = true;
15091 else
15092 ++itr;
15097 // if the player's not online we don't know what binds it has
15098 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));
15099 // the following should not get executed when changing leaders
15100 if(!player || has_solo) CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid));
15103 bool Player::_LoadHomeBind(QueryResult *result)
15105 bool ok = false;
15106 //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
15107 if (result)
15109 Field *fields = result->Fetch();
15110 m_homebindMapId = fields[0].GetUInt32();
15111 m_homebindZoneId = fields[1].GetUInt16();
15112 m_homebindX = fields[2].GetFloat();
15113 m_homebindY = fields[3].GetFloat();
15114 m_homebindZ = fields[4].GetFloat();
15115 delete result;
15117 // accept saved data only for valid position (and non instanceable)
15118 if( MapManager::IsValidMapCoord(m_homebindMapId,m_homebindX,m_homebindY,m_homebindZ) &&
15119 !sMapStore.LookupEntry(m_homebindMapId)->Instanceable() )
15121 ok = true;
15123 else
15124 CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
15127 if(!ok)
15129 PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass());
15130 if(!info) return false;
15132 m_homebindMapId = info->mapId;
15133 m_homebindZoneId = info->zoneId;
15134 m_homebindX = info->positionX;
15135 m_homebindY = info->positionY;
15136 m_homebindZ = info->positionZ;
15138 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);
15141 DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f\n",
15142 m_homebindMapId, m_homebindZoneId, m_homebindX, m_homebindY, m_homebindZ);
15144 return true;
15147 /*********************************************************/
15148 /*** SAVE SYSTEM ***/
15149 /*********************************************************/
15151 void Player::SaveToDB()
15153 // delay auto save at any saves (manual, in code, or autosave)
15154 m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE);
15156 // first save/honor gain after midnight will also update the player's honor fields
15157 UpdateHonorFields();
15159 // Must saved before enter into BattleGround
15160 if(InBattleGround())
15161 return;
15163 int is_save_resting = HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) ? 1 : 0;
15164 //save, far from tavern/city
15165 //save, but in tavern/city
15166 sLog.outDebug("The value of player %s at save: ", m_name.c_str());
15167 outDebugValues();
15169 // save state (after auras removing), if aura remove some flags then it must set it back by self)
15170 uint32 tmp_bytes = GetUInt32Value(UNIT_FIELD_BYTES_1);
15171 uint32 tmp_bytes2 = GetUInt32Value(UNIT_FIELD_BYTES_2);
15172 uint32 tmp_flags = GetUInt32Value(UNIT_FIELD_FLAGS);
15173 uint32 tmp_pflags = GetUInt32Value(PLAYER_FLAGS);
15174 uint32 tmp_displayid = GetDisplayId();
15176 // Set player sit state to standing on save, also stealth and shifted form
15177 SetByteValue(UNIT_FIELD_BYTES_1, 0, 0); // stand state
15178 SetByteValue(UNIT_FIELD_BYTES_2, 3, 0); // shapeshift
15179 SetByteValue(UNIT_FIELD_BYTES_1, 3, 0); // stand flags?
15180 RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED);
15181 SetDisplayId(GetNativeDisplayId());
15183 bool inworld = IsInWorld();
15185 CharacterDatabase.BeginTransaction();
15187 CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow());
15189 std::string sql_name = m_name;
15190 CharacterDatabase.escape_string(sql_name);
15192 std::ostringstream ss;
15193 ss << "INSERT INTO characters (guid,account,name,race,class,"
15194 "map, dungeon_difficulty, position_x, position_y, position_z, orientation, data, "
15195 "taximask, online, cinematic, "
15196 "totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, "
15197 "trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, "
15198 "death_expire_time, taxi_path) VALUES ("
15199 << GetGUIDLow() << ", "
15200 << GetSession()->GetAccountId() << ", '"
15201 << sql_name << "', "
15202 << m_race << ", "
15203 << m_class << ", ";
15205 bool save_to_dest = false;
15206 if(IsBeingTeleported())
15208 // don't save to battlegrounds or arenas
15209 const MapEntry *entry = sMapStore.LookupEntry(GetTeleportDest().mapid);
15210 if(entry && entry->map_type != MAP_BATTLEGROUND && entry->map_type != MAP_ARENA)
15211 save_to_dest = true;
15214 if(!save_to_dest)
15216 ss << GetMapId() << ", "
15217 << (uint32)GetDifficulty() << ", "
15218 << finiteAlways(GetPositionX()) << ", "
15219 << finiteAlways(GetPositionY()) << ", "
15220 << finiteAlways(GetPositionZ()) << ", "
15221 << finiteAlways(GetOrientation()) << ", '";
15223 else
15225 ss << GetTeleportDest().mapid << ", "
15226 << (uint32)GetDifficulty() << ", "
15227 << finiteAlways(GetTeleportDest().x) << ", "
15228 << finiteAlways(GetTeleportDest().y) << ", "
15229 << finiteAlways(GetTeleportDest().z) << ", "
15230 << finiteAlways(GetTeleportDest().o) << ", '";
15233 uint16 i;
15234 for( i = 0; i < m_valuesCount; i++ )
15236 ss << GetUInt32Value(i) << " ";
15239 ss << "', '";
15241 for( i = 0; i < 8; i++ )
15242 ss << m_taxi.GetTaximask(i) << " ";
15244 ss << "', ";
15245 ss << (inworld ? 1 : 0);
15247 ss << ", ";
15248 ss << m_cinematic;
15250 ss << ", ";
15251 ss << m_Played_time[0];
15252 ss << ", ";
15253 ss << m_Played_time[1];
15255 ss << ", ";
15256 ss << finiteAlways(m_rest_bonus);
15257 ss << ", ";
15258 ss << (uint64)time(NULL);
15259 ss << ", ";
15260 ss << is_save_resting;
15261 ss << ", ";
15262 ss << m_resetTalentsCost;
15263 ss << ", ";
15264 ss << (uint64)m_resetTalentsTime;
15266 ss << ", ";
15267 ss << finiteAlways(m_movementInfo.t_x);
15268 ss << ", ";
15269 ss << finiteAlways(m_movementInfo.t_y);
15270 ss << ", ";
15271 ss << finiteAlways(m_movementInfo.t_z);
15272 ss << ", ";
15273 ss << finiteAlways(m_movementInfo.t_o);
15274 ss << ", ";
15275 if (m_transport)
15276 ss << m_transport->GetGUIDLow();
15277 else
15278 ss << "0";
15280 ss << ", ";
15281 ss << m_ExtraFlags;
15283 ss << ", ";
15284 ss << uint32(m_stableSlots); // to prevent save uint8 as char
15286 ss << ", ";
15287 ss << uint32(m_atLoginFlags);
15289 ss << ", ";
15290 ss << GetZoneId();
15292 ss << ", ";
15293 ss << (uint64)m_deathExpireTime;
15295 ss << ", '";
15296 ss << m_taxi.SaveTaxiDestinationsToString();
15297 ss << "' )";
15299 CharacterDatabase.Execute( ss.str().c_str() );
15301 if(m_mailsUpdated) //save mails only when needed
15302 _SaveMail();
15304 _SaveInventory();
15305 _SaveQuestStatus();
15306 _SaveDailyQuestStatus();
15307 _SaveTutorials();
15308 _SaveSpells();
15309 _SaveSpellCooldowns();
15310 _SaveActions();
15311 _SaveAuras();
15312 _SaveReputation();
15314 CharacterDatabase.CommitTransaction();
15316 // restore state (before aura apply, if aura remove flag then aura must set it ack by self)
15317 SetDisplayId(tmp_displayid);
15318 SetUInt32Value(UNIT_FIELD_BYTES_1, tmp_bytes);
15319 SetUInt32Value(UNIT_FIELD_BYTES_2, tmp_bytes2);
15320 SetUInt32Value(UNIT_FIELD_FLAGS, tmp_flags);
15321 SetUInt32Value(PLAYER_FLAGS, tmp_pflags);
15323 // save pet (hunter pet level and experience and all type pets health/mana).
15324 if(Pet* pet = GetPet())
15325 pet->SavePetToDB(PET_SAVE_AS_CURRENT);
15326 m_achievementMgr.SaveToDB();
15329 // fast save function for item/money cheating preventing - save only inventory and money state
15330 void Player::SaveInventoryAndGoldToDB()
15332 _SaveInventory();
15333 SetUInt32ValueInDB(PLAYER_FIELD_COINAGE,GetMoney(),GetGUID());
15336 void Player::_SaveActions()
15338 for(ActionButtonList::iterator itr = m_actionButtons.begin(); itr != m_actionButtons.end(); )
15340 switch (itr->second.uState)
15342 case ACTIONBUTTON_NEW:
15343 CharacterDatabase.PExecute("INSERT INTO character_action (guid,button,action,type,misc) VALUES ('%u', '%u', '%u', '%u', '%u')",
15344 GetGUIDLow(), (uint32)itr->first, (uint32)itr->second.action, (uint32)itr->second.type, (uint32)itr->second.misc );
15345 itr->second.uState = ACTIONBUTTON_UNCHANGED;
15346 ++itr;
15347 break;
15348 case ACTIONBUTTON_CHANGED:
15349 CharacterDatabase.PExecute("UPDATE character_action SET action = '%u', type = '%u', misc= '%u' WHERE guid= '%u' AND button= '%u' ",
15350 (uint32)itr->second.action, (uint32)itr->second.type, (uint32)itr->second.misc, GetGUIDLow(), (uint32)itr->first );
15351 itr->second.uState = ACTIONBUTTON_UNCHANGED;
15352 ++itr;
15353 break;
15354 case ACTIONBUTTON_DELETED:
15355 CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u'", GetGUIDLow(), (uint32)itr->first );
15356 m_actionButtons.erase(itr++);
15357 break;
15358 default:
15359 ++itr;
15360 break;
15365 void Player::_SaveAuras()
15367 CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
15369 AuraMap const& auras = GetAuras();
15371 if (auras.empty())
15372 return;
15374 spellEffectPair lastEffectPair = auras.begin()->first;
15375 uint32 stackCounter = 1;
15377 for(AuraMap::const_iterator itr = auras.begin(); ; ++itr)
15379 if(itr == auras.end() || lastEffectPair != itr->first)
15381 AuraMap::const_iterator itr2 = itr;
15382 // save previous spellEffectPair to db
15383 itr2--;
15384 SpellEntry const *spellInfo = itr2->second->GetSpellProto();
15386 //skip all auras from spells that are passive or need a shapeshift
15387 if (!(itr2->second->IsPassive() || itr2->second->IsRemovedOnShapeLost()))
15389 //do not save single target auras (unless they were cast by the player)
15390 if (!(itr2->second->GetCasterGUID() != GetGUID() && IsSingleTargetSpell(spellInfo)))
15392 uint8 i;
15393 // or apply at cast SPELL_AURA_MOD_SHAPESHIFT or SPELL_AURA_MOD_STEALTH auras
15394 for (i = 0; i < 3; i++)
15395 if (spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MOD_SHAPESHIFT ||
15396 spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MOD_STEALTH)
15397 break;
15399 if (i == 3)
15401 CharacterDatabase.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges) "
15402 "VALUES ('%u', '" I64FMTD "' ,'%u', '%u', '%u', '%d', '%d', '%d', '%d')",
15403 GetGUIDLow(), itr2->second->GetCasterGUID(), (uint32)itr2->second->GetId(), (uint32)itr2->second->GetEffIndex(), stackCounter, itr2->second->GetModifier()->m_amount,int(itr2->second->GetAuraMaxDuration()),int(itr2->second->GetAuraDuration()),int(itr2->second->m_procCharges));
15408 if(itr == auras.end())
15409 break;
15412 if (lastEffectPair == itr->first)
15413 stackCounter++;
15414 else
15416 lastEffectPair = itr->first;
15417 stackCounter = 1;
15422 void Player::_SaveInventory()
15424 // force items in buyback slots to new state
15425 // and remove those that aren't already
15426 for (uint8 i = BUYBACK_SLOT_START; i < BUYBACK_SLOT_END; i++)
15428 Item *item = m_items[i];
15429 if (!item || item->GetState() == ITEM_NEW) continue;
15430 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow());
15431 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item->GetGUIDLow());
15432 m_items[i]->FSetState(ITEM_NEW);
15435 // update enchantment durations
15436 for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();++itr)
15438 itr->item->SetEnchantmentDuration(itr->slot,itr->leftduration);
15441 // if no changes
15442 if (m_itemUpdateQueue.empty()) return;
15444 // do not save if the update queue is corrupt
15445 bool error = false;
15446 for(size_t i = 0; i < m_itemUpdateQueue.size(); i++)
15448 Item *item = m_itemUpdateQueue[i];
15449 if(!item || item->GetState() == ITEM_REMOVED) continue;
15450 Item *test = GetItemByPos( item->GetBagSlot(), item->GetSlot());
15452 if (test == NULL)
15454 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());
15455 error = true;
15457 else if (test != item)
15459 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());
15460 error = true;
15464 if (error)
15466 sLog.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
15467 ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED);
15468 return;
15471 for(size_t i = 0; i < m_itemUpdateQueue.size(); i++)
15473 Item *item = m_itemUpdateQueue[i];
15474 if(!item) continue;
15476 Bag *container = item->GetContainer();
15477 uint32 bag_guid = container ? container->GetGUIDLow() : 0;
15479 switch(item->GetState())
15481 case ITEM_NEW:
15482 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());
15483 break;
15484 case ITEM_CHANGED:
15485 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());
15486 break;
15487 case ITEM_REMOVED:
15488 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow());
15489 break;
15490 case ITEM_UNCHANGED:
15491 break;
15494 item->SaveToDB(); // item have unchanged inventory record and can be save standalone
15496 m_itemUpdateQueue.clear();
15499 void Player::_SaveMail()
15501 if (!m_mailsLoaded)
15502 return;
15504 for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); itr++)
15506 Mail *m = (*itr);
15507 if (m->state == MAIL_STATE_CHANGED)
15509 CharacterDatabase.PExecute("UPDATE mail SET itemTextId = '%u',has_items = '%u',expire_time = '" I64FMTD "', deliver_time = '" I64FMTD "',money = '%u',cod = '%u',checked = '%u' WHERE id = '%u'",
15510 m->itemTextId, m->HasItems() ? 1 : 0, (uint64)m->expire_time, (uint64)m->deliver_time, m->money, m->COD, m->checked, m->messageID);
15511 if(m->removedItems.size())
15513 for(std::vector<uint32>::iterator itr2 = m->removedItems.begin(); itr2 != m->removedItems.end(); ++itr2)
15514 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2);
15515 m->removedItems.clear();
15517 m->state = MAIL_STATE_UNCHANGED;
15519 else if (m->state == MAIL_STATE_DELETED)
15521 if (m->HasItems())
15522 for(std::vector<MailItemInfo>::iterator itr2 = m->items.begin(); itr2 != m->items.end(); ++itr2)
15523 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2->item_guid);
15524 if (m->itemTextId)
15525 CharacterDatabase.PExecute("DELETE FROM item_text WHERE id = '%u'", m->itemTextId);
15526 CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", m->messageID);
15527 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m->messageID);
15531 //deallocate deleted mails...
15532 for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); )
15534 if ((*itr)->state == MAIL_STATE_DELETED)
15536 Mail* m = *itr;
15537 m_mail.erase(itr);
15538 delete m;
15539 itr = m_mail.begin();
15541 else
15542 ++itr;
15545 m_mailsUpdated = false;
15548 void Player::_SaveQuestStatus()
15550 // we don't need transactions here.
15551 for( QuestStatusMap::iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i )
15553 switch (i->second.uState)
15555 case QUEST_NEW :
15556 CharacterDatabase.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) "
15557 "VALUES ('%u', '%u', '%u', '%u', '%u', '" I64FMTD "', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
15558 GetGUIDLow(), i->first, i->second.m_status, i->second.m_rewarded, i->second.m_explored, uint64(i->second.m_timer / 1000 + sWorld.GetGameTime()), i->second.m_creatureOrGOcount[0], i->second.m_creatureOrGOcount[1], i->second.m_creatureOrGOcount[2], i->second.m_creatureOrGOcount[3], i->second.m_itemcount[0], i->second.m_itemcount[1], i->second.m_itemcount[2], i->second.m_itemcount[3]);
15559 break;
15560 case QUEST_CHANGED :
15561 CharacterDatabase.PExecute("UPDATE character_queststatus SET status = '%u',rewarded = '%u',explored = '%u',timer = '" I64FMTD "',mobcount1 = '%u',mobcount2 = '%u',mobcount3 = '%u',mobcount4 = '%u',itemcount1 = '%u',itemcount2 = '%u',itemcount3 = '%u',itemcount4 = '%u' WHERE guid = '%u' AND quest = '%u' ",
15562 i->second.m_status, i->second.m_rewarded, i->second.m_explored, uint64(i->second.m_timer / 1000 + sWorld.GetGameTime()), i->second.m_creatureOrGOcount[0], i->second.m_creatureOrGOcount[1], i->second.m_creatureOrGOcount[2], i->second.m_creatureOrGOcount[3], i->second.m_itemcount[0], i->second.m_itemcount[1], i->second.m_itemcount[2], i->second.m_itemcount[3], GetGUIDLow(), i->first );
15563 break;
15564 case QUEST_UNCHANGED:
15565 break;
15567 i->second.uState = QUEST_UNCHANGED;
15571 void Player::_SaveDailyQuestStatus()
15573 if(!m_DailyQuestChanged)
15574 return;
15576 m_DailyQuestChanged = false;
15578 // save last daily quest time for all quests: we need only mostly reset time for reset check anyway
15580 // we don't need transactions here.
15581 CharacterDatabase.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow());
15582 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
15583 if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx))
15584 CharacterDatabase.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" I64FMTD "')",
15585 GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx),uint64(m_lastDailyQuestTime));
15588 void Player::_SaveReputation()
15590 for(FactionStateList::iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
15592 if (itr->second.Changed)
15594 CharacterDatabase.PExecute("DELETE FROM character_reputation WHERE guid = '%u' AND faction='%u'", GetGUIDLow(), itr->second.ID);
15595 CharacterDatabase.PExecute("INSERT INTO character_reputation (guid,faction,standing,flags) VALUES ('%u', '%u', '%i', '%u')", GetGUIDLow(), itr->second.ID, itr->second.Standing, itr->second.Flags);
15596 itr->second.Changed = false;
15601 void Player::_SaveSpells()
15603 for (PlayerSpellMap::const_iterator itr = m_spells.begin(), next = m_spells.begin(); itr != m_spells.end(); itr = next)
15605 ++next;
15606 if (itr->second->state == PLAYERSPELL_REMOVED || itr->second->state == PLAYERSPELL_CHANGED)
15607 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr->first);
15608 if (itr->second->state == PLAYERSPELL_NEW || itr->second->state == PLAYERSPELL_CHANGED)
15609 CharacterDatabase.PExecute("INSERT INTO character_spell (guid,spell,slot,active,disabled) VALUES ('%u', '%u', '%u','%u','%u')", GetGUIDLow(), itr->first, itr->second->slotId,itr->second->active ? 1 : 0,itr->second->disabled ? 1 : 0);
15611 if (itr->second->state == PLAYERSPELL_REMOVED)
15612 _removeSpell(itr->first);
15613 else
15614 itr->second->state = PLAYERSPELL_UNCHANGED;
15618 void Player::_SaveTutorials()
15620 if(!m_TutorialsChanged)
15621 return;
15623 uint32 Rows=0;
15624 // it's better than rebuilding indexes multiple times
15625 QueryResult *result = CharacterDatabase.PQuery("SELECT count(*) AS r FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetSession()->GetAccountId(), realmID );
15626 if(result)
15628 Rows = result->Fetch()[0].GetUInt32();
15629 delete result;
15632 if (Rows)
15634 CharacterDatabase.PExecute("UPDATE character_tutorial SET tut0='%u', tut1='%u', tut2='%u', tut3='%u', tut4='%u', tut5='%u', tut6='%u', tut7='%u' WHERE account = '%u' AND realmid = '%u'",
15635 m_Tutorials[0], m_Tutorials[1], m_Tutorials[2], m_Tutorials[3], m_Tutorials[4], m_Tutorials[5], m_Tutorials[6], m_Tutorials[7], GetSession()->GetAccountId(), realmID );
15637 else
15639 CharacterDatabase.PExecute("INSERT INTO character_tutorial (account,realmid,tut0,tut1,tut2,tut3,tut4,tut5,tut6,tut7) VALUES ('%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')", GetSession()->GetAccountId(), realmID, m_Tutorials[0], m_Tutorials[1], m_Tutorials[2], m_Tutorials[3], m_Tutorials[4], m_Tutorials[5], m_Tutorials[6], m_Tutorials[7]);
15642 m_TutorialsChanged = false;
15645 void Player::outDebugValues() const
15647 if(!sLog.IsOutDebug()) // optimize disabled debug output
15648 return;
15650 sLog.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA));
15651 sLog.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY), GetStat(STAT_STRENGTH));
15652 sLog.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT), GetStat(STAT_SPIRIT));
15653 sLog.outDebug("STAMINA is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_STAMINA), GetStat(STAT_SPIRIT));
15654 sLog.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE));
15655 sLog.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY), GetResistance(SPELL_SCHOOL_FIRE));
15656 sLog.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE), GetResistance(SPELL_SCHOOL_FROST));
15657 sLog.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW), GetResistance(SPELL_SCHOOL_ARCANE));
15658 sLog.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE), GetFloatValue(UNIT_FIELD_MAXDAMAGE));
15659 sLog.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE));
15660 sLog.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE));
15661 sLog.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK), GetAttackTime(RANGED_ATTACK));
15664 /*********************************************************/
15665 /*** FLOOD FILTER SYSTEM ***/
15666 /*********************************************************/
15668 void Player::UpdateSpeakTime()
15670 // ignore chat spam protection for GMs in any mode
15671 if(GetSession()->GetSecurity() > SEC_PLAYER)
15672 return;
15674 time_t current = time (NULL);
15675 if(m_speakTime > current)
15677 uint32 max_count = sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT);
15678 if(!max_count)
15679 return;
15681 ++m_speakCount;
15682 if(m_speakCount >= max_count)
15684 // prevent overwrite mute time, if message send just before mutes set, for example.
15685 time_t new_mute = current + sWorld.getConfig(CONFIG_CHATFLOOD_MUTE_TIME);
15686 if(GetSession()->m_muteTime < new_mute)
15687 GetSession()->m_muteTime = new_mute;
15689 m_speakCount = 0;
15692 else
15693 m_speakCount = 0;
15695 m_speakTime = current + sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY);
15698 bool Player::CanSpeak() const
15700 return GetSession()->m_muteTime <= time (NULL);
15703 /*********************************************************/
15704 /*** LOW LEVEL FUNCTIONS:Notifiers ***/
15705 /*********************************************************/
15707 void Player::SendAttackSwingNotInRange()
15709 WorldPacket data(SMSG_ATTACKSWING_NOTINRANGE, 0);
15710 GetSession()->SendPacket( &data );
15713 void Player::SavePositionInDB(uint32 mapid, float x,float y,float z,float o,uint32 zone,uint64 guid)
15715 std::ostringstream ss;
15716 ss << "UPDATE characters SET position_x='"<<x<<"',position_y='"<<y
15717 << "',position_z='"<<z<<"',orientation='"<<o<<"',map='"<<mapid
15718 << "',zone='"<<zone<<"',trans_x='0',trans_y='0',trans_z='0',"
15719 << "transguid='0',taxi_path='' WHERE guid='"<< GUID_LOPART(guid) <<"'";
15720 sLog.outDebug(ss.str().c_str());
15721 CharacterDatabase.Execute(ss.str().c_str());
15724 bool Player::SaveValuesArrayInDB(Tokens const& tokens, uint64 guid)
15726 std::ostringstream ss2;
15727 ss2<<"UPDATE characters SET data='";
15728 int i=0;
15729 for (Tokens::const_iterator iter = tokens.begin(); iter != tokens.end(); ++iter, ++i)
15731 ss2<<tokens[i]<<" ";
15733 ss2<<"' WHERE guid='"<< GUID_LOPART(guid) <<"'";
15735 return CharacterDatabase.Execute(ss2.str().c_str());
15738 void Player::SetUInt32ValueInArray(Tokens& tokens,uint16 index, uint32 value)
15740 char buf[11];
15741 snprintf(buf,11,"%u",value);
15743 if(index >= tokens.size())
15744 return;
15746 tokens[index] = buf;
15749 void Player::SetUInt32ValueInDB(uint16 index, uint32 value, uint64 guid)
15751 Tokens tokens;
15752 if(!LoadValuesArrayFromDB(tokens,guid))
15753 return;
15755 if(index >= tokens.size())
15756 return;
15758 char buf[11];
15759 snprintf(buf,11,"%u",value);
15760 tokens[index] = buf;
15762 SaveValuesArrayInDB(tokens,guid);
15765 void Player::SetFloatValueInDB(uint16 index, float value, uint64 guid)
15767 uint32 temp;
15768 memcpy(&temp, &value, sizeof(value));
15769 Player::SetUInt32ValueInDB(index, temp, guid);
15772 void Player::SendAttackSwingNotStanding()
15774 WorldPacket data(SMSG_ATTACKSWING_NOTSTANDING, 0);
15775 GetSession()->SendPacket( &data );
15778 void Player::SendAttackSwingDeadTarget()
15780 WorldPacket data(SMSG_ATTACKSWING_DEADTARGET, 0);
15781 GetSession()->SendPacket( &data );
15784 void Player::SendAttackSwingCantAttack()
15786 WorldPacket data(SMSG_ATTACKSWING_CANT_ATTACK, 0);
15787 GetSession()->SendPacket( &data );
15790 void Player::SendAttackSwingCancelAttack()
15792 WorldPacket data(SMSG_CANCEL_COMBAT, 0);
15793 GetSession()->SendPacket( &data );
15796 void Player::SendAttackSwingBadFacingAttack()
15798 WorldPacket data(SMSG_ATTACKSWING_BADFACING, 0);
15799 GetSession()->SendPacket( &data );
15802 void Player::SendAutoRepeatCancel()
15804 WorldPacket data(SMSG_CANCEL_AUTO_REPEAT, GetPackGUID().size());
15805 data.append(GetPackGUID()); // may be it's target guid
15806 GetSession()->SendPacket( &data );
15809 void Player::PlaySound(uint32 Sound, bool OnlySelf)
15811 WorldPacket data(SMSG_PLAY_SOUND, 4);
15812 data << Sound;
15813 if (OnlySelf)
15814 GetSession()->SendPacket( &data );
15815 else
15816 SendMessageToSet( &data, true );
15819 void Player::SendExplorationExperience(uint32 Area, uint32 Experience)
15821 WorldPacket data( SMSG_EXPLORATION_EXPERIENCE, 8 );
15822 data << Area;
15823 data << Experience;
15824 GetSession()->SendPacket(&data);
15827 void Player::SendDungeonDifficulty(bool IsInGroup)
15829 uint8 val = 0x00000001;
15830 WorldPacket data(MSG_SET_DUNGEON_DIFFICULTY, 12);
15831 data << (uint32)GetDifficulty();
15832 data << uint32(val);
15833 data << uint32(IsInGroup);
15834 GetSession()->SendPacket(&data);
15837 void Player::SendResetFailedNotify(uint32 mapid)
15839 WorldPacket data(SMSG_RESET_FAILED_NOTIFY, 4);
15840 data << uint32(mapid);
15841 GetSession()->SendPacket(&data);
15844 /// Reset all solo instances and optionally send a message on success for each
15845 void Player::ResetInstances(uint8 method)
15847 // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
15849 // we assume that when the difficulty changes, all instances that can be reset will be
15850 uint8 dif = GetDifficulty();
15852 for (BoundInstancesMap::iterator itr = m_boundInstances[dif].begin(); itr != m_boundInstances[dif].end();)
15854 InstanceSave *p = itr->second.save;
15855 const MapEntry *entry = sMapStore.LookupEntry(itr->first);
15856 if(!entry || !p->CanReset())
15858 ++itr;
15859 continue;
15862 if(method == INSTANCE_RESET_ALL)
15864 // the "reset all instances" method can only reset normal maps
15865 if(dif == DIFFICULTY_HEROIC || entry->map_type == MAP_RAID)
15867 ++itr;
15868 continue;
15872 // if the map is loaded, reset it
15873 Map *map = MapManager::Instance().FindMap(p->GetMapId(), p->GetInstanceId());
15874 if(map && map->IsDungeon())
15875 ((InstanceMap*)map)->Reset(method);
15877 // since this is a solo instance there should not be any players inside
15878 if(method == INSTANCE_RESET_ALL || method == INSTANCE_RESET_CHANGE_DIFFICULTY)
15879 SendResetInstanceSuccess(p->GetMapId());
15881 p->DeleteFromDB();
15882 m_boundInstances[dif].erase(itr++);
15884 // the following should remove the instance save from the manager and delete it as well
15885 p->RemovePlayer(this);
15889 void Player::SendResetInstanceSuccess(uint32 MapId)
15891 WorldPacket data(SMSG_INSTANCE_RESET, 4);
15892 data << MapId;
15893 GetSession()->SendPacket(&data);
15896 void Player::SendResetInstanceFailed(uint32 reason, uint32 MapId)
15898 // TODO: find what other fail reasons there are besides players in the instance
15899 WorldPacket data(SMSG_INSTANCE_RESET_FAILED, 4);
15900 data << reason;
15901 data << MapId;
15902 GetSession()->SendPacket(&data);
15905 /*********************************************************/
15906 /*** Update timers ***/
15907 /*********************************************************/
15909 ///checks the 15 afk reports per 5 minutes limit
15910 void Player::UpdateAfkReport(time_t currTime)
15912 if(m_bgAfkReportedTimer <= currTime)
15914 m_bgAfkReportedCount = 0;
15915 m_bgAfkReportedTimer = currTime+5*MINUTE;
15919 void Player::UpdateContestedPvP(uint32 diff)
15921 if(!m_contestedPvPTimer||isInCombat())
15922 return;
15923 if(m_contestedPvPTimer <= diff)
15925 ResetContestedPvP();
15927 else
15928 m_contestedPvPTimer -= diff;
15931 void Player::UpdatePvPFlag(time_t currTime)
15933 if(!IsPvP())
15934 return;
15935 if(pvpInfo.endTimer == 0 || currTime < (pvpInfo.endTimer + 300))
15936 return;
15938 UpdatePvP(false);
15941 void Player::UpdateDuelFlag(time_t currTime)
15943 if(!duel || duel->startTimer == 0 ||currTime < duel->startTimer + 3)
15944 return;
15946 SetUInt32Value(PLAYER_DUEL_TEAM, 1);
15947 duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 2);
15949 duel->startTimer = 0;
15950 duel->startTime = currTime;
15951 duel->opponent->duel->startTimer = 0;
15952 duel->opponent->duel->startTime = currTime;
15955 void Player::RemovePet(Pet* pet, PetSaveMode mode, bool returnreagent)
15957 if(!pet)
15958 pet = GetPet();
15960 if(returnreagent && (pet || m_temporaryUnsummonedPetNumber))
15962 //returning of reagents only for players, so best done here
15963 uint32 spellId = pet ? pet->GetUInt32Value(UNIT_CREATED_BY_SPELL) : m_oldpetspell;
15964 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
15966 if(spellInfo)
15968 for(uint32 i = 0; i < 7; ++i)
15970 if(spellInfo->Reagent[i] > 0)
15972 ItemPosCountVec dest; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
15973 uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, spellInfo->Reagent[i], spellInfo->ReagentCount[i] );
15974 if( msg == EQUIP_ERR_OK )
15976 Item* item = StoreNewItem( dest, spellInfo->Reagent[i], true);
15977 if(IsInWorld())
15978 SendNewItem(item,spellInfo->ReagentCount[i],true,false);
15983 m_temporaryUnsummonedPetNumber = 0;
15986 if(!pet || pet->GetOwnerGUID()!=GetGUID())
15987 return;
15989 // only if current pet in slot
15990 switch(pet->getPetType())
15992 case MINI_PET:
15993 m_miniPet = 0;
15994 break;
15995 case GUARDIAN_PET:
15996 m_guardianPets.erase(pet->GetGUID());
15997 break;
15998 default:
15999 if(GetPetGUID() == pet->GetGUID())
16000 SetPet(NULL);
16001 break;
16004 pet->CombatStop();
16006 if(returnreagent)
16008 switch(pet->GetEntry())
16010 //warlock pets except imp are removed(?) when logging out
16011 case 1860:
16012 case 1863:
16013 case 417:
16014 case 17252:
16015 mode = PET_SAVE_NOT_IN_SLOT;
16016 break;
16020 pet->SavePetToDB(mode);
16022 pet->CleanupsBeforeDelete();
16023 pet->AddObjectToRemoveList();
16024 pet->m_removed = true;
16026 if(pet->isControlled())
16028 WorldPacket data(SMSG_PET_SPELLS, 8);
16029 data << uint64(0);
16030 data << uint32(0);
16031 GetSession()->SendPacket(&data);
16033 if(GetGroup())
16034 SetGroupUpdateFlag(GROUP_UPDATE_PET);
16038 void Player::RemoveMiniPet()
16040 if(Pet* pet = GetMiniPet())
16042 pet->Remove(PET_SAVE_AS_DELETED);
16043 m_miniPet = 0;
16047 Pet* Player::GetMiniPet()
16049 if(!m_miniPet)
16050 return NULL;
16051 return ObjectAccessor::GetPet(m_miniPet);
16054 void Player::RemoveGuardians()
16056 while(!m_guardianPets.empty())
16058 uint64 guid = *m_guardianPets.begin();
16059 if(Pet* pet = ObjectAccessor::GetPet(guid))
16060 pet->Remove(PET_SAVE_AS_DELETED);
16062 m_guardianPets.erase(guid);
16066 bool Player::HasGuardianWithEntry(uint32 entry)
16068 // pet guid middle part is entry (and creature also)
16069 // and in guardian list must be guardians with same entry _always_
16070 for(GuardianPetList::const_iterator itr = m_guardianPets.begin(); itr != m_guardianPets.end(); ++itr)
16071 if(GUID_ENPART(*itr)==entry)
16072 return true;
16074 return false;
16077 void Player::Uncharm()
16079 Unit* charm = GetCharm();
16080 if(!charm)
16081 return;
16083 charm->RemoveSpellsCausingAura(SPELL_AURA_MOD_CHARM);
16084 charm->RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS);
16087 void Player::BuildPlayerChat(WorldPacket *data, uint8 msgtype, std::string text, uint32 language) const
16089 *data << (uint8)msgtype;
16090 *data << (uint32)language;
16091 *data << (uint64)GetGUID();
16092 *data << (uint32)language; //language 2.1.0 ?
16093 *data << (uint64)GetGUID();
16094 *data << (uint32)(text.length()+1);
16095 *data << text;
16096 *data << (uint8)chatTag();
16099 void Player::Say(const std::string text, const uint32 language)
16101 WorldPacket data(SMSG_MESSAGECHAT, 200);
16102 BuildPlayerChat(&data, CHAT_MSG_SAY, text, language);
16103 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY),true);
16106 void Player::Yell(const std::string text, const uint32 language)
16108 WorldPacket data(SMSG_MESSAGECHAT, 200);
16109 BuildPlayerChat(&data, CHAT_MSG_YELL, text, language);
16110 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_YELL),true);
16113 void Player::TextEmote(const std::string text)
16115 WorldPacket data(SMSG_MESSAGECHAT, 200);
16116 BuildPlayerChat(&data, CHAT_MSG_EMOTE, text, LANG_UNIVERSAL);
16117 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE),true, !sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT) );
16120 void Player::Whisper(std::string text, uint32 language,uint64 receiver)
16122 if (language != LANG_ADDON) // if not addon data
16123 language = LANG_UNIVERSAL; // whispers should always be readable
16125 Player *rPlayer = objmgr.GetPlayer(receiver);
16127 // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode
16128 if(!rPlayer->isDND() || isGameMaster())
16130 WorldPacket data(SMSG_MESSAGECHAT, 200);
16131 BuildPlayerChat(&data, CHAT_MSG_WHISPER, text, language);
16132 rPlayer->GetSession()->SendPacket(&data);
16134 data.Initialize(SMSG_MESSAGECHAT, 200);
16135 rPlayer->BuildPlayerChat(&data, CHAT_MSG_REPLY, text, language);
16136 GetSession()->SendPacket(&data);
16138 else
16140 // announce to player that player he is whispering to is dnd and cannot receive his message
16141 ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND, rPlayer->GetName(), rPlayer->dndMsg.c_str());
16144 if(!isAcceptWhispers())
16146 SetAcceptWhispers(true);
16147 ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON);
16150 // announce to player that player he is whispering to is afk
16151 if(rPlayer->isAFK())
16152 ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK, rPlayer->GetName(), rPlayer->afkMsg.c_str());
16154 // if player whisper someone, auto turn of dnd to be able to receive an answer
16155 if(isDND() && !rPlayer->isGameMaster())
16156 ToggleDND();
16159 void Player::PetSpellInitialize()
16161 Pet* pet = GetPet();
16163 if(!pet)
16164 return;
16166 sLog.outDebug("Pet Spells Groups");
16168 CharmInfo *charmInfo = pet->GetCharmInfo();
16170 WorldPacket data(SMSG_PET_SPELLS, 8+4+4+4+10*4);
16171 data << uint64(pet->GetGUID());
16172 data << uint32(pet->GetCreatureInfo()->family); // creature family (required for pet talents)
16173 data << uint32(0);
16174 data << uint8(charmInfo->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0);
16176 // action bar loop
16177 for(uint32 i = 0; i < 10; i++)
16179 data << uint32(charmInfo->GetActionBarEntry(i)->Raw);
16182 size_t spellsCountPos = data.wpos();
16184 // spells count
16185 uint8 addlist = 0;
16186 data << uint8(addlist); // placeholder
16188 if(pet->isControlled() && ((pet->getPetType() == HUNTER_PET) || ((pet->GetCreatureInfo()->type == CREATURE_TYPE_DEMON) && (getClass() == CLASS_WARLOCK))))
16190 // spells loop
16191 for (PetSpellMap::iterator itr = pet->m_spells.begin(); itr != pet->m_spells.end(); ++itr)
16193 if(itr->second->state == PETSPELL_REMOVED)
16194 continue;
16196 data << uint16(itr->first);
16197 data << uint16(itr->second->active); // pet spell active state isn't boolean
16198 ++addlist;
16202 data.put<uint8>(spellsCountPos, addlist);
16204 uint8 cooldownsCount = pet->m_CreatureSpellCooldowns.size() + pet->m_CreatureCategoryCooldowns.size();
16205 data << uint8(cooldownsCount);
16207 time_t curTime = time(NULL);
16209 for(CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureSpellCooldowns.begin(); itr != pet->m_CreatureSpellCooldowns.end(); ++itr)
16211 time_t cooldown = 0;
16213 if(itr->second > curTime)
16214 cooldown = (itr->second - curTime) * 1000;
16216 data << uint16(itr->first); // spellid
16217 data << uint16(0); // spell category?
16218 data << uint32(itr->second); // cooldown
16219 data << uint32(0); // category cooldown
16222 for(CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureCategoryCooldowns.begin(); itr != pet->m_CreatureCategoryCooldowns.end(); ++itr)
16224 time_t cooldown = 0;
16226 if(itr->second > curTime)
16227 cooldown = (itr->second - curTime) * 1000;
16229 data << uint16(itr->first); // spellid
16230 data << uint16(0); // spell category?
16231 data << uint32(0); // cooldown
16232 data << uint32(itr->second); // category cooldown
16235 GetSession()->SendPacket(&data);
16238 void Player::PossessSpellInitialize()
16240 Unit* charm = GetCharm();
16242 if(!charm)
16243 return;
16245 CharmInfo *charmInfo = charm->GetCharmInfo();
16247 if(!charmInfo)
16249 sLog.outError("Player::PossessSpellInitialize(): charm ("I64FMTD") has no charminfo!", charm->GetGUID());
16250 return;
16253 uint8 addlist = 0;
16254 WorldPacket data(SMSG_PET_SPELLS, 16+40+1+4*addlist+25);// first line + actionbar + spellcount + spells + last adds
16256 //16
16257 data << uint64(charm->GetGUID());
16258 data << uint32(0x00000000);
16259 data << uint32(0);
16260 data << uint8(0) << uint8(0) << uint16(0);
16262 for(uint32 i = 0; i < 10; i++) //40
16264 data << uint16(charmInfo->GetActionBarEntry(i)->SpellOrAction) << uint16(charmInfo->GetActionBarEntry(i)->Type);
16267 data << uint8(addlist); //1
16269 uint8 count = 0;
16270 data << uint8(count); // cooldowns count
16272 GetSession()->SendPacket(&data);
16275 void Player::CharmSpellInitialize()
16277 Unit* charm = GetCharm();
16279 if(!charm)
16280 return;
16282 CharmInfo *charmInfo = charm->GetCharmInfo();
16283 if(!charmInfo)
16285 sLog.outError("Player::CharmSpellInitialize(): the player's charm ("I64FMTD") has no charminfo!", charm->GetGUID());
16286 return;
16289 uint8 addlist = 0;
16291 if(charm->GetTypeId() != TYPEID_PLAYER)
16293 CreatureInfo const *cinfo = ((Creature*)charm)->GetCreatureInfo();
16295 if(cinfo && cinfo->type == CREATURE_TYPE_DEMON && getClass() == CLASS_WARLOCK)
16297 for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
16299 if(charmInfo->GetCharmSpell(i)->spellId)
16300 ++addlist;
16305 WorldPacket data(SMSG_PET_SPELLS, 16+40+1+4*addlist+25);// first line + actionbar + spellcount + spells + last adds
16307 data << uint64(charm->GetGUID());
16308 data << uint32(0x00000000);
16309 data << uint32(0);
16310 if(charm->GetTypeId() != TYPEID_PLAYER)
16311 data << uint8(charmInfo->GetReactState()) << uint8(charmInfo->GetCommandState());
16312 else
16313 data << uint8(0) << uint8(0);
16314 data << uint16(0);
16316 for(uint32 i = 0; i < 10; i++) //40
16318 data << uint16(charmInfo->GetActionBarEntry(i)->SpellOrAction) << uint16(charmInfo->GetActionBarEntry(i)->Type);
16321 data << uint8(addlist); //1
16323 if(addlist)
16325 for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
16327 CharmSpellEntry *cspell = charmInfo->GetCharmSpell(i);
16328 if(cspell->spellId)
16330 data << uint16(cspell->spellId);
16331 data << uint16(cspell->active);
16336 uint8 count = 0;
16337 data << uint8(count); // cooldowns count
16339 GetSession()->SendPacket(&data);
16342 int32 Player::GetTotalFlatMods(uint32 spellId, SpellModOp op)
16344 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
16345 if (!spellInfo) return 0;
16346 int32 total = 0;
16347 for (SpellModList::iterator itr = m_spellMods[op].begin(); itr != m_spellMods[op].end(); ++itr)
16349 SpellModifier *mod = *itr;
16351 if(!IsAffectedBySpellmod(spellInfo,mod))
16352 continue;
16354 if (mod->type == SPELLMOD_FLAT)
16355 total += mod->value;
16357 return total;
16360 int32 Player::GetTotalPctMods(uint32 spellId, SpellModOp op)
16362 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
16363 if (!spellInfo) return 0;
16364 int32 total = 0;
16365 for (SpellModList::iterator itr = m_spellMods[op].begin(); itr != m_spellMods[op].end(); ++itr)
16367 SpellModifier *mod = *itr;
16369 if(!IsAffectedBySpellmod(spellInfo,mod))
16370 continue;
16372 if (mod->type == SPELLMOD_PCT)
16373 total += mod->value;
16375 return total;
16378 bool Player::IsAffectedBySpellmod(SpellEntry const *spellInfo, SpellModifier *mod, Spell const* spell)
16380 if (!mod || !spellInfo)
16381 return false;
16383 if(mod->charges == -1 && mod->lastAffected ) // marked as expired but locked until spell casting finish
16385 // prevent apply to any spell except spell that trigger expire
16386 if(spell)
16388 if(mod->lastAffected != spell)
16389 return false;
16391 else if(mod->lastAffected != FindCurrentSpellBySpellId(spellInfo->Id))
16392 return false;
16395 return spellmgr.IsAffectedBySpell(spellInfo,mod->spellId,mod->effectId,mod->mask);
16398 void Player::AddSpellMod(SpellModifier* mod, bool apply)
16400 uint16 Opcode= (mod->type == SPELLMOD_FLAT) ? SMSG_SET_FLAT_SPELL_MODIFIER : SMSG_SET_PCT_SPELL_MODIFIER;
16402 for(int eff=0;eff<64;++eff)
16404 uint64 _mask = uint64(1) << eff;
16405 if ( mod->mask & _mask)
16407 int32 val = 0;
16408 for (SpellModList::iterator itr = m_spellMods[mod->op].begin(); itr != m_spellMods[mod->op].end(); ++itr)
16410 if ((*itr)->type == mod->type && (*itr)->mask & _mask)
16411 val += (*itr)->value;
16413 val += apply ? mod->value : -(mod->value);
16414 WorldPacket data(Opcode, (1+1+4));
16415 data << uint8(eff);
16416 data << uint8(mod->op);
16417 data << int32(val);
16418 SendDirectMessage(&data);
16422 if (apply)
16423 m_spellMods[mod->op].push_back(mod);
16424 else
16426 if (mod->charges == -1)
16427 --m_SpellModRemoveCount;
16428 m_spellMods[mod->op].remove(mod);
16429 delete mod;
16433 void Player::RemoveSpellMods(Spell const* spell)
16435 if(!spell || (m_SpellModRemoveCount == 0))
16436 return;
16438 for(int i=0;i<MAX_SPELLMOD;++i)
16440 for (SpellModList::iterator itr = m_spellMods[i].begin(); itr != m_spellMods[i].end();)
16442 SpellModifier *mod = *itr;
16443 ++itr;
16445 if (mod && mod->charges == -1 && (mod->lastAffected == spell || mod->lastAffected==NULL))
16447 RemoveAurasDueToSpell(mod->spellId);
16448 if (m_spellMods[i].empty())
16449 break;
16450 else
16451 itr = m_spellMods[i].begin();
16457 // send Proficiency
16458 void Player::SendProficiency(uint8 pr1, uint32 pr2)
16460 WorldPacket data(SMSG_SET_PROFICIENCY, 8);
16461 data << pr1 << pr2;
16462 GetSession()->SendPacket (&data);
16465 void Player::RemovePetitionsAndSigns(uint64 guid, uint32 type)
16467 QueryResult *result = NULL;
16468 if(type==10)
16469 result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid));
16470 else
16471 result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16472 if(result)
16474 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.
16475 { // and SendPetitionQueryOpcode reads data from the DB
16476 Field *fields = result->Fetch();
16477 uint64 ownerguid = MAKE_NEW_GUID(fields[0].GetUInt32(), 0, HIGHGUID_PLAYER);
16478 uint64 petitionguid = MAKE_NEW_GUID(fields[1].GetUInt32(), 0, HIGHGUID_ITEM);
16480 // send update if charter owner in game
16481 Player* owner = objmgr.GetPlayer(ownerguid);
16482 if(owner)
16483 owner->GetSession()->SendPetitionQueryOpcode(petitionguid);
16485 } while ( result->NextRow() );
16487 delete result;
16489 if(type==10)
16490 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid));
16491 else
16492 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16495 CharacterDatabase.BeginTransaction();
16496 if(type == 10)
16498 CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid));
16499 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid));
16501 else
16503 CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16504 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16506 CharacterDatabase.CommitTransaction();
16509 void Player::SetRestBonus (float rest_bonus_new)
16511 // Prevent resting on max level
16512 if(getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
16513 rest_bonus_new = 0;
16515 if(rest_bonus_new < 0)
16516 rest_bonus_new = 0;
16518 float rest_bonus_max = (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)*1.5/2;
16520 if(rest_bonus_new > rest_bonus_max)
16521 m_rest_bonus = rest_bonus_max;
16522 else
16523 m_rest_bonus = rest_bonus_new;
16525 // update data for client
16526 if(m_rest_bonus>10)
16527 SetByteValue(PLAYER_BYTES_2, 3, 0x01); // Set Reststate = Rested
16528 else if(m_rest_bonus<=1)
16529 SetByteValue(PLAYER_BYTES_2, 3, 0x02); // Set Reststate = Normal
16531 //RestTickUpdate
16532 SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE, uint32(m_rest_bonus));
16535 void Player::HandleStealthedUnitsDetection()
16537 std::list<Unit*> stealthedUnits;
16539 CellPair p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
16540 Cell cell(p);
16541 cell.data.Part.reserved = ALL_DISTRICT;
16542 cell.SetNoCreate();
16544 MaNGOS::AnyStealthedCheck u_check;
16545 MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck > searcher(stealthedUnits, u_check);
16547 TypeContainerVisitor<MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck >, WorldTypeMapContainer > world_unit_searcher(searcher);
16548 TypeContainerVisitor<MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck >, GridTypeMapContainer > grid_unit_searcher(searcher);
16550 CellLock<GridReadGuard> cell_lock(cell, p);
16551 cell_lock->Visit(cell_lock, world_unit_searcher, *GetMap());
16552 cell_lock->Visit(cell_lock, grid_unit_searcher, *GetMap());
16554 for (std::list<Unit*>::iterator i = stealthedUnits.begin(); i != stealthedUnits.end();)
16556 if((*i)==this)
16558 i = stealthedUnits.erase(i);
16559 continue;
16562 if ((*i)->isVisibleForOrDetect(this,true))
16565 (*i)->SendUpdateToPlayer(this);
16566 m_clientGUIDs.insert((*i)->GetGUID());
16568 #ifdef MANGOS_DEBUG
16569 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
16570 sLog.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i)->GetGUIDLow(),(*i)->GetTypeId(),GetGUIDLow(),GetDistance(*i));
16571 #endif
16573 // target aura duration for caster show only if target exist at caster client
16574 // send data at target visibility change (adding to client)
16575 if((*i)!=this && (*i)->isType(TYPEMASK_UNIT))
16576 SendAurasForTarget(*i);
16578 i = stealthedUnits.erase(i);
16579 continue;
16582 ++i;
16586 bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, uint32 mount_id, Creature* npc)
16588 if(nodes.size() < 2)
16589 return false;
16591 // not let cheating with start flight mounted
16592 if(IsMounted())
16594 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16595 data << uint32(ERR_TAXIPLAYERALREADYMOUNTED);
16596 GetSession()->SendPacket(&data);
16597 return false;
16600 if( m_ShapeShiftFormSpellId && m_form != FORM_BATTLESTANCE && m_form != FORM_BERSERKERSTANCE && m_form != FORM_DEFENSIVESTANCE && m_form != FORM_SHADOW )
16602 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16603 data << uint32(ERR_TAXIPLAYERSHAPESHIFTED);
16604 GetSession()->SendPacket(&data);
16605 return false;
16608 // 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
16609 if(GetSession()->isLogingOut() ||
16610 (!m_currentSpells[CURRENT_GENERIC_SPELL] ||
16611 m_currentSpells[CURRENT_GENERIC_SPELL]->m_spellInfo->Effect[0] != SPELL_EFFECT_SEND_TAXI)&&
16612 IsNonMeleeSpellCasted(false) ||
16613 isInCombat())
16615 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16616 data << uint32(ERR_TAXIPLAYERBUSY);
16617 GetSession()->SendPacket(&data);
16618 return false;
16621 if(HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
16622 return false;
16624 uint32 sourcenode = nodes[0];
16626 // starting node too far away (cheat?)
16627 TaxiNodesEntry const* node = sTaxiNodesStore.LookupEntry(sourcenode);
16628 if( !node || node->map_id != GetMapId() ||
16629 (node->x - GetPositionX())*(node->x - GetPositionX())+
16630 (node->y - GetPositionY())*(node->y - GetPositionY())+
16631 (node->z - GetPositionZ())*(node->z - GetPositionZ()) >
16632 (2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE) )
16634 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16635 data << uint32(ERR_TAXIUNSPECIFIEDSERVERERROR);
16636 GetSession()->SendPacket(&data);
16637 return false;
16640 // Prepare to flight start now
16642 // stop combat at start taxi flight if any
16643 CombatStop();
16645 // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
16646 TradeCancel(true);
16648 // clean not finished taxi path if any
16649 m_taxi.ClearTaxiDestinations();
16651 // 0 element current node
16652 m_taxi.AddTaxiDestination(sourcenode);
16654 // fill destinations path tail
16655 uint32 sourcepath = 0;
16656 uint32 totalcost = 0;
16658 uint32 prevnode = sourcenode;
16659 uint32 lastnode = 0;
16661 for(uint32 i = 1; i < nodes.size(); ++i)
16663 uint32 path, cost;
16665 lastnode = nodes[i];
16666 objmgr.GetTaxiPath(prevnode, lastnode, path, cost);
16668 if(!path)
16670 m_taxi.ClearTaxiDestinations();
16671 return false;
16674 totalcost += cost;
16676 if(prevnode == sourcenode)
16677 sourcepath = path;
16679 m_taxi.AddTaxiDestination(lastnode);
16681 prevnode = lastnode;
16684 if(!mount_id) // if not provide then attempt use default.
16685 mount_id = objmgr.GetTaxiMount(sourcenode, GetTeam());
16687 if (mount_id == 0 || sourcepath == 0)
16689 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16690 data << uint32(ERR_TAXIUNSPECIFIEDSERVERERROR);
16691 GetSession()->SendPacket(&data);
16692 m_taxi.ClearTaxiDestinations();
16693 return false;
16696 uint32 money = GetMoney();
16698 if(npc)
16700 totalcost = (uint32)ceil(totalcost*GetReputationPriceDiscount(npc));
16703 if(money < totalcost)
16705 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16706 data << uint32(ERR_TAXINOTENOUGHMONEY);
16707 GetSession()->SendPacket(&data);
16708 m_taxi.ClearTaxiDestinations();
16709 return false;
16712 //Checks and preparations done, DO FLIGHT
16713 ModifyMoney(-(int32)totalcost);
16715 // prevent stealth flight
16716 RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
16718 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16719 data << uint32(ERR_TAXIOK);
16720 GetSession()->SendPacket(&data);
16722 sLog.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY");
16724 GetSession()->SendDoFlight(mount_id, sourcepath);
16726 return true;
16729 void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask, uint32 unTimeMs )
16731 // last check 2.0.10
16732 WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+m_spells.size()*8);
16733 data << GetGUID();
16734 data << uint8(0x0); // flags (0x1, 0x2)
16735 time_t curTime = time(NULL);
16736 for(PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
16738 if (itr->second->state == PLAYERSPELL_REMOVED)
16739 continue;
16740 uint32 unSpellId = itr->first;
16741 SpellEntry const *spellInfo = sSpellStore.LookupEntry(unSpellId);
16742 if (!spellInfo)
16744 ASSERT(spellInfo);
16745 continue;
16748 // Not send cooldown for this spells
16749 if (spellInfo->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE)
16750 continue;
16752 if((idSchoolMask & GetSpellSchoolMask(spellInfo)) && GetSpellCooldownDelay(unSpellId) < unTimeMs )
16754 data << unSpellId;
16755 data << unTimeMs; // in m.secs
16756 AddSpellCooldown(unSpellId, 0, curTime + unTimeMs/1000);
16759 GetSession()->SendPacket(&data);
16762 void Player::InitDataForForm(bool reapplyMods)
16764 SpellShapeshiftEntry const* ssEntry = sSpellShapeshiftStore.LookupEntry(m_form);
16765 if(ssEntry && ssEntry->attackSpeed)
16767 SetAttackTime(BASE_ATTACK,ssEntry->attackSpeed);
16768 SetAttackTime(OFF_ATTACK,ssEntry->attackSpeed);
16769 SetAttackTime(RANGED_ATTACK, BASE_ATTACK_TIME);
16771 else
16772 SetRegularAttackTime();
16774 switch(m_form)
16776 case FORM_CAT:
16778 if(getPowerType()!=POWER_ENERGY)
16779 setPowerType(POWER_ENERGY);
16780 break;
16782 case FORM_BEAR:
16783 case FORM_DIREBEAR:
16785 if(getPowerType()!=POWER_RAGE)
16786 setPowerType(POWER_RAGE);
16787 break;
16789 default: // 0, for example
16791 ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(getClass());
16792 if(cEntry && cEntry->powerType < MAX_POWERS && uint32(getPowerType()) != cEntry->powerType)
16793 setPowerType(Powers(cEntry->powerType));
16794 break;
16798 // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
16799 if (!reapplyMods)
16800 UpdateEquipSpellsAtFormChange();
16802 UpdateAttackPowerAndDamage();
16803 UpdateAttackPowerAndDamage(true);
16806 // Return true is the bought item has a max count to force refresh of window by caller
16807 bool Player::BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint64 bagguid, uint8 slot)
16809 // cheating attempt
16810 if(count < 1) count = 1;
16812 if(!isAlive())
16813 return false;
16815 ItemPrototype const *pProto = objmgr.GetItemPrototype( item );
16816 if( !pProto )
16818 SendBuyError( BUY_ERR_CANT_FIND_ITEM, NULL, item, 0);
16819 return false;
16822 Creature *pCreature = ObjectAccessor::GetNPCIfCanInteractWith(*this, vendorguid,UNIT_NPC_FLAG_VENDOR);
16823 if (!pCreature)
16825 sLog.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid)) );
16826 SendBuyError( BUY_ERR_DISTANCE_TOO_FAR, NULL, item, 0);
16827 return false;
16830 VendorItemData const* vItems = pCreature->GetVendorItems();
16831 if(!vItems || vItems->Empty())
16833 SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
16834 return false;
16837 size_t vendor_slot = vItems->FindItemSlot(item);
16838 if(vendor_slot >= vItems->GetItemCount())
16840 SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
16841 return false;
16844 VendorItem const* crItem = vItems->m_items[vendor_slot];
16846 // check current item amount if it limited
16847 if( crItem->maxcount != 0 )
16849 if(pCreature->GetVendorItemCurrentCount(crItem) < pProto->BuyCount * count )
16851 SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD, pCreature, item, 0);
16852 return false;
16856 if( uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank)
16858 SendBuyError( BUY_ERR_REPUTATION_REQUIRE, pCreature, item, 0);
16859 return false;
16862 if(crItem->ExtendedCost)
16864 ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
16865 if(!iece)
16867 sLog.outError("Item %u have wrong ExtendedCost field value %u", pProto->ItemId, crItem->ExtendedCost);
16868 return false;
16871 // honor points price
16872 if(GetHonorPoints() < (iece->reqhonorpoints * count))
16874 SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS, NULL, NULL);
16875 return false;
16878 // arena points price
16879 if(GetArenaPoints() < (iece->reqarenapoints * count))
16881 SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS, NULL, NULL);
16882 return false;
16885 // item base price
16886 for (uint8 i = 0; i < 5; ++i)
16888 if(iece->reqitem[i] && !HasItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count)))
16890 SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, NULL, NULL);
16891 return false;
16895 // check for personal arena rating requirement
16896 if( GetMaxPersonalArenaRatingRequirement() < iece->reqpersonalarenarating )
16898 // probably not the proper equip err
16899 SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK,NULL,NULL);
16900 return false;
16904 uint32 price = pProto->BuyPrice * count;
16906 // reputation discount
16907 price = uint32(floor(price * GetReputationPriceDiscount(pCreature)));
16909 if( GetMoney() < price )
16911 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, pCreature, item, 0);
16912 return false;
16915 uint8 bag = 0; // init for case invalid bagGUID
16917 if (bagguid != NULL_BAG && slot != NULL_SLOT)
16919 Bag *pBag;
16920 if( bagguid == GetGUID() )
16922 bag = INVENTORY_SLOT_BAG_0;
16924 else
16926 for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END;i++)
16928 pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0,i);
16929 if( pBag )
16931 if( bagguid == pBag->GetGUID() )
16933 bag = i;
16934 break;
16941 if( IsInventoryPos( bag, slot ) || (bagguid == NULL_BAG && slot == NULL_SLOT) )
16943 ItemPosCountVec dest;
16944 uint8 msg = CanStoreNewItem( bag, slot, dest, item, pProto->BuyCount * count );
16945 if( msg != EQUIP_ERR_OK )
16947 SendEquipError( msg, NULL, NULL );
16948 return false;
16951 ModifyMoney( -(int32)price );
16952 if(crItem->ExtendedCost) // case for new honor system
16954 ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
16955 if(iece->reqhonorpoints)
16956 ModifyHonorPoints( - int32(iece->reqhonorpoints * count));
16957 if(iece->reqarenapoints)
16958 ModifyArenaPoints( - int32(iece->reqarenapoints * count));
16959 for (uint8 i = 0; i < 5; ++i)
16961 if(iece->reqitem[i])
16962 DestroyItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count), true);
16966 if(Item *it = StoreNewItem( dest, item, true ))
16968 uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count);
16970 WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
16971 data << pCreature->GetGUID();
16972 data << (uint32)(vendor_slot+1); // numbered from 1 at client
16973 data << (uint32)(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
16974 data << (uint32)count;
16975 GetSession()->SendPacket(&data);
16977 SendNewItem(it, pProto->BuyCount*count, true, false, false);
16980 else if( IsEquipmentPos( bag, slot ) )
16982 uint16 dest;
16983 uint8 msg = CanEquipNewItem( slot, dest, item, pProto->BuyCount * count, false );
16984 if( msg != EQUIP_ERR_OK )
16986 SendEquipError( msg, NULL, NULL );
16987 return false;
16990 ModifyMoney( -(int32)price );
16991 if(crItem->ExtendedCost) // case for new honor system
16993 ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
16994 if(iece->reqhonorpoints)
16995 ModifyHonorPoints( - int32(iece->reqhonorpoints));
16996 if(iece->reqarenapoints)
16997 ModifyArenaPoints( - int32(iece->reqarenapoints));
16998 for (uint8 i = 0; i < 5; ++i)
17000 if(iece->reqitem[i])
17001 DestroyItemCount(iece->reqitem[i], iece->reqitemcount[i], true);
17005 if(Item *it = EquipNewItem( dest, item, pProto->BuyCount * count, true ))
17007 uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count);
17009 WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
17010 data << pCreature->GetGUID();
17011 data << (uint32)(vendor_slot+1); // numbered from 1 at client
17012 data << (uint32)(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
17013 data << (uint32)count;
17014 GetSession()->SendPacket(&data);
17016 SendNewItem(it, pProto->BuyCount*count, true, false, false);
17018 AutoUnequipOffhandIfNeed();
17021 else
17023 SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL );
17024 return false;
17027 return crItem->maxcount!=0;
17030 uint32 Player::GetMaxPersonalArenaRatingRequirement()
17032 // returns the maximal personal arena rating that can be used to purchase items requiring this condition
17033 // the personal rating of the arena team must match the required limit as well
17034 // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
17035 uint32 max_personal_rating = 0;
17036 for(int i = 0; i < MAX_ARENA_SLOT; ++i)
17038 if(ArenaTeam * at = objmgr.GetArenaTeamById(GetArenaTeamId(i)))
17040 uint32 p_rating = GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (i * 6) + 5);
17041 uint32 t_rating = at->GetRating();
17042 p_rating = p_rating<t_rating? p_rating : t_rating;
17043 if(max_personal_rating < p_rating)
17044 max_personal_rating = p_rating;
17047 return max_personal_rating;
17050 void Player::UpdateHomebindTime(uint32 time)
17052 // GMs never get homebind timer online
17053 if (m_InstanceValid || isGameMaster())
17055 if(m_HomebindTimer) // instance valid, but timer not reset
17057 // hide reminder
17058 WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4);
17059 data << uint32(0);
17060 data << uint32(0);
17061 GetSession()->SendPacket(&data);
17063 // instance is valid, reset homebind timer
17064 m_HomebindTimer = 0;
17066 else if (m_HomebindTimer > 0)
17068 if (time >= m_HomebindTimer)
17070 // teleport to homebind location
17071 TeleportTo(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, GetOrientation());
17073 else
17074 m_HomebindTimer -= time;
17076 else
17078 // instance is invalid, start homebind timer
17079 m_HomebindTimer = 60000;
17080 // send message to player
17081 WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4);
17082 data << m_HomebindTimer;
17083 data << uint32(1);
17084 GetSession()->SendPacket(&data);
17085 sLog.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow());
17089 void Player::UpdatePvP(bool state, bool ovrride)
17091 if(!state || ovrride)
17093 SetPvP(state);
17094 if(Pet* pet = GetPet())
17095 pet->SetPvP(state);
17096 if(Unit* charmed = GetCharm())
17097 charmed->SetPvP(state);
17099 pvpInfo.endTimer = 0;
17101 else
17103 if(pvpInfo.endTimer != 0)
17104 pvpInfo.endTimer = time(NULL);
17105 else
17107 SetPvP(state);
17109 if(Pet* pet = GetPet())
17110 pet->SetPvP(state);
17111 if(Unit* charmed = GetCharm())
17112 charmed->SetPvP(state);
17117 void Player::AddSpellCooldown(uint32 spellid, uint32 itemid, time_t end_time)
17119 SpellCooldown sc;
17120 sc.end = end_time;
17121 sc.itemid = itemid;
17122 m_spellCooldowns[spellid] = sc;
17125 void Player::SendCooldownEvent(SpellEntry const *spellInfo)
17127 if ( !(spellInfo->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE) )
17128 return;
17130 // Get spell cooldown
17131 int32 cooldown = GetSpellRecoveryTime(spellInfo);
17132 // Apply spellmods
17133 ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, cooldown);
17134 if (cooldown < 0)
17135 cooldown = 0;
17136 // Add cooldown
17137 AddSpellCooldown(spellInfo->Id, 0, time(NULL) + cooldown / 1000);
17138 // Send activate
17139 WorldPacket data(SMSG_COOLDOWN_EVENT, (4+8));
17140 data << spellInfo->Id;
17141 data << GetGUID();
17142 SendDirectMessage(&data);
17144 //slot to be excluded while counting
17145 bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot)
17147 if(!enchantmentcondition)
17148 return true;
17150 SpellItemEnchantmentConditionEntry const *Condition = sSpellItemEnchantmentConditionStore.LookupEntry(enchantmentcondition);
17152 if(!Condition)
17153 return true;
17155 uint8 curcount[4] = {0, 0, 0, 0};
17157 //counting current equipped gem colors
17158 for(uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
17160 if(i == slot)
17161 continue;
17162 Item *pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
17163 if(pItem2 && pItem2->GetProto()->Socket[0].Color)
17165 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
17167 uint32 enchant_id = pItem2->GetEnchantmentId(EnchantmentSlot(enchant_slot));
17168 if(!enchant_id)
17169 continue;
17171 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
17172 if(!enchantEntry)
17173 continue;
17175 uint32 gemid = enchantEntry->GemID;
17176 if(!gemid)
17177 continue;
17179 ItemPrototype const* gemProto = sItemStorage.LookupEntry<ItemPrototype>(gemid);
17180 if(!gemProto)
17181 continue;
17183 GemPropertiesEntry const* gemProperty = sGemPropertiesStore.LookupEntry(gemProto->GemProperties);
17184 if(!gemProperty)
17185 continue;
17187 uint8 GemColor = gemProperty->color;
17189 for(uint8 b = 0, tmpcolormask = 1; b < 4; b++, tmpcolormask <<= 1)
17191 if(tmpcolormask & GemColor)
17192 ++curcount[b];
17198 bool activate = true;
17200 for(int i = 0; i < 5; i++)
17202 if(!Condition->Color[i])
17203 continue;
17205 uint32 _cur_gem = curcount[Condition->Color[i] - 1];
17207 // if have <CompareColor> use them as count, else use <value> from Condition
17208 uint32 _cmp_gem = Condition->CompareColor[i] ? curcount[Condition->CompareColor[i] - 1]: Condition->Value[i];
17210 switch(Condition->Comparator[i])
17212 case 2: // requires less <color> than (<value> || <comparecolor>) gems
17213 activate &= (_cur_gem < _cmp_gem) ? true : false;
17214 break;
17215 case 3: // requires more <color> than (<value> || <comparecolor>) gems
17216 activate &= (_cur_gem > _cmp_gem) ? true : false;
17217 break;
17218 case 5: // requires at least <color> than (<value> || <comparecolor>) gems
17219 activate &= (_cur_gem >= _cmp_gem) ? true : false;
17220 break;
17224 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");
17226 return activate;
17229 void Player::CorrectMetaGemEnchants(uint8 exceptslot, bool apply)
17231 //cycle all equipped items
17232 for(uint32 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
17234 //enchants for the slot being socketed are handled by Player::ApplyItemMods
17235 if(slot == exceptslot)
17236 continue;
17238 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot );
17240 if(!pItem || !pItem->GetProto()->Socket[0].Color)
17241 continue;
17243 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
17245 uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
17246 if(!enchant_id)
17247 continue;
17249 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
17250 if(!enchantEntry)
17251 continue;
17253 uint32 condition = enchantEntry->EnchantmentCondition;
17254 if(condition)
17256 //was enchant active with/without item?
17257 bool wasactive = EnchantmentFitsRequirements(condition, apply ? exceptslot : -1);
17258 //should it now be?
17259 if(wasactive ^ EnchantmentFitsRequirements(condition, apply ? -1 : exceptslot))
17261 // ignore item gem conditions
17262 //if state changed, (dis)apply enchant
17263 ApplyEnchantment(pItem,EnchantmentSlot(enchant_slot),!wasactive,true,true);
17270 //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
17271 void Player::ToggleMetaGemsActive(uint8 exceptslot, bool apply)
17273 //cycle all equipped items
17274 for(int slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
17276 //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
17277 if(slot == exceptslot)
17278 continue;
17280 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot );
17282 if(!pItem || !pItem->GetProto()->Socket[0].Color) //if item has no sockets or no item is equipped go to next item
17283 continue;
17285 //cycle all (gem)enchants
17286 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
17288 uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
17289 if(!enchant_id) //if no enchant go to next enchant(slot)
17290 continue;
17292 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
17293 if(!enchantEntry)
17294 continue;
17296 //only metagems to be (de)activated, so only enchants with condition
17297 uint32 condition = enchantEntry->EnchantmentCondition;
17298 if(condition)
17299 ApplyEnchantment(pItem,EnchantmentSlot(enchant_slot), apply);
17304 void Player::LeaveBattleground(bool teleportToEntryPoint)
17306 if(BattleGround *bg = GetBattleGround())
17308 bool need_debuf = bg->isBattleGround() && (bg->GetStatus() == STATUS_IN_PROGRESS) && sWorld.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER);
17310 bg->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint, true);
17312 // call after remove to be sure that player resurrected for correct cast
17313 if(need_debuf)
17314 CastSpell(this, 26013, true); // Deserter
17318 bool Player::CanJoinToBattleground() const
17320 // check Deserter debuff
17321 if(GetDummyAura(26013))
17322 return false;
17324 return true;
17327 bool Player::CanReportAfkDueToLimit()
17329 // a player can complain about 15 people per 5 minutes
17330 if(m_bgAfkReportedCount >= 15)
17331 return false;
17332 ++m_bgAfkReportedCount;
17333 return true;
17336 ///This player has been blamed to be inactive in a battleground
17337 void Player::ReportedAfkBy(Player* reporter)
17339 BattleGround *bg = GetBattleGround();
17340 if(!bg || bg != reporter->GetBattleGround() || GetTeam() != reporter->GetTeam())
17341 return;
17343 // check if player has 'Idle' or 'Inactive' debuff
17344 if(m_bgAfkReporter.find(reporter->GetGUIDLow())==m_bgAfkReporter.end() && !HasAura(43680,0) && !HasAura(43681,0) && reporter->CanReportAfkDueToLimit())
17346 m_bgAfkReporter.insert(reporter->GetGUIDLow());
17347 // 3 players have to complain to apply debuff
17348 if(m_bgAfkReporter.size() >= 3)
17350 // cast 'Idle' spell
17351 CastSpell(this, 43680, true);
17352 m_bgAfkReporter.clear();
17357 bool Player::IsVisibleInGridForPlayer( Player* pl ) const
17359 // gamemaster in GM mode see all, including ghosts
17360 if(pl->isGameMaster() && GetSession()->GetSecurity() <= pl->GetSession()->GetSecurity())
17361 return true;
17363 // It seems in battleground everyone sees everyone, except the enemy-faction ghosts
17364 if (InBattleGround())
17366 if (!(isAlive() || m_deathTimer > 0) && !IsFriendlyTo(pl) )
17367 return false;
17368 return true;
17371 // Live player see live player or dead player with not realized corpse
17372 if(pl->isAlive() || pl->m_deathTimer > 0)
17374 return isAlive() || m_deathTimer > 0;
17377 // Ghost see other friendly ghosts, that's for sure
17378 if(!(isAlive() || m_deathTimer > 0) && IsFriendlyTo(pl))
17379 return true;
17381 // Dead player see live players near own corpse
17382 if(isAlive())
17384 Corpse *corpse = pl->GetCorpse();
17385 if(corpse)
17387 // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
17388 if(corpse->IsWithinDistInMap(this,(20+25)*sWorld.getRate(RATE_CREATURE_AGGRO)))
17389 return true;
17393 // and not see any other
17394 return false;
17397 bool Player::IsVisibleGloballyFor( Player* u ) const
17399 if(!u)
17400 return false;
17402 // Always can see self
17403 if (u==this)
17404 return true;
17406 // Visible units, always are visible for all players
17407 if (GetVisibility() == VISIBILITY_ON)
17408 return true;
17410 // GMs are visible for higher gms (or players are visible for gms)
17411 if (u->GetSession()->GetSecurity() > SEC_PLAYER)
17412 return GetSession()->GetSecurity() <= u->GetSession()->GetSecurity();
17414 // non faction visibility non-breakable for non-GMs
17415 if (GetVisibility() == VISIBILITY_OFF)
17416 return false;
17418 // non-gm stealth/invisibility not hide from global player lists
17419 return true;
17422 void Player::UpdateVisibilityOf(WorldObject* target)
17424 if(HaveAtClient(target))
17426 if(!target->isVisibleForInState(this,true))
17428 target->DestroyForPlayer(this);
17429 m_clientGUIDs.erase(target->GetGUID());
17431 #ifdef MANGOS_DEBUG
17432 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
17433 sLog.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target));
17434 #endif
17437 else
17439 if(target->isVisibleForInState(this,false))
17441 target->SendUpdateToPlayer(this);
17442 if(target->GetTypeId()!=TYPEID_GAMEOBJECT||!((GameObject*)target)->IsTransport())
17443 m_clientGUIDs.insert(target->GetGUID());
17445 #ifdef MANGOS_DEBUG
17446 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
17447 sLog.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target));
17448 #endif
17450 // target aura duration for caster show only if target exist at caster client
17451 // send data at target visibility change (adding to client)
17452 if(target!=this && target->isType(TYPEMASK_UNIT))
17453 SendAurasForTarget((Unit*)target);
17455 if(target->GetTypeId()==TYPEID_UNIT && ((Creature*)target)->isAlive())
17456 ((Creature*)target)->SendMonsterMoveWithSpeedToCurrentDestination(this);
17461 template<class T>
17462 inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, T* target)
17464 s64.insert(target->GetGUID());
17467 template<>
17468 inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, GameObject* target)
17470 if(!target->IsTransport())
17471 s64.insert(target->GetGUID());
17474 template<class T>
17475 void Player::UpdateVisibilityOf(T* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow)
17477 if(HaveAtClient(target))
17479 if(!target->isVisibleForInState(this,true))
17481 target->BuildOutOfRangeUpdateBlock(&data);
17482 m_clientGUIDs.erase(target->GetGUID());
17484 #ifdef MANGOS_DEBUG
17485 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
17486 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));
17487 #endif
17490 else
17492 if(target->isVisibleForInState(this,false))
17494 visibleNow.insert(target);
17495 target->BuildUpdate(data_updates);
17496 target->BuildCreateUpdateBlockForPlayer(&data, this);
17497 UpdateVisibilityOf_helper(m_clientGUIDs,target);
17499 #ifdef MANGOS_DEBUG
17500 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
17501 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));
17502 #endif
17507 template void Player::UpdateVisibilityOf(Player* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17508 template void Player::UpdateVisibilityOf(Creature* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17509 template void Player::UpdateVisibilityOf(Corpse* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17510 template void Player::UpdateVisibilityOf(GameObject* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17511 template void Player::UpdateVisibilityOf(DynamicObject* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17513 void Player::InitPrimaryProffesions()
17515 SetFreePrimaryProffesions(sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL));
17518 void Player::SendComboPoints()
17520 Unit *combotarget = ObjectAccessor::GetUnit(*this, m_comboTarget);
17521 if (combotarget)
17523 WorldPacket data(SMSG_UPDATE_COMBO_POINTS, combotarget->GetPackGUID().size()+1);
17524 data.append(combotarget->GetPackGUID());
17525 data << uint8(m_comboPoints);
17526 GetSession()->SendPacket(&data);
17530 void Player::AddComboPoints(Unit* target, int8 count)
17532 if(!count)
17533 return;
17535 // without combo points lost (duration checked in aura)
17536 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS);
17538 if(target->GetGUID() == m_comboTarget)
17540 m_comboPoints += count;
17542 else
17544 if(m_comboTarget)
17545 if(Unit* target = ObjectAccessor::GetUnit(*this,m_comboTarget))
17546 target->RemoveComboPointHolder(GetGUIDLow());
17548 m_comboTarget = target->GetGUID();
17549 m_comboPoints = count;
17551 target->AddComboPointHolder(GetGUIDLow());
17554 if (m_comboPoints > 5) m_comboPoints = 5;
17555 if (m_comboPoints < 0) m_comboPoints = 0;
17557 SendComboPoints();
17560 void Player::ClearComboPoints()
17562 if(!m_comboTarget)
17563 return;
17565 // without combopoints lost (duration checked in aura)
17566 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS);
17568 m_comboPoints = 0;
17570 SendComboPoints();
17572 if(Unit* target = ObjectAccessor::GetUnit(*this,m_comboTarget))
17573 target->RemoveComboPointHolder(GetGUIDLow());
17575 m_comboTarget = 0;
17578 void Player::SetGroup(Group *group, int8 subgroup)
17580 if(group == NULL) m_group.unlink();
17581 else
17583 // never use SetGroup without a subgroup unless you specify NULL for group
17584 assert(subgroup >= 0);
17585 m_group.link(group, this);
17586 m_group.setSubGroup((uint8)subgroup);
17590 void Player::SendInitialPacketsBeforeAddToMap()
17592 WorldPacket data(SMSG_SET_REST_START_OBSOLETE, 4);
17593 data << uint32(0); // unknown, may be rest state time or experience
17594 GetSession()->SendPacket(&data);
17596 // Homebind
17597 data.Initialize(SMSG_BINDPOINTUPDATE, 5*4);
17598 data << m_homebindX << m_homebindY << m_homebindZ;
17599 data << (uint32) m_homebindMapId;
17600 data << (uint32) m_homebindZoneId;
17601 GetSession()->SendPacket(&data);
17603 // SMSG_SET_PROFICIENCY
17604 // SMSG_UPDATE_AURA_DURATION
17606 // tutorial stuff
17607 data.Initialize(SMSG_TUTORIAL_FLAGS, 8*4);
17608 for (int i = 0; i < 8; ++i)
17609 data << uint32( GetTutorialInt(i) );
17610 GetSession()->SendPacket(&data);
17612 SendInitialSpells();
17614 data.Initialize(SMSG_SEND_UNLEARN_SPELLS, 4);
17615 data << uint32(0); // count, for(count) uint32;
17616 GetSession()->SendPacket(&data);
17618 SendInitialActionButtons();
17619 SendInitialReputations();
17620 m_achievementMgr.SendAllAchievementData();
17621 UpdateZone(GetZoneId());
17622 SendInitWorldStates();
17624 // SMSG_SET_AURA_SINGLE
17626 data.Initialize(SMSG_LOGIN_SETTIMESPEED, 8);
17627 data << uint32(secsToTimeBitFields(sWorld.GetGameTime()));
17628 data << (float)0.01666667f; // game speed
17629 GetSession()->SendPacket( &data );
17631 data.Initialize(SMSG_TIME_SYNC_REQ, 4); // new 2.0.x, enable movement
17632 data << uint32(0x00000000); // on blizz it increments periodically
17633 GetSession()->SendPacket(&data);
17635 // set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment
17636 if(HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED) || isInFlight())
17637 AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
17639 m_mover = this;
17642 void Player::SendInitialPacketsAfterAddToMap()
17644 WorldPacket data(SMSG_TIME_SYNC_REQ, 4); // new 2.0.x, enable movement
17645 data << uint32(0x00000000); // on blizz it increments periodically
17646 GetSession()->SendPacket(&data);
17648 CastSpell(this, 836, true); // LOGINEFFECT
17650 // set some aura effects that send packet to player client after add player to map
17651 // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
17652 // same auras state lost at far teleport, send it one more time in this case also
17653 static const AuraType auratypes[] =
17655 SPELL_AURA_MOD_FEAR, SPELL_AURA_TRANSFORM, SPELL_AURA_WATER_WALK,
17656 SPELL_AURA_FEATHER_FALL, SPELL_AURA_HOVER, SPELL_AURA_SAFE_FALL,
17657 SPELL_AURA_FLY, SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED, SPELL_AURA_NONE
17659 for(AuraType const* itr = &auratypes[0]; itr && itr[0] != SPELL_AURA_NONE; ++itr)
17661 Unit::AuraList const& auraList = GetAurasByType(*itr);
17662 if(!auraList.empty())
17663 auraList.front()->ApplyModifier(true,true);
17666 if(HasAuraType(SPELL_AURA_MOD_STUN))
17667 SetMovement(MOVE_ROOT);
17669 // manual send package (have code in ApplyModifier(true,true); that don't must be re-applied.
17670 if(HasAuraType(SPELL_AURA_MOD_ROOT))
17672 WorldPacket data(SMSG_FORCE_MOVE_ROOT, 10);
17673 data.append(GetPackGUID());
17674 data << (uint32)2;
17675 SendMessageToSet(&data,true);
17678 SendAurasForTarget(this);
17679 SendEnchantmentDurations(); // must be after add to map
17680 SendItemDurations(); // must be after add to map
17683 void Player::SendUpdateToOutOfRangeGroupMembers()
17685 if (m_groupUpdateMask == GROUP_UPDATE_FLAG_NONE)
17686 return;
17687 if(Group* group = GetGroup())
17688 group->UpdatePlayerOutOfRange(this);
17690 m_groupUpdateMask = GROUP_UPDATE_FLAG_NONE;
17691 m_auraUpdateMask = 0;
17692 if(Pet *pet = GetPet())
17693 pet->ResetAuraUpdateMask();
17696 void Player::SendTransferAborted(uint32 mapid, uint8 reason, uint8 arg)
17698 WorldPacket data(SMSG_TRANSFER_ABORTED, 4+2);
17699 data << uint32(mapid);
17700 data << uint8(reason); // transfer abort reason
17701 switch(reason)
17703 case TRANSFER_ABORT_INSUF_EXPAN_LVL:
17704 case TRANSFER_ABORT_DIFFICULTY:
17705 case TRANSFER_ABORT_UNIQUE_MESSAGE:
17706 data << uint8(arg);
17707 break;
17709 GetSession()->SendPacket(&data);
17712 void Player::SendInstanceResetWarning(uint32 mapid, uint32 time)
17714 // type of warning, based on the time remaining until reset
17715 uint32 type;
17716 if(time > 3600)
17717 type = RAID_INSTANCE_WELCOME;
17718 else if(time > 900 && time <= 3600)
17719 type = RAID_INSTANCE_WARNING_HOURS;
17720 else if(time > 300 && time <= 900)
17721 type = RAID_INSTANCE_WARNING_MIN;
17722 else
17723 type = RAID_INSTANCE_WARNING_MIN_SOON;
17724 WorldPacket data(SMSG_RAID_INSTANCE_MESSAGE, 4+4+4);
17725 data << uint32(type);
17726 data << uint32(mapid);
17727 data << uint32(time);
17728 GetSession()->SendPacket(&data);
17731 void Player::ApplyEquipCooldown( Item * pItem )
17733 for(int i = 0; i <5; ++i)
17735 _Spell const& spellData = pItem->GetProto()->Spells[i];
17737 // no spell
17738 if( !spellData.SpellId )
17739 continue;
17741 // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
17742 if( spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE )
17743 continue;
17745 AddSpellCooldown(spellData.SpellId, pItem->GetEntry(), time(NULL) + 30);
17747 WorldPacket data(SMSG_ITEM_COOLDOWN, 12);
17748 data << pItem->GetGUID();
17749 data << uint32(spellData.SpellId);
17750 GetSession()->SendPacket(&data);
17754 void Player::resetSpells()
17756 // not need after this call
17757 if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS))
17759 m_atLoginFlags = m_atLoginFlags & ~AT_LOGIN_RESET_SPELLS;
17760 CharacterDatabase.PExecute("UPDATE characters SET at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_SPELLS), GetGUIDLow());
17763 // make full copy of map (spells removed and marked as deleted at another spell remove
17764 // and we can't use original map for safe iterative with visit each spell at loop end
17765 PlayerSpellMap smap = GetSpellMap();
17767 for(PlayerSpellMap::const_iterator iter = smap.begin();iter != smap.end(); ++iter)
17768 removeSpell(iter->first); // only iter->first can be accessed, object by iter->second can be deleted already
17770 learnDefaultSpells();
17771 learnQuestRewardedSpells();
17774 void Player::learnDefaultSpells(bool loading)
17776 // learn default race/class spells
17777 PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(),getClass());
17778 std::list<CreateSpellPair>::const_iterator spell_itr;
17779 for (spell_itr = info->spell.begin(); spell_itr!=info->spell.end(); ++spell_itr)
17781 uint16 tspell = spell_itr->first;
17782 if (tspell)
17784 sLog.outDebug("PLAYER: Adding initial spell, id = %u",tspell);
17785 if(loading || !spell_itr->second) // not care about passive spells or loading case
17786 addSpell(tspell,spell_itr->second);
17787 else // but send in normal spell in game learn case
17788 learnSpell(tspell);
17793 void Player::learnQuestRewardedSpells(Quest const* quest)
17795 uint32 spell_id = quest->GetRewSpellCast();
17797 // skip quests without rewarded spell
17798 if( !spell_id )
17799 return;
17801 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
17802 if(!spellInfo)
17803 return;
17805 // check learned spells state
17806 bool found = false;
17807 for(int i=0; i < 3; ++i)
17809 if(spellInfo->Effect[i] == SPELL_EFFECT_LEARN_SPELL && !HasSpell(spellInfo->EffectTriggerSpell[i]))
17811 found = true;
17812 break;
17816 // skip quests with not teaching spell or already known spell
17817 if(!found)
17818 return;
17820 // prevent learn non first rank unknown profession and second specialization for same profession)
17821 uint32 learned_0 = spellInfo->EffectTriggerSpell[0];
17822 if( spellmgr.GetSpellRank(learned_0) > 1 && !HasSpell(learned_0) )
17824 // not have first rank learned (unlearned prof?)
17825 uint32 first_spell = spellmgr.GetFirstSpellInChain(learned_0);
17826 if( !HasSpell(first_spell) )
17827 return;
17829 SpellEntry const *learnedInfo = sSpellStore.LookupEntry(learned_0);
17830 if(!learnedInfo)
17831 return;
17833 // specialization
17834 if(learnedInfo->Effect[0]==SPELL_EFFECT_TRADE_SKILL && learnedInfo->Effect[1]==0)
17836 // search other specialization for same prof
17837 for(PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
17839 if(itr->second->state == PLAYERSPELL_REMOVED || itr->first==learned_0)
17840 continue;
17842 SpellEntry const *itrInfo = sSpellStore.LookupEntry(itr->first);
17843 if(!itrInfo)
17844 return;
17846 // compare only specializations
17847 if(itrInfo->Effect[0]!=SPELL_EFFECT_TRADE_SKILL || itrInfo->Effect[1]!=0)
17848 continue;
17850 // compare same chain spells
17851 if(spellmgr.GetFirstSpellInChain(itr->first) != first_spell)
17852 continue;
17854 // now we have 2 specialization, learn possible only if found is lesser specialization rank
17855 if(!spellmgr.IsHighRankOfSpell(learned_0,itr->first))
17856 return;
17861 CastSpell( this, spell_id, true);
17864 void Player::learnQuestRewardedSpells()
17866 // learn spells received from quest completing
17867 for(QuestStatusMap::const_iterator itr = mQuestStatus.begin(); itr != mQuestStatus.end(); ++itr)
17869 // skip no rewarded quests
17870 if(!itr->second.m_rewarded)
17871 continue;
17873 Quest const* quest = objmgr.GetQuestTemplate(itr->first);
17874 if( !quest )
17875 continue;
17877 learnQuestRewardedSpells(quest);
17881 void Player::learnSkillRewardedSpells(uint32 skill_id )
17883 uint32 raceMask = getRaceMask();
17884 uint32 classMask = getClassMask();
17885 for (uint32 j=0; j<sSkillLineAbilityStore.GetNumRows(); ++j)
17887 SkillLineAbilityEntry const *pAbility = sSkillLineAbilityStore.LookupEntry(j);
17888 if (!pAbility || pAbility->skillId!=skill_id || pAbility->learnOnGetSkill != ABILITY_LEARNED_ON_GET_PROFESSION_SKILL)
17889 continue;
17890 // Check race if set
17891 if (pAbility->racemask && !(pAbility->racemask & raceMask))
17892 continue;
17893 // Check class if set
17894 if (pAbility->classmask && !(pAbility->classmask & classMask))
17895 continue;
17897 if (sSpellStore.LookupEntry(pAbility->spellId))
17899 // Ok need learn spell
17900 learnSpell(pAbility->spellId);
17905 void Player::learnSkillRewardedSpells()
17907 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
17909 if(!GetUInt32Value(PLAYER_SKILL_INDEX(i)))
17910 continue;
17912 uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
17914 learnSkillRewardedSpells(pskill);
17918 void Player::SendAurasForTarget(Unit *target)
17920 if(target->GetVisibleAuras()->empty()) // speedup things
17921 return;
17923 WorldPacket data(SMSG_AURA_UPDATE_ALL);
17924 data.append(target->GetPackGUID());
17926 Unit::VisibleAuraMap const *visibleAuras = target->GetVisibleAuras();
17927 for(Unit::VisibleAuraMap::const_iterator itr = visibleAuras->begin(); itr != visibleAuras->end(); ++itr)
17929 for(uint32 j = 0; j < 3; ++j)
17931 if(Aura *aura = target->GetAura(itr->second, j))
17933 data << uint8(aura->GetAuraSlot());
17934 data << uint32(aura->GetId());
17936 if(aura->GetId())
17938 uint8 auraFlags = aura->GetAuraFlags();
17939 // flags
17940 data << uint8(auraFlags);
17941 // level
17942 data << uint8(aura->GetAuraLevel());
17943 // charges
17944 data << uint8(aura->m_procCharges);
17946 if(!(auraFlags & AFLAG_NOT_CASTER))
17948 data << uint8(0); // packed GUID of someone (caster?)
17951 if(auraFlags & AFLAG_DURATION) // include aura duration
17953 data << uint32(aura->GetAuraMaxDuration());
17954 data << uint32(aura->GetAuraDuration());
17957 break;
17962 GetSession()->SendPacket(&data);
17965 void Player::SetDailyQuestStatus( uint32 quest_id )
17967 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
17969 if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx))
17971 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id);
17972 m_lastDailyQuestTime = time(NULL); // last daily quest time
17973 m_DailyQuestChanged = true;
17974 break;
17979 void Player::ResetDailyQuestStatus()
17981 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
17982 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0);
17984 // DB data deleted in caller
17985 m_DailyQuestChanged = false;
17986 m_lastDailyQuestTime = 0;
17989 BattleGround* Player::GetBattleGround() const
17991 if(GetBattleGroundId()==0)
17992 return NULL;
17994 return sBattleGroundMgr.GetBattleGround(GetBattleGroundId());
17997 bool Player::InArena() const
17999 BattleGround *bg = GetBattleGround();
18000 if(!bg || !bg->isArena())
18001 return false;
18003 return true;
18006 bool Player::GetBGAccessByLevel(uint32 bgTypeId) const
18008 BattleGround *bg = sBattleGroundMgr.GetBattleGround(bgTypeId);
18009 if(!bg)
18010 return false;
18012 if(getLevel() < bg->GetMinLevel() || getLevel() > bg->GetMaxLevel())
18013 return false;
18015 return true;
18018 uint32 Player::GetMinLevelForBattleGroundQueueId(uint32 queue_id)
18020 if(queue_id < 1)
18021 return 0;
18023 if(queue_id >=7)
18024 queue_id = 7;
18026 return 10*(queue_id+1);
18029 uint32 Player::GetMaxLevelForBattleGroundQueueId(uint32 queue_id)
18031 if(queue_id >=7)
18032 return 255; // hardcoded max level
18034 return 10*(queue_id+2)-1;
18037 uint32 Player::GetBattleGroundQueueIdFromLevel() const
18039 uint32 level = getLevel();
18040 if(level <= 19)
18041 return 0;
18042 else if (level > 79)
18043 return 7;
18044 else
18045 return level/10 - 1; // 20..29 -> 1, 30-39 -> 2, ...
18048 float Player::GetReputationPriceDiscount( Creature const* pCreature ) const
18050 FactionTemplateEntry const* vendor_faction = pCreature->getFactionTemplateEntry();
18051 if(!vendor_faction)
18052 return 1.0f;
18054 ReputationRank rank = GetReputationRank(vendor_faction->faction);
18055 if(rank <= REP_NEUTRAL)
18056 return 1.0f;
18058 return 1.0f - 0.05f* (rank - REP_NEUTRAL);
18061 bool Player::IsSpellFitByClassAndRace( uint32 spell_id ) const
18063 uint32 racemask = getRaceMask();
18064 uint32 classmask = getClassMask();
18066 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id);
18067 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id);
18069 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
18071 // skip wrong race skills
18072 if( _spell_idx->second->racemask && (_spell_idx->second->racemask & racemask) == 0)
18073 return false;
18075 // skip wrong class skills
18076 if( _spell_idx->second->classmask && (_spell_idx->second->classmask & classmask) == 0)
18077 return false;
18079 return true;
18082 bool Player::HasQuestForGO(int32 GOId)
18084 for( QuestStatusMap::iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i )
18086 QuestStatusData qs=i->second;
18087 if (qs.m_status == QUEST_STATUS_INCOMPLETE)
18089 Quest const* qinfo = objmgr.GetQuestTemplate(i->first);
18090 if(!qinfo)
18091 continue;
18093 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID)
18094 continue;
18096 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
18098 if (qinfo->ReqCreatureOrGOId[j]>=0) //skip non GO case
18099 continue;
18101 if((-1)*GOId == qinfo->ReqCreatureOrGOId[j] && qs.m_creatureOrGOcount[j] < qinfo->ReqCreatureOrGOCount[j])
18102 return true;
18106 return false;
18109 void Player::UpdateForQuestsGO()
18111 if(m_clientGUIDs.empty())
18112 return;
18114 UpdateData udata;
18115 WorldPacket packet;
18116 for(ClientGUIDs::iterator itr=m_clientGUIDs.begin(); itr!=m_clientGUIDs.end(); ++itr)
18118 if(IS_GAMEOBJECT_GUID(*itr))
18120 GameObject *obj = HashMapHolder<GameObject>::Find(*itr);
18121 if(obj)
18122 obj->BuildValuesUpdateBlockForPlayer(&udata,this);
18125 udata.BuildPacket(&packet);
18126 GetSession()->SendPacket(&packet);
18129 void Player::SummonIfPossible(bool agree)
18131 if(!agree)
18133 m_summon_expire = 0;
18134 return;
18137 // expire and auto declined
18138 if(m_summon_expire < time(NULL))
18139 return;
18141 // stop taxi flight at summon
18142 if(isInFlight())
18144 GetMotionMaster()->MovementExpired();
18145 m_taxi.ClearTaxiDestinations();
18148 // drop flag at summon
18149 if(BattleGround *bg = GetBattleGround())
18150 bg->EventPlayerDroppedFlag(this);
18152 m_summon_expire = 0;
18154 TeleportTo(m_summon_mapid, m_summon_x, m_summon_y, m_summon_z,GetOrientation());
18157 void Player::RemoveItemDurations( Item *item )
18159 for(ItemDurationList::iterator itr = m_itemDuration.begin();itr != m_itemDuration.end(); ++itr)
18161 if(*itr==item)
18163 m_itemDuration.erase(itr);
18164 break;
18169 void Player::AddItemDurations( Item *item )
18171 if(item->GetUInt32Value(ITEM_FIELD_DURATION))
18173 m_itemDuration.push_back(item);
18174 item->SendTimeUpdate(this);
18178 void Player::AutoUnequipOffhandIfNeed()
18180 Item *offItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND );
18181 if(!offItem)
18182 return;
18184 Item *mainItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND );
18186 if(!mainItem || mainItem->GetProto()->InventoryType != INVTYPE_2HWEAPON)
18187 return;
18189 ItemPosCountVec off_dest;
18190 uint8 off_msg = CanStoreItem( NULL_BAG, NULL_SLOT, off_dest, offItem, false );
18191 if( off_msg == EQUIP_ERR_OK )
18193 RemoveItem(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true);
18194 StoreItem( off_dest, offItem, true );
18196 else
18198 sLog.outError("Player::EquipItem: Can's store offhand item at 2hand item equip for player (GUID: %u).",GetGUIDLow());
18202 bool Player::HasItemFitToSpellReqirements(SpellEntry const* spellInfo, Item const* ignoreItem)
18204 if(spellInfo->EquippedItemClass < 0)
18205 return true;
18207 // scan other equipped items for same requirements (mostly 2 daggers/etc)
18208 // for optimize check 2 used cases only
18209 switch(spellInfo->EquippedItemClass)
18211 case ITEM_CLASS_WEAPON:
18213 for(int i= EQUIPMENT_SLOT_MAINHAND; i < EQUIPMENT_SLOT_TABARD; ++i)
18214 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
18215 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
18216 return true;
18217 break;
18219 case ITEM_CLASS_ARMOR:
18221 // tabard not have dependent spells
18222 for(int i= EQUIPMENT_SLOT_START; i< EQUIPMENT_SLOT_MAINHAND; ++i)
18223 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
18224 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
18225 return true;
18227 // shields can be equipped to offhand slot
18228 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND))
18229 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
18230 return true;
18232 // ranged slot can have some armor subclasses
18233 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED))
18234 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
18235 return true;
18237 break;
18239 default:
18240 sLog.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo->EquippedItemClass);
18241 break;
18244 return false;
18247 void Player::RemoveItemDependentAurasAndCasts( Item * pItem )
18249 AuraMap& auras = GetAuras();
18250 for(AuraMap::iterator itr = auras.begin(); itr != auras.end(); )
18252 Aura* aura = itr->second;
18254 // skip passive (passive item dependent spells work in another way) and not self applied auras
18255 SpellEntry const* spellInfo = aura->GetSpellProto();
18256 if(aura->IsPassive() || aura->GetCasterGUID()!=GetGUID())
18258 ++itr;
18259 continue;
18262 // skip if not item dependent or have alternative item
18263 if(HasItemFitToSpellReqirements(spellInfo,pItem))
18265 ++itr;
18266 continue;
18269 // no alt item, remove aura, restart check
18270 RemoveAurasDueToSpell(aura->GetId());
18271 itr = auras.begin();
18274 // currently casted spells can be dependent from item
18275 for (uint32 i = 0; i < CURRENT_MAX_SPELL; i++)
18277 if( m_currentSpells[i] && m_currentSpells[i]->getState()!=SPELL_STATE_DELAYED &&
18278 !HasItemFitToSpellReqirements(m_currentSpells[i]->m_spellInfo,pItem) )
18279 InterruptSpell(i);
18283 uint32 Player::GetResurrectionSpellId()
18285 // search priceless resurrection possibilities
18286 uint32 prio = 0;
18287 uint32 spell_id = 0;
18288 AuraList const& dummyAuras = GetAurasByType(SPELL_AURA_DUMMY);
18289 for(AuraList::const_iterator itr = dummyAuras.begin(); itr != dummyAuras.end(); ++itr)
18291 // Soulstone Resurrection // prio: 3 (max, non death persistent)
18292 if( prio < 2 && (*itr)->GetSpellProto()->SpellVisual[0] == 99 && (*itr)->GetSpellProto()->SpellIconID == 92 )
18294 switch((*itr)->GetId())
18296 case 20707: spell_id = 3026; break; // rank 1
18297 case 20762: spell_id = 20758; break; // rank 2
18298 case 20763: spell_id = 20759; break; // rank 3
18299 case 20764: spell_id = 20760; break; // rank 4
18300 case 20765: spell_id = 20761; break; // rank 5
18301 case 27239: spell_id = 27240; break; // rank 6
18302 default:
18303 sLog.outError("Unhandled spell %%u: S.Resurrection",(*itr)->GetId());
18304 continue;
18307 prio = 3;
18309 // Twisting Nether // prio: 2 (max)
18310 else if((*itr)->GetId()==23701 && roll_chance_i(10))
18312 prio = 2;
18313 spell_id = 23700;
18317 // Reincarnation (passive spell) // prio: 1
18318 if(prio < 1 && HasSpell(20608) && !HasSpellCooldown(21169) && HasItemCount(17030,1))
18319 spell_id = 21169;
18321 return spell_id;
18324 bool Player::RewardPlayerAndGroupAtKill(Unit* pVictim)
18326 bool PvP = pVictim->isCharmedOwnedByPlayerOrPlayer();
18328 // prepare data for near group iteration (PvP and !PvP cases)
18329 uint32 xp = 0;
18330 bool honored_kill = false;
18332 if(Group *pGroup = GetGroup())
18334 uint32 count = 0;
18335 uint32 sum_level = 0;
18336 Player* member_with_max_level = NULL;
18337 Player* not_gray_member_with_max_level = NULL;
18339 pGroup->GetDataForXPAtKill(pVictim,count,sum_level,member_with_max_level,not_gray_member_with_max_level);
18341 if(member_with_max_level)
18343 /// not get Xp in PvP or no not gray players in group
18344 xp = (PvP || !not_gray_member_with_max_level) ? 0 : MaNGOS::XP::Gain(not_gray_member_with_max_level, pVictim);
18346 /// skip in check PvP case (for speed, not used)
18347 bool is_raid = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsRaid() && pGroup->isRaidGroup();
18348 bool is_dungeon = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsDungeon();
18349 float group_rate = MaNGOS::XP::xp_in_group_rate(count,is_raid);
18351 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
18353 Player* pGroupGuy = itr->getSource();
18354 if(!pGroupGuy)
18355 continue;
18357 if(!pGroupGuy->IsAtGroupRewardDistance(pVictim))
18358 continue; // member (alive or dead) or his corpse at req. distance
18360 // honor can be in PvP and !PvP (racial leader) cases (for alive)
18361 if(pGroupGuy->isAlive() && pGroupGuy->RewardHonor(pVictim,count) && pGroupGuy==this)
18362 honored_kill = true;
18364 // xp and reputation only in !PvP case
18365 if(!PvP)
18367 float rate = group_rate * float(pGroupGuy->getLevel()) / sum_level;
18369 // if is in dungeon then all receive full reputation at kill
18370 // rewarded any alive/dead/near_corpse group member
18371 pGroupGuy->RewardReputation(pVictim,is_dungeon ? 1.0f : rate);
18373 // XP updated only for alive group member
18374 if(pGroupGuy->isAlive() && not_gray_member_with_max_level &&
18375 pGroupGuy->getLevel() <= not_gray_member_with_max_level->getLevel())
18377 uint32 itr_xp = (member_with_max_level == not_gray_member_with_max_level) ? uint32(xp*rate) : uint32((xp*rate/2)+1);
18379 pGroupGuy->GiveXP(itr_xp, pVictim);
18380 if(Pet* pet = pGroupGuy->GetPet())
18381 pet->GivePetXP(itr_xp/2);
18384 // quest objectives updated only for alive group member or dead but with not released body
18385 if(pGroupGuy->isAlive()|| !pGroupGuy->GetCorpse())
18387 // normal creature (not pet/etc) can be only in !PvP case
18388 if(pVictim->GetTypeId()==TYPEID_UNIT)
18389 pGroupGuy->KilledMonster(pVictim->GetEntry(), pVictim->GetGUID());
18395 else // if (!pGroup)
18397 xp = PvP ? 0 : MaNGOS::XP::Gain(this, pVictim);
18399 // honor can be in PvP and !PvP (racial leader) cases
18400 if(RewardHonor(pVictim,1))
18401 honored_kill = true;
18403 // xp and reputation only in !PvP case
18404 if(!PvP)
18406 RewardReputation(pVictim,1);
18407 GiveXP(xp, pVictim);
18409 if(Pet* pet = GetPet())
18410 pet->GivePetXP(xp);
18412 // normal creature (not pet/etc) can be only in !PvP case
18413 if(pVictim->GetTypeId()==TYPEID_UNIT)
18414 KilledMonster(pVictim->GetEntry(),pVictim->GetGUID());
18417 return xp || honored_kill;
18420 bool Player::IsAtGroupRewardDistance(WorldObject const* pRewardSource) const
18422 if(pRewardSource->GetDistance(this) <= sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE))
18423 return true;
18425 if(isAlive())
18426 return false;
18428 Corpse* corpse = GetCorpse();
18429 if(!corpse)
18430 return false;
18432 return pRewardSource->GetDistance(corpse) <= sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE);
18435 uint32 Player::GetBaseWeaponSkillValue (WeaponAttackType attType) const
18437 Item* item = GetWeaponForAttack(attType,true);
18439 // unarmed only with base attack
18440 if(attType != BASE_ATTACK && !item)
18441 return 0;
18443 // weapon skill or (unarmed for base attack)
18444 uint32 skill = item ? item->GetSkill() : SKILL_UNARMED;
18445 return GetBaseSkillValue(skill);
18448 void Player::ResurectUsingRequestData()
18450 ResurrectPlayer(0.0f,false);
18452 if(GetMaxHealth() > m_resurrectHealth)
18453 SetHealth( m_resurrectHealth );
18454 else
18455 SetHealth( GetMaxHealth() );
18457 if(GetMaxPower(POWER_MANA) > m_resurrectMana)
18458 SetPower(POWER_MANA, m_resurrectMana );
18459 else
18460 SetPower(POWER_MANA, GetMaxPower(POWER_MANA) );
18462 SetPower(POWER_RAGE, 0 );
18464 SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY) );
18466 SpawnCorpseBones();
18468 TeleportTo(m_resurrectMap, m_resurrectX, m_resurrectY, m_resurrectZ, GetOrientation());
18471 void Player::SetClientControl(Unit* target, uint8 allowMove)
18473 WorldPacket data(SMSG_CLIENT_CONTROL_UPDATE, target->GetPackGUID().size()+1);
18474 data.append(target->GetPackGUID());
18475 data << uint8(allowMove);
18476 GetSession()->SendPacket(&data);
18479 void Player::UpdateZoneDependentAuras( uint32 newZone )
18481 // remove new continent flight forms
18482 uint32 v_map = GetVirtualMapForMapAndZone(GetMapId(), newZone);
18483 if( !isGameMaster() && v_map != 530 && v_map != 571)
18485 RemoveSpellsCausingAura(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED);
18486 RemoveSpellsCausingAura(SPELL_AURA_FLY);
18489 // Some spells applied at enter into zone (with subzones)
18490 // Human Illusion
18491 // NOTE: these are removed by RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP);
18492 if ( newZone == 2367 ) // Old Hillsbrad Foothills
18494 uint32 spellid = 0;
18495 // all horde races
18496 if( GetTeam() == HORDE )
18497 spellid = getGender() == GENDER_FEMALE ? 35481 : 35480;
18498 // and some alliance races
18499 else if( getRace() == RACE_NIGHTELF || getRace() == RACE_DRAENEI )
18500 spellid = getGender() == GENDER_FEMALE ? 35483 : 35482;
18502 if(spellid && !HasAura(spellid,0) )
18503 CastSpell(this,spellid,true);
18507 void Player::UpdateAreaDependentAuras( uint32 newArea )
18509 // remove auras from spells with area limitations
18510 for(AuraMap::iterator iter = m_Auras.begin(); iter != m_Auras.end();)
18512 // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
18513 if(!IsSpellAllowedInLocation(iter->second->GetSpellProto(),GetMapId(),m_zoneUpdateId,newArea))
18514 RemoveAura(iter);
18515 else
18516 ++iter;
18519 // unmount if enter in this subzone
18520 if( newArea == 35)
18521 RemoveSpellsCausingAura(SPELL_AURA_MOUNTED);
18522 // Dragonmaw Illusion
18523 else if( newArea == 3759 || newArea == 3966 || newArea == 3939 )
18525 if( GetDummyAura(40214) )
18527 if( !HasAura(40216,0) )
18528 CastSpell(this,40216,true);
18529 if( !HasAura(42016,0) )
18530 CastSpell(this,42016,true);
18535 uint32 Player::GetCorpseReclaimDelay(bool pvp) const
18537 if( pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
18538 !pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
18540 return copseReclaimDelay[0];
18543 time_t now = time(NULL);
18544 // 0..2 full period
18545 uint32 count = (now < m_deathExpireTime) ? (m_deathExpireTime - now)/DEATH_EXPIRE_STEP : 0;
18546 return copseReclaimDelay[count];
18549 void Player::UpdateCorpseReclaimDelay()
18551 bool pvp = m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH;
18553 if( pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
18554 !pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
18555 return;
18557 time_t now = time(NULL);
18558 if(now < m_deathExpireTime)
18560 // full and partly periods 1..3
18561 uint32 count = (m_deathExpireTime - now)/DEATH_EXPIRE_STEP +1;
18562 if(count < MAX_DEATH_COUNT)
18563 m_deathExpireTime = now+(count+1)*DEATH_EXPIRE_STEP;
18564 else
18565 m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP;
18567 else
18568 m_deathExpireTime = now+DEATH_EXPIRE_STEP;
18571 void Player::SendCorpseReclaimDelay(bool load)
18573 Corpse* corpse = GetCorpse();
18574 if(!corpse)
18575 return;
18577 uint32 delay;
18578 if(load)
18580 if(corpse->GetGhostTime() > m_deathExpireTime)
18581 return;
18583 bool pvp = corpse->GetType()==CORPSE_RESURRECTABLE_PVP;
18585 uint32 count;
18586 if( pvp && sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
18587 !pvp && sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
18589 count = (m_deathExpireTime-corpse->GetGhostTime())/DEATH_EXPIRE_STEP;
18590 if(count>=MAX_DEATH_COUNT)
18591 count = MAX_DEATH_COUNT-1;
18593 else
18594 count=0;
18596 time_t expected_time = corpse->GetGhostTime()+copseReclaimDelay[count];
18598 time_t now = time(NULL);
18599 if(now >= expected_time)
18600 return;
18602 delay = expected_time-now;
18604 else
18605 delay = GetCorpseReclaimDelay(corpse->GetType()==CORPSE_RESURRECTABLE_PVP);
18607 //! corpse reclaim delay 30 * 1000ms or longer at often deaths
18608 WorldPacket data(SMSG_CORPSE_RECLAIM_DELAY, 4);
18609 data << uint32(delay*1000);
18610 GetSession()->SendPacket( &data );
18613 Player* Player::GetNextRandomRaidMember(float radius)
18615 Group *pGroup = GetGroup();
18616 if(!pGroup)
18617 return NULL;
18619 std::vector<Player*> nearMembers;
18620 nearMembers.reserve(pGroup->GetMembersCount());
18622 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
18624 Player* Target = itr->getSource();
18626 // IsHostileTo check duel and controlled by enemy
18627 if( Target && Target != this && IsWithinDistInMap(Target, radius) &&
18628 !Target->HasInvisibilityAura() && !IsHostileTo(Target) )
18629 nearMembers.push_back(Target);
18632 if (nearMembers.empty())
18633 return NULL;
18635 uint32 randTarget = urand(0,nearMembers.size()-1);
18636 return nearMembers[randTarget];
18639 void Player::UpdateUnderwaterState( Map* m, float x, float y, float z )
18641 float water_z = m->GetWaterLevel(x,y);
18642 float height_z = m->GetHeight(x,y,z, false); // use .map base surface height
18643 uint8 flag1 = m->GetTerrainType(x,y);
18645 //!Underwater check, not in water if underground or above water level
18646 if (height_z <= INVALID_HEIGHT || z < (height_z-2) || z > (water_z - 2) )
18647 m_isunderwater &= 0x7A;
18648 else if ((z < (water_z - 2)) && (flag1 & 0x01))
18649 m_isunderwater |= 0x01;
18651 //!in lava check, anywhere under lava level
18652 if ((height_z <= INVALID_HEIGHT || z < (height_z - 0)) && (flag1 == 0x00) && IsInWater())
18653 m_isunderwater |= 0x80;
18656 void Player::SetCanParry( bool value )
18658 if(m_canParry==value)
18659 return;
18661 m_canParry = value;
18662 UpdateParryPercentage();
18665 void Player::SetCanBlock( bool value )
18667 if(m_canBlock==value)
18668 return;
18670 m_canBlock = value;
18671 UpdateBlockPercentage();
18674 bool ItemPosCount::isContainedIn(ItemPosCountVec const& vec) const
18676 for(ItemPosCountVec::const_iterator itr = vec.begin(); itr != vec.end();++itr)
18677 if(itr->pos == pos)
18678 return true;
18680 return false;
18683 bool Player::isAllowUseBattleGroundObject()
18685 return ( //InBattleGround() && // in battleground - not need, check in other cases
18686 !IsMounted() && // not mounted
18687 !HasStealthAura() && // not stealthed
18688 !HasInvisibilityAura() && // not invisible
18689 !HasAura(SPELL_RECENTLY_DROPPED_FLAG, 0) && // can't pickup
18690 isAlive() // live player
18694 uint32 Player::GetBarberShopCost(uint8 newhairstyle, uint8 newhaircolor, uint8 newfacialhair)
18696 uint32 level = getLevel();
18698 if(level > sGtBarberShopCostBaseStore.GetNumRows())
18699 level = GT_MAX_LEVEL; // max level in this dbc
18701 uint8 hairstyle = GetByteValue(PLAYER_BYTES, 2);
18702 uint8 haircolor = GetByteValue(PLAYER_BYTES, 3);
18703 uint8 facialhair = GetByteValue(PLAYER_BYTES_2, 0);
18705 if((hairstyle == newhairstyle) && (haircolor == newhaircolor) && (facialhair == newfacialhair))
18706 return 0;
18708 GtBarberShopCostBaseEntry const *bsc = sGtBarberShopCostBaseStore.LookupEntry(level - 1);
18710 if(!bsc) // shouldn't happen
18711 return 0xFFFFFFFF;
18713 float cost = 0;
18715 if(hairstyle != newhairstyle)
18716 cost += bsc->cost; // full price
18718 if((haircolor != newhaircolor) && (hairstyle == newhairstyle))
18719 cost += bsc->cost * 0.5f; // +1/2 of price
18721 if(facialhair != newfacialhair)
18722 cost += bsc->cost * 0.75f; // +3/4 of price
18724 return uint32(cost);
18727 void Player::InitGlyphsForLevel()
18729 uint32 level = getLevel();
18730 uint32 value = 0;
18732 // 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level
18733 if(level >= 15)
18734 value |= (0x01 | 0x02);
18735 if(level >= 30)
18736 value |= 0x04;
18737 if(level >= 50)
18738 value |= 0x08;
18739 if(level >= 70)
18740 value |= 0x10;
18741 if(level >= 80)
18742 value |= 0x20;
18744 SetUInt32Value(PLAYER_GLYPHS_ENABLED, value);
18747 void Player::EnterVehicle(Vehicle *vehicle)
18749 VehicleEntry const *ve = sVehicleStore.LookupEntry(vehicle->GetVehicleId());
18750 if(!ve)
18751 return;
18753 VehicleSeatEntry const *veSeat = sVehicleSeatStore.LookupEntry(ve->m_seatID[0]);
18754 if(!veSeat)
18755 return;
18757 vehicle->SetCharmerGUID(GetGUID());
18758 vehicle->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
18759 vehicle->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNKNOWN5);
18760 vehicle->setFaction(getFaction());
18762 SetCharm(vehicle); // charm
18763 SetFarSight(vehicle->GetGUID()); // set view
18765 SetClientControl(vehicle, 1); // redirect controls to vehicle
18767 WorldPacket data(SMSG_SHOW_VEHICLE_UI, 0); // shows vehicle UI?
18768 GetSession()->SendPacket(&data);
18770 data.Initialize(MSG_MOVE_TELEPORT_ACK, 30);
18771 data.append(GetPackGUID());
18772 data << uint32(0); // counter?
18773 data << uint32(MOVEMENTFLAG_ONTRANSPORT); // transport
18774 data << uint16(0); // special flags
18775 data << uint32(getMSTime()); // time
18776 data << vehicle->GetPositionX(); // x
18777 data << vehicle->GetPositionY(); // y
18778 data << vehicle->GetPositionZ(); // z
18779 data << vehicle->GetOrientation(); // o
18780 // transport part, TODO: load/calculate seat offsets
18781 data << uint64(vehicle->GetGUID()); // transport guid
18782 data << float(veSeat->m_attachmentOffsetX); // transport offsetX
18783 data << float(veSeat->m_attachmentOffsetY); // transport offsetY
18784 data << float(veSeat->m_attachmentOffsetZ); // transport offsetZ
18785 data << float(0); // transport orientation
18786 data << uint32(getMSTime()); // transport time
18787 data << uint8(0); // seat
18788 // end of transport part
18789 data << uint32(0); // fall time
18790 GetSession()->SendPacket(&data);
18792 data.Initialize(SMSG_PET_SPELLS, 8+4+4+4+4*10+1+1);
18793 data << uint64(vehicle->GetGUID());
18794 data << uint32(0x00000000);
18795 data << uint32(0x00000000);
18796 data << uint32(0x00000101);
18798 for(uint32 i = 0; i < 10; ++i)
18799 data << uint16(0) << uint8(0) << uint8(i+8);
18801 data << uint8(0);
18802 data << uint8(0);
18803 GetSession()->SendPacket(&data);
18806 void Player::ExitVehicle(Vehicle *vehicle)
18808 vehicle->SetCharmerGUID(0);
18809 vehicle->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
18810 vehicle->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNKNOWN5);
18811 vehicle->setFaction((GetTeam() == ALLIANCE) ? vehicle->GetCreatureInfo()->faction_A : vehicle->GetCreatureInfo()->faction_H);
18813 SetCharm(NULL);
18814 SetFarSight(NULL);
18816 SetClientControl(vehicle, 0);
18818 WorldPacket data(MSG_MOVE_TELEPORT_ACK, 30);
18819 data.append(GetPackGUID());
18820 data << uint32(0); // counter?
18821 data << uint32(MOVEMENTFLAG_FLY_UNK1); // fly unk
18822 data << uint16(0x40); // special flags
18823 data << uint32(getMSTime()); // time
18824 data << vehicle->GetPositionX(); // x
18825 data << vehicle->GetPositionY(); // y
18826 data << vehicle->GetPositionZ(); // z
18827 data << vehicle->GetOrientation(); // o
18828 data << uint32(0); // fall time
18829 GetSession()->SendPacket(&data);
18831 data.Initialize(SMSG_PET_SPELLS, 8+4);
18832 data << uint64(0);
18833 data << uint32(0);
18834 GetSession()->SendPacket(&data);
18836 // only for flyable vehicles?
18837 CastSpell(this, 45472, true); // Parachute
18840 bool Player::HasTitle(uint32 bitIndex)
18842 if (bitIndex > 128)
18843 return false;
18845 uint32 fieldIndexOffset = bitIndex/32;
18846 uint32 flag = 1 << (bitIndex%32);
18847 return HasFlag(PLAYER__FIELD_KNOWN_TITLES+fieldIndexOffset, flag);
18850 void Player::SetTitle(CharTitlesEntry const* title)
18852 uint32 fieldIndexOffset = title->bit_index/32;
18853 uint32 flag = 1 << (title->bit_index%32);
18854 SetFlag(PLAYER__FIELD_KNOWN_TITLES+fieldIndexOffset, flag);
18857 void Player::ConvertRune(uint8 index, uint8 newType)
18859 // SMSG_CONVERT_RUNE
18862 void Player::InitRunes()
18864 if(getClass() != CLASS_DEATH_KNIGHT)
18865 return;
18867 m_runes = new Runes;
18869 for(uint32 i = 0; i < MAX_RUNES; ++i)
18871 SetBaseRune(i, i / 2);
18872 SetCurrentRune(i, i / 2);
18873 SetRuneCooldown(i, 0);
18876 for(uint32 i = 0; i < NUM_RUNES; ++i)
18877 SetFloatValue(PLAYER_RUNE_REGEN_1 + i, 0.1f);